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A member registered May 10, 2024 · View creator page →

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Really creative take on the theme! Took me a while to figure out what reflect was supposed to be doing but it all made sense in the end.

Impressive enemy AI, I noticed you could run away from them and they stop tracking you, which is great!

A bit more visual variety in the backgrounds might have been good (rich coming from me when I made a monochrome game, I know!) but it's a small thing, the enemy variety made up for it.

A really impressive effort!

Thanks for playing and for the feedback. Haha yeah totally fair about the visuals being a bit abrasive, just wanted something simple enough to execute in the time I had that was also thematically consistent.

Thanks again for playing!

This was fantastic! Getting those triple-slices in felt great. The turn-based element gave it a nice strategic touch.

I did sort of softlock myself with the cage level, but was happy to replay it and figure out where I went wrong.

Think there's loads of potential in this for a more fully-fleshed-out game with different enemies etc.

One of my favourites in the jam, well done!

Really great idea! I think it works best when the enemies are static (like the turret level). Combining this with stealth and a limited ammo supply could make it really brilliant!

Love the presentation of it, the tileset is great and the music works really well.

Great work!

Really enjoyed this one! Being the maker of your own bullet hell is a great twist. Loved the attention to detail as well (the arm moving with the recoil and the crosshair lerping to the mouse position gave it a real sense of weight). I think the upgrade mechanic works really nicely too.

Honestly not much I can critique, one of the best I've played this jam!

Thanks so much for playing and for the kind words, appreciate it!

P.S I hadn't considered just making the player static, that could've made it much more effective!

Thanks so much for playing and for the great feedback! It's actually a 3D game made to look 2D, just because I've never made a 2D game so wasn't sure how to scale it properly. Ironic that that's what's made it fall apart for you on your ultrawide monitor haha.

Really appreciate you going back and giving it another shot though. It definitely needed an options menu, just ran out of time as you said, I only had the weekend to work on it. I definitely could've put the controls on the main menu though, that's a great point that I hadn't considered about game jam games. Will bear that in mind for future.

Thanks again for playing!

Hey, thanks so much for playing and for the feedback! You're absolutely right, it falls apart a little bit due to the level design. Wish I'd had a bit more time to test ideas (like stopping the player moving if the enemy hit a wall etc) to prevent some of the mechanics being exploited, but was too excited by the idea not to try and make it in the time I had.

Thanks again

I can't believe how much you guys got done in the time! Seriously impressive, and there's loads of potential in this idea.

As you've pointed out in your description, it's a little text-heavy at the beginning, especially because you've made it all fairly intuitive in-game. But I really don't have any other complaints. The mechanics all make sense and there's plenty to think about tactically. It's got a great aesthetic and the characters' little victory speeches are great.

A really impressive entry, well done!

Really liked this! The challenge ramped up nicely and the mechanics felt good. That last level gave me a hard time but I stuck with it past the ten death mark, which is always a good sign!

The camera zooming in and out was a really nice idea, but maybe stayed in too close in certain sections and caused a few inadvertent spike-deaths. The space bar not being jump also caused a few accidental deaths...

Overall really good though, lots of fun! And I loved the aesthetic

Thanks for playing! Appreciate it

Thanks again for playing! Yeah there's definitely a high cheese chance! Would love to have put more time into the design but only had three days to work on it. Fingers crossed it's fun for the 60 seconds it lasts haha

Thanks! Yeah it's the right one you need to kill. There should be a little bumper in the corner that will allow you to bounce the shots around if I'm thinking of the right level?


Thanks for playing though, much appreciated!

Hey, thanks for the tip! I hadn't realised it wouldn't show in the desktop app if I'd left the Windows box unchecked. I've ticked this on now, so hoping it appears in the app (though appreciate you've already played it, thanks for rolling with it anyway!) Good to know for future

Liked the key puzzle, I think there's a lot of potential in this but I just couldn't figure out what I was supposed to do once I left the first room. Then I dropped the spanner and it fell through the floor so had to give up.

The T-posing model (and its shadow) got in the way, think that could've been left out, but I liked the mirror transition, that was really nicely done.

It's a really original idea too, well done for doing something a bit different!

Really enjoyed this one, the upgrade system was a nice twist on Breakout. The presentation was nice and I didn't get as much slowdown as I expected for a browser game considering all of the entities on screen.

I think the difficulty could've been increased a bit? By the time I got a couple of upgrades on each level most of the blocks were destroye.

Overall though a really nice idea well executed!

This is really impressive! It looks fantastic and the puzzles are cleverly done. Particularly like bouncing off the orange box in the reflection. I'm actually not sure how you achieved some of the things you did, which is even better!

As others have said, the wall slide thing gets in the way of what otherwise feels like a really smooth platformer, but I'm sure that would be a simple enough fix with a little more time.

Other than that, top marks, this is a really great entry!

Really liked this! Impressed at how much you all got done in the time, it's a pretty sizeable map, and I loved the hand-drawn art. The jumping mechanic felt good. The story maybe needed fleshing out a little but there's only so much you can get done in the time span!

Nicely done

Really liked this! Took me a couple of tries to understand what was happening but once I figured it out I found a really addictive little shooter in it. Looks really clean too.

The only critique I'd have is to maybe display your score on the game over page, and ideally celebrate a new high score, just to give it a sense of rewards.

Other than that, really solid, well done!


Hey, I use C# so can't upload a web build. The .exe is contained in the zip, unless I'm misunderstanding what you mean?

Thanks so much for playing! And for hosting, had a blast making something for this and have really enjoyed seeing you play through other people's games. Well done to everyone that got something submitted!

I'm sorry I have to ask: what job doesn't let you interact with foreigners?

Really enjoyed this one! Thought the writing was great, and the artwork is fantastic. I'm usually turned off by RPG maker games but the pacing of this was spot-on.

I did have a bit of trouble figuring out what the objectives were at points, it took a lot of just clicking everything to figure out what is and isn't relevant, but including a manual is a stroke of genius, and the level was compact enough that it never got frustrating.

Great work!

Hey, thanks for playing and for the detailed feedback, really appreciate it!

I was wanting everything to feel "analogue", hence the clacky keys and physically pulling levers/twisting valves with the mouse, but appreciate that it makes things a little unwieldy. That's partly intentional, but it's not designed to get in the way of progression, so I'll definitely take that on board.

The reason everything uses the numpad is down to inheritance, it meant I could set up a base machine class that all machines derive from, and it allowed me to create lots of usable machines that have the same basic "numpad and mouse" controls in a short space of time. That's why the shooting minigame also uses the same controls, though you're right that it's not the most intuitive method.

My guess as to why it failed you is because you didn't clock back out, which is something other players have said they didn't realise they needed to do. Definitely should've included a prompt that said you'd collected enough slime for the day and could clock back out, that's on me!

Thanks again for the honest feedback.

This was really scary! Not ashamed to admit I had to turn the sound down towards the end, the voiceover was really effective (as a Yorkshireman I'm not sure about that northern accent at the beginning but the rest was brilliant haha).

It did take me some time to figure out I could open up drawers and things, I don't know if I missed the instructions somewhere but think that could've been made clearer. I also think it's pretty essential to have at least some footsteps in games like this so you don't just walk around a corner and straight into him (which happened a lot), but it did ramp up the fear factor never knowing where he was, that's for sure!

Loads of potential in this one, well done!

Really liked this one! Some really solid puzzles with satisfying solutions, it must've taken ages to get the mechanics of all of those different systems working; I know inventory systems alone can be a pain. Appreciate the time and effort that's gone into this behind the scenes, and felt like a real achievement when I finished it.

It was maybe too colourful for such dark subject matter, but the models all looked great. I did get some pretty severe framerate drops even with the settings turned down. Maybe just a few too many effects going at once (thought the radiator heat was going to be significant but it was just extra visuals that maybe could've been left out).

Thought the writing was good overall, despite some unintentionally funny bits ("even the dog wasn't safe"). You tied it all together well thematically, with the bottles lying around and stuff. As mentioned above, the fairly light-hearted presentation maybe clashed with the really serious writing at times, but it's a small complaint.

I did notice you could trigger events over and over again, but never had any game-breaking bugs so not a big deal.

Overall, a really impressive game. Nice work!

Hey, no worries, thanks for playing! Once you've collected a new barrel you interact with the Slime Collection Station again (with the valve attached) and it'll place the barrel. Then you spin the valve shut and it'll start collecting again.

Thanks for the feedback about the numpad, you're right I hadn't considered laptops and things, it just mapped nicely with the analogue-style machines we were building, but will make sure I add secondary options for the numbers across the top in future projects

You okay, bud?

Really enjoyed this! Short but sweet, and judging by the comment below there's some variety in the events that happen, which I appreciate. I got a slightly different scare! Getting out of the store was pretty nervewracking too.

Good job!

This felt a bit torn between wanting to be funny and wanting to be scary. 

The atmosphere was great at the beginning, I was ready to be freaked out and then ended up getting stuck on invisible walls trying to outrun a giant hedgehog under bright lighting. 

I had to stop playing after the second death because it kept kicking me back to the beginning of the whole game and I couldn't bring myself to do the opening section for a third time; a checkpoint at the beginning of the collection sequence would've made a big difference.

Really loved the aesthetic, and kudos for setting up a full-fledged menu with display options etc (would've loved the ability to invert mouse but that's because I'm a weirdo). It just felt like it was chasing the meme a little too hard

I have to say I usually avoid RPG Maker games but the hand-drawn art drew me to this one and I'm glad it did, this was fantastic! It's rare to see genuinely funny writing in a game but there are laughs throughout this one, and I loved the subversion of classic RPG tropes (it even kind of doubled back on itself with that ending and subverted expectations again!)

I thought the sanity system was slightly unnecessary (in fact I wanted to see the drawings of all the zombie  villagers and taking sanity hits got in the way), but I understand why you included it from a game perspective. I also hit a bug a couple of times where an enemy would wander into the player character while they were inspecting something and then you'd take sanity hits over and over again until death. Thankfully I'd saved so it wasn't a massive issue.

Overall though, hats off. I can see the amount of work that went into this one, with the drawings and the amount of dialogue and the various collection quests etc. One of the best I've played.

Love the aesthetic! The environments are cool and the Lego-looking characters fit really well with that retro sci-fi thing you were going for. Seeing all that space from the deck is really cool, and the lighting is stunning.

As others have said, I think it's massively hamstrung by not having any sound, it's just not scary when it's silent, and there were some moments in there that could've been really awe-inspiring with sound (the image of the eyes turning towards you has loads of potential). The writing is also a little off ("congrats on finding the first sign of life, you'll go down in history!" "thanks, could you fix the TV?").

I did get confused about where I was supposed to go after picking up the remote (outside, via the airlock for anyone else confused) but other than that quite enjoyed exploring the ship and finding various objects. I think it really worked as a short, linear experience.

Great work!

Thanks so much for playing all the way through! Yeah could've used another month to get everything finished haha. Might go back and finish it up at some point in future

Thanks so much for playing, and for the great feedback! You're not the only one who has forgotten to clock out, really should've prioritised creating a prompt when the quota had been reached. Lesson learned.

Sorry about the cursor bug, I did have issues occasionally where it would refuse to "enter" a machine but never had that cursor bug you're talking about. Perhaps they're linked, will look into it and see if I can solve it for peace of mind, thanks for mentioning it!

Wow, fantastic job on the horror, this one really had me spooked! The idea of something pulling her hair out at night was creepy, and really original. And props for having it all fully voiced, amazed at how much you got done in the time.

I would've loved an "interact" prompt when I was looking at something I could pick up, a couple of the tapes and keys were really tricky to spot. The layout of the house was also a bit bizarre, I don't know if it was an intentional choice but I spent a lot of time going in circles.

Really great work overall though, the sound design was on point. One of the best I've played in the jam!


SPOILER

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I did get a pretty unfortunately timed bug just as (I guess) it was reaching a climax, as the AI got stuck on the kitchen door and there was nothing I could do except run into it and die. A shame, because you built up to that moment beautifully, and then I could just stand there staring at it stuck in the door haha. A completely understandable bug in a game jam game, but just wanted to mention it in case you were wanting to polish it up later.

Thanks for playing and for the really useful feedback!

Great idea on the clock-out reminder, hadn't thought to tie it in to meeting the slime collection quota.

Yeah we ran out of time re: endings. We were overscoped as it was and just wanted to make it playable through to the end. Appreciate you playing all the way through!

Thanks for playing! Yeah I did worry there was too much text, didn't want anyone confused about how to play it, but I've maybe made it seem more complicated than it is haha.

Really effective! Think the slow pacing through the corridor builds tension nicely.

It did lose quite a lot of its power after the first death, I think following the instructions could have brough with it a couple of scares to keep you on your toes? Was expecting something to be standing behind me whenever I was told to turn around, but it never happened. Think the shader (I assume it's a shader?) effect could be turned down slightly too, the warping of the floorboard texture started to make me feel a bit motion sick.

There's definitely a lot of potential in this though, nicely done

Really polished! Amazed at how much you got done in a month.

Great job