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WafflesAreNice

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A member registered May 24, 2023 · View creator page →

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Thank tou for clarifying, I assumed it meant I had to have licenses for anything I didn't create myself. I'll submit once I have an itch page :)

Regarding rule "You can only use assets you have the rights too.", my game includes media that I don't have the rights to but it's integral to the experience and I believe it falls under fair us. Could I still submit this with proper attribution?

I don't blame you, I think solo jam projects are doomed to be unfinished.

By "up" I did mean W since I use WASD. I've never seen alt gr be used in a game before, it's so niche I usually forget it exists.

I just checked - the jump height doesn't change based on how long I press the key, maybe this is a web issue too. And yeah it's not a soft lock because the attack has a wee upward boost but I still recommend making the bubbles respawn after they go off screen.

While I'm here, I have another critique, I think there should be checkpoints - have a shorter run back to the new section, because once you've gone through a bit the first time (or at least first few times) it isn't interesting anymore.

(1 edit)

Well done, you made slimes terrifying. Very creepy game although the low resolution can be disorientating at times (mostly in corners). I also didn't figure out how the progression worked (chests give you swords, which you already have and I found a weird thing in the wall but idk what it was supposed to be, it also looks like the altar in the spawn room does something but idk if it actually does) .

It's very cute, I definately prefer jumping with space tho, and I'd suggest movig attack to a diffferent key if using up for jump.

It feels like I should be able to jump a little higher (so I can jump of a stack of 2 bubbles) and bubbles should bounce you further. It's possible to soft lock yourself by destoring all the bubbles in the first valley.

The game doesn't fullscreen properly (it doesn't resize instead it stays at the top, centered) and this error occurs when clicking outside the "screen":

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Neat wee game, but I don't feel very in control of the player character - the left right movement isa bit too fast which makes mirco adjustment really difficult , the jump didn't register all of the time and gerneally is felt a bit stiff. Sorry I'm quite into platformers, my standards might be kinda high.

The first tile is already a path, you shouldn't have to click it, not sure what's happening there.

You can remove path tiles by toggling the path mode (bottom left button).

I thoughr the items were pretty intuitive but I guess not: 

defuse/detect - click the button > click the tile you want to use it on

fix - click the button > select the tank you want to fix (tank must have hit a mine already)

reroll - click the button (didn't get round to adding a confimation prompt)

Thanks for playing.

Level 5 seems impossible but making it sand (snow) is quite fun.

I was dreading the level where all the special guests appeared but was sad when it turned out it didn't exist.

This is cool, the concept is kinda similar to what I did.

The game starts lagging after a while (only a bit) and the audio becomes a bit crackly. My mouse inputs sometimes didn't register, maybe because the game unresposive during that time (not sure tho). Also I managed to softlock myself by clearing the screen before the lasers fire for the first time and getting a laser in the evil turn, an undo last placement would be nice (also for if/when you make it impossible for yourself). Ok last thing, a turn counter would have been cool.

There are a lot of different control layouts that people prefer on keyboard but I think a good rule of thumb or ~rule of index~ is: choose between WASD and arrow keys, then pick a row or cluster of keys that you can comfortably reach with your index finger while resting your thumb on space (with the other hand).

I don't recommend using numpad keys for default (bc you don't know if someone it using numlock or not or even has a numpad). If you're using WASD you can use shift which gives you access to all 5 fingers on the left hand, but ctrl is contorversial so maybe don't use it unless you have to. My prefered layout is WASD, JIO (+ semi colon if I need an extra right hand key) but every one is a bit different.

That's what I feared but I was too busy trying to get it to work to come up with a solution.

When are we getting plushies?
This is great but the keyboard controls are a bit uncomfortable (I personally don't like the arrows keys especially bc my keyboard has bad one but shift, Z, space is not a good time).

I prefer wallrunning but you could have both kinda like what Titanfall 2 did, I also think wallhops don't give you enough forward momentum. It would be nice if you kept your momentum when landing while in the sliding position and killathon doesn't need scores the times work fine for rankings imo, I can't wait for the finished game.