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woutan

45
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2
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A member registered Jun 21, 2024 · View creator page →

Creator of

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Thank You! almost all of the stuff you can do with the dislodge was unintentional at first lol

this is adorable! don't see many story-based games in jams

thank you! it took me the first two days just to get the knife work right.

very well done for someone with no prior experience, the only things I'd say is that the game was very slow for me, this could be a problem on my end, but if not increasing the game speed by 1-2 times would go a long way.

really nice pairing of mechanics here! only complaints are that level four goes on a little long for the lack of variety it has, and the rotate ability is a little slow paced, but those are pretty small nitpicks all things considered.

the core of this game is solid, i only have a few minor complaints. the game feels a little slow, the player character could move faster, and the enemies have a bit too much health. my other main complaint is that when you die it sends you back to the beginning of the game which is a little to punishing for a game jam game IMO. other than that great game

overall, really well done. the difficulty felt perfect to me. I only really encountered one bug, sometimes when i would try to stock the shelves, it would just drop the box.

pretty well executed. I found the last two levels to be the most engaging, would have liked to see more variety in the building materials before then.

this is a very rare example of how Jank can make a game better. I only really have one complaint; you should really be able to skip the cut scenes. by the end of my game the score was 140 to 117

very satisfying core, could use some more player engagement and decision making though.

this was a really fun experience! my only complaint is that you can't skip the end cutscene if you lost, but with how short the game is that's not too big of a deal.

you should be able to pan around the screen using the bars at the bottom and far right of your screen, you still can't see everything at once, but you'll at least be able to read all the text

unfortunately, I realized really late in the making of the game that I did a terrible job of implementing the UI and this is the best I could do.

Yeah, making a complete tutorial without overloading the player with a wall of text really hard I've found. i probably should've explained that the turrets point to your mouse when you place them down.

do you play magic: the gathering? this feels like there's some influence from it here. I though the deckbuilding was really fun, but the UI could be pretty cluttered at times. Unfortunately, I wasn't able to finish the game because of bug where any time I opened a shop or looked at my deck, I couldn't X out of it, and I had to restart.

super unique concept, the controls where really hard to get used to, and it could probably be a bit easier, but other than that fantastic job!

honestly this was much more relaxing than scary to me. if that's what you were going for then it was perfect, but if you meant it to be more horror focused, you might want to make the hallucinations something more immediately threatening. something like there being someone in the lighthouse, as opposed to the phone ringing. also, a more intense lose scenario would make the game feel a lot more tense. 

thanks, I'll have to try that font

a better name for this game would be autism simulator

this game could really use some additional decision-making opportunities. at any given point in the game there's only really one unit you need to place, riflemen early game, snipers mid, and gunners late, so there's not really much to do decision wise. other than that, a solid first project

love the art style in this one.  its ominous and calming at the same time. I could totally see you making a game in this style where you just walk around and interact with the environment and characters.

I tried to add an outline but that just made the text blurry and even harder to read. that might just be a problem with the text size tho

well, that's an hour and 45 minutes I'll never get back

I like how the wind clouds are a hazard that doesn't immediately kill you, and eventually you can play around them. it would be nice if you could tell which direction, they push you in. other than that I only have a few gripes about some minor things. being able to use wasd instead of arrow keys and being able to make the game Fullscreen.

great concept, could use some polish. this game might benefit from a grid system, so that the blocks snap together and maybe some kind of reward for building in a certain way so that you're not just sporadically placing blocks around yourself. 

I almost gave this game a perfect score. a simple and inventive idea executed almost flawlessly. super polished and adorable.

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definitely a solid gameplay loop. nailing a simple game is harder than doing a complicated one just ok so I think this is a pretty well executed game! double tapping the zombies was also very satisfying

yay capitalism!

environmental devastation has never been more scratch monkey brain number go up

I definitely will!

thank you! I tried a few things to make the text more visible, but I think that I am ultimately not experienced enough with Godot to adequately solve that problem. (loved your game btw)

thank you for the in-depth explanation! after playing it all the way through I would say it might be a little buggy, several characters where approaching death for multiple days straight without food or water and nobody actually died, I saw some items in the camp that I didn't actually have, etc. but I'm sure those would have been fixed had there not been a deadline. other than that, the art style was great, and the game was overall very fun!

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the vibes in this game are immaculate. I also love how you can start to figure out what kind of fish you're reeling in based on its behavior. the only thing that was a little frustrating was when I captured a rare fish in a storm, but I didn't seem to keep it, I think because my inventory was full.

really solid gameplay loop, I feel like with a little more tweaking and mechanics this would be a great small indie game

unfortunately, I don't know how to fix the screen size. I set a custom resolution for the game (1920 x 1080) so that all of the Ui elements are always visible to the player. that's probably my fault for using regular labels for all the Ui and not doing anything to account for screen size. that's something to be aware of for next time, I guess.  Something i was not expecting when i started making games was that trying to get the basic things like Ui to work on other systems

I think that even though the concept started as a spin on classic rpg leveling systems, it would cause less confusion if it was presented as something else. functionally the same but flavored as "stances" or something.  an easier way would probably just be to have a sentence in the tutorial that says that you need to respec to fit the situation lol.

very well executed, I love the music. it capures the fever-dream vibe perfectly

the art style in this is fantastic, I love the detail of the cloud shadows rolling over the map

this is a perfect expansion on the concept of the first game. elegantly simple

this is a really solid submission. all its really missing is some more content/depth