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ReaMD

11
Posts
A member registered Jun 16, 2021

Recent community posts

Of course, I had a good time playing this one and can really see the potential! The art was definitely a high-point for me, but I could totally see some physics-based movement working well with a little more refinement. Shout out to your whole team!

Of course, I can tell you all put in some real thought and had a good time with it! Nice job all around, bon travail!

Not really playable in its current form, but a good effort nonetheless. I had some trouble with the movement mechanics (running into invisible walls, properly utilizing the multi-jump, getting stuck on the chain) but I can tell you had some fun with it and experimented, that's great!

I think my playthrough ended with me falling off one of the floating sleds into an infinite abyss of the sea. With the simple color pallet and square armed with a sword, it felt a little like playing Adventure on my 2600 again, so that was a pleasant memory.

I'm not sure that this was really "my type of game" but I had a fair time with it and could see greater potential. I got to a high score of around 350 after a few runs, though presumably because of the timer and regular pace of drops there is an upper limit that wouldn't be too hard to hit.

Nothing too crazy going on in terms of mechanics or gameplay, I've definitely played spinner games in this vein before. They definitely fit well with the event theme! So a good choice on the whole.

Nice work!

This was a pretty nice little experience without much in the way of gameplay or story, but I thought it was cute and had a good time with it. The art style was great, I like that Gameboy aesthetic, and while the music was really simple, I don't think it detracted in any way.

Considering what it was, I don't think I have too much to say in the way of critique. On my first run, because of the circular design, it wasn't exactly clear which direction to go, plus I don't know that I entirely bought the commitment to the event theme (was it just that the deer was our bud?).

But that's all nitpicky. I think it was sweet, simple adventure, and I'm glad I got to review it. Nice work!

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This is easily one of the finest games I've played so far this jam, not only from a proof-of-concept standpoint but also as a properly fleshed out design. It's not uncommon to see puzzlers around here and the usual advice is simple: take one of two core ideas and execute on them well. You did exactly that here. I'm impressed, there's really no wasted space. Each mechanic is clear and intuitive and serves the others well in a really satisfying and cohesive experience.

Art: Fantastic all around! The simple, cutesy art style serves your free and breezy mechanics well, I'm definitely a fan of these lil dwarves. Not to mention that one song is an absolute banger, somewhere between a pirate jam band and tavern soundtrack that I really vibed with. One very minor change might be to keep the music playing on the death screen, just to keep the flow going, but on the whole I adored the soundtrack.

Movement: This is a crucial part to get right, and I'd say you all stuck the landing. The movement was floaty, but precise enough to be maneuverable, and the stacking mechanic was an enjoyable take on the event theme with some room for innovation and expansion. I have to give a particular shout out to your bounce mechanics and especially their integration into the level design. The first time I realized that stack height affected bounce height was a treat, a genuine moment of surprise and epiphany in a cute little game. 

Interesting choice, too, not to allow for jumping. That was a big risk but I think it paid off well, keeping the puzzles focused on the core mechanics rather than on direct platforming skill.

Environment: Nothing but praise for your level design here. For the time allotted, there were some genuinely creative and exciting puzzles in this one. I appreciated the gradual scaling of difficulty and introduction of new mechanics in an approachable way. The bounce pads were certainly some of my favorites, both from a movement and puzzling angle. That early level with a set of jumps over a spike pit was probably my favorite to run.

Some of the later levels, too, made great use of the fact that dwarves higher on the stack could activate bounce pads. Early on, I wasn't sure how I felt about this, but I ended up pausing and taking a note about how much I enjoyed it and some of that more inventive level design.

Overall, genuinely great work, I'm glad you got it in before the deadline!

Cute little game! Smooth, soothing, overall a really pleasant atmosphere.

I'm all about simple puzzle games well-executed, and you did a really solid job here. I think the spark mechanic was an inventive take on the event theme that fits right in with some of the other puzzlers I've enjoyed here.

The music and art style fit the gameplay well and seemed to mesh together, too. I think my only really critique would be around the spark-transfer. The shift happens a little too frequently for my taste, and since you can't move in the intervening period that leaves both shapes stranded for large portions of certain levels, just waiting for either to catch the spark.

On the whole, though, I think you did a great job!

Alright, I can definitely see the makings of something here! I'm glad I got to review this one.

Art: I thought the art and atmosphere looked great, definitely added some tension and urgency to a run. I went into this expecting some sort of a pirate game or open-seas convoy system, but honestly the cramped environment served you well.

Movement: This one was a little tricky for me. I love being tethered to other ships, I think that's a great fit for the event theme, but the jerky controls provided a bit of a challenge. I'm not really sure to what extent the connected boats change the movement mechanics of one another, if at all, but a greater emphasis on that speed decline and added mass would be good to see.

Environment: The art style's great, I think sharks make for a goofy but properly thematic threat.  One thing that was a big issue was getting trapped on tiny obstacles. Whether they were buoys or what, I don't know, but the ships at the back of my convoy would hit one that I couldn't even see (due to it being too small or off-screen), and bring the whole chain to a halt. I actually lost my first run because my five ships got caught in a group of these guys, and my hunger slowly drained as I tried to work my way out.

Overall, this was one of more inventive games I've looked at and I totally see the potential for something fun. Nice work!

Off the bat: the art style is unique and the music holds up. Presentation on the whole was impressive, definitely one of the more enjoyable games to look at.

As far as actual gameplay goes, I think you have the makings of something here, if a little underdeveloped. I didn't totally buy the two-sided turtle as fitting with the theme, though I like the idea of having two avatars who can interact with different areas, something in that Fireboy & Watergirl lineage.

On the glitch side, the turtle has a tasty habit of getting its head stuck in the wall, requiring a restart. This might not be so frustrating with faster movement and checkpoints, anything to get you back to where you were faster.

Overall, I had a fine time, I could see a satisfying light puzzle game coming out of this.

Cute little game, I liked the simple puzzles! I think with some more concretely defined systems (gravity, maybe environmental hazards) and tighter movement controls, you could make a genuinely enjoyable physics puzzler. 

The split system of movement, with red moving on WASD and yellow with the mouse, isn't the easiest to pick up, but again, I think it has some potential for more complex and exciting interplay. I definitely had some trouble with both in their current state (red's frustratingly floaty and the tether puzzles were sometimes just luck for me) but that's not a knock on the core idea. 

When I first heard the event theme this was exactly the kind of mechanic I was imagining, and you executed on it solidly! Nice work

I'll start with the positives, because I really do enjoy this style. The art was unique and the music was lovely, I could definitely vibe with it. Unfortunately, the core mechanics just didn't have much going on. After about 10,000 points from spamming punches, I realized I'd never taken damage, so I spent some time actively trying to and failed. The enemy attacks just didn't connect, at least not in my run.

As a genre, I totally dig beat 'em ups, and I could see some of the positive influences going on. Adding stat-modifying boosts was an interesting take on the event theme and I definitely see how that might be built out going forward! On the whole, I think this one had some real potential, hopefully with some more varied gameplay, enemies, and item pick-ups. Good work