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adhesion

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Oct 9 00:12:43 Stuck in the Luntic ♥ 2 Nice graphics, I like the character art and the lighting system. The maze gameplay created a cool mysterious atmosphere, but I just was lost most of the time and it honestly felt a bit tedious. It was hard to tell whether the map was changing under me (which would've been a cool/appropriate mechanic) or if I was just getting confused. Ultimately I also got stuck between the chasm and the blob. I wonder if having a simpler map would've made for a tighter experience. Also would've loved to hear some audio to enhance the vibe. Still was in interesting experience though. edit: looking at the spoiler, yeah it seems very unlikely that any player going in blind would've been able to finish the game in a reasonable amount of time/patience. Some sort of hint system maybe would've helped there too.
Oct 9 00:35:14 22m 31s Knights of the Holy Loop ♥ 1 Nice! Really great concept & use of the theme, and the graphics and music are really solid. Love the pixel art and the vibe of the intro music. Gameplay was pretty fun, though honestly pretty easy - I was probably never at risk of dying, even in the beginning, and once I got a big enough team I just steamrolled everything - after killing the first boss I had so much money I could just buy whoever I wanted. The subsequent worlds didn't get much harder, and eventually I got a dead end on world 3 and couldn't proceed. (Last two nodes were groups of enemies, not bosses.) Also the targeting mechanic wasn't obvious to me at first, and the fact that archers would attack different amounts of enemies based on who was targeted was kinda weird and took me a bit to understand. Still a pretty cool experience, would love to see this one expanded upon. Great work! :D
Oct 11 19:14:20 66h 39m Beet Roots ♥ 1 Cool concept, I like the use of looping in the level design, definitely makes for some clever and cool moments. I found the controls to be a bit awkward though, particularly the camera - I would expect click-and-drag behavior rather than moving the camera based on how far the cursor is from the center. Also I had a fairly bad bug where if I resized the window, the aspect ratio got messed up and the control bar on the right disappeared. My first attempt through the game was pretty weird since I didn't even realize it was supposed to be there, so I had to randomly try all the 0-9 keys to see what they did. It seems that there's no restriction on which abilities you can use when pressing the keys which made things even more confusing. (I was going to say you should restrict which abilities you can use from the start so the player can learn which is which, but that totally is the case if you use the UI so nice work there!) Despite these issues there's clearly a lot of good puzzle gameplay here, so nice work!
Oct 11 19:27:47 13m 27s Kaiju Kountdown ♥ 1 Nice, love the concept of kaiju smashing, and good use of the theme. Cool music too. Gameplay is pretty solid though sometimes the controls felt a bit unresponsive, like you can't change directions quickly when moving, which felt a little weird. Gamepad support was very much appreciated though. The smashing was fun but got a little bit stale after a while without any new enemies or objectives. After 10 loops or so the game seemed to softlock, I destroyed all the buildings but it didn't progress to the next loop. Overall a pretty fun experience though, good work!
Oct 11 19:48:50 21m 03s Qnight EveryDay Quest ♥ 1 Nice, great pixel art and interesting concept. Basic jump & attack gameplay felt really solid, but the "solutions" for the enemies & boss were pretty unintuitive, it felt like it just took trial and error to find them. Even when I "solved" the boss I didn't realize it dropped a key at first, since I was running pretty fast through the screens and the key vanishes when you change screens. Might be nice if there were some hints about what to do as well. Took me until day 12 to finish it. Still a cool experience, good work.
Oct 12 19:46:30 23h 57m Spatium Locus ♥ 1 Great atmosphere, love the visual aesthetic and the audio really adds to the mood. I liked the storytelling of the various log entries, but the gameplay mostly just felt like wandering around otherwise. It also kept crashing for me so I couldn't finish it (furthest I got was getting 1 code for the door). Definitely a spooky and compelling experience though. Nice work!
Oct 12 20:17:38 31m 08s Jazz It Up ♥ 2 Nice! Awesome idea, great art and very chill vibes. I love the concept of using jazz as the basis for improvised gameplay - the soloing mechanic was really cool. Musically it was fun to mess around in, though the notes being random made it hard to actually feel like you're controlling much of anything beyond the rhythm. (Wonder if it might be cool to have the 2 buttons instead ascend & descend the current scale respectively?) Rhythmically, I guess the triplets were intended to allow for swing but if you played more densely it feels pretty robotic and kind of obliterates the feeling of swing which is weird for jazz. I don't want to nitpick too much as encoding the idea of "jazz soloing" in a video game is a pretty intense task and this is a great take on it, especially for a jam. Awesome work! :D
Oct 13 17:40:48 21h 23m Composers Block ♥ 1 Awesome idea, I love the idea of teaching ear training with a game. I found the gameplay to be a bit awkward and difficult though, despite having a decent musical background. IMO it needs some way to repeat the target melody - having it only replay when you get it wrong (also it overlaps your last note) made things a bit frustrating. Also not knowing which levels you've already completed made things a little confusing in the main menu. Increasing the difficulty by adding an octave is a cool progression, but only having the same single octave set of notes to play kind of made things even more confusing since it didn't sound the same when you play it yourself. Actually adding another octave of note inputs might make things a little harder from the trial-and-error perspective but would probably make things clearer to the player in terms of how it actually is supposed to sound. I imagine this is pretty difficult for non-musicians, so maybe some easier levels right off the bat or more of a tutorial might be helpful. Still a really great concept and overall it was nicely challenging to play through all the levels. Nice work!
Oct 13 17:48:35 7m 47s Spelunker on Rails ♥ 1 Cool concept and pretty fun too. I didn't quite understand why loops were counted, did that add to score or something like that? Ultimately it didn't really seem to matter whether I slowed down or which direction I was going since it was fairly easy to hit enemies regardless of where I was. Some minor nitpicks - alt is a weird key to use for a browser game since it makes the top browser toolbar appear & disappear (at least in Firefox), the driving sound was pretty loud and overpowered the music, also there's a bug where each gun resets the other's cooldown so you can just mash left & right click and it becomes super easy. Still a fun experience though. Nice work!
Oct 14 23:35:31 29h 46m Once More, Through the Desert ♥ 4 Nice! Really cool integration of the theme & gameplay with the vibe & story. Very evocative. Gameplay was pretty basic and the pacing drags a tiny bit after the first 10 or so loops, but I suppose that might be part of the point :) Also would've liked for a fullscreen option to make it a bit more immersive (I actually didn't notice the HUD or pickups until pretty late in my playthrough, ie probably a bit after they appeared, but I guess that didn't really make a difference in my choices or experience honestly.) I kept trying to understand if there was some specific metaphor here, which given the ending I couldn't quite put together, but it was still pretty thought-provoking and interesting regardless. Great work!
Oct 14 23:50:46 15m 15s Placid Incandescent Impala ♥ 1 Interesting, I like the vibe and the music was very atmospheric. I never figured out any real progression though, I mostly just wandered around clicking on boxes randomly. If there is a real path of progression, it probably needs some more hints for the player. Also the audio sounded a bit distorted to me, might be clipping a bit. Still a cool experience though, nice work.
Oct 15 00:36:00 45m 14s Singularity ♥ 1 Nice! Really great concept and the aesthetic is really cool. The gameplay felt a little bit random given the randomized options, but maybe it isn't so random once you get better at it - there were some cool moments where I realized that the obvious option of getting closer to the goal would have allowed the AI to win, so clearly there is some depth here. The time limit felt a little bit frustrating at first (especially given how long the AI turns take), but I managed to win with 8 seconds to spare which was pretty exciting! Pretty fun experience overall, nice work.
Oct 16 00:02:03 23h 26m Neverending partyween ♥ 2 Nice, I like the spooky vibes and the graphics are great - the spelling/grammar errors and graphics pop-in detracted a little bit, but otherwise it was a great atmosphere. Pretty good use of the theme, though the "find all the people/items to get" gameplay ended up being fairly basic. Also it was a little weird that you had to talk to Jason before you could get a pumpkin, that felt a little arbitrary and hard to figure out, took me a few loops to understand how to get a pumpkin. Still it felt pretty fun to optimize your path and figure out the solution. Nice work!
Oct 16 00:19:32 17m 29s Pendulum Jumps ♥ 1 Awesome! Great use of the theme and the gameplay is innovative and super fun. I just love physics-based games like this. Interesting how it gets harder as you put more pins down - a bit frustrating but maybe necessary for difficulty reasons. It was a little hard to get used to the movement at first, so maybe some sort of easier tutorial level right off the bat might be good to have. My high score was 15, got stuck when a balloon appeared up top & between the circles and it was super hard to get to. Bet this would be great to watch people speedrun :D Great work!
Oct 20 00:11:25 95h 51m Groove Interpolator ♥ 0 Nice! Not much of a game admittedly but still really fun to play around with. Stretching the grid is a neat idea, most of the time it ended up with weird-sounding rubato effects but it was possible to do swing & groove which was fun. (That relied on locking the in-between grid points, which was maybe undocumented but very much appreciated!) The time signature control was a little bit weird (the big dots landed on weird spots when I tried to do something fairly straightforward like 7/4) but I was glad it was there regardless. There were some small UX bugs, like if you drag between the 4 presets and drag over the main grid it'll enable new notes which is a bit weird. Also would've loved to have a closed hi-hat! Great work.
Oct 20 00:22:15 10m 50s Feed the Bear ♥ 1 Nice, pretty simple but cute little game! Cool use of the theme, the looping beehives made for some interesting emergent gameplay - I quickly realized that it's impossible to get all of the honey, so at some point I had to give up on the sides of the screen and just focus on getting all the honey towards the middle in order to preserve a safe area for me to move around in. Interesting how the difficulty sort of naturally goes up in that way. I also had the bug where the sprites were invisible at first, but I restarted the game and it was fine. My high score was 89. Nice work!
Oct 20 00:59:05 36m 50s Hide and Seek ♥ 1 Awesome! Nice use of the theme (do I detect some PT influence? :P) and the concept is great, I love the use of audio cues - not enough games do this kind of thing. Great use of hide & seek to introduce the concept of closing your eyes too, in fact the whole game had pretty smooth gameplay progression which was nice. Super atmospheric and spooky too of course - the first time the monster got me it scared the hell out of me. (It was a little frustrating, I know that there was a prompt to listen for danger before that but for some reason I didn't think to keep doing that continually - maybe a subtle audio cue you could hear with your eyes open may have been nice there.) The main gameplay of listening for the monster and hiding was cool and made sense, though once I figured it out it was kind of a chore to keep doing and stopped being as scary. Maybe the monster shouldn't come around as often - it was fairly predictable, so maybe making it unpredictable would be scarier. Took me a few tries to do the audio puzzle, even with fairly good relative pitch (though not perfect pitch) I found it to be be a bit difficult. I think the distance between where you can hear the melody and the piano, plus the harmony alongside the melody, plus the fact that the melody didn't start on C like the inputs did (making it difficult to identify the key center as you try notes) made it more difficult than it needed to be. Still a really cool mechanic. Around that point it became less scary/atmospheric (maybe since I knew what to expect) and more about just exploring the space/story, but I still enjoyed playing it through. And what a cliffhanger! Would love to see more. Great work! :D
Oct 20 23:26:34 22h 27m The Claimants of Death ♥ 1 Nice, I appreciate the amount of lore and how it connects with the theme. The theme didn't seem to make a huge difference on the gameplay though. The sword swinging mechanic was cool but the combat overall felt a little weird - since you mostly have a similar attack range as the enemies, and you have no defensive options other than running away, most combat became hit-and-run - also the health potions were pretty rare for me so I had to be really careful. Using the mouse to swing in a circle usually seemingly wasn't worth it, it was easier to just hold the sword out and wiggle the mouse and it seemed to be more effective - I wonder if the swinging would feel better with gamepad (ie right stick to swing sword). Also, the stamina tended to run out in a lot of combat encounters (particularly bosses) so there was a lot of waiting around. (Maybe a sign that the enemies had too much health?) The magic coming out of of your left hand made it a bit hard to aim as well. Voice acting adds a cool vibe, though the intro is a bit long and the tutorial speech at the beginning of gameplay doesn't feel super necessary, the player should be able to wander around and figure out "pull a lever to open a door" without an explanation. I got out of the starting area and eventually died on Nogrim but never found any of the other bosses. Still a cool experience, this could be pretty fun with some more gamefeel tweaks - nice work.
Oct 24 18:06:59 90h 40m Radical Rails ♥ 1 Pretty cool concept and I like the graphical style & music. Pretty fun but the controls felt a little bit weird to get used to, I don't know why there needs to be a "smooth" option, seems like you as the developer should just be able to pick whatever feels best in that regard. I like the difficulty progression in the level design though there was a bit of a jump around level 3 or 4 - at times it wasn't clear whether I should consider the vehicles as cycles to time or AI that I need to outsmart. The later levels felt pretty crammed with cars, and I couldn't beat level 6 - felt like any natural path I would take would devolve into getting trapped. (Guess I never was any good at pac-man...) Still a cool experience overall, nice work.
Oct 24 18:19:07 12m 08s Stuck In A Loop ♥ 1 Great concept & use of the theme - using stuck in a loop to refer thought loops is really clever and the mood of the game really fit the intent. Gameplay was pretty solid though I probably wouldn't have understood the connection with OCD without reading the description, so I wonder if that could've been expressed more clearly somehow. The window mechanic was a little weird, I didn't quite understand it in-game, I thought they were doors and putting the two halves together seemed to solve the issue. Also it felt a little samey to have the game just keep going without any level breaks or significant progression of mechanics or difficulty, but I suppose that just reinforces the feeling of having to live with something like OCD all the time. Really interesting experience overall, nice work.
Oct 24 18:38:10 19m 03s Retrospective ♥ 1 Cool, I like the overall atmosphere and vibe. Theme was used pretty well, though having to start over periodically combined with how open the gameplay is at the start was a little frustrating (ie, just having to memorize what to do and which arbitrary places to go isn't super fun beyond the initial exploration phase.) The story and concept were cool though and I enjoyed progressing through it. I think I finished it by getting to the person on the upper floor, but the game didn't explicitly end so I'm not sure if there was more to do. Cool experience overall, nice work.
Oct 26 23:07:45 52h 29m Lives you can save ♥ 1 Great concept, though taken just as a game it feels pretty difficult and arbitrary. I had 3 of the kids die right off the bat, which was pretty frustrating and sad, but I guess it just reinforces the theme of the game. Was a bit hard to understand without a tutorial, it took me a few minutes to read through all the info and make sense of how the turns worked, but eventually I got into it - though it was still hard to understand things like how long things like elementary/secondary education would take.
Oct 26 23:23:21 15m 36s FIREWALL SURFER ♥ 1 Nice! I love the hackerman concept and the gameplay is pretty unique and fun. The jump+slam move was pretty unintuitive at first and took me some time to get used to but it's a great idea. IMO the levels were all too difficult though, even the first level is fairly tough with how you both have to use the slam move and time jumps across the screenwrap - it could probably could use some "tutorial" levels or section (even if they're not called that) to help the player get used to the controls. (I wonder if making the camera scroll with you might make things easier?) Being super fast also makes it a bit difficult to learn. There are also a couple control & physics-related bugs that were pretty annoying - if you hold W or S as you land you jump or slam again which especially makes slamming feel bad at times (ie, if you hold S for too long coming down onto a platform you'll slam again off the edge). Also I definitely clipped through a platform while slamming a couple times which was not great. Never got past the 3rd level (also I was a bit confused as to how the levels aside from 1 are seemingly different each time?). On my last attempt the game crashed upon hitting the end block in level 1 with this error: Uncaught TypeError: t is undefined setScene mainScene.js:101 loadLevel mainScene.js:166 loadNextLevel mainScene.js:173 onCollision connection.js:52 updatePhysics vroom.js:1 e vroom.js:1 so I stopped there. Still a really cool concept, this could be really really great with some tweaks - would love to see a full version. Nice work!
Oct 26 23:38:02 14m 41s Hamster Racer ♥ 1 Nice, cute concept & use of the theme and the sounds are adorable. I liked the physics-based gameplay, but the course felt pretty complex to play right off the bat. I never figured out how to get past the part where you have to go up the platforms. This almost feels like an "advanced" course, like it needs a beginner course to start out with. Also there were a lot of tools the player had to start with, particularly the grapple felt like it maybe wasn't strictly necessary. This would be great with some gameplay and level design tweaks. Nice work!
Oct 26 23:46:25 8m 23s No Room For Mistake ♥ 0 Fun little platformer, though the slipperiness took some time to get used to. I realize the frustrating difficulty is probably intentional but it mostly was just annoying trying to progress through the game - particularly the levels where you just immediately fall into the pit, just having to memorize which levels those are isn't much fun. Think I got to 15 before giving up. This could be pretty cool with some more gameplay & level design work, nice job.
Oct 26 23:59:54 13m 29s Bird Beats ♥ 0 Nice, great concept and the music is very good. Controls confused me at first since you have to basically memorize which color maps to which key, and also one of the colors on the first screen doesn't match the color in-game. Also since the song is fairly dense, the connection between which birds you get and what they do musically wasn't really clear. Still a cool experience though, nice work!
Oct 27 00:06:45 6m 51s Energy Loop ♥ 1 Nice, not a super strong connection to the theme but the concept is cool regardless. The level design progression is pretty good though for me there was a pretty big jump in difficulty at level 5, also I couldn't figure out level 6. Would be cool to have some more levels in between to teach some of the more complex AI manipulation a bit better. Good work!