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Oct 5 10:35:26 BagJam ♥ 5 Hi, awesome idea! The matching of the color could be a bit easier though ;) bagjam.PNG In the example it's very straight forward But when I saw this suitcase, I thought it should belong to someone dressed in brown: bagjam2.PNG I pushed it into the empty area as there was no one dressed in brown (I now know that it should have gone to cyan, because the stickers have that color). Now the game was stuck, I cannot retrieve the suitcase again (as it is on the other side of the conveyor belt) and try again. So I had to wait until the time runs our - or click Retry. Is that intentional? All the best, Tom
Oct 5 13:06:22 2h 30m Catch the Higgs boson ♥ 1 Thanks to the included source code I could take a look what the energy goal actually is ;) For anyone interested: catch-the-higgs-boson.PNG Before I looked it up, I thought I had to have one particle on each vertex and was surprised I did not solve it. A nice puzzle!
Oct 5 19:16:28 6h 10m Inner Demons ♥ 1 I found the mechanics a bit hard to understand, especially the buying vs. using mechanic. Luckily the game was very well done (I especially liked the graphics) and enticing that I tried until I got it. What you should explain more explicitly: If you buy something, you get its +attack/+block immediately. You do not get its block value subtracted again on "the next" demon, unless you use it. It is only one consistent enemy you are playing against (with 99 life until dead, no matter how many rounds that takes). (correct me if I understood anything incorrectly) And, to gloat a bit: demons.PNG btw: lol, "anywhere but here" ^^
Oct 5 20:21:44 1h 05m Hyper Loop ♥ 1 Well, it fits the theme very nicely ^^ As you said, it's a loop simulator... for now. You should start by adding a new component to the player: hyper-loop.PNG you want to have a (box) collider there, otherwise your **OnCollisionEnter(Collision collision)** method in the **MovementController.cs** will not be called ;) ...or instead implement the method in the **colliderController** class - as this is attached to the Cube (child object of Player). Only the object with the colliders will get the respective messages/callbacks. see also https://docs.unity3d.com/ScriptReference/Collider.html : > OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
Oct 5 20:33:17 11m 33s Control Loss ♥ 1 The loss of control is the hardest thing about it, sometimes I almost had all enemies - and then I was smashed into a wall... All enemies reset :( But overall: I liked the idea and the selfmade graphics/music. Keep it up!
Oct 5 20:51:31 18m 14s Circuitus Infinitus ♥ 1 Ah, at first I thought you had to use ALL provided pieces (exactly) to build a loop... After I had figured that out it was very nice to play. If you have the time, you should add a button to remove a single piece - it is a big setback if you make one rotation mistake and have to rebuild everything. Speaking of rotation: sometimes a single mouseclick rotates twice, maybe you should check that Oh, and at some point (after x times looping) the zips... kinda stopped working in level 2? Depending on how you turn the track, it also becomes somewhat tedious to place another piece - as it is hidden behind an arrow. Without looking at the source code now.. do the arrows (above the pieces) have **raycast target** enabled? circuitus.PNGcircuitus2.PNG (in the second picture the mouse cursor was one square to the left
Oct 6 12:52:37 16h 01m Grinding Gears ♥ 2 Very interesting concept, nice graphics and pretty challenging (especially 3rd) puzzle (I'll tell you if/when I finish that) ;) You should expand this with more levels (maybe some inbetween level 2 and 3?) and make it into a small "full" indie game. About the room change: i haven't looked at the source code yet, but if you do **one camera for each room** - and just switch them (maybe fade out, then in with the new camera) the potential disorientation should be lessened. Like in VR games where you can teleport instead of running now.
Oct 6 13:12:52 20m 15s Hero Rabbit On The Bed ♥ 1 A strong metaphor for the everyday struggle of fighting with diseases. Hope can be a crucial weapon, and this fight is not only fought on a physical layer. A work of art. I liked the hand-drawn style and the sound effects very much (even if they were a little too loud, you could turn the volume down a bit ;)) also, yay :) Screenshot 2020-10-06 at 15.05.22.png
Oct 6 18:36:33 5h 23m Spyral ♥ 1 That is a really nice and novel idea! Loved it and would like to play more
Oct 6 18:39:36 3m 03s Stuck In A Loop ♥ 0 ditto, link is still dead
Oct 6 19:45:48 1h 06m Hyperloop hell ♥ 1 The graphics are awesome, the story is interesting and captivating. Yes, it could have been longer and a few more puzzles or even some dialogue options be added - but as you correctly stated it is a game jam. And especially when you lose some progress here, it is a signifant feat to actually finish the game. Well done! I tried it with the changed font, and that worked well. No major trouble with readability, and its fits the early 90s game theme very well. Some possible improvements: Why can I not keep going right here? (at that time) .. Nothing indicates I cannot, but there is a barrier. Maybe add some luggage or something, that is later tossed aside? Or have a dialogue pop up, like "I think I should look in the front first" hyperloop1.PNG And spell-check a bit ;) (if you find the time) "the omb did not explode" ^^ hyperloop2.PNG Also, the cutting of the wire with the 50-50 chance was a bit... deflating. It is either a "oh no, u ded" situation (as my first run was), or (on a record-worthy second full walkthrough) also a bit disappointing to almost get the same text, presented with the same background color. Maybe something to change for your upcoming big point+click adventure? ;) Keep it up!
Oct 6 20:06:10 20m 22s Loop Invader ♥ 3 The concept is great and this is a pretty unique approach to the theme :) My challenge with the game is the keyboard layout, I'm not using a US layout (or keyboard for that matter) Maybe you could add an option to enable some buttons after you create or edit a code block? Like: - if( - while( - 1 - 2 - 3 - <= - \>= - ) so basically a small on-screen keyboard that let's you input all possible combinations?
Oct 7 16:20:14 20h 14m Challenge Accepted ♥ 0 The graphics are very nice, and the idea is awesome. It fits the theme nicely. The questions are a tad bit too hard IMO, so I am waiting for that walkthrough after all ;)
Oct 7 18:39:32 2h 19m Loopfield ♥ 2 Neat and simplistic graphics, a good minimalist approach to sound effects (even if they are a little monotone and could be pitched up/down a bit based on their speed) What you could change a bit: loopfield.PNG 1) This huge block of text, a few bullet points would probably fit better and 2) the speed of the power-ups, they seem to be the fastest by default and are often very hard to catch Keep up the good work!
Oct 7 19:21:36 42m 04s GHOST FROM JAIL ♥ 0 My first thought were the doors in the background were some way of navigating through some labyrinth, sadly they just seem to be... well the background (right?) The graphics are really cute, and the teleport ability is a nice idea. IF there was some way of shooting upwards, the difficulty would be a bit more forgiving. All in all, nice work!
Oct 7 19:35:41 14m 05s Chronic Curse ♥ 3 Awesome graphics and catchy sound track! The controls are snappy and on point. You even included coyote time I see :D The game reminds me of Celeste, both in aesthetics/graphic scheme as in gameplay. - in the best way! The core mechanic is a well executed and playable interpretation of the theme (especially since its includes possible deaths!) What could be improved: - The explaination of the doors/switches. I am still not sure if the colors matter / match to the colors of the (looped) player? Sometimes the loop seems to reset the doors, sometimes not. This was the part I did not get fully. - And the spikes: if they kill you when you run onto the side - they should have some smaller spikes on the side. If they are only "spikey" on top, it is unexpected to be killed like this: chronic curse1.PNG All in all possibly one of the best entries <3
Oct 7 20:26:55 51m 14s Don't Go ♥ 1 That ... is something ... new. I can say with confidence that this could be the most novel experience I have ever ** *seen* ** in a game. It was hard, especially not knowing that I am even playing a 2D platformer (some crucial info I only got from your map!), or if am making discrete steps / moving analogous (which I still do not know, as I could not finish the "steps" at the end) So, yes. This is an awesome idea and the voiced hints were actually pretty helpful and non-intrusive. This is definitley a 5/5 for innovation! (and an awesome experienc, which you should extend if you have the time) :D **And this was obviously the easy part, I think we can all agree on that:** dontgo.PNG
Oct 8 07:01:02 10h 34m The Death Loop ♥ 1 It is a very nice little game, and I particularly liked the dev art style and the sound effects/voice acting. To finish it, it took me actually longer than I had expected - I saw your devlog video and wrongly believed the solutions were spoiled ^^ All deaths were pretty unexpected, and the popping up blade actually killed me on a second try of a later obstacle So, very well done. I had a good time playing it - dank je wel, and keep up the good work!
Oct 8 18:56:50 11h 55m Escape-loop ♥ 1 Good choice of music, and a fun idea. The shooting was a little unpredictable and I seem to have killed myself quite a few times ^^ Is the "muzzle of the gun" always on the right side of the player? Maybe make a child object of the player, put it in the "front" of the player, e.g. with a (0f,0f,+1f) offset, and spawn the bullets on that transform's position. That way the nozzle would always rotate the way the player is facing... Or - since the bullets are always fired *towards* the nearest enemie, you should probable just have the muzzle on top of the player, e.g. with a (0f,+1f,0f) offset? The probably best solution would be to have that muzzle point (or an actual "gun barrel" cube) spinning around the player, and pointing towards the nearest enemie.
Oct 8 19:33:50 37m 00s Ouroboros Paradox ♥ 1 Well, the difficulty is a bit hard. When I actively try shooting myself through with my (only moderate) FPS skills, I do not last more than 3 rooms. When I try running, I can manage a bit more - but also come to my early demise at some point. BTW: does the "go back" button in the main menus's settings not work? The graphics, sound and the narration are really great! I hope there will be an update with a lower difficulty choice at some point ;)
Oct 8 20:46:44 1h 12m Rocket Factory ♥ 0 Chaotic and stressful. Feels like working in a sweat-shop factory at the conveyer belt :D The graphics and music is very fitting and greatly done. The only thing I would change is the sound/graphic effects distinction between a successful build and a failed attempt. Sometime I did not notice that I did (very closely) *not* make the rocket in time and lost a life. And I sometimes lost track of my cursor / could not clearly make out which piece I will be grabbing - and got a wrong one. All in all a great game!
Oct 9 06:39:37 9h 52m Wild Ride ♥ 1 The story and intro are so well done. Every little detail has some (and if only tongue-in-cheek) explaination provdided ^^ The game itself is a bit too far in the "rage game" category for me (the games where you lose progress completely when you make a mistake), so I am yet to get to the fourth loop currently. But I can say, this was an awesome experience. Especially the setting of the theme. ... and how it fits the theme ;) Very fitting music, (90s) professional dialogue and great jokes. And a port to Dreamcast! (as your name promised :D guess it's about time to buy one ^^)
Oct 9 19:04:33 12h 24m Project L.O.O.P ♥ 0 The story is really well though out and elaborate. The music sets the mood very nicely and the graphics are fun. What bothered me was the relatively extremely loud walking sounds, so I eventually had to turn down the audio almost to zero. Reading through the text could maybe streamlined a bit by having the remaining text appear instantly when a button/mousebutton is pressed. To summarize: I liked it very much and am very proud of myself ;) : project loop.PNG