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Alchemic

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TimestampSince previousGameAlchemic's comment
Oct 4 22:40:08 Eleventh Second ♥ 1 Very nice polish, pretty fun to play. I remember playing Eleventh Hour - this is a great follow up! 507 is the furthest I could make it.
Oct 4 23:10:51 30m 43s Watch Out ♥ 2 This is an incredibly well-made game. You somehow managed to make 4D mechanics approachable.
Oct 4 23:27:44 16m 53s Game Name ♥ 2 So cute!! I love the artwork, it's so comfy. I got #96, not sure how good that is lol. I had the most difficulty with playtesting section. The music sections were a bit too easy compared to the others. Overall very fun experience!
Oct 4 23:40:36 12m 52s Frosten ♥ 2 Pretty neat idea for a mechanic! However, having to wait around for the timer can be a bit annoying, especially if you die to spikes after having placed down 3 blocks already. I think having a life/HP system - where you just respawn without resetting the level on death - would be a good way to make it less frustrating. Other than that, nice level design and music!
Oct 4 23:58:00 17m 24s ECCYYM - Ten second Tug of war ♥ 1 Very nice! My only complaint is that the types don't really seem to matter - it's hard to strategize around them when they're essentially random. I like the artwork!
Oct 5 19:00:36 19h 02m Treasure Mapper ♥ 0 I like it, but it involves a ton of waiting if you don't do everything optimally. If I could make one change, I would simply skip the execution phase if the player doesn't plan a move, and go straight to observation. Waiting a whole 20 seconds in a wall hole is kinda painful. Otherwise very fun! I like the concept, and learning the enemy patterns was enjoyable. I like how most levels had a few branching paths to choose from. The levels that didn't have branching paths were the ones where waiting became a real pain.
Oct 5 19:58:08 57m 32s Power Up! [Local 2-Player] ♥ 1 Nice! I love games like this. It reminds me of one of my favorite games, Maiden & Spell. I liked the turret mechanic, it adds a surprising amount of depth for how simple it is. The different patterns on their own don't offer much strategy, since they're essentially random, but being able to place turrets makes them much more interesting. 5 stars audio, I love the music.
Oct 5 20:24:39 26m 31s Thoughts ♥ 3 Very nice game! The artwork is phenomenal! The gameplay was pretty interesting, it was cool to explore the thoughts and unlock combos. Final boss was a little weird? Was a little anticlimactic since it didn't really use the regular game mechanics and combos, was basically just a cutscene.
Oct 14 21:53:58 217h 29m Magical bombs to relax/defuse to ♥ 2 I love the idea of this game, but once you've memorized all the rules it becomes a task of dexterity, and I didn't look at the computer files at all after a certain point. I only lost when I got to 6 modules and the bottom one was cut off, but it seems like you fixed that in your post-jam version. Overall, I really liked it! The idea of having to do research to figure things out within 10 seconds is pretty cool, it's a refreshing take on the usual "microgame" style. I also really love the comfy vibes. Everything felt pretty intuitive aside from the wand (which i had to read your game description to understand). I guess my only real complaint is that it doesn't go deep enough! I want folders within folders, hit me with the wikipedia experience lol. I would like to have more incentive to preemptively research things I haven't seen yet, just to be prepared for them when they do show up. P.S. Regarding submission rules, you're allowed to re-upload to fix actual bugs, but gameplay tweaks and cosmetic changes are forbidden. "Quality of life" changes would fall under the latter, unless you could honestly say that it was intended to be there in the first place, and a bug caused it to be missing.
Oct 14 23:38:24 1h 44m Elos - a progressive third person fighter ♥ 1 Okay, so, this game clearly has some heart put into it, but it's kinda rough. I think the other comments cover most of the issues, but I'll note some key issues I found while playing: - Camera collision is annoying. This should be easy to fix if you're using the typical camera setup. - The default character and mixamo models are kind of garish and don't fit the game at all. I guarantee, I *promise*, anything you could make yourself would be better than these... things... - Character animations blending together made combat feel very bad. The animation transitions need to be a lot tighter, or even removed entirely, and there should be no ambiguity between blocking and attacking. Also it was very unclear where the attack hitbox actually was. - The shop is a bit of a grind, but once you get your coin multiplier up, you kind of blast through the levels. - The performance requirements are too heavy. I have a high-end system and was barely able to run it. Also, I think you published the debug build? I liked the music, and the terrains were nice. Again, clearly has some heart in it. I'll be looking forward to your next game.
Oct 15 00:24:05 45m 41s Galactic traders ♥ 1 This was a pretty nice experience, especially the tutorial. The gameplay was a bit slow-paced for my tastes, but it seemed very well thought-out. The cards at the bottom of the screen kind of faded out of my eyesight, so I frequently forgot about them. At one point I had moved forward and colonized a planet (or so i thought?) and a bit later it suddenly spawned enemy ships surrounding it, killing me instantly. Not sure what I was missing there lol, maybe a bug? Overall pretty ambitious, the trading system works pretty well.
Oct 15 03:12:56 2h 48m Lys ♥ 1 Very cute artwork! Love the style and general vibes of this game. The gameplay was a bit too boring and easy for me, but I can see the potential in it.
Oct 15 03:16:28 3m 32s SplatterCars ♥ 2 Pretty solid. Nice implementation of the idea. Nice audio.
Oct 15 04:12:06 55m 38s Dice Against Time ♥ 1 Absolutely fantastic. Great take on the theme. Very refreshing to not have to stress out over a timed task. Amazing artwork, 10/10. I managed to finish it first try, maybe it was a bit easy? Typical "dice placement" game issues like bad RNG, but that's just the nature of the game I suppose.
Oct 15 05:03:06 51m 00s The Snooze Button of Continued Existence ♥ 1 I beat it, but gosh! This game is unforgiving! I liked how short it was, it really emphasized the core design. I actually really liked it at its core, but there are some quality of life improvements that would significantly help: - Being able to stand on a button to hold the timer at 10 would be great. I found myself dancing on a button while trying to think. - I know the game is short, but some sort of checkpoint system or some way to speed up the first few steps would be nice. Having to retry multiple times, the beginning gets a bit tedious. - At the very least, a fast restart, without having to listen to the intro voice clip, would be nice. - I had no idea you could put the buttons on walls. Only learned that after watching your video. If there were clear mounting points on the walls it would have helped me realize. Not that it was necessary to finish the game. - Sometimes I would set up a laser thing to point off the balcony to a button below, but when activating it with a button it would be aiming directly into the balcony floor. This didn't seem to affect its behavior though, it just went right through. Still, it was very worrying lol. One thing I will give special praise to is the buttons which are leaning up against the wall, giving a clue that there's a hidden laser thing nearby. At first I just assumed they were broken, because jam game lol, but then I thought "ya know, maybe there's something going on here." Also the little pot things seemed like a huge red herring. I basically didn't use them at all after finding a tripod laser thing. Not sure if that was intentional, but at least they gave the environment an interesting feel. The graphics work well for the gameplay, but the complete lack of textures or shading on the walls made it very hard to discern where the corners were. Some subtle grid lines would fix that, assuming it fits with your intentions. Took a lot of trial an error to map out the room. Overall pretty nice.
Oct 19 01:27:20 92h 24m Witch Contractor ♥ 0 Very fun! Well-designed and easy to jump into. The procedural generation was very consistent and resulted in really nice levels. Very nice artwork and music. The character sprite is very nostalgic to me for some reason.
Oct 19 01:37:46 10m 26s Cluttered Space ♥ 0 Fun idea, it starts off at a slow pace though. The objects don't seem to really impede you much, I only had trouble when I visually lost track of the button entirely.
Oct 19 01:46:36 8m 50s Secret Sorter ♥ 1 Extremely cute game! Very well-made, I like the musical notes used as sfx. The use of the 10 second theme seemed a little tacked on, the player is never put into a position where they are forced to be away from a circle for more than a half a second. It would be neat if some of the later levels had the green obstacle circles placed in ways designed to bump you out of the blue circles, or some other mechanic designed to pressure you against the 10 second timer. Otherwise, I think the game would have been fantastic without the 10 second mechanic at all! The rest of the game stands well on its own.
Oct 19 02:03:42 17m 06s TurnKee ♥ 1 Just going to mirror what others are saying. I love the presentation of the game, but the timer mechanic just makes the game entirely unfun to play. The thing about the timer is that it doesn't seem to add anything. There's no reason for the timer to exist aside from slowing down the gameplay experience. Even if sped up to 2 seconds or whatever, that's still pretty slow.
Oct 19 02:16:55 13m 13s Town (町) ♥ 1 Very nice experience, very well thought out mechanics. A bit buggy here and there, replay being broken is an annoyance, but otherwise fine. I think food is a bit too hard to produce, I don't think I ever saw any cards really related to food aside from the farm building.
Oct 19 02:40:32 23m 37s EXPERIMENT 11022 ♥ 0 Fantastic entry. I am a bit suspicious about whether or not the artwork was made during the jam, but I will give you the benefit of the doubt and rate it highly. Would love to know the process used to create the artwork! I found it difficult to aim precisely.
Oct 21 21:09:33 66h 29m 10 Steps to Elysium - Sword Practice ♥ 1 I love the core idea of this game, but it's just a bit too slow-paced. I think a smaller field with shorter movements would make the game feel faster. But the idea of programming movement is pretty neat. The artwork is nice.
Oct 21 21:12:41 3m 08s So they met. So they talked. ♥ 1 Loving the vibes of this game, was a bit confusing but I'd love to explore it more if I had more time.
Oct 21 21:23:29 10m 48s Switch and Click ♥ 0 The input being weird really got in the way of having fun. I would expect to simply be able to tap the keys to move, but instead it seems like you have to hold them. I tried both webgl and windows build, windows seemed more consistent, but I struggled to move only one space at a time. I would hold the key to get moving, but then the movement speed was too fast to control. How did you code the movement? I would expect it to be a simple `if (controls.Left.WasPressedThisFrame()) { move_left(); }`. Anyways, otherwise fine game.
Oct 21 21:50:32 27m 03s Wanderhythm ♥ 0 This is really great! Love every part of it. Hit detection seemed a bit off, but probably just webgl latency. 5 stars!
Oct 21 21:54:18 3m 46s Kalamity Kitchen ♥ 0 Fantastic artwork and animations!
Oct 21 21:56:10 1m 52s Prince Defense ♥ 1 Very cute!
Oct 21 21:58:51 2m 41s Whack-a-troll ♥ 0 Cute game, but not a lot of gameplay going on. Looking forward to your next one!
Oct 21 22:01:44 2m 53s Udou in the forest ♥ 0 Props for using raylib!