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bearcage

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TimestampSince previousGamebearcage's comment
Apr 21 02:49:27 Beacon ♥ 2 I had a good time with this one, and kudos for doing cards for a jam, that's tricky! Like another player, I had an issue with itch where it only drew in the top left quadrant, but otherwise everything worked well. I managed to get my infantry _behind_ the trapper, which was a bit of a surprise!
Apr 21 02:55:57 6m 30s Walk In Darkness ♥ 2 This is a cool idea, I really like the memory / hint-of-whats-inside angle on the theme. It took me a few tries to understand the interface and get the hang of what's gonna kill me (or maybe kill me) vs not — I wished there was a way to heal (or maybe there was and I just wasn't lucky enough to find it on either of my good runs). Thanks for sharing your work!
Apr 21 03:05:33 9m 36s Signal Resonance ♥ 2 Thanks for sharing your work, I had fun with this one! Really high level of polish on the art, and it was fun to get into the moody scene of the post-experiment!
Apr 21 06:13:18 3h 07m Survey ♥ 1 This was a cool one — it's been more than a few years since college differential equations, but it's really fun to get to play with combined functions hands-on like this. I struggled a bit with the three-planet systems, but still had fun giving it a go. Thanks for sharing your work with us all!
Apr 21 06:42:37 29m 19s Signals Crossed ♥ 2 Cool mechanics taking shape in this one — I didn't quite get my head around the rules for when I can/can't push a tile into a blank to make floor vs hover it there, and I don't think I quite understood the second-to-last floor, but I did finish the game twice, and I had fun doing it! The embedded player def seemed to struggle more than the one on your website, so I'd encourage others to try the html link version. Also, big props for doing this with raylib+emscripten, not easy to do a full game in this timeframe while battling with the C-to-web build toolchain!
Apr 21 07:27:49 45m 12s Signal Blast ♥ 2 Solid entry — roguelite upgrade system + a working survivors-like with a few upgrade paths, and some baddie behavior variety, nice work! I def got myself in trouble with speed stars before I had the speed to outrun 'em myself, but other than that little difficulty bump I felt like I stayed right at the sweet spot all the time I spent with the game. I sorta wished there were a few impact effects (a tiny knockback on hit, shake/wiggle on death, cam-shake on your own death) to give the presentation a little bit more oomph — I liked the simple shapes and thought they read clearly, but I think it'd help to make the damage boost etc upgrades read a little more if they tied in to something like that. I already sunk a bit of time in and I'm looking forward to another run to flesh out my upgrades!
Apr 21 07:48:44 20m 55s Siren Island ♥ 0 Super ethereal mood to the music, a whole vibe on its own! The art has a ton of character too. I struggled just a little bit with the typography in reading the scenario text -- a little more width in the lines would've probably helped me. Once I got the hang of manipulating the boats their motion was really satisfying too.
Apr 21 07:58:55 10m 11s SOS ♥ 2 Super interesting! I'm not sure I quite got everything, and it def took a little time to get the hang of how long a dash needed to be to recognize, but I had fun trying to internalize some morse and work out a bit of the mystery!