Pourparler by LoicLeGrosFrere 2019-05-03T15:15:42Z
Fixed now.
Foon → Ludum Dare Explorer → Users → tatawanda
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2026 | 59 | Signal | Squeaking For Love | jam | Humor | 4.77 |
| 👥 | 🥇 | 2025 | 58 | Collector | Call Hector | jam | Theme | 4.68 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Squeaking For Love | jam | 28 | 4.25 | 4.12 | 4.43 | 4.01 | 4.53 | 4.39 | 4.77 | 4.36 |
| 2025 | 58 | Collector | 👥 | Call Hector | jam | 57 | 4.09 | 3.84 | 4.27 | 4.68 | 4.36 | 3.98 | 4.26 | 4.11 |
| 2024 | 56 | Tiny Creatures | 👥 | Ranger Rancher | jam | 804 | 3.27 | 3.00 | 3.22 | 3.86 | 3.00 | 1.75 | 3.30 | 2.67 |
| 2024 | 55 | Summoning | 👥 | Alvo Canto | jam | 554 | 3.59 | 3.28 | 3.45 | 4.28 | 3.95 | 4.04 | 3.78 | 3.69 |
| 2023 | 54 | Limited Space | 👥 | Midnight Racers | jam | 863 | 3.21 | 2.96 | 2.67 | 3.29 | 4.14 | 3.93 | ||
| 2023 | 52 | Harvest | 👥 | CCCPop & juice (Урожай Поп и сок) | jam | 318 | 3.61 | 3.47 | 3.38 | 3.66 | 3.94 | 3.66 | 3.88 | 3.55 |
| 2022 | 51 | Every 10 seconds | 👥 | Gagaku | jam | 811 | 3.28 | 2.85 | 3.58 | 3.79 | 3.54 | 3.28 | 3.46 | |
| 2022 | 50 | Delay the inevitable | 👥 | Trauma Center (futile medical care edition) | jam | 978 | 3.30 | 2.96 | 3.58 | 4.24 | 3.92 | 3.26 | 3.55 | 3.35 |
| 2021 | 48 | Deeper and deeper | 👥 | The Sounds of the Cavern | jam | 1166 | 3.37 | 3.35 | 3.00 | 3.77 | 3.22 | 3.42 | 3.44 | |
| 2020 | 47 | Stuck in a loop | 👥 | Cercle funeste | jam | 970 | 3.38 | 3.00 | 4.00 | 3.38 | 3.28 | 3.31 | 3.48 | |
| 2020 | 46 | Keep it alive | 👥 | Keep "It" alive | jam | 2289 | 2.91 | 2.46 | 2.85 | 3.51 | 3.10 | 3.14 | 3.28 | 2.98 |
| 2019 | 44 | Your life is currency | 👥 | Pourparler | jam | 1113 | 2.61 | 2.48 | 2.92 | 3.00 | 2.53 | 2.64 | 3.01 |
Fixed now.
Hey, nice game ! Not a big fan of the sound effects thought (sorry :) ). Apart from that, love the tentacle animation that's really cool, else it's quite clean !
J'aime, et pas juste tirer des fléchettes sur mon président préféré. J'aime l'utilisation du thème, le gameplay est sympa, l'ambiance est cool et bien satirique (et réaliste) comme il faut. Je ne sais pas si c'est voulu mais le fait que le jeu soit difficile me donne encore plus envie de le cribler de fléchette (sans aucune violence, bien sûr) :)
Nice try. Too bad there is no sound and frankly a bit more gameplay. I would have loved to have animations or effects the more weed I take.
Damn, it was funny as hell (and you got me hooked directly with the title). Nice and satisfying, visual and sound effect were nice. Very cool Indded. If there was a weak point it would be the theme as I didn't feel as I was keeping it alive.
I like the end, touching. Nice and relaxing game indeed, as said the previous comm, you need to work a bit on those collisions :)
Very Very Very cool. Definitely my type of game. As mentionned before, the way you test victory is not working, I checked the level 3 and 4 whithout solving the task. Anyway, good work !
Yes, I like the hide and seek aspect of your game. Overall, the game is quite complete must say, the riddle were quite nice in my opinion (at least the 5 I had) I had trouble with the chairs, I lost, cause i tried the wrong ones before. Cheers !
Really cool idea and good use of the theme. Strangely I got nor sound nor music :(
You are not in danger anymore :) Apart from that, i really liked the art and the sound effect, would have been nice to have some objects blended into one another to add a bit more challenge. Overall pretty, good work !
Ah a choose your own adventure, strangely refreshing :) It is a bit linear thought but for one writer it can be hard :) Cool game anyway
Really cool as a Compo. Other have mentionned it but the speed is arrrgh. But I can understand you cannot put timing too fast since you have to modify the loop during gameplay, so it can be hard to fine tune with so little time. I personnaly found directly you could add instruction to the loop once you launched it, I could however understand if some people does not get it (and I know that specifically because we did a terrible job at it on our game). Overall, pretty solid.
Awesome, will definitely give it a try !
Hey ! I liked the infinite staircase loop. However, it had no incidence on the resolution (from what I understood since spoiler: all four numbers are freely given) and also the loop was not so well executed since we can see the loading plus object appear in the room. You could have made the room change when you go up and down and use it for your enigma. I dunno, like clock passing an hour when you go up and revert one when you go down, but it never goes on three, for example. Apart from that, voice is always nice and it's still is a nice game for a one-man team. Keep up the good work !
The best part is clearly the idea. I also like the art, it's simplistic (and there's some glitching sprite) but it set the mood quite well.
I think enough people already commented on the difficulty, which is the kind of difficulty that is frustrating, you cannot expect from someone to visualize all the timeline and predict how to pass. Few ideas thought:
-once the level was tried once, remove the waiting time -a grid in the background and ticks on the time bar, with some kind of normalized velocity for the player and the object (like, 1 square every ticks ect). That would allow the player to predict efficiently the path
Voilà, I precise again that this use of theme is a cool idea :)
Well, as said by the other the first anim is cool and the art is cool also.
However, control are badly implemented; your camera : if you happen to look behind you by looking up then the left and right movement of the care is inverted. It's because you use the up world vector instead of the up vector of your character. Also, I connot turn the valve, I click and I can only move it little by little.
Then, you don't explain how to play to your player, you just throw them inside and (generally) they will die quick without understanding a thing. You can either add a tutorial or emphasize the paper for people to read it first. (or at least, explain in the game description, we don't have time for everytihing in a game jam). Last thing, I don't really see the link with the theme here.
Voilà :)
Well, as said by the other the first anim is cool and the art is cool also.
However, control are badly implemented; your camera : if you happen to look behind you by looking up then the left and right movement of the care is inverted. It's because you use the up world vector instead of the up vector of your character. Also, I connot turn the valve, I click and I can only move it little by little.
Then, you don't explain how to play to your player, you just throw them inside and (generally) they will die quick without understanding a thing. You can either add a tutorial or emphasize the paper for people to read it first. (or at least, explain in the game description, we don't have time for everytihing in a game jam). Voilà :)
Hey @gonzalol, yes we did not well on that part (explaining the mechanism), yet you can find an explanation in the description.
Frankly, really nice entry. I won't go into much details since the other comments already did, still the list of some good points : Animation, game feels, the idea. Really great.
Now, what could be better:
-Some way to know where your objective is at the begining, or for the layout to be more clearly organized, I wandered a lot in the hallway before finding my way.
-A visualisation of the map change if you die one one point, I mean it's okay to map mentally but more comfort is possible
-A suicide key ? I mean you can get stuck with some card layout. I "lost" the first time because of that
-And maybe not begin from the starting point each time, or more possibility to create shortcut, travelling to the previous point can be really tedious some times.
Voilà, again cool idea and cool game :D
So many people and not one to do a release in html5 ? Apart from that, cool game :D
Nice ! I like the angle of the rhythm game + constructing your song little by little. And you actually created full engine, that's great. Of course, it needs a bit of polishing, the major thing that I can think about is the key pressing timing. It does not seems like it's symetric. You can press the key a little bit after but not a little bit before, that would be more logic. Cool music anyway :)
Cool game. I like your take on the theme and a good idea. Few remark thought, it was already commented on but, it's true knowing the layout of the map could be useful and allowing to plan before setting it into motion. For this, I would suggest to remove the time mechanic, it does not bring a lot and it become quickly frustrating imo. Apart from that, really cool. Good job !
Very cool in the mood + music department, and it translates in some part what's in the depression, like the pathetic side of it. However, it lacks a bit of interaction. I don't know, in the theme of depression, doing a task (as the dishwasing) until the words overwhelm the screen and the player cannot do it anymore, then blames themselves for not doing it, or whatever, there is plenty of way to be depressed :D Moreover, I can add to a previous comment that it lacks a bit of subtility, but as you had 72 hours, it's not really a sin.
Hi! Ok, it is nicely executed with a good little music and nice cartoonish graphic. Just a point on the rythm, you pause between wave for the player to buy upgrade for their tour. However, we only have 3 choices and no real decision making here. You could let the possibility to upgrade at all time and never stop the game. I think it would greatly help for the pace and increase the feeling of delaying the inevitable. Another point, we are lacking a feedback on the tower for the upgrade. Even if I know it's may be difficult ot do it in a game jam.
Bug : The end wave bar goes to the middle of the screen for some reason.
Overall, nice entry :)
Three minigames in endless mode. Simple and efficient, the art and menu are well polished. It lack a bit of drive though. Maybe you should add some kind of incentive, just writing from the top of head, an unlocking system for the three minigames for example :)
Like the concept of letting some die to get resources. However I think there was some bug ? I was on I think 3rd or fourth map (the one where you have to move using right click, which is btw not instinctive to use) And I could not go more right but none of my train managed to then ? Apart from that, it was very good :D
Nice one! It is well polished, it has importance in a jam. The filter is nice, however, it makes the crosshair not always visible. Moreover, you may want to add an in-game explanation for shooting the boxes. Or add the possibility to open boxes with the interact button, it was a bit confusing, it's only on my third playthrought (as the comment before) that I understood.
Hey everyone thank you for the feedback! @gravityflip of course! We just did not have the time to add a more complex we mostly focused on the polishing. @roughskin and @andrground I'm sorry to hear that. We were afraid of some lags indeed. Mostly, they come from the fact you do not activated hardware acceleration :)
Mmmh you exported in developement build and there is an error each time you click on an object
First, congratz on DA. I really like the style and the mood. On the gameplay side, when you are chain-killing ennemy, it's pleasant. However, you lack visibility for path-planning. Globally when you hit an ennemy you are just praying for another to be in front of you or a platform beneath. This could be solved with a little slowmo at the peak altitude after killing (not a lot just to plan better the next move).
Also when you are entering a new level put a platform (even temp) beneath. It's not pleasant to enter the level and die directly because there was no platform to land on.
Voilà, nice entry :D
Really, I like the ideas and the humour. However, it is a bit too confusing to know which thing do what. I think you already know that but generally people will not test for long and stop at the first problem, so you should make it simpler. Having one action or two action task to complete with full explanations, then going to another level ect. Really, because I think it's a really good idea and I really liked the premise.
Ok, that was actually fun, this catchy tune help a lot!
That's wario ware!!! No, the gamepla is really well polished, you managed to have several way of playing and it's always correctly laid out so the player understand directly. That's really cool. The design part was a bit hard since you don't always get the item you thought but however, I suppose that's part of the desing
Cool and well executed, the game control feels are nice! The graphics and sound design is well adapted. I did two run of approx 2:30 so I don't think I had all modifiers, some are cool (Zoom zoom), you could add more crazy stuff (changing the map, distorded effects...). On a side note it seems getting piercing is always the begining of the end. Solid entry overall :D
Hello! As specified before, it took me a while to figure how to get the cow milk, it needs better feedback. Indeed, the egg are the fastest way to get money and there does not seems to have a limit? I mean, I first supposed I could collect egg every 10 seconds but I could spam chain them. Is it because you accumulate the number of eggs? Last thing, about the egg minigame, you mapped the key based on the map of the english keyboard which does not do well on other type of keyboard, and it's a bit disturbing to have a cooldown between taken into account keystrokes: if you type too fast you fail. Voilà, good job guys i liked the human-made noise, those always makes for great soud effect :D
Simple and nice! The music is cool and appropriate (I smiled at the highlander ref). The gun got the necessary oomphf. Nice entry overall!
As everyone, loved the graphic design plus the music, the mood is clearly here. The gameplay is well executed it was pleasant at first however I was in the third location and it became a bit redundant. Two "bugs": there was some "fish" that I could not catch sometimes it was because they went right and even by clicking left could not get back, and other time they just escaped despite the cursor having always been in the middle. Overall, bien ouej.
@cosmonautical @anniv4x Hi, thanks a lot for your comments! Actually, we quite agree that's its cool to have the time to mess around with buildings. We added a freestyle mode to experiment as much as you want :D
Good job! It could really have some in game explanation. Especially about the waypoints, I really did not understood what it was (if this was important I cheated my way throught all the levels x)). I know i'm supposed to loose after 10 in game-time-seconds but I did not feel that at all during the gameplay, the 10 seconds mechanic needs more feedback imo. Anyway, good job again!
.The nice relaxed music is cool! It indeed feels very polished is funny to play it misses maybe having the shelves having their own physics and being able to run into them :D. I maybe found 1 bug, I managed to duplicate a box: I had only one red on the delivery line (well I think) and somehow managed to get two. Good entry overall!
That's nice, good take on the theme! I think it is lacking something to do during the day, something other than collecting drops. I mean, the rythm was a bit saw tooth as the result of the day night mechanic and a bit boring on the day part. You could also add a different music during the night to get more oomph and underline the dangerousness of it. Overall, the game is clean, it's cool.
There is still an error some times and you have to reload the page and in level 2, releasing time slow block my character. I still managed to play until the middle of level 2. I like the idea, however I still have a few advices for your next one. Try to have a reminder of the input for those which are not simply moving. The left shift input should behind that blue bar. I don't have the numbers, but a lot of the people who are going to test your game won't spend much time on it and will stop at the first issue. So you have to guide them all along. The same goes for the difficulty, it is correct but you can begin with really simpler stuff, don't put obstacle directly, if you think the player is going to get bored you should look at the third point. The character, if you do a platformer, it should be pleasant to just move with the character because it's the things the player will constantly interact with. Here the fall is to slow and the char feel floaty for example.
Voilà, good job still :)
There's a lot of small issues, it's difficult to read the enemy attacks prediction, and to move, moreover, playing of the HTML build camera control was difficult. However, the face plus the small sample of voices are incr and made me laugh and that's really cool!
It's hard, but i managed to finally send one into space. The idea is cool and the result are funny! There seems to be some lag when I use the wings (at least the last wing I did full last I dunno if there is a stat difference). Cool game guys and gals!
Nice game, I especially liked the music. On a side note, you could have made a tutorial or give more time for the player to understand what's going on and/or experimenting. Was very surprised you could not build tower and confused about the differents elements. Nice entry overall !
Cool idea, the control are but difficult to get accustomed to and I would suggest to put them in-game, cannot expect someone to switch from game to manual to play, especially when you are in a hurry. A part from that, good entry overall!
Nice take on the theme, the art and music makes for a good mood. My only complaint would be on the use of the mechanics to keep an object on you to duplicate it: in the end it is only used once at the begining, apart from here you can keep the object you have to continue the sequence of action. Nice entry overall
Impressive indeed! 3d anim and uI are nicely polished. The gameplay becomes a bit redundant, but it's complicated to do equilibrium properly in a gamejam. Wish you had some kind of placeholders for the buildings and the possibility to build more than one. Good entry overall :D
Really cool. I mean, the concept is simple but the shooter part is very well executed, the shoot have oompf the control are cool and you have a little shield when you warp to not warp into projectile. The twists (taking the theme to binary and the indestructible ship) are both interestings. The binary life makes for a great health bar also. The humour could be better at some part but really funny at other :D No I really liked it, good job!
Nice game, I like the idea and the different way to cheat are cool (even if I find the drawer overpowered since it does not seems to attract attention). There seems to be some achievement but I got none, dunno if I suck or if they are broken. Solid entry overall
I really like the idea! However it does seems like the resulting drawing is really focused on the prompt. I'm curious of what the same scribble could give with the a different prompt from client.
Really cool, the ambiance is quite here! It is well polished for a game jam. MMhhh just thinking, for the typewriter effect, it seems you used maxNumberOfCharacterVisible which have this effect of moving the text while it writes. If you prefer some non-moving text you should change a bit the script to have: textPrinted + <\color = #000000FF\> + hiddenText + <\\color\>. But maybe you already knew that and just like the moving text effect, in this case sorry!
Nice! If I can make some comments: You should put the controls somewhere in the game: classic solution put them in the sky at the beginning, the hitbox of the weapon and the enemy is bit complicated to apprehend and there does not seems to be a way to hit without being hit. Last thing, the energy gauge is bit bugged out (with light turned on and off at seemingly random point). Apart from that, the graphics are nice and you could do something with the idea :)
Cute games :D Actually, I don't have a lot to say, it does well at what it wants to do. Mmmh, maybe font is not accessible enough for people with dyslexia for example. Apart from that, it's a small (and cute) litte game
It's a good thing you managed to finish your game for your first game jam! The art is not bad at all, however the gameplay needs some polishing. Next time try to up this, a usual advice is to say that the action the player will do all the time (here moving and shooting) should be fun in itself. So work on those control, on the game feel of shooting ect. Voilà, good job :D
No bug from my side, it is a nice game, I agree it could be further develop into mobile game by adding more feedback and a tutorial. Only complaint, when you have a tile selected and click on another one (not next to it) on the board, nothing happen while you would expect to select that new tile.
Hmmm as everyone I had some lag whenever there is enemy on the map. Are you running some kind of shortest path algorithm on them? This might be the cause if you run it every frame and there is some problem inside. Apart from that good job!
Nice and polished! The character design and the UI are great, gameplay loop is satisfying. My only problem is that it does not fit the theme. Anyway, it was cool!
It's the type of game jam entry I like, do one thing but good at what it does. Fake relaxing thought since I can be heavily stressed by those games. Congratz
It's a fine concept. However, if you want to incite the player to go fast (by putting a time limit) you should make it easy to switch between gears and to know in which state your ship are easily (as well as the enabling/disabling being visible but that is already cover). But congrate on your first jam :D
Everhood is that you? Joke apart, I like the idea, the game and the art is great. A bit too hard, especially for a game jam (and some design flaw, i gave up the discord fight because approaching it to attack could give me unavoidable hit, you cannot move if a key is already pressed and it seems that the animation when your getting hit prevent you from moving, all of this can be frustrating). Overall, very cool :)
Nice entry, special thanks to the sound design. What you had to do was correctly conveyed and easy to use. I don't exactly see the link with summoning but that's ok.
The gameplay mechanics in this game are so intuitive! It’s like the controls become an extension of your own instincts. Plus, the art style adds a unique flair that keeps you engaged throughout. Definitely a gem worth exploring!
Those hitbox are not good at all. I saw what you tried to do but it lacks of juice and precision in the gameplay. The art style is nice however.
As everyone, big fan of the art style, it's exactly what I like. I alse really like the mood in the doctor office.
The gameplay part is a bit janky. Like, the feeling of the racket and the bounciness of the ball could be work on. Maybe I did found a bug but when you respawn, the ball is inactive but still inflict damage when collinding. Also, why can we go all around when the gravity is only in one direction? Maybe we are expected to just launch the ball and loose heart? Which is confusing.
Concerning the text, yes it's too slow. No, it's not necessarily a problem, at first I thought you wanted us to feel the pain of the character, and I kind of like that. In an other hand, it's seems you animate your text by adding the letter one by one, which create some strange artefact when you write a word at the end of the line and it suddenly switch line. The best it to animate the alpha of the letters.
Anyway, I really want to stress that I like the mood. It's a good gamejam result in my book.
Indeed, it was loveable <3 If it'd reroll automatically every 3 secondes, it could maybe be little more engaging ? Dunno
I'd like to love it, but damn it is difficult, the camera is a bit jonky and the boss can decide to fall on you and one shot you. I would have love it if the game were about fighting trash. I kind of loved the first two levels
Docking parts, chaining them, then yeeting the mass into the sun is very satisfying. Good feedback on impacts and rotation.
Small notes: a faint snap assist when sockets get close could help. A tiny HUD counter for ‘junk remaining’ would reduce guesswork. A soft boundary or gentle push when pieces drift off-screen would prevent stalls.
Ok, it does not a lot of things.But it does it well, took me a while to understand the core mechanic but once I got it I found it was a really good idea. And it is well implemented with a little bit animation. Really it's nice.
Really fun concept and tight loop. The slap feels satisfying under time pressure. A bit more telegraphing on enemy windups would help. I’d also love stronger hitstop to make impacts read even better. Solid jam entry with clear room to polish post-jam.
Damn those peasant! They don't have a lot of money. I like the mood, really remind me of those silly games on Newgrounds. The game loop is well established and the concept is clearly outlined. What is missing is a rewarding/progression system or a faster loop to death system, I did not feel like I was really juggling between the 3. I was mostly collecting taxes then when needed trying to find a good bargain at the auction or eating some mummy. Mais je pinaille.
Ok, it's nice. The SFX make for a really weird vibe. Apart from that seing the other shots is a nice addition and give more life to the game. I like seing the variation of hitting stuff to reach target. Pleasantly surprised
I did not understant, I died by the end of first month but I had enough money and (I thought ?) enough respect. Moreover, all the jobs are kind of the same ? I suppose they have to be completed to give me money. Plus the animations are a bit slow. Else I like the idea i'd like to play it more, once issues are solved
I had trouble controlling the ship, to much drift ? and difficulty to know which side was up or down. Anyway, I like the idea, you polished it a bit, you even put a minimap which have been a real life saver.
Last thing, I don't know if it is just me, but I'm a bit laggy, not getting all the frames I should have.
Incredible, it reminds me of the good ol rusty lake series. I got the ref. Joke apart, I'm in love with these kinds of game. About the game itself, I spend too much time at the begining clicking on a door for it to never open. The arrow are far too discreet and it's not an instinctual way of moving. The enigma of the manniquin could use a little bit more explanation, or a hint (unless I missed it, in the case it's okay). Thank you for the game
I liked the UI too! A bit difficult for me to master. But I really like the feeling of the loop, drift, mine, collect, deliver
Ahah, indeed @andreas-roschal ! Shiny variant are shared throught code as well. The true ending is collecting all the shiny ones :D
Capture.PNG First "Defold", I <3 you. Second, I'm really digging the vibe here music + art, reminding me of myst somehow ? Or those old educational game. In france we had "L'album secret de l'oncle Ernest". So thank for the nostalgia trip.
On the game itself, as other people pointed out. I had no way to know the shell were the bad one, I had no way to know why I loose or win the minigame, and my progression.
Cool cool. Got them all, but I had a little trouble with the "Bone Apétit". I like the artstyle and the slimy mood. It get a bit tedious, maybe it lack a bit of incentize or reward when achieving a recipee
Ok, Maybe you tried to tackle a bit more than you could chew. The gameplay is not very well convened, I did not understood what was the monster or what was its point, what were some of the collectible. I got that I need to collect keys to pass the door. But it's okay, sorry to sound a little harsh, just you should focus on a lot lot more reduce scope since your alone. Do less thing and ask yourself at each step if you do have the correct feedback for the player, and take time to implement it. Even if it means scraping several features.
The intro, music, and art work well together. I enjoyed thinking through the objectives to complete them. However, the swipe controls aren’t communicated very clearly. A short tutorial or stronger visual feedback would help. And as another comment mentioned, there isn’t much randomness for a dice game, which limits the feeling of "What if?".
I really want to like this. Really, I like it. I like the artstyle post post post apocalyptic. I like that it is a very simple concept. But, there is some big breaking bug. There is some sort of timing, right? It's very difficult to estimate. there is some big lag which make you lose. Seriously, you need to fix this, and also be a bit more forgiving with the player. Getting thrown on a new level without having the time to analyse it can be tough.
Be a bit more lenient on the signal check. I was so close, yet so far. Apart from that, the small experiment setting is clearly in my tastes.
I like the setting of defending a train in a post-apo setting. Plus, moving and slashing at the same time is a cool take on the genre. With that being said, it's hard. It's hard because you cannot distinguish easily between allies and foes. It's hard because I have virtually no idea of the enemy intents.
Cool concept. I especially like the fact stuck when I failed at the are you human, it's a nice message to send to those AI Bro!
Very cool, and you did it alone! The mood is here. There is even some cinematographic intention, it's appreciated. I was just chilling in my spaceship, the music was fitting, good feeling. The signal sound became a bit annoying at the end.
"Ooh" was my exclamation, I really like the twist, logic programation on words.
The choice of gates could have been better. For example, remove X last character is simply Reverse-> X Remove first -> Reverse. It is not essential. While, I think I did not saw a way to loop or a conditionnal gate? So I had to chain the same gates several time. The problem was enhanced by playing only on 25 to 50% of the screen, it feels quickly a bit cramped.
I could not go past the first level as I had a stopping error "RuntimeError: function signature mismatch".
Great technical performance I admit. On the game side, it could use some ui giving the number of extra move you have. else it's a good take on the crypt of the necrodancer vibe.
I want the SETAM key whatever it is. I didn't know astronaut needed to know the alphabet, now I can count to nine. Thnak you.
The part I liked the most was the freaking space, and with the music it really set a MOOD.
5 3 3 2
I was really into the mood. It is really well setup between the drawing and the music. It was a bit hard, but failing was hilarious. Thank you