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Squeezebotjam

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A member registered May 03, 2015 · View creator page →

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Thanks for playing! Always happy to add a little extra creepiness to the world.

Thanks for playing! I'm always happy to spread a little spooky in people's lives.

Impressive showing! It had a really good vibe overall,  it reminded me of Gex 64 era of 3D platformers and all the little mini-games they'd throw in for variety.  You should be super proud. Good use of existing assets, though maybe a little bit too much reuse to be said to have been made exclusively for the jam.  

The carnival shooter and jumping puzzle were very easy to pick up. That drone game and its inverted pitch control drove me mad and was the only one I couldn't complete. Locking out controls during animations of blocks turning in the pipe-mania mini-game was a little irritating and the analog stick to select which blocks to turn was wildly sensitive. In the end the long turn around time in-between runs caused me to turn it off before completion, that and the inverted drone controls (I was playing on controller which may have been making it harder).

I like that beating the game just requires a little patience and common knowledge of road rules. Shiny coin pickups are the reason I can't beat monk mode in Crypt of the Necrodancer, those spinning sirens are irresistible.

Fun experience, I always enjoy when people force engines like RPG maker to do things they're clearly not designed for. We followed a very similar idea in our approach to this theme. I look forward to the next one.

I wasn't really sure what to do in this one. If there is in fact some hidden interaction there's not enough feedback to inform someone if they're interacting with it in the intended way.

That was adorable. Very nice bits of pixel art, the talking animation is so expressive, they have such character.

That gave me a giggle.

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Interestingly strange tone.  Nothing like an infinite hallway to disorient and confuse.When the door first opens you can back up and wreck the initial effect a bit.

Very nice audio, lots of wonderful variation. Super relaxing vibe.

None to speak of, it's more about building a spooky atmosphere.

Solid mechanics for such a short period of development. The extra movement cards are a bit overpowered, but could be offset through introduction of more mechanics based on the board position. This design has interesting potential.

For an unfinished jam game it's got a lot of neat ideas in the mix. I played through to the end (60 points). I planted seeds, watered them and refilled my watering can, but I couldn't figure out what the other colored spheres on the plants were for or how to interact with them differently.

I really like the idea of having to leave your weapon to charge just out of reach.

It's honestly incredible to see how good mode7 graphics can look with a modern engine, I'm super inspired by the look you've pulled off. The turtle ship is wonderful, there's a solid little gameplay loop and the sound effects emphasize exactly what they need to. Great job!

If you explore more behaviours in your AI it may make for more interesting exchanges of weapons fire, I'd look into basic boids like movement as a start. The music can get a bit harsh, especially with instrument samples that are more square than sin in so many layers. It could probably be improved by removing layers. Maybe consider separating the palm tree from the island so you can swim past it.

Thanks so much. Glad you enjoyed it.

It's always difficult to get that extra flair into a jam game, so I completely understand. I look forward to seeing what you do with it.

I wish I was better at twitch platforming, as it stands I didn't get to experience what look like neat features in the screen captures. The look is super cohesive and I really enjoyed the light and airy mood of it all.

Good mechanics, a nice minimalistic spin on infinite runners. Every time the mutation occurred I'd die because there wasn't enough time to understand what the rules were of what I'd just changed into, sometimes I'd die instantly from a jump I initiated before the change. That said I ended up memorizing the sequence just so I could get farther.

Perhaps give some kind of warning as to what mechanic is coming next, maybe slow down gameplay for dramatic effect but also to give players enough time to adapt to the new controls? 

I'm not sure what's supposed to happen? Any buttons make me float into the sky and then the camera gets stuck behind something. The music is fun.

Well that was a difficult struggle. I like the aesthetic and I really enjoy these kind of strategy/commander type of games but I had a lot of trouble even surviving in this one.

I didn't realize you could scroll the screen until I read comments to that point.  Most of the game is pretty opaque, so even though I did better some round than others I'm not really sure why. Perhaps expose more of the variables under the hood in the UI?

Really pretty 2D sprites, solid trance background music. It reminded me of the hacking minigame in the Sly Cooper games.

If you focus on smaller upgrades (i.e. more upgrades with less effect for less) you could dripfeed a sense of accomplishment, maybe change the UI to a meter filling up instead of the counter to help give that sense of anticipation?

That's a really nice puzzle-platformer for a couple of days! I think the bridge building mechanic in the first level alone could be used to make some pretty interesting puzzles.

It's strengths don't really lie in its platformer elements, I'd nix things like the tiny platforms in level 3. I had replay that level after falling into the water several times and the music helped keep me lucid till completion. That level's music has a very nice countermelody.

I always appreciate a little text adventure, the interaction with the mirror was my favourite part.

The safe puzzle took me several tries to figure out the numbers had to be entered without spaces. 

I've never used the Quest engine, it seems specific to Zork style IF. Have you ever tried Inkle's Ink script? It's so flexible and can get infinitely complex if you have the aspirations for it.

I've given the new build a go and it's certainly an improvement! Good to have a reference for someone of my forgetful nature.

I really enjoyed this pleasant little happy thing.

The emergent goals are taught so well in this! The little hints the bugs tell you at the end of every conversation to help with more avenues of exploration are a great combo with the "complete the whole set" screen. Really masterfully done.

I will never grow tired of eating the sun.

Goofiness achieved!

Very nice look. The mutation idea is fun.
More juice would help player action feel impactful on the world and could dramatically improve the gameplay experience i.e. screen/enemy flash on enemy hit, particle fx, screen shake, hit/death sfx, motion trails, adaptive music (e.g. more intense when you're close to death)

Cute little puzzle platformer, the visuals are great. I enjoyed the player character's matchstick legs far too much.
Some of the levels I beat mainly by wall-jumping or sliding along the rotating platforms and it felt like I was breaking the game rather than playing the intended design.

Great look, the colour palette is really nice and clean. I enjoy the pacing of it all.

I enjoyed a few playthroughs, but I never felt like I was getting better in any capacity, which is a tricky design problem for these kind of games. I kept getting losing vision in one eye which was pretty debilitating in comparison to some of the other mutations.

That first level is pretty relaxing, good music choice. I enjoy the slow tilt of the bacteria.

The second level might be a little too difficult, there is no promised reward for the effort required to complete it.

I enjoy the slingshotting, it's got a nice arc, and the aiming is intuitive. The audio feedback is just enough to make it satisfying when you nail those alien things in the face.

I parked myself under the lever so I could always pull it. Adding more elements to encourage the player  to move around the basket could give it some added chaos that could be quite fun.

I enjoy the ideas in this one. All the bunnies you're wading through by the end of a round is an amusing sight, and the giant bunny was very satisfying to see.
The pickup logic seemed to only work when I approached an object from a particular side, which made the controls feel really inconsistent and complicated the process in a way that felt unresponsive instead of chaotic.

By level 8 I was solving every level by random clicks, so level 9 was a mystery to me. A more gradual introduction of new mechanics and more scenarios with similar features might help explain the behaviours of the new  types of mushrooms being introduced.

Super pretty shapes! Those procedural visuals make some really gorgeous patterns. 

The game kind of played itself. I couldn't tell if my vain attempts at clicking things accomplished anything but the fungus wins every time. Maybe I'm just a fungus savant.

This game is so good! Great presentation. It's an odd mechanic but completely unique, a rarity nowadays.
I found the throwing controls a little unpredictable, in levels like "Over the wall" it took me so many tries to get the block to arc right.

It's really good! The artists on the team should be super proud for creating such a compelling look in so short a time.

I found in later stages the amount of enemies combined with the slow speed of eating meant just slowly whittling them off from a distance was the safest bet and ultimately always led to higher scores. Enemy variations that herd player movement or encourage one target over another might help. Seeing what mutations have dropped before attempting to eat them would also be useful in baiting the player into a crowd of enemies.

I really enjoyed this one. Played it a bunch of times to see more dialog and learn about the cursed forest inhabited by cosmic beings. Some of those transformations are pretty horrifying looking.

You don't get to say much before you turn into a tree, it'd be nice to have maybe a bit more time to dig into the story before resetting.

The objectives you posted here really help give the game more purpose. Implementing those into the game would be a wonderful motivator for exploring every nook and cranny of the story.

Reminds me of Rocket Slime on the DS. Great little concept. It kept me engaged for a solid 5 minutes, which is a big accomplishment for something built over a weekend.
My only issue was that I kept blowing up my own barriers with my big rockets when I spawned them in.

Thanks for the bug note!

That is how jam's go. It's still really impressive for such a short turnaround.