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Raptorspank

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A member registered May 10, 2022 · View creator page →

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I really like the concept. Trying to memorize the layout and move around based on it is really solid. I wish there was a grid layout to make it a bit more obvious how many times you had to go a particular direction though, as it would make moving easier. Otherwise solid entry, nicely done!

Really neat! The artwork was great and the core concept is solid if a bit repetitive with mashing search a lot. The dialogue also seemed to go a bit fast and took me a bit to realize how to turn in quests, but outside of that it was fun and charming. The dialogue between the characters is really good too.

Thanks!

Thanks for playing! I definitely intended to have a few more ghosts or other types of characters in the game but I ended up having to rush a bit down the last stretch.

Thanks, I'm glad you liked the overall ambience! I was worried the music might clash a bit too heavily with it so glad it worked out okay.

Thanks!

Haha, I tried to give a little more life to the maze part with the sprinkled in NPCs/dialogue so glad you liked it!

Thanks! I probably should have added some sort of falling through the floor bit, would have been a good addition

Thanks for playing! I'm sure we could explain the set-up a lot better. The goal is to make it to the blue planet with at least 20 cargo. The core loop is to try different combinations of cargo holds/shield generators/fuel tanks until you find a set-up and path that allows you to make it successfully. It's definitely meant to be a trial-and-error-style of game. So you aren't really meant to be able to make it without equipping at least a few ship components. So we probably need to put some sort of dialogue box/intro that explains the trial-and-error nature of the game rather than just what the ultimate end goal is. The music is probably a bit too eerie, I'll admit we didn't spend a ton of time going through music tracks so we probably could end up with something a bit more fitting for the game.

This is a really clever use of the theme and I absolutely love the art style you went with. The 2D in a 3D world concept is always great too. As many of said though, it definitely needs a tutorial and the game is going waaay too fast at the start. With random spawns, the first jump being attainable was not always obvious (at least it didn't seem to always spawn with a block in reach on the front side) so it made me think that I had to place a piece to make the first jump of the game. But because of the timer, that is physically impossible.

Once I figured it out though, it was a lot of fun. Trying to think strategically about when to place blocks and where to head with your jumps makes for a great combination. So with a smoother introduction I think the game could really shine. Well done!

Thanks for playing! The background is definitely a bit of an issue. We wanted to make it less static but ran out of time to figure out a better way of doing it. I'm glad you were able to enjoy it despite that! :D

This was a ton of fun, and I ended up playing all the way to the end. The combination of the small and large character made for some fun puzzle solving. I particularly liked the part where you use big bro to push the comb-thing out of the way for little bro to make a jump. That was one of those perfect puzzles that make you feel like a genius because the game doesn't directly tell you to do it, you just have to critically think about it. Also having big bro played from a different camera angle was a great choice, especially when you started to add the poses to it.

The only real feedback I'd give is that the controls for big bro were a bit wonky. I would definitely have preferred something more like isometric controls where left goes left from the player's perspective, down goes down, etc as trying to remember which was W or S was going to move me was a bit tricky at times. But otherwise it was a fantastic game that made good use of the theme so great job overall!

The core gameplay loop here is really unique and I gotta admit the puzzles were a ton of fun. I love the balance of trying to avoid your previous self while still managing to hit all the objectives. The only real feedback I'd give is UI related and frankly very minor. But I think it would be a bit better if the time remaining on the watch was a bit larger/thicker of a number as I often found myself not noticing that I was at 1 and accidentally moving and losing. But overall the game is a ton of fun so really the only things I could say is tiny polishing things like that. Fantastic job!

I'm glad to hear that trick worked for safari too! I wasn't sure with that browser, when we tested it on mac it was mostly on firefox/chrome. Thanks for playing!

Thanks! Spore was definitely an inspiration behind the idea. We planned to add more phases for you to scale up to like Spore but didn't quite make it there within the time.

I'm glad you liked the concept and atmosphere despite the issues! The corner of the window bug is a weird one that I still can't find anyway to fix. I've played around with various forms of stretching the viewport, etc but ultimately I'm not sure if it is something with the engine and how the web build works. I made another 3D game with the same engine and built for the same platform and it doesn't have the same issue despite me following the same exact process with it too, so really hard to pin down the issue. More strange is that minimizing and maximizing the window has worked on a couple of machines to solve that problem, and a big part of why I added the fullscreen button to the web build is to fix that issue.

For moving the ship forward, either left clicking on the mouse or W/Up arrow key should work to move forward. We made the game completely playable using just a traditional mouse but there are the keyboard options too. Turning is entirely off the mouse position or the right thumbstick of a controller if you have one plugged in. Not sure why it's drifting, we haven't been able to recreate that on our end with either a windows or a mac for the web version. My guess is it's reading some sort of mouse movement that isn't happening so I'll have to look into how I can prevent that.

Good use of the theme! You managed to pull off the balance of choosing when to be small or be big well. The levels were a bit simple and the music box sound was sometimes a bit grating but not enough to really take away from the fun. Nicely done!

Adorable art style and love the concept. I struggled with the platforming a bit but the controls were pretty good, just kept accidentally clipping on the mushroom edges when trying to line up jumps. Love the sounds too, really tied the whole thing together well.

We've been having some issues with the browser-based version, not sure how to fix that on the game side yet. If it opens in a separate window for your browser, try minimizing that window and then maximizing it again. For some reason, that has worked to fix the issue with a couple of different browsers although I'm not sure if it will fix the issue on safari. Fullscreening the game may help too but I haven't had an opportunity to test it in Safari as much. Not sure why it is doing that in general, one of the weirdest issues I've encountered with a browser-based version

I was actually playing on Mozilla Firefox but the ability thing did happen every time I selected an upgrade

Interesting, it may be reading inputs from both mice then. At least that's my best guess. The turning is based off mouse movement so it might be reading both mice locations and spinning because of that. I'll have to see if there is a way I can account for that on the game's side.

I'm glad you liked the look! That's definitely a weird issue, were you using a mouse or a touchpad? Do you have any sort of controller plugged in? 

We've had it run on Mac using firefox or a chrome-based browser without issues but I'll have to see if I can find anything on our end that could be causing that for some machines. It sounds like it's reading some sort of input that it shouldn't be, I'll have to see what I can find.

Got a chance to play this with the two of us and it was actually quite a blast. The combination of platforming and gravity made for quite a fresh take on this style of game. The biggest feedback I would give is that the controls are a little bit wonky, I would have preferred to be able to control the aim rather than have it wildly bounce between extremes. Also some of the map layouts felt kind of rough while others felt incredible so I'm not sure if it's fully random or not but if it is, maybe the procedural generation could be tweaked a bit. To be fair too, we were only playing with two players not four. But it seemed to put us next to each other a lot so maybe it can change the spawns up a bit more with below 4 players. All of this is a bit nit picking though because truly we had a ton of fun playing it. So awesome job!

Thanks for playing! Definitely not married to the graphics. The kenney jam is fun for encouraging thinking outside the box but definitely a big to-do on the list for replacing the visuals if we end up taking the idea farther. I'm glad to hear the core gameplay came across well though! :D

This is a really neat take on this idea. Haven't played a ton of these games but I had a lot of fun with this one. The corgie theme/visuals are adorable as well. My biggest feedback would be that the enemies seem a bit plain-looking and its hard to tell what some of them are supposed to be. Other than that, since you use the same button to select upgrades as to use your ability I often found myself accidentally placing my ability when I was selecting an upgrade. It was rarely a huge problem but it would be a good idea to lock ability usage until a little after you select an upgrade. All-in-all though, really great job on the game!

This is a really solid turn-based puzzle-esque game. The tutorial does a great job of slowly introducing you to the game's otherwise complicated systems. Trying to figure out the most efficient way to reach the end of the level in time is actually very fun. The graphics are simple but still pretty good at conveying what a space does and the minimalist style fits the genre pretty well I think. The only feedback that really occurred to me while playing is an incredibly small one, which is that the audio track changes are a bit sudden. Blending from one track to the next would be a good step towards making sure nothing pulls you out of the experience. But that is a really minor thing and otherwise I had a lot of fun so fantastic job!

Definitely a bit trickier with the controls as I didn't have my controller on me, but by the end of the tutorial I was starting to get a hang of the keyboard controls. The concept is solid and the blend of fighting game-style combos and sidescrolling shooter seems pretty solid. My biggest feedback would be that the tutorial is a bit too hard for a first experience, and that might turn people away. That's largely due to having the first combat encounter be that many enemies and a combination of ground and aerial which sort of throws you into the deep end of having to figure out how to deal with both. The enemies also have more health than I would like, as it felt like I would have to throw tons of attacks at any target to actually take them out. Both of those combined makes for a relatively brutal tutorial. I think that could be a good fit for later in the game but if you start the player off by fighting like a single melee enemy, then a melee enemy and an aerial enemy, etc I think you'll be able to keep people engaged for longer. Overall though, solid foundation here so nicely done.

Interesting little arcade platformer/flappy-bird-eque game. The moving platforms limiting how low you can go helps shake up the gameplay a decent bit. The biggest feedback I would give similar to some of the other comments is that the UI could use a bit of work. It's really hard to tell what option on the menu that you have selected so having a bigger difference in color/brightness between selected and unselected elements would go a long way to improving that.

I think you made a good call on that. I know when I played the initial one, I wasn't really sure what would be a good way to expand that concept. The new turn-based gameplay on the other hand did seem to open up a ton of options on how to expand it.

Haha I definitely get the bit about the stigma against RPG Maker, don't necessarily agree with it myself but I have to admit it is pretty easy to spot most RPG Maker games which is why I was so impressed it took me as long as it did with yours. I think the work towards that will really help get some people that might otherwise be biased by it.

For the intro, I think you probably have it at a decent length. The initial conversation felt maybe a tad bit long but not that bad. I think that just comes from the fact the characters tend to speak like kids would which can be a bit roundabout at times. Otherwise I think the length is probably exactly where you want it. If anything, I almost felt like it jumped to the silver daze/weird world abruptly but that is likely more a me-thing so the current length is good. It felt like you explained all the necessary mechanics while still feeling pretty concise.

Very interesting direction you went with this! I got a chance to play the original route-based gameplay in a previous jam so I was a bit skeptical when I saw it was more of a turn-based strategy game now. But you pulled it off well and the game still holds onto it's great cozy-vibes well. The addition of the star system/optional challenges helps make each level a lot more interesting too. I like the addition of trying to have the hedgehogs talk to each other too. The sort of level map is a nice touch as well.

Oh jeez, I'm so used to trying jam games in the browser that I wasn't even thinking my bad. I downloaded and played it on Windows 10 not in browser. Whoops, sorry for the confusion on that. It was the .exe build that I ran into the problem after the first table.

Really neat! First off, as someone whose made something with RPG Maker before I have to say you did a fantastic job with the engine. Usually most RPG Maker games have a certain look to them but yours looks entirely different and I only knew you used it because of the metadata. It gives your game a very original aesthetic that frankly reminds me of a more retro-like persona. 

I ended up playing for a lot longer than I originally expected to as well. The setting is very compelling and I love how you wove the tutorial into the intro. The concept of trying to aim for having your EP in the center is also a refreshing way to break up the typical style of trpg mana/resources. The music fits the rest of the game's atmosphere pretty well too.

The only real feedback I would have is that I felt a bit lost at times. In the first room (cafeteria) I wasn't really sure where to go at first and ended up going the wrong way before working my way back to the left side. I really appreciated the green arrows over doors but I never noticed one in that room and that didn't help when the door was off screen either. But maybe that just forces exploration more so that could make it okay. Otherwise I didn't have any issues with it and had a lot of fun. Nicely done!

I put it in the review I wrote on steam too but thought I'd reply on itch too. I love what you did between this build and the full release. Making the different classes unlockable was a great idea. It really encourages repeat playthroughs. Overall solid little title!

Thanks for playing! I'm glad the atmosphere came across well. The original build was restricted in the art assets we could use so we tried our best to make it work within those constraints. I'm glad it paid off.

Definitely had a lot of back and forth about how easy/hard to make it. We wanted to ensure that you couldn't just slap one cargo hold and fly straight to the destination to win. We might have made the base fuel time a bit low, as I'm pretty sure all of our successful runs included at least one fuel tank but maybe forcing players to experiment a little bit is better. We'll have to play around with it more. 

Same with the shield generators too, we actually buffed them quite a bit because we found there was little to no reason to take them in the original build. That's part of the reason we changed it so that adding extra cargo holds adds less cargo than the first one does. I did a run with just one cargo, three shield generators and a fuel tank and it worked but it might still be easier to do the same number of cargo holds instead of shield generators. I'll have to give that a try.

We'll have to come up with a way to better maneuver around turret fire. Right now pretty much the only thing you can do to avoid missiles is put an asteroid between you and it, but the projectile speed is a little too fast to reliably do anything like that. Thanks for all the detailed feedback on that! Really helps give us an idea of where we need to put the most effort to get it into a better spot.

I was using just the mouse and playing the browser version. I hope that helps!

Really solid atmosphere you built here. The vaporwave color scheme with lofi tracks definitely makes a good zone-out pinball game. I did encounter one bug where after I lost my last life on the first table, the game froze on the menu and would not let me move the cursor or click on anything. I didn't run into any other issues though so nicely done overall.

Got it! Thanks :D