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Nash

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A member registered May 21, 2015 · View creator page →

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Unity's new input system unfortunately has a lot of open issues related to WINE. So it does not come as a surprise that it had issues. As far as I know, native Linux builds should work fine with the new input system, so maybe we should try to add a Linux build to downloads.

Thanks for going through some hoops to test it though, I appreciate that.

I liked your game, very strong art direction and innovative idea! Hopefully it will appear in my queue at some point so I can also rate it. For now, left a textual feedback to your jam page.

Our game to try and leave feedback for: https://nashtanir.itch.io/resokill

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I definitely adore the art direction! 

The concept is interesting and occasionally it works quite well. It is definitely something I have not seen before, and very loyal to the theme of the jam.

I think the key problem is that it is a bit hard to follow the wave and playing at the same time. I would prefer to see the wave around the character. The wave is also so quick that it does not give much leeway for the player to fail. This is especially prominent at the start of the game where it may take multiple tries for the player to make the first jump and the jump+dash combo.

Controlling the character also feels a bit wonky — almost like there was some lag on all of your inputs aside from jumping and dashing. 

But overall, this is a very solid entry. The general idea is innovative and very thematic. The art is among the best I have seen in this jam. Congratulations for the whole team!

Having seen tons of different waves during this jam, it is refreshing to finally be the wave.

The basic gameplay is simple but it works. I was not able to get any upgrades. Not sure if I just did not know what I was doing or are they broken?

I like games that do not take themselves too seriously. And this is exactly one of those games.

The base gameplay is fun! The only nit-pick I have is that all feedbacks seem to be a bit off or missing. It is hard to tell when I hit an enemy or when they hit me. The game would feel a lot more satisfying if I could actually feel what is happening in the game.

Props for the vertex snapping on the trees. I would probably had experimented adding that to all models for that full-blown PS1 feel. 

There is definitely impressive amount of stuff in this game. Not an easy feat to get all this done during a jam!

I realized that after playing for a while, I have no idea what was happening at the top half of the screen. I need to follow the rhythm track so closely that there is no way I could spread my attention to also see what is happening at the top. The rhythm tracker would need to be somehow integrated to the gameplay.

Also, I understand this is meant to me a rhythm game, but the timing of presses does not really match with the music, does it? It is a bit confusing trying to listen to the beat but then the actions do not land on those beats at all. Also, I see that there is nice amount of leeway when pressing too early, but this does not seem to apply for late presses. I think more forgiving timing is crucial - especially for jam games.

But I appreciate the work that has gone into this. A lot of stuff to like!

The game kind of breaks when you get drops from a couple of waves. The fire rate becomes so large that all rooms after that will be trivial. Also, way too many hearts are dropped, ensuring you are basically topped up at all points of the game.

In many cases, enemies spawned on top of me with no warning. The only way to prevent this was to stand near the edge of the room.

Art was cool though. Sad I was not able to full screen the game to actually see it properly. Overall, a cool entry with some spots to improve on.

I usually tend to enjoy these types of clicker way longer than I would like to admit. But for some reason, this one did not really click (ha!) for me.

It just lacks all the juicy and tactile animations when I click. Also, one of the key things that keep me motivated in these games are mysterious and quirky upgrades. Upgrades, that I'm graving to see what they do and how they work. This game also lacks that, as upgrades are just giving you more "points" per click or more automatic clicks. At least I appreciated the fact that I can see all upgrades straight away so I did not need to hope for interesting upgrades.

Maybe I'm not that clicker-player after all that I thought I would be.

It is a good package!

Animations and art are cool, and I like how all attacks really pack a punch.

The difficulty curve is probably a bit off though. I don't think the general difficulty of the game is too much (it is meant to be brutal) but I feel the curve should start way lower at the start - especially for a jam game. Many players are going to be discouraged right at the start.

The way camera rotates makes me slightly nauseous. It also often ends up in angles where there are enemies coming from behind the camera. I would prefer the camera be a bit further away and rotate way less.

Overall, a very solid jam entry with some spots for improvement.

A rare jam game in a sense that it has a good amount of polish.

I also like the core mechanic. It is very simple but well thought out. Some of the combinations can be quite hard to get but I like that at least one of the wave types is usually easy to find.

The only major issue I have with this game is that I simply do not have motivation to start another run after a failed one. Even when the puzzles are randomly generated, there is not enough variance and decisions made between runs so I would like to grind myself back to my previous high score. And I do not say this meaning that the game would be bad, but it would need something around the core mechanic to make me start another run.

Overall, one of the most polished and complete games I have seen in this jam!

Thanks for being open about the AI usage and how it was used. I personally have no issues about AI being used for art in jam games - unless it is not disclosed. Then you are always just left questioning what is actually AI and what is not.

The generated art in this game is fine but it lacks cohesion. Color-palette, pixel sizes, and resolution are a bit all over the place. But that is to be expected with AI art, and I feel people are slowly getting better using AI for art in more cohesive ways.

The highlight mechanic of this game is definitely the jumping. It just feels fun - just like I imagine dolphins feeling when they do that in real life.

Aside from that, the game is quite basic and there is not much motivating the player to play it for longer. It does not really change the longer you go and it is very easy to get good distances just by swimming near the surface. I also got stuck on top of boats a couple of times which was a bit annoying.

But overall, thanks for a solid entry and bonus points for disclosing the AI usage.

After playing for a while, I was mostly left with a question; "Is this clicking all there is?". It kind of felt there should be something more, something I just did not understand. Clicking fast enough becomes hard very quickly and it is difficult to get too far in this game before losing.

As a side note, the music in the main menu just sounded good from my headphones. I would have liked to hear more of that.

So, no secret for me this time.

I kind of understand what you were after with this game. The art is cool. Music fits the theme well.

But something is just off about the gameplay, and I'm not even able to say if it works as intended or do I not just get it. In rhythm games, hitting the beat should be intuitive. So intuitive in fact that additional visual guides quickly become meaningless when you "ride the beat". In this game, it just seems to be impossible to get that feeling. Timing to hit things seem very tight and the player does not really get any feedback when missing the timing.

I think there is some potential here. The game seems very charming. But it doesn't seem it wants to be enjoyed.

It is a chill one!

I like how the character is controlled. There is just enough of acceleration and deceleration to make the character feel it has some weight to it.

Wave animations are also top quality!

The basic gameplay works fine, and after you learn how to read waves it becomes impossible to die. Some variation would be needed to keep me playing for longer.

But overall, it is a cute and solid entry.

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Very traditional game but with a solid execution.

The balance seems well designed for the first two levels. It is often very close that enemies get through before you get your defense setup and situation stabilized. But the balance falls apart in the third level when you unlock the priest. The extra coins from priests clearly were not taken into account for the general economy, as you can easily fill the whole board before the final wave is even close to arriving.

Text is also awfully small on my screen. Legible but barely so.

Other than that, it is a solid entry. Easy to learn even without tutorials.

Ok, I think I understood the tutorial wrong. I thought I need to shoot all 10 bottles but apparently you are not restricted by bottles falling but your bullets. A bit unintuitive but at least the tutorial is a bit easier after realizing that.

Went and replayed the game based on this info. The henchmen levels are maybe a bit dull and they drag out too long. I would have preferred shorter levels as nothing really changes during the level and there is not much challenge. But boss levels are quite fun, I must say!

Updated my rating accordingly. Thanks for the advice!

That was interesting - like building a Super Mario level to defend your tower. There is something satisfying watching hundreds of little guys getting shredded in your evil contraption.

It was a bit weird that there is no separate building phase. I really would like to strategize how I place my traps but now I need to do it in a hurry as enemies start coming immediately.

As a side note, it took me a couple of restarts to even understand that I can buy things at the start. I thought the start was a main menu, so it was a bit confusing that the game immediately started inside a game.

But overall, this was a pleasant and quite creative entry!

I like the mood - somewhat mysterious! It was fun to bonk some mushrooms, great animation and sound effect for that.

I was not able to escape the T-Rex and I tried multiple times. There did not seem to be a clear pattern to how to trick it or hide from it.

By the way, I found that "Who wants to be a millionaire" sound effect!

I kind of like it! The core loop is satisfying and it has similar vibe to playing fighting games. There is nice amount of variety in enemies. The first one felt dull but then it got a lot more interesting.

For some reason, I triggered the dash constantly accidentally. The time allowed between directional presses to dash is probably a bit too long - at least for my taste. There is also sometimes something weird about controls. It also could be the camera but I really cannot pinpoint what it is.

But overall, a solid little game!

I love the kraken and how the raft satisfyingly breaks (although that probably means I'm dead).

I kind of understand the main mechanic but crates fly to my raft very slowly and often even get stuck before landing on the point I chose.

I think this game could have potential - given more time!

There is so much stuff! So much, in fact, that is it a bit hard to get into. I was not really able to figure out what most of the modules should be doing.

I can appreciate the work that has gone into this and the general mood of the game is very mysterious. But I would have preferred modules being introduced to me one by one instead of all at once.

Pity that there is only the demo level available. First, I looked at the abilities and did not really understand why there was so many things I can do in this simple game. But after playing it, I think the abilities worked quite nicely together. I can see there could have been potential for a fun game with more time and more levels.

The shooting is surprisingly satisfying with sound effects and slight pushback!

Unfortunately, the tutorial is very annoying to complete. It would be cool to actually experience the game (I heard there are even bosses!?).

Well, that is not too far from real world trading - at least if you are into cryptos. :) 

Maybe I was missing some UX features. Mostly easily setting MAX and MIN amounts and being able to easily see how big portion of my bank I'm currently investing. But you cannot get everything done during a jam of course.

Cool challenge to attend two jams at the same time and stay faithful of both of their themes at the same time!

This is stated in the FAQ post:

Q: Can I edit my game after submission? A: You can fix critical bugs, but leave a note explaining the changes. Avoid altering the game during the voting period.

I would say fixes 1-3 are completely okay as they are not about adding new functionality or features - just making sure your game works as intended.

Fix 4 is up for debate but I would say that is ok too as it really does not have anything to do with your game.

It is cool! Reminds me of Swords and Sandals.

I love how tactile the UI is. It is just fun to click around and spin the roulette.

The game probably needed a bit more balancing, but I can imagine how hard games like this are to balance - let alone during 1 month.

Overall, very solid entry. One of my favourites thus far.

Cool art and nice nod to games like Undertale!

Controls were quite wonky though. It is weird that vertical movement is always prioritized over horizontal movement but it does not work vice versa. I would have preferred to have diagonal movement for more precise movement, as this game requires that extra precision.

But overall, it is a simple but solid entry!

All assets, including art, music, and sound effects were made during the jam by our team. 

Glad you enjoyed it!

This is stated in the FAQ post:

Q: Can I edit my game after submission?
A: You can fix critical bugs, but leave a note explaining the changes. Avoid altering the game during the voting period.

Unfinished, but probably not too far from a complete package for a jam.

Hopefully you will find time to finish this!

It is a cool game. A lot of mileage have been squeezed from just one mechanic.

At first, I felt that the fox was hard to control. But towards the end, it started feeling more and more natural. Sign of a well designed character controller, I would say.

Getting to see how next upgrades affect the game definitely kept me intrigued. 

At the start the "tipping point" of the boat felt a bit unfair. I often felt that I could still save the situation but the game had already decided that I will fall. This got better through upgrades of course.

 Overall, a simple game that kept me playing longer than I should admit.

Hmm, while it looks simple on the surface, there is some depth to be found in here. I like how I can use the beat intervals of enemies and my units to my advantage. Time a placement of an unit right and it can get multiple attacks of advantage before the enemy gets to attack. It just takes a while to learn how to do that.

I think there is some potential here. 

My finger hurts (from smashing), but it was fun!

I like the goofy art. Especially background effects (some noise shader?) as they remind me of some old-school games.

It is definitely simple but I think the movement has been implemented nicely so it feels easy to dodge things and catch animals.

Not much else to say about it. It works!

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Played to a point where I had all upgrades. No idea if the game has an ending but at that point all waves felt so trivial anyway that I did not see a huge motivation to keep playing.

The best idea of this game is that you can swap between weapons that you acquire. It is almost like an old Quake where you swap between weapons to suit the current situation. Unfortunately, the difficulty of this game does not really do justice to this system - you can essentially complete the game with one weapon if you wish.

The game definitely has that Newgrounds vibe to it. Thanks for your entry!

It's funny how similar and different our games are at the same time! Same kind of aesthetic and rhythm shooting idea but completely different vibes. Very impressive outcome as a solo dev and under 24 hours!

The basic came loop works well! It was slightly annoying that shots outside of the beat window do not come out. As the beat window is quite tight, I would have hoped that maybe shots would just come out weaker if the player does not keep to the beat. I also understand why you added the metronome but I don't think  it should be needed if the beat can be felt well enough in the song itself. But these are just nitpicks and probably would have been ironed out if you had more time.

Overall, a solid entry!

Having played quite a bit of these sailing games during jams over the years, and none of them has come even close to the sailing mechanics of this game. Gosh, upwind sailing and all. And everything feeling so polished and smooth about the movement.

The game is a bit light around the sailing though but I think its superb implementation makes up for it. 

I think there could be potential for this game if you add more meat around the bones after the jam!

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And note that the comment about time was fully about the jam-setting. Outside of the jam, completely fine start for a game!  I always appreciate people making their games not only for the jam but for to everyone to enjoy even after the jam has ended. It is just a small thing I have learned after attending multiple jams.

Well there is that vapor wave game I was looking for! I dig the mood of this game, as well as art and sound selections.

It maybe takes a bit too long to get going for a jam game, where people only spend a little time on each game.

But overall, I love the aesthetic. It is a solid entry!