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HonestDan

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A member registered Oct 02, 2017 · View creator page →

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I did not see you say in chat sorry boats :( would have enjoyed having you get involved! Grats on ranking 1st!

WHAT A BEAUTY!  Such a big game for the jam! appreciate the effort and dedication. As you saw on stream, I had a great time on this! Most of the time designing levels, but had great fun trying everyone else's maps too!

This was silly, I am glad you submitted it! The way the lizards jump on their own is silly but also feels like it'd work well as a marbles on stream sorta thing. The setting of the cheese wheel chase was also a lovely touch <3

We always talk about doing a "Lick" mechanic like this for some Overcooked style game. It was nice to see an interesting platformer. I was a fool and first I could just use WASD to begin with, and only on level 3 I realised I can move with arrow keys! It worked well, I liked how the movement ended up progressing. I did end up getting stuck though on the last level!

Finally, launching your tongue at ice is DANGEROUS! Thankfully this frogs tongue was not vulnerable to the dangers we face!

Had a good time with this one! I really loved the idea you worked on this with your daughter :) the game actually felt like it was more skill based than I expected. The addition of a dash really made a difference, combining with what seemed like an increasing speed over time? The lore was nice too, shame not enough to flesh it out but it sounded solid :)

As to be expected from Boatsyboy these days, another great game. You give a great a aesthetic (minimal) to your games. This was an original puzzle mechanic that a liked, and you managed to embed yet another underlying "curious" narrative! Well done!

I enjoyed the aesthetic of this one Wendel! Obivously was always going to be challenging to do amusic composition game in a nes interface. Playstation managed it with Music back in the day, JUST! The main thing that was missing for me was being able to select a small region and loop it - so I could figure out the looping. Was still fun making a quirky sounding tune regardless :D

Thanks for submitting this, we read through it on stream together. Anything that challenges people to face up to difficult topics to face is good. There's not enough natural opportunities to talk about taboo or sad topics in life, so finding ways to encourage it is admirable. Thanks for getting involved.

Hey both, thanks fopr getting involved in the jam! I forgot how fast characters move in Doom! FYI, issues running the doom engine on intel integrated graphics on windows 10. I completed your puzzles! Only small thing I'd have liked is sometimes the far side lever meant you couldn't observe what it was changing while interacting with it! It was neat to have the puzzle let you jump back over a previous puzzle, I liked that.

Cheers for getting involved in the jam!I like the setting, and could see some of the environment, but sadly everytime I tried to move it would just teleport me back to the start point. Then the vehicle thing would eventually get me :( maybe its something going wrong when playing ina  virtual box, but sadly didnt get to check out your game properly as a result :(

Thanks for getting involved in the jam! This was super cute setting, I could get the chopping anhd the mixing mini games done, not sure if the baking one hadn't been finished as it wasn't working for me? clean implementation of the button press mini game - and generally a nice chill setting!

Thanks for this entry! It was an original experience. Took a bit to understand I could only move using W. The idea of an interactive advice-baed game is interesting though, I agree it'd be interesting to see if you can add different options to the player to see the outcomes of different actions/ Grats on getting involved in a game jam

I enjoyed this! THe music was nice and relaxed, and the idea of looking around and catching the buggos was chill. I appreciate there were things you didn't get to finish, but you can see the direction and intent and I liked it!

What a champ! I loved that you sang the song, as did my wife! I collected all lizards after I played the download version, as sadly the web one instantly gives wins the game as soon as you move! The graphics worked well, really took me back to treasure island dizzy sorta vibes.

Thank you both for getting involved in the game jam! amazing little entry, the gnomes certainly had character - in both their art and adopted voices :D I appreciated the little hidden easter eggs too, that sorta stuff adds such character and keeps the player curious :D

This was a great entry! Despite the simple concept, you actually gave it a great bit of comedic narrative, and added mechanics to make the core mechanic of pairing socks interesting enough to play repeatedly. The extra mechanics were all thematic too which I thought was a really nice touch!

really enjoyed exploring this, despite it jsut being more of a prototype - it was clear there was potential of a hex-tile puzzler where you build up rail track connections!

I liked that the names were inherited from the parents. a couple of things weren't super clear, like if one perishes that you then go on to the next generation, so means if you on gen 3 and there's 5 gen 3s and your one dies, its game over. It makes sense, just wasn't super clear to players how it worked. Be good if there was more to do other than eat and mate :D

This game took be back to my childhood down the local arcades, gambling on the fake horse racing machine. Really glad you got involved in the jam, you're braver than some people who actually do game dev more than once a year. The little horsey animations made this easier to keep playing :D

Wjhy the Melon has to be escorted out, we'll never know. But this one had a deceptive level of depth, it looked simple but was quite smart I think. The one downside was the staggered movement of the moving tiles, it made timing pretty hard to manage since the player could move at any point.

This was a great entry! Really nice physics and sticky mechanics. I liked that I had to sometimes jump a little bit safely to get a view of my surroundings. I also liked that momentum had an impact on the jumping, as it gave a higher skill ceiling. Really fun game!

Ideally not, the point of the modifier was to challenge us to think of new ways to communicate stuff without requiring a specific language

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Hey all! 

Ratings are now open! This is not particularly a competitive game jam, but its always great to have other people play your game and write feedback. If you have the time, add a comment to let people know a bit about your experience with their game.

Game pages still can be updated, incase there are any major crashes or issues that you'd like to fix. However, if updating your build, please add it as an additional upload on your game page (basically your game page should list your original upload and then any additional uploads as separate downloads). 

I will be checking out the games and leaving feedback myself, though it may not be until next weekend - as its been a bit full on streaming / jamming for 9 days straight! 

If you want your game played on stream, remember you should create a web-build of your game so it can be played in browser.

All the best,

Dan

Hi Ezra! thanks for the question - a good one!

I essentially wanted people to avoid giving written instructions in the game, so they focus on teaching the player how to engage with the game in less direct manners. 

In this case, WASD / ESC isn't too bad, because its not explaining game mechanics or what to do, more just an accessibility thing. But if you find a way to avoid it, I'd be interested in seeing what you come up with!

ahh we all have a ton of projects locked away in the basement far away from the light of day :D goodluck!

Thanks for posting Underworldbros! The stuff on your tiktok sounds great - hopefully someone is looking to collab and reaches out <3

Thanks bix!

Hi Annie! This can be done as a team :)  I think Itch let's you add multiple contributors to a project.

When submitting, feel free to add a comment to let us know who did what in your entry (not required, its just nice to know!)

Thanks for including a video to showcase the cool ideas that you put together for the jam! I think the text side of it looked clean, the colouration of special key words along with action log worked well. I really like the mix of a text-based adventure with the resident evil style inspection of items - as it add character to the game, gives some visuals, yet doesn't stop the players imagination from building the world that the game is set in. Awesome work dude!

I SUCCESSFULLY EXPLORED! 

I would have liked a congratulations for 100% exploring message! I did wonder if there was anything on the ground I was meant to find, but I think I could only find medicine and food. I did not starve, which was critical to my missions success. NOM NOM NOM.

Thanks for getting involved and giving me a little map drawing puzzle again :D 

I enjoyed learning about the Dead Zones! thanks for taking part, it sounds like it was a stressful one for you! Tell your son the art was cool!

It felt good and atmospheric, despite knowing that there wasn't anything to find down there, my curiosity was still piqued with the limited vision and the general atmosphere. I did feel the Iron Lung inspiration, which a good thing! Controls felt good, just got to a point when I started crashing the sub that it felt like it was hard to recover if I was up against a bunch of terrain. Also just tapping tab to stabilise would send me spinning sometimes (where as holding it worked as intended!)

This was an interesting experience! The writing was good, I felt all the environments were surreal yet tickled my curiosity. There's always a concern with branching story games that it can feel a chore to exhaustively explore all of them - however I did like the element of having to interpret which choice would lead to the ending vs returning to the pier.

I ended up having a much larger score on my final attempt, (something like 30, 50, 30) though the end still seemed to be the same - but I figure it was more about the journey than the destination!

I am not sure if there was more to the game than I found!

I had the choice to explore, which meant I found either nothing, despair, or hope. These effected my amount of ennui. Energy was also consumed each time I explored. I could regain energy by resting, but ennui still went up. Being idle had seemingly no effect. 

Both of my explorers died to maxing out ennui :( I didn't find anything other than hope, despair or nothing :(

Thanks for getting involved in the jam! Quite a lot of mechanics you got done in a short amount of time, the whole drag to select and move, with people being able to work buildings etc.

I couldn't figure out how to complete level 1 sadly! I built 2 rovers and took them to the rocket ship, but that didn't seem enough. No where could I see the requirements for the Rocket (I was playing webbuild in Chrome). It did mention it should display top right / left,  but all I saw were black boxes with green borders - as if the text inside of them wasn't showing perhaps?

I liked the idea, I think having a way to speed up time could be good too, as the mechanics require you to 1) wait at a machine for a period of time and 2) move units around, sometimes taking 20+ seconds to go from A to B! 

THAT was an experience. I started in the art Museum - then realised the anti-chamber vibes! At one point I jumped over the railing and was walking on a wall and went through a hole and fell out the map - so FYI!

So I restarted and went to the maze. The maze had me lost, and I wondered whether it was more trippy programmatically looping level trickery! I found my way back out, so decided I'd head to the third exhibition - the statues. I thought it was more simple.. until I tried to leave :D However, I then realised we were collecting the shiba heads, and so braved my way back into the art museum and maze. I am VERY glad you added the "hint" for the maze, it helped me get through it!

Really creative experience, my only complaint was that the sensitivity was really high - and for me made even the slightest mouse movement jittery - which caused a bit of motion sickness for me personally. Great entry, thanks for getting involved!!

Interesting concept! I like the visuals, and the little baby companion we seemed to have. I wanted to feed them so they could grow too, but sadly they only seemed to eat randomly when they were low on health. 

The strength and stats seemed reset from screen to screen, which caught me off guard since my size didn't reset so I thought I would be a strong boi and defeat the poachers!

Cute aesthetic and original gameplay, be interesting to see how it could feel if there was proper map to explore and more survival mechanics (like finding safe places to sleep!). Thanks for getting involved!

Hey! really loved the silly different veggiemon, they all had great personality and it must have been fun designing them. You did good to recreate a lot of the pokemon combat mechanics. Obviously it would be enhanced if there were different types of attacks available, as it did become a bit of "attack" spam. Also, in order to win I had really grind out - so in ideal world would have been better if there was a bigger world / story so it felt less obviously grindy.

I was determined to see if they evolved, but sadly I don't think evolution made it into the game :( However, Limective did carry us to victory! 


Hey, this was a really original visual representation of a game! I thought the ascii style was quirky and fun, but when combined with the radius of light it felt really neat! Good prototype and I am glad you submitted your entry for us to check out <3