I worked hard on trying to emulate a 3310's details as closely as possible, so thanks for your kind words :D
hoaniware
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Thanks, I wrote the physics simulator and collision from scratch - the maths is actually a combination of these three techniques:
- https://hoani.net/guides/engineering/mathematics/lagranges-equations
- https://hoani.net/guides/mathematics/geometry-and-collisions
- https://hoani.net/guides/mathematics/runge-kutta
Not that I expect you to read them unless you're a big nerd like me, haha
Quite disturbing
Possibly the worst part for me was when I saw that Sergio chose Windows as Dolly's operating system - you did an incredible job writing such a deranged character
I also liked when I played stardew valley's fishing game to open Dolly's chest - fishing will never feel the same again
Also, excellent art
Not bad little game.
I got tripped up a bit because the "Ok" beep was the same as the short beep, plus there was the cursor pixel which looked similar to the short pulse. So those elements made me miss a reading when I think the game's interface was partially to blame
Cool to see morsecode integrated into a game
Quite fun!
On the grid effect (lines between pixels:
- This should should also affect the score area since it's an artifact of the LCD's display
- on the 3310, the grid is light, not dark, so it technically should be slightly lighter pixels
Other than that I enjoyed playing, in the later levels I started making little cages to trap the enemies in one by one
The art, presentation and physics in this game is very good
However, the level design is too hard. For example, why does the breezy level have spikes in it? Dealing with the wind element is hard enough let alone randomly dying because you went too far left or right.
I think reducing the spike hit box is a must - yes they are not pixel perfect, but they are still very unforgiving
I got as far at level 11, but by that point my hands started hurting from tensing too much so I had to stop...
Beautiful game, but I think its easy to forget that the people who play it won't have the same familiarity and practice as the developers; it's always a good idea to scale the difficulty back a bit, especially for platformers
I liked the art and pacing in the game. I understand wanting to reward players for winning with new characters, but I think it would have been fun to be able to choose more than one at the beginning.
I came first but still got game over, so there may be a bug there? It's a shame about the netlify watermark... you should be able to host directly on itch.io - although that may depend on game engine
I think like most others, I felt that starting from the beginning was too rough - especially because in a number of levels, I was just lucky to choose the right timing to get through them, when I lost on the last level, I didn't want to start again from the beginning since I felt like I would probably get the timing wrong in a previous level - which is not really a fun challenge
The actual puzzle mechanics is a really great fit for this jam, I liked that a lot!
I really love the concept, and think in many ways this game has the potential to be a top contender
However, it is too punishing. After falling down the same pit 8 times, it's not really fun anymore.
This pits move the game from being challenging to being frustrating - I really liked solving how to defeat the enemies, but if it takes me 5 attempts to reach an enemy that just pushes me off the edge everytime I see it, and then I spend another 5 attempts to reach it again to only have the same outcome, it becomes less fun and more of a game of "guess how to beat this enemy"
I liked the megaman influence and the graphics were well done too - sadly I couldn't make it past one of the crows in level 2
Nice take on DDR.
To be honest, I almost gave up after losing the first game 3 times in a row, I think it's a bit of a tough game to get started on.
One thing I found a bit jarring was that the arrows come onto the screen quickly and then slow down - but for a rhythm game, that feels weird because you rely on the speed being constant so you can anticipate when you need to press the key, so I'd recommend getting rid of that effect, it looks nice, but is hard to work with.
Eventually, I figured out that playing two-handed with one hand for L/D or U/R made playing a lot easier.
I loved the variety of graphics, the portraits were cool.
Phew that was hard! I beat the dragon in the end.
Cool boss rush game - I see that you're using gamemaker - if you'd like to do a web export for itch so people can play in browser check out https://www.reddit.com/r/gamemaker/comments/1lilw93/gx_games_export_target_on_it...
Nice job making all of the bosses have a different challenge. At first I thought each one was too powerful, but I eventually figured out ways to beat each of them without losing health
I feel like after the 4th platform, theres a short platform above me which I can't reach, but I also can't reach the one across, I always just fall down...
Then I cheated at got to the top, which - perhaps clearing the level in 4s is impressive, I don't feel proud about
Edit - I realize now that bouncing off the walls is a move! I still didn't get very far, fell off a couple of platforms later




