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Stealth

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A member registered Aug 05, 2022 · View creator page →

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I like the mechanics. A lot of choice for upgrades felt nice, and each one had a meaningful impact on gameplay. I do wish that the type was distinguished by more than just color. Had a fun time with this one.

A fun little game! Short and sweet. I almost didn't notice the upgrade system at the end, I only wish there were more content or a way to better utilize the upgrades that you unlock. The ducks were also very cute.

I'm curious which specific parts of the UI that feels unnecessary or bloated to you. It's a delicate balance of making sure players have all the information they need to make decisions without overloading them.

This is fun! Brings me back to playing Tony Hawk's Pro Skater for sure. Would have liked to see some goals in the level or challenges to attempt, and a sick punk rock soundtrack to set the mood. That said, it was fun to try and see what kind of combo I could string together in the levels you had here.

Thanks for the feedback! There are controls for zooming to your heart's content (scroll wheel, or "+/-" buttons in the HUD), but I didn't consider the default zoom level might be suboptimal. Similarly the room placement buttons have a minimum size on touch screens, but not on desktop (where zooming is easier).

Such a creative visual/thematic approach with this one! It also did a great job introducing all of the game mechanics.

Just when I had them all down, the game was over! I'd love to play some deeper puzzles in this game.

The animation at the end of each level/vase was also really satisfying.

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I really like the setting and atmosphere. Each enemy in the game had a specific role that they nailed, the Yurei and Ferryman were terrifying.

I did run into a lot of technical issues. The first time I died, when I tried to play again it just showed the main character face down on the ground and never progressed.

I think with a bit of bug-fixing and polish this could be really fun without many functional changes, nice work!

I really like the visuals and design. Even the main menu immediately hooked me, and teaches you a core mechanic before you even start the first level.

The said, the gameplay loop felt a little dull after a while, especially after you searched most of the maze and still haven't found the last lamp.

One of the more polished entries in this jam overall! The atmosphere was really well done.

Very distinct visual style, I like the dithering effect. It starts very cozy, and the intensity ramps up at a good pace when you start lighting torches.

I do wish the mechanics evolved during gameplay, it feels a little too easy when you get the groove right. I also noticed the employee sometimes serving food that wasn't completely ready yet; I'm not sure if that is a bug or a mechanic that I don't understand.

Music also felt very fitting. I had fun playing the Halloween one night mode.

This is really feature rich and a satisfying ski resort sim. I like that I always have clear goals to work towards, and new research and buildings to unlock.

The UX has some rough edges, particular with creating runs and roads. A couple I ran into: there is undo, but no redo. If you accidentally undo something, you need to rebuild it as far as I can tell. Also, trying to make flat cat tracks was really frustrating with my understanding of the tools. A tool for automatically creating a flat(ish) cat track between two points would be really nice.

I could see myself sinking a lot of time into this if the polish catches up with the amount of features, nice work!

Love the art direction on this one! Nice use of traditional 3D effects in combination with 2D pixel art. The world felt very alive with all of the stuff happening in the background while you play.

Definitely had a cozy feel. There are a few moments where it feels like I'm just waiting for money, and I also didn't have a clear goal (nothing new to work towards in the shop), especially in the early part of the game.

I also really liked the fish catalog, especially the oddities.

I enjoyed this, there's a lot of content and mechanics here. The conversations were fun, and interrogating the characters was my favorite part.

For me, I think there is a bit too much dumped on the player up-front. A lot of mechanics to memorize back-to-back, a lot of parallel story threads, and a lot of tools to use. It was hard to keep track of everything, and to tell what I needed to pay attention to.

That said, the loop was engaging and I was interested in the narrative threads. I think I lost on day 2 (not exactly sure why, I'm assuming made too many mistakes?).

This was cool! I really like the visuals. The color/texture changes felt really satisfying. Great use of the theme as well.

I don't have many complaints. I do think that creme brulee is the most difficult dish, so to me it would make sense for it to come later rather than first.

It doesn't overstay its welcome, and for a simple mechanic there is actually a reasonably deep level of mastery.

You can see the shader source code here.

There is a significant amount of content here for jam; lot's of enemies and areas. Every time I thought I had seen everything I would find a new area or enemy.

It wasn't really obvious to me what my goal was even after reading the description. I got the rocket boots, but I wasn't sure what to do afterwards.

Really appreciated the area select feature and the checkpoint system.

This is a hidden gem for sure! I love the art style and color palette, and it's overflowing with personality.

There are a lot of interesting mechanics and I never got stuck at one level for too long.

I liked this, very relaxing. Felt a lot like PowerWash Simulator. The art style was really nice; I think the only thing I wanted was a satisfying sound when I collected a leaf / leaves.

I think any of those would be fine; I think even the slightly more difficult chart for the same track would be fine. I've just played a lot of rhythm games, so it would be difficult to make something too crazy. Having a range of difficulties would have been really cool, but totally makes sense to be a lower priority for a jam, where hardcore rhythm gamers are probably not gonna be a huge portion of your players.

Really nice! A lot of people underestimate how difficult it is to make a rhythm game this solid. I'm curious how you guys went about syncing the audio/video/gameplay and storing the chart.

Visuals were also wonderful, I really liked the UI. Adding a leaderboard was a nice touch too.

I only wish there were a harder alternative track / chart.

The first level was really tough, but satisfying to beat. A very creative concept with a lot of different mechanics.

The trophy is indestructible, but that's a cool idea.

There is a somewhat rare Godot crash that happens sometimes, sorry if you ran into it :(

I actually almost implemented a time taken stat, but wasn't sure it would be appreciated. I'll remember this next time I do a jam. Thanks!

Sorry about the lag! Might have bit off more than I could chew for a jam by trying to simulate thousands of entities.

Very cozy, I love the guitar track. The visuals and audio were really relaxing.

Took me a minute to understand how the game worked, but once I got it I had fun trying to maximize my spread. I do wish there was a moment to examine the end result before the game ends when you run out of leaves, though.

The inclusion of endless mode was also really nice.

10/10 story. Cute and creative game!

Cool concept and I like the CRT art style. I think you did a good job conveying the feeling you were going for with the dark, soulless environment. The clacky keyboards were satisfying as well.

It felt really difficult to make money, and the mechanics were also very punishing. I lost a lot before I realized that morale is impacted by the task queue size. Even with good morale, I still never managed to make enough money to hire a 5th employee.

I think with a few early balance changes and some additional upgrades this could be really fun!

Love the art and sound design in this one! They both work together really well to create a cohesive and cozy atmosphere. I especially liked the dithering effect and the animation / transition effect when you opened new rooms.

I didn't have many issues playing, it became clear pretty quickly what my immediate goals were. The only obstacle I ran into is that the pentagrams could be difficult to notice from a distance before I started seeking them out.

It was really easy to get invested in the game world, and now I have so many questions about Mystic Maggie and her fancy house with legs.

Thanks for letting me know! I've created a new build that removed those suggested bindings.

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I really like the visuals and the fixed camera. It really felt like classic survival horror.

The only big issue I had is that it's really easy to die in unfair ways. In the first room with the rat, I died to it because I couldn't figure out how to close the note after reading it. Soon after, I died several times due to walking off a ledge because I had no idea where my character was (see screenshot).

Eventually I got the "entry 3 from linwood" note and I couldn't get it to go away, so I couldn't progress.

I liked it, but I wish the text was faster.

I walked around for a while, but I couldn't figure out what I was supposed to do. Cool aesthetic though.

Cool atmosphere, it's really tense swimming deep underwater. Unfortunately, I ran into a bug where I fell through the water and couldn't swim out (just walk around normally on the ocean floor).

The way the boat would sway in the water felt really well done.

Interesting blend of horror and turn-based RPG mechanics. I really like the design for the enemies; they're spooky and unique.

Really unique game, ambience was spooky and drawing the runes was fun. Who could resist obeying a rabbit?

I played in Chrome on Windows. I think the overall difficulty was fair, except sometimes you get unlucky and lose on the first or second click. The gameplay loop was fine (I like minesweeper), but I think it would be more interesting if there was a mechanic that differentiated it from the original game.

Incredibly polished in so many areas. The visuals, sound design, and UI are all really high quality.

Love playing a voiced game. The visuals and audio were great and the last segment felt intense.

This was a lot of fun, I really like the dialog between the player and the demon.