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Samah

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A member registered Oct 11, 2015 · View creator page →

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Thanks!  Yeah I added the green arrow above the player to help distinguish, but it's not perfect.

That's fair, I didn't spend as much time on the music as I did with my last jam entry.  Glad you liked the game!

Thanks!  Yeah I carefully chose hitbox sizes such that sometimes if you're very careful you can actually yolo with the rock and not get knocked down.

Very cool concept that unfortunately I was not galaxy brain enough to complete.  I solved 3 of the levels but then I just got lost and wasn't sure if I'd softlocked myself in the first level, and I didn't want to reset the progress on that level.

I love the glitchy effect when jumping between levels, but it would benefit from an undo like in Baba Is You (even if it's only to undo one action).

I love the art style and all of the carefully placed decorations to serve as part of the puzzle.  Would have benefited a lot from sound effects though, it doesn't even need music.

Nice effort for a first jam submission!

As others have mentioned, the camera is a little offputting, and the instant death felt unfair.  For future updates I would suggest adding a three-hit death with 1 second of invulnerability frames so you get a chance to say "whoops!" and step back.  It would also benefit from a flashing "door this way" arrow since I didn't even realise there was a door in the first room.  The small arrow on the ground wasn't enough of an indicator for me!

Some more sounds would be great, and I didn't see any of the screen transition limitation.

Cute art though!

Fairly simple platformer that could have benefited from some leniency mechanics.  The pixel perfect spikes made some areas a little unfun.  Also you should really have credited Celeste for some of the art, since it's clear you've based the character sprite on Madeline, and taken the spikes and Forsaken City tileset directly from the game.

I didn't see a lot of screen transition shenanigans asper the jam limitations, and there were plenty of opportunities between room loads for you to do so.

That said, the wall jumping was fun, and the tree climbing puzzle was clever.

Nice game.  Would have been good to have a CPU player, and I don't really see the significance of the cold timer if you can just mash the spacebar to stop it.

As others have mentioned, would be nice to have some simple sound effects, doesn't even need music.

I also didn't see the screen transition requirement, but if I'm honest I stopped after 3 levels because all the levels were the same and it felt like a grind to find the door.

Cool game.  Honestly two minutes felt like too long though, I didn't notice the timer and thought that I was aiming for a specific number of wins.  It could have benefited from a "30 seconds left" alert sound too.

Fits the theme and the limitation fairly well, but others have said, the volume was very loud.

Very pretty game, and I love the combination of the music and ambient sounds.  I felt like there wasn't a lot of guidance for the actual goal of the game, and once I realised the bar was draining it became more about frantically trying to find orbs and I couldn't really appreciate the actual gameplay.

It was certainly comfy and wintery, but it doesn't match any of the requirements for the jam, since I see it was submitted for a different one.

I did put that in the description, but thanks for highlighting it! :)

Hey Krishna!

Just letting you know that I've used this pack for my Comfy Jam entry "Stones Don't Move Themselves".  I had to downsample them to 16-colour to work within TIC-80's limits.

https://samah.itch.io/stones-dont-move-themselves

Thanks for the awesome work!

Thanks!  Yeah I was hoping for something more along the lines of the HoloCure survivor-like where you actually need to go around the map for upgrades. Balancing chest drop rates was tricky, they have a low chance to spawn, and a low chance again of actually having an item in them.  They all respawn after beating the boss though, unless you haven't opened it yet.  The map is randomly generated based on 8 template rooms, one of which being the altar which will spawn exactly once near one of the four edges of the map.

Very simple game but enjoyable.  Being able to drop an item if you've made a mistake would be nice though.  Vibed with the music for sure!

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I'm not a fan of this genre unfortunately; the threat of jumpscares is not fun for me (even if there are none).  I couldn't get past the baby crying and had to quit.  Amnesia: The Dark Descent lasted about an hour on my PC before getting deleted.  I also had a problem in this where my view was forever drifting downward and I had to keep moving my mouse cursor up.

The ambience is certainly there though, so definitely points for that

I don't understand what I'm supposed to do, and the buttons were often not rendering in the place you're supposed to click them.  Maybe something to do with me running double scale on a 4k monitor?

Could have benefited from some coyote frames and corner correction to make tight jumps more forgiving.  Like others I didn't really understand the significance of the graph selection thing and eventually it was easier to just select a small horizontal selection and not have to do any gameplay.  I feel like the enemies should be dumber too and not be able to jump.

Totally vibed with the music though, and its certainly a refreshingly unique concept.

I didn't understand how to play initially, I thought i was supposed to be clicking the circles and was confused why I kept dying. Also the enemies looked like background animations.  Ultimately I could just keep clicking a straight line forever and get a massive score, not sure if that was intended.

Great music!  Not sure how it relates to the theme, but I think the antialiasing on the rotated cursor may make it an invalid entry.

Not quite sure what the goal was or if my choices actually affected the ending, and there's a bug where after you complete the game and it resets, it will continue to count weeks into the negative and immediately jump you back to the menu.

The music was very cozy and relaxing though!

I feel as though this kind of palette trickery goes against the spirit of the jam.  On 120hz monitor there really is no discernable difference between this and a multicolour palette. Disregarding that, unfortunately job simulator games are not for me.

Reminds me of Sonic 3D collecting all the flickies.  The occasional grid line flicker and warping camera when you exit rooms is a bit jarring, and one time I died because an enemy had pathed in front of the door as I exited the house and I had no time to move because the camera was still catching up.

Fun game, probably could have benefited from a bit more playtesting!

Really nice feel to the platforming, the inputs are very responsive.  I did feel like the combat ramped up too quickly though, and 3 hit points was pretty unforgiving for some of the longer rooms. It could have benefited from some freeze frames on enemy kills to make it feel a little more forceful and satisfying.

Great game!

Very cute game. The physics on the toys was a very strange design choice though, it made the game more of an arcade challenge than I think it intended to be.  Cozy music!

Very interesting concept.  Some of the objects look very samey though, such that I didn't realise some of them were actually mines and I was wondering why I was dying.  There's a nasty bug with the level up though, where if you just hold down L then it will infinitely level up until your game lags from the hazards flying at you, and then the level number never decreases (although the speed etc. resets when you die).

The wavey landscape looks cool and the music fits the theme (although maybe a bit repetitive).  Cool game!

As some others have mentioned, it was difficult to navigate and would have benefited from only showing the directions you can actually go. Probably didn't need the four verb buttons either, everything could have been handled with a single "do a thing" click.

Big fan of the anime art style and the cozy music, and I do like me a good point and click game.  Nice one!

It took me a bit to work out what I was supposed to do.  I think part of the issue is that the buttons are very small and hard to read.  I also couldn't work out how to nap, nor what the significance was.  I walked on the bed but couldn't see any buttons to nap.  In the end I just guessed the second and third items.

The colour scheme and music fit the theme really well, though.  Could do with some more polish but the vibe was great!

Really well presented, the vibe was super cool.  It was a bit confusing how it told me to close the windows but you could only hold them temporarily (for me at least?) so it was strange that you could die within the first few seconds by not moving from the first screen.  Would have preferred if they stayed closed.

Unfortunately a little too creepy for me!  Very atmospheric though.

You offer fragments of a tome to the Skeleton King at the sacrificial altar.

I’ve never played it!

Ah yeah, survivors-likes generally have the monsters warp through everything intentionally, so that the player has to be careful not to get stuck somewhere.  It's why there are a couple of rooms in the game where you need to walk around obstacles to get to chests.

Also it has pixel perfect collisions, so it would be quite slow to have 100 monsters doing that (believe me I tried!)

Oh, and hitting escape brings up the built-in TIC-80 pause menu where you can enable fullscreen.

Yeah balancing was really difficult.  Enemy health and evasion scales with the world level, but they do have a cap.  Player hit chance bonus also scales with your level and eventually it should be enough to counteract the boss's maximum evasion amount.

I spent about a day or so doing balance tweaks, but the weapons either felt too weak or too overpowered early on.  In hindsight I probably should have got some people to playtest, but I was just exhausted.

Oh damn... there's a limit to the number of enemies that can spawn (for exactly that reason) so that's kinda surprising.  Glad you liked it!

Thanks!  It's my first attempt at chiptune.

I'm planning on using TIC-80, and I've been making an entity/component framework loosely based on Monocle (the framework used by Celeste and Towerfall).  It has no gameplay-specific code and is really just a big collection of utility classes.  It's been mostly an excuse to get my head around Squirrel.

Is it within the rules to copy/paste this into a new file when the jam starts, or will I need to write everything from scratch?  It's not really any different to using an established framework in another engine.

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Can confirm it builds and runs fine on macOS Monterey 12.6.2 using Rider, should be alright to just dotnet build too.

Edit: PS4 Dual Shock controller works nicely too.