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whateverdat

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A member registered Sep 26, 2023 · View creator page →

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I'll definitely try to address these issues around flask interactions in future updates. Thanks a lot for playing, and for the feedback :D

Dragging a flask stops the timer, but unfortunately I just forgot to make the timer visible during gameplay, so there is simply no way for the player to know that :D Thanks for playing!  

I realize I gotta polish the mechanics, unfortunately I run out of time during the jam :D Thanks a lot for playing, and for the feedback!

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I must admit it took some trial en error to grasp the mechanics, but it's not as complicated once I've gotten the hang of it and it's quite fun :D It was a moment of epiphany when I realized that I gotta turn off the machines before leaving them, otherwise the next iteration will just turn it off instead of turning it on :D (and it prevents any spillage too, though I am not sure if it affects the overall score). Although I'd have loved a button that played machine continuously, pressing tab gets a bit tedious. Pretty cool game :D

Spawns are random, but include the current level of your flask. So when at three, you just gotta wait for a three spawn (if you get really, really unlucky, I guess you could combine 7 two's to get an ace, then combine it with another two to get a three lol) I usually just combine the two's to prepare the next flasks while waiting for a three :D Thanks for playing!

It's a bit too difficult for me, I just couldn't pass level 7 as much as I tried :( Really cool game though :D

I definitely need to address the border issue... Thanks a lot for playing!

Yes, the timer stops when aiming. How fast the game can be completed is still dependent on the rng, but aiming a random flask just to think about what to merge helps :D I was going to display the timer at all times, but I just forgot about it lol Thanks for playing!

Cool puzzle and lovely drawings! It was kind of difficult for me to think ahead in rotations in relation with previously placed reagents. So I just focused on placing the reagents in correct places, and always rotated four times :D This way, I kept the previously placed reagents in correct places, and still got the transmutations that I previously set up and forgot about. It was fun :D Also, I read the letters in late Wayne June's voice...

Awesome work! I mean, how is this even a jam game?? It is so nicely polished that I'd genuinely not think twice about it if I had seen this game somewhere else as a fully released title. And I totally agree with others, you have lots of mechanics need teaching; and the tutorial's definitely not an after though. Great presentation, cool mechanics, very relaxing game :D

Thanks a lot for the detailed comment!

I must admit that I was not able to spend as much time as I'd like balancing and polishing mechanics since I was not only learning bevy, but I am fairly new to rust. Which was a fun experience overall, but I ended up spending most of my development time creating systems (and by that I mean wrestling with ECS, I have not really created any complicated system).

Sorry about the letters :D I was meaning to fix them eventually. I believe I drew all letters on the fly without even erasing a line once. I just figured that they'd be placeholders, but they ended up in the final version.

Actually, the original aiming indicator was double the length so it was more precise to control the power. But I ended up cutting its length in half because of the other thing you mentioned; where the edges make it impossible to properly launch the flasks. I believe going fullscreen sort of helps because I am integer scaling the canvas hence some padding would be added around the edges. Although it is not guaranteed, and I have only realized after the jam that I am using a rather unconventional monitor resolution. 

Thanks for playing, and your kind words!

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Other than the simulation itself (which is very cool) I just loved the lightning system. These are literally proper textures created with just shaders (afaict). I would've loved to see a simulation speed controller though, water takes a bit to properly settle :D Also, thanks for sharing the source code I can even make sense of it for the most part lol Joking aside, the code base is well organized; and the simulation is very elegant for something I'd have assumed to be much more complicated and sort of just "brute forcing" physics calculations type of thing. Thanks a lot for the game!

The game has a really unique feel to it, a very fine job on the art department. One thing I'd say that I value absolutely the most, in any game I play, is the "atmosphere". As in, how it makes me feel even way before getting properly into it, the overall "vibe" it gives. 

I played many match three type of games (mostly on mobile) and when I think back, I can only really remember a couple that  stood out in this regard. A certain "trend" of this genre has been just over the top visual effects (at least on the mobile platform). Which is fine to look at, but the games as a whole usually are kind of "soulless" otherwise. 

The atmosphere is, I'd say, the strongest aspect of your game. Really fine work on presentation (and by no means am I implying by that the game is lacking in terms of visual effects, and merely compensates it with presentation). Visuals are awesome too . A lovely game overall, really good work! 

My mistake, I have no idea how I missed that, it is literally the first thing written in instructions... I played the game right after submitting mine and it was around to 3 am, I guess I was really exhausted lol

I love a good clicker game, that was neat. Only complain I'd have is that sometimes objects rolled towards the camera and stuck out of sight. At the end, I could only spawn two items, because rest were stuck outside the visible area. Lovely game though, good work!

The cats are adorable :D I vaguely remembered seeing the same sprites some time ago in another jam. Sure enough, it was your game from Scream Jam 2024 :D You played both my games in Scram Jam 2024 and this year (I unfortunately missed 2025). 

I personally have a soft spot for cats (and I love all cats :D) but I must note that your cats are just adorable, and the greater story is a well written one. Which is especially impressive for a game with such a short playtime. I personally often find myself trying to balance between writing something interesting and keeping it tidy for a jam entry. I must say that yours feels just right with regards to this balance, and therefore your ranking in the story category is a well deserved one.

I also really like the lightning system you've implemented. Not only does it nicely enhance the general atmosphere, but it also is a very impressive piece of tech that made me find myself going back and forth between rooms, just to see the way it is projected in the game world :D I don't know much about GDevelop, so maybe it was something rather simple to implement. Yet regardless, it a very cool usage of the mechanic on your part.  

On a side note, I am eager to one day try GDevelop myself. Simply because I've encountered so many well made games with this specific engine across different game jams. Maybe it was just coincidence, or maybe it is an engine that is preferred by lots of experience developers such as yourself for a reason. If so, I'd like to discover that reason.

On a rather more important side note, I want to thank you for your Scream Jam videos. I really, really appreciate them. And I thank you not only for playing  my two games I happened to submit to Scream Jam, but for playing and recording lots of jam games in general. Seeing someone actually play your game is something invaluable in terms of discovering what can be improved. And it especially is encouraging for developers that are just beginning their game development journey, and consequently whose games do not normally get much attention. I am speaking from experience, so thank you. Both for his cool entry, and the amazing work you've been doing for the community :D

That was pretty unique! Really cool art-style, it is very charming. Dialogues are very funny too, I liked beatmag , he seems cool :D The sad part is that I've realized there aren't much time left for voting so I kind of rushed playing it and quickly cleared two endings. I'll return once more at a more appropriate time. Lovely game though, congratulations! 

Awesome art style, very lovely shaders! It was pretty fun to play. A very solid entry overall, congratulations to the team, awesome work!

Definitely worth polishing after the jam, I'd love to see this developed further. Good work!

Pretty cool! I love the fact that you can interact with every npc, and there are quite few too! 

Pretty simple yet fun gameplay loop! I think while there are some small things that need polishing, there also are small details that I really appreciated. Like the way you prevented the player from spamming gravestones to clean, it feels better and more rewarding to press the button calmly at set intervals, than to just keep mashing it :D About the polish, if I may, I would suggest that check the collision box of the pillar like tall gravestone; maybe add a sound cue before the grim reaper appears; and prevent coins from dropping unreachable areas. Solid work overall, nice game!

Really cool, I just love one button games--very intuitive to just pick-up play! Sound effects and art/animations are really good, it feels very nice overall, just to interact with the game. One small question and suggestion, are the power orb drops completely random? If so, you could perhaps make them appear in a specific pattern. I sometimes got couple of them one after the other, and sometimes got no orbs for a long time.

Encountered some bugs but still managed to reach the end! The game looks cool, hope you decide to finish it after the jam.

"It was just a silly prank" lol :D Meanwhile the prank... I'd say Kevin had it coming at this point, absolutely  diabolical. Thanks for the game, it was a short and fun experience.

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Really cool game, and very charming pixel art! How many endings are there? I attempted to reach to the bottom of dungeon couple of times, expecting a third one but was not successful :( Awesome work, it was fun to play.

Really beautiful artwork! This did not feel like a jam game, but a properly polished, fully-fledged game--and not only because of the polished feeling, but also due in no small part to the quality of writing.

I don't normally play a lot of visual novels, and don't have much experience with this genre, but this was really captivating. I must admit that I booted the game up while grabbing a bite, but ended up with an almost full plate when the game was done.

Because I just jumped in without reading much of the description, I initially expected a story like The Tell-Tale Heart. I have seen your mention of the The Fall of the House of Usher in the artistic inspirations section only after finishing the game, but the Gothic influence is unmistakable--which I really enjoy. 

I decided to stick by Lord Ruysch, because it felt like a more fitting end to the story, one that complements the regrettable life they both have had.    

Thanks a lot for the game, really nice work!

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Very scary atmosphere, and along with the sounds, the game nails the feeling of the jam--good work! Also, come to think of it, we are an atrociously scary species.  

No problem! I am going to try the game again soon, I was in suspense about the ending :D

Hello! I found a couple of bugs in my game, and I was about the fix them. Aside from these bugs, I've also noticed something rather annoying with my current movement mechanic. My game is a tile based dungeon crawler, and there is a limit to the number of tiles player can traverse in a single turn. Rather pointlessly and annoyingly, this rule is also enforced after the room is cleared of monsters, or upon re-entering a already cleared room with no enemies. So I wanted to ask whether I can also address this issue, it is not exactly a bug, but just an oversight.  

Is the final dialogue (after taking cellphone) suppose to be in Spanish? I did not touch the language option and the game was in English up until that point.

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Interesting game, I managed to push the ball out of bounds, but couldn't exactly figure out if there's something else I needed to do, or this is what the name "BreakOut" refers to :D Also, I don't see anything in the dev-console (I think that was what you meant in the game description). Unique and charming artwork though, it looks like an abstract oil painting.

Nice entry! One interesting thing I noticed is how you handle the distance between the chaser and player. The chaser never jumps over the boxes, so it gets pushed back simply by hitting the boxes . And if the player fails the quick time event and hits the box, it gets pushed back similarly to the chaser--however in the process the box is knocked over, so that the chaser won't hit it and get knocked back. Smart way of handling the chase mechanic! Good thing the chaser does not know how to jump lol :D

that's awesome

It's very intuitive because it's played with classic chess pieces; yet mechanics like piece health, movement limitations, swap etc. successfully keep it interesting. Also, I've encountered a bug with the summoning mechanic, where the animated piece card is not always selected correctly. 

I really liked the overall aesthetics! But I think the difficulty curve is a bit steep.

unique and cool idea! like many others have mentioned, I also feel like the upgrades system needs a rework. not just with the amounts, but they also become so frequent as the multiplayer grows that they interrupt the game-play after every tackle.

love the funky physics, good game!

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simple yet fun mechanics! I kind of cheesed it by aligning the players to pass each other directly, without moving at all and got 73 :D You could easily address that, but playing that way is kinda fun too lol

Thanks for playing, glad you liked it!

Very addictive and fun, and has a variety of cool mechanics too! It took me 5 or 6 runs just to see all the different moves, awesome game!