Tale of the Dreamer by Criobite 2019-10-11T17:17:27Z
The exploration in this ever-changing environment left me intrigued at each step of the way. Tone, mood, art and sound were beautiful.
Foon → Ludum Dare Explorer → Users → Brusi
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2021 | 48 | Deeper and deeper | Autumn Hike | jam | Theme | 4.67 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Shrimpy | jam | 358 | 3.72 | 3.54 | 3.14 | 3.98 | 4.11 | 3.95 | 3.29 | 3.75 |
| 2023 | 54 | Limited Space | 👥 | Prickle | jam | 32 | 4.29 | 4.15 | 3.87 | 4.29 | 4.14 | 3.97 | 3.64 | 3.98 |
| 2023 | 53 | Delivery | 👥 | The Night Witches | jam | 131 | 4.07 | 4.13 | 3.82 | 4.06 | 3.99 | 4.09 | 4.16 | |
| 2023 | 52 | Harvest | 👥 | Hermesh | jam | 358 | 3.56 | 3.42 | 2.79 | 3.52 | 3.53 | 3.55 | 3.05 | 3.37 |
| 2022 | 51 | Every 10 seconds | 👥 | RandoBots | jam | 177 | 3.93 | 4.00 | 4.02 | 4.26 | 3.75 | 3.72 | 2.87 | 3.42 |
| 2022 | 50 | Delay the inevitable | 👥 | Chicken Dinner | jam | 235 | 3.90 | 3.98 | 3.59 | 4.29 | 4.13 | 4.12 | 4.24 | 3.79 |
| 2021 | 49 | Unstable | 👥 | Shaky Shack | jam | 335 | 3.82 | 3.60 | 3.55 | 4.08 | 4.43 | 4.10 | 3.07 | 3.88 |
| 2021 | 48 | Deeper and deeper | 👥 | Autumn Hike | jam | 8 | 4.45 | 4.33 | 4.52 | 4.67 | 4.36 | 4.17 | 4.23 | 4.28 |
| 2020 | 47 | Stuck in a loop | 👥 | Aztec Ride | jam | 80 | 4.17 | 4.00 | 4.10 | 3.83 | 4.50 | 4.28 | 4.11 | 4.07 |
| 2020 | 46 | Keep it alive | 👥 | Mount Ookie | jam | 185 | 4.03 | 3.84 | 3.82 | 4.22 | 4.36 | 3.96 | 3.18 | 3.81 |
| 2019 | 45 | Start with nothing | 👥 | Gargolite | jam | 62 | 4.13 | 4.03 | 4.07 | 3.19 | 4.16 | 3.92 | 2.47 | 3.75 |
| 2018 | 42 | Running out of space | 👥 | Inventorious | jam | 30 | 4.14 | 3.99 | 4.01 | 4.36 | 4.01 | 3.56 | 3.00 | 3.66 |
The exploration in this ever-changing environment left me intrigued at each step of the way. Tone, mood, art and sound were beautiful.
Took me a while to understand the mechanics, but when I got them then I found a great puzzle game that looks and sounds great! Awesome progress for this short development time. The level names show that you know your sh*t about computer science and graph theory ;)
Beatiful game. It was hard to understand the mechanics for finding the next flowers (found the answer on newgrounds comments). Otherwise, a beautiful, calm and emotional game which fits the jam theme perfectly.
Art was beautiful, but the controls and game feel could use some improvement. It was a little annoying to restart each time you hit an enemy.
Awesome concept! Chess is such a hard sealed game, I'm in favor of any modification of it that works! I liked it how you put the pieces in a way that when you eat one piece, you get attacked by the next one. Made the concept very clear! (Though it was already clear from the gifs). The game itself was not very challenging, but that's ok for a jam game which is dedicated to experimentation with new things. Maybe you could put a lot more pieces together, and make their attack logic more fuzzy, so you will need to be aware which pieces actually attack you and avoid them.
Nice work!
Nice game, but there was no real consequence between the action (e.g. clap, shake a stick) and their outcome (a door is opened). I think more connection and logic will make a gameplay that is more diverse than "try all options", and will lead to more satistying 'aha' moments when players solve the puzzles.
Great concept, very fun to play! You start with nothing, and you need to keep collecting ammo in order to survive!
Effects were beautiful and the variety of weapons was impressive!
Controls were a little rough. Enemies moved very fast, and the ship had to "rotate" to its direction, which made it hard to manipulate, and even harder to aim. With some weapons it was OK because it made area damage, but it would be also nice to be able to be able to improve in the skill of aiming.
I think the concept would work better with slower, heavier enemies, with a lot of HP. This way you would feel how stronger weapons gives you the benefit of eliminating the "strong" enemies fast, and the weaker or area-damage weapons would let you deal with swarms of small enemies. In other words, the variety of enemies should match (and justify) the variety of weapons. In fact, all enemies were small, fast ones.
These mechanics have a lot of potential given the right pacing and learning curve. Good luck!
Great game! It fits the theme perfectly, and you use and re-use the basic mechanic of possessing in a perfect way.
I liked the mechanics of throwing everyting you find around you on the ogre-bully. I also liked the telekinetic effect where things orbit around you. This is far from a complete game but it was a pure and simple fun run around and throw things :) Graphics were also a bit chipped made with love!
Nice interpretation of the theme, you cannot fight yourself but must build towers. But on the execution level, it was unbalanced. I spent most of the time running around shaking enemies off (while building towers whenever I can), until I ran out of money and lost.
With some balancing, more towers (and generally more feeling of power and awesomeness), and maybe enemies which are less sticky, it could be a great game.
Same issue as comment above. Except for that, great game, cool concept, and fits the theme prefectly!
Hi everyone, I fixed the web and windows versions of the game, also added Linux version. Thanks for reporting and I hope you give it another try!
@carlix @bradalli @fabula-rasa @toffanim @adinimys I fixed the web version and added a Linux version. Thanks for reporting and please try again!
Thanks for the feedback everyone! To your requests, I updated the keys to support playing with arrows (or wasd) and space only.
This game is so adorable :)
Great game, I played through the entire thing! Loved the art style and music, and a nice variety of short levels, expecially for a jam game. I feel that there is so much to be done with the 'battery' theme if you ever think to extend this game further.
Very nice and clever! At first run I skipped the texts, but on the second I read it all and it was worth it!
In the second run I lied almost all the time and I thought I won (because I survived), but the legend died! What a great twist!
Nice concept, and nice puzzles that make you think where you can throw your buddy. But it was a bit hard to a frustrating level. I think the following may help: 1. When dying, restart the screen, not the game. No need to go over the tutorial every time. 2. Character was a bit too slippery, which made it easy to fall into pits. This was not the focus of your game so no need to make it hard. 3. You should be able to pick up buddy by touching, not with space (do you ever want to NOT pick it up?) 4. Reconsider the time-based level (where shadow is coming), or postpone it to a later stage. Players are still learning and experimenting with the game physics, and it is hard to do under time pressure.
Overall, great potential. Good luck!
Awesome game, a bit TOO deep if you know what I mean...
Really nice! I liked the mechanic where you have to optimize your way through the "best energy". I think that making the actual goal (gems) a different item than the energy was a good design decision, forcing you to balance between depth, gems and energy. Spikes were also a nice touch.
Game feel was also very good, with all the screen shake and punches. I think the "down punch" should have been the same duration as the "side punch", to avoid lingering too mucn.
I liked it how it got darker and more sinister the deeper you went (did the character change too?). It really expressed nicely the "deeper and deeper" theme.
Cute little game with nice progression. Built heavily on navigating between platforms and remembering where there is more treasure. I think the same mechanics could benefit from two things: 1. Way more treasure. If there were about 8 different treasures in one screen, it would have been more fun to traverse the same areas again and again. Also more rewarding. 2. Shorter loops. Diving down is slow, and can be repetative given the same empty area again and again. Going all the way up without control was also a bit boring. Speeding things up or giving the player the ability to change speed could help.
Cool art and mechanics! Got a hold of it pretty fast. Enemies are interesting and challenging. I could not get past the jumping and rolling maggot, it did not take any damage neither in "rolled" form nor in it's idle form.
Just loved the toyish art style, including the "suns" background... Nice puzzles too!
Nice platformer, I liked the grappling hook mechanic. The fact that you can use any grappling point was not clear at first... but once I got it, it was cool! There could have been some more puzzles using different points on the screen (and not only the closest one). The "left" side was too hard for me...
Nice retro game with cute mini-challanges! Bubble mechanic worked well, I think it has a lot of potential as part of a higher-scale game. Transitions between levels were waaayyy too long, same as the death animation. I would have preferred it to be a long continuous play rather than separate levels, even if each challenge has its own screen. Duke Dashington and VVVVVV are good examples of how to nail this.
Great art and nice level design! I always like a grappling hook mechanic :) I liked swinging between trees and beating up other 'shrooms!
Controls felt a bit sticky at times. The fact that it does not shoot if the target is too far feels unresponsive at times, and it was hard to swing correctly. Also the difficulty was a bit too hard for a jam game - I wish the game did not restart on failure and that there were some checkpoints.
I liked the art! Game was fun, though a bit simple. Your choices did not matter much (though I realized that I should not attack sharks before I have a harpoon, and I should not enter Atlantis before I got the thingy).
So it's mostly clicky-clicky with nice art and story, but still I enjoyed it :)
At first I did not understand why my character barely moved and I almost gave up. I'm glad I didn't. In less than 5 minute of play I moved from frustration to satisfaction, then to shock, than to peace of acceptance. A great use of the medium. Nice work :)
Cute little platformer! I liked playing "whack-a-mole" with these pixelated moles :)
Some game design aspects were a bit redundant - for example, no need for both "kick" and "jump on head" mechanic - you could kill bats by jumping on them. Same for having both a lifebar and "lives". You could use one or the other, not both. Remember that game design is the art of doing more with less!
I also liked the story and the little boss fight.
You took a simple mechanic and really used it up to the max. I really love indie games that go by that philosophy. Great work!
Cute little puzzle game, I liked the digging theme and that you sometimes return to the same levels with different starting points/pickaxes. Controls were a bit hard at times, character moved very fast and it was hard to avoid the obstacles even when I know where I wanted to dig.
Simple game but very fun and with a great feel - the clean art style, music and sound really contribute.
There is basically one best strategy - just put one piece above the other, so no too great depth here; but still, when you make a wrong move and everything just topples is very satisfying and not frustrating, and when the tower "freezes" after a certain height, it just feels great.
Nice and relaxing game, good job!
Very fun and addictive, a solid entry! First I tried to collect the traps, then after a few tries (plus the ending text helped) I figured out that they are bad (that's good, learning by trying; no need for additional instructions IMO).
I liked it how not all the traps always trigger, so it both fits the "unstable" theme, and made the game much more thrilling, and the abyss that follows you gives it a good sense of urgency and tension. The surprising deaths by a trap detonating nearby also gave it an addicting "just one more try!" feeling. This can easily be a basis for a complete (yet simple) game.
I think I would make the movement rapid without the need to always press right, pressing only to turn (snake style) because there is no real reason to stand still.
Very nice! Great graphic and humor, I liked that every item has a different weight so you need to carefully time your throws, and that the robot's platform goes up with the height of the cargo. I wish the camera was a bit smoother, and that there was a bit less delay between throws (need to wait for previous item to stabilize, then wait a short animation during witch you cannot aim).
Overall nice and challenging, I played several times with a nice improvement on each play.
Very fun to play, and hilarious too! Making money using crypto currency was never that easy! (Though game is pretty challenging!)
Cute puzzle platformer with interesting mechanics! I like it how every feature is built upon all the previous ones and creates a nice variety of puzzles. Connection to the theme (unstable=floors that disappear) was nice. Good job!
Nice graphics and feel, the characters, both the pistol and the cop-thingies are really hilarious! I also liked the electric triangle made by the cops. Escaping and shooting was fun but also a bit disappointing. Maybe you can juice up the shooting and reward things like skill and accuracy.
Best take on the theme so far! A very well-excecuted figting game, and the cliffhanging touch was just a great addition...
The final boss where you need to go out and fight it while keeping the bus stable was truly awesome. Difficulty was at-spot in my opinion.
Great entry, easy 5!
Thanks everyone for the feedback!
@strega The game is endless, right, but gets harder all the time! @hiisileiri The idea behind the recipes hidden in a book is for the players to practice their memory, but your suggested mechanics could work (though it would create a different game).
That was awesome! Hilarious art and story, great interpretation on the theme. I liked how it contained several minigames that created a complete story.
You itch link is to your edit page and not the published entry.
Great fighting game! I liked the grid movement, the wave-based enemies, and the fact that you can "parry" shots back. The entire feel of the game, sound, particles... so slick and satistying! You even put some boss fights in!
Great entry!
Great game with great feel! Was a bit hard at times (colliders that kill you were unforgiving) but the quick retries made it a smooth experience all the way to the end. Good job!
Great game with great polish! The tention that builds up during the level as you realize you no longer have a floor under you is priceless!
Very nice, skill-based game! I saw myself improving at every play, never too boring. The slam mechanic was a nice twist on the standard jumper/tower genre.
Looks like you went for the "learn by doing" approach. Picking up stuff at the beginning is teaching you left/right arrows, then "press down twice" teaches you the slam. But it took me some time to understand that I should slam the stuff in the air and not pick them up... A hint there, even a text-one, could help.
Restarting using the mouse was a bit tedious in a keyboard based game, restarting with the keyboard could make the game flow better.
The game looks really good, and controls were mostly smooth. I like it how timing was important; you can either jump over an obstacle or climb it (which is slower) depends on your accuracy. The connection the the theme was a bit of a stretch though.
I'm still getting the bug where the character is stuck in the air though.
I like the art and humor, the idea behind it looked interesting! But I almost was not able to play it... I got some X into Y, [X={sack,bottle,uranium}, Y={funnel,rocket,furnice}] but shortly after everything exploded...
I think a more responsive "drag" feel would improve the game greatly; also, navigating with the map feels cumbersome. Why not make a small arrow near edge of the screen, then scroll? This could feel much more immersive.
Also, even if the game was responsive and fully functional, what was the challenge? Was it balancing between the different rooms? Is there any type of economy with meaningful decisions?
I think this game is a step in the right direction, with a good basis to be good if adjusting some of the mechanics. Keep asking yourselves the right questions and you may make great games someday!
One more thing: This was made in Godot, right? My favorite engine :) Why not export to html5? Will make it easier to play, and based on my experience, improves Ludum Dare ratings...
Not bad! I liked the story and the drama around the world ending. Gameplay was interesting, the control-two-balls scheme was original and interesting. I liked it how Box2D round shapes are falling from above XD ! They do look a little like drops of water ;)
Cute short horror game, I liked the flashlight mechanic that disables the monster (Your newgrounds comment helped me with that). The stress and suspense while charging was very good!
Good art, mood, sound, and story, too, overall a great jam entry. Didn't completely get the connection to the theme (unstable mind, maybe?)
Nice obstacle course, I liked how pass through different challanges as the environment crumbles around you... Unfortunately I wasn't able to get past the first pillar of the falling bridge. But great concept with lots of potential!
Nice platformer, the battery mechanics added to the thrill and stress, which I liked! Controls were a bit of an issue. Character moved really fast, in a way that was hard to control, especially given the precision required for some of the jumps. The space key sometimes felt unresponsive; some coyote time could have helped.
I liked the style and sound! I understood the mechanic pretty fast (though I did not realize I can "push" the shuttle forward while in the until later in the game). I got stuck pretty early though, same spot as euler-moises above.
Edit: Looking at the gif above, I see that I have been playing it wrong... So now I got a bit further. (checkpoints are a bit easy to miss)
This game definitely got me intrigued. Feels a bit slow, but exploration and discovery are key words here.
Procedural generation of islands is absolutely amazing, and the pace and the story tells me something about the bigger picture, I'm not sure what it is... I plunged about 12 islands by now, will definitely come back to it later to see what treasures and secrets this game holds...
Nice platformer with cute character and enemy design! I liked traversing the levels trying to solve them with minimum jumps, climbs and shootings. Controls were a bit sticky, especially the fact that I couldn't climb over the top of the wall.
One thing that bothered me (a little) was the pixel art that had different resolution for different assets (environment vs player and enemies). I think what's good about pixel art is the coherent design it forces, and mixing resolution can really break that.
Besides that, nice game for a jam :)
Maybe it's possible to extrapolate the idea to make a more "puzzly" game, single-screen-micro-levels where you literally have to count every step or shot you make in order to finish the level. That would be a different game of course, but it got me thinking :)
Waiting for the sequel about the world's poop reserves
Really cute game! I liked the simple art and sounds, they worked perfectly for this theme (anyone said Baba?), and of course, the moral dilemma... Really enjoyed that, great entry and a great take on the theme!
Cute game! I liked the character and the umbrella animation when you move it up and down. Music and retro-style was awesome too!
The game felt a bit slow and tedious at times. I would make it grow more challenging a bit faster, with faster change between modes and lower point thresholds.
Also this would work great on mobile if you are thinking about exporting it...
@guy-girmonsky At first we intended the rocks to be obstacles but it caused a bunch of problems, both chickens and farmer would hit it awkwardly, especially the ones that are near the edges of the fence. So we decided to keep them as visual only.
Looks like a good platformer but I got stuck really early, I don't know how to use the fire to proceed (except for killing the enemy).
Beautiful game, great character art, animation and music, nice variety of enemies and bosses. I liked the Alien Hominid vibes.
Character movement and combat feels super good and juicy, art is great, nice variety of enemies, and I liked the way you get more abilities over time. Overall a great short Metroidvania, great job!
I think that losing health over time, together with the game completely restarting on death, was a bit too harsh for a jam game. I was able to get to the slingshot ability but after dying I wasn't motivated to do everything again. Also I wasn't sure I did a good job navigating. I was kinda walking randomly to any of the available paths (no time to think due to health diminishing), and I was able to make progress but most of the time I felt lost. Maybe some landmarks, or returning to some common center point, would help getting more familiar with the environment.
What a cute game! Playing as the boss is a great concept, implemented very well. The dialogues were well written and made this a narrative, emotional, very human game. Great take of the theme too!
Nice short game! The train-environment art, characters and game feel were awesome. Combat system worked very well. I somehow finished it without using the kick! I think you could make some more levels without much effort, e.g. a level with two enemies, but I understand the restrictions of the jam. A post-jam update maybe?
I liked the ending, like every good zombie movie, the end is inevitable :)
Cool game! I like the controls, art and atmosphere. I wasn't not sure what to do after my cargo is full of astronauts.
Wow, I didn't expect that! What a great educational game, with hands-on approach, funny dialogues, and actually intriguing and interesting puzzles! I learned a lot from that one! Have you considered turning it into an explorable explanation? (Maybe upload to https://explorabl.es/ ?)
I think it's great the game had the option to see how the voters are "colored" pre-placing your piece. This might as well been the default; and even more, I wish there were dashboards explaining exactly how much points each candidates gets and why, even pre-placing your piece, because afterwards the animations were sometimes a bit hard to follow, and the "Achieved: X Min: Y" was sometimes not clear, especially when the system frequently changed.
Also I wish there was a way to move back and fourth in the levels, to replay a level I didn't quite understand, or wanted to try something else (the reset button was a good choice).
Besides that, I really liked the game and was fascinated by it, please make more like these, or consider polishing this one above the scope of the jam.
Such a cute game! I liked the vector art, the mini tasks, the humor, and everything about it! It's also so accurate, especially the bug fixing part! XD All the tasks were very brightly explained, and the taglines between each task that explained it's importance (e.g. resting because I'm tired of fixing bugs, uploading after fixing a post-submit bug), were funny and awesome. Great work!
I wasn't really able to get past the first area, but I liked the art style. Glad to see this done with Godot engine.
Nice short platformer :) The controls were a bit slippery but I got a hold of it eventually and was able to finish the game. The thing that bothered me most was the levers - it was not clear what they do, their feedback was not visible (the affected bridges were out of screen) and not immediate (the bridges formed gradually instead of instantly) and therefore it took me time to realize they do anything at all. Also it seems that there is no apparent gameplay reason to turn them off, so each time I re-touched them was a pain I tried to avoid. Character art was charming and I liked the elevator at the end. The death animation was a bit too long IMO. Cool game, looking forward to see more :)
Nice little shooter/bullet hell, I liked the art and the chippy music :) I with there was a "smarter" way to use that 10 second shot. To make it matter. Now I just waited until the meter filled and gave it my best shot. I think this mechanic could work better on a constant set of enemies (space invader style) or against a boss that you need to kill, rather than waves of passing enemies.
Cute rhythm game! The music, the art and the gameplay were awesome! Great work! It was a bit hard for me to realize the patterns of all the enemies, so I was kinda "waving it arount", but it was fun too :)
Hilarious game :) I liked how the road is completely chaotic even without the distractions! I tried to read the text messages anyway but didn't have enough time for it. They probably tell a funny story too!
Cool experience! I like the "game within a game" thing and the subtle criticism on the streaming culture. It was challenging but not too hard, I played throughout the entire game up to the grim ending...
I really like this kind of block puzzles game, and this is one well done. I didn't play the entire campaign but I really enjoyed the parts I did.
Cute little tennis game, it felt really good with the mechanics and the awesome sound :)
Nice platformer, reminds me of super meat boy style, but with a twist including the Jam's theme. Art and sounds were nice, I had a bit of trouble seeing the character at first on the backgrounds. Most levels were platformer-y, and only one felt also puzzle-y. I think the time-passing-only-when-moving can lead to some interesting levels, while the ones on this jam could easily be just time-based levels. I finished the game, and I'll be happy to see more of this concept!
That was awesome! I didn't expect this to be more than a garbage collection simulator (which wasn't bad as its own) but then the entire story unveiled... I played to the very end! I liked how the garbage collection and throwing skills is what saved you at the end against the truck-o-boss. Great story, cool post-apocalyptic atmosphere!
Great entry! It's not only a 10 sec time limit, but also a puzzle strictly connected to that time counter, in the greater theme of time :) Graphics were simple but adorable, sound was crunchy, puzzles were challenging but not too hard. The "platform that does X within this time frame" UI was very clear! Great work!
Cool game! I liked the random skills and progression. I also enjoyed the different enemy types. I wish the bomb enemies would destroy fellow enemies, or trigger other bombs in chain effect. That would be cool :)
I like a good plague game :) I had trouble realizing when the disease spreads and when it kills (I vaguely think that only the black plague kills but I'm not sure). At first it was boring but it was a good preparation for later, when you have different patients of different colors and you had to prioritize, which is the full horror of the situation. I liked how healthy people are "farming" as productive members of society. Maybe if a vaccine contained more shots (at least 3) it was easier to manage except for always returning to the loading dock. Good entry, keep it up!
Last thing both in LDJam site and itch browser version, the viewport was smaller than the actual game size. Moving to fullscreen solved that, but it still took me some time to realize that.
The art and the idea are really great, and the serve-while-clicking-on-cats was innovative and fun.
I think this game could have a better job at giving feedback - am I close to losing? Does clicking the cats do anything except for making them mew? Did I serve the right coffee? Without reading the instructions it was hard to tell if I'm doing well or not, and even after that I often got surprised by that "game over" screen. I think with a bit more polish and self-explanatory visual effects it could be really awesome :)
Very original and cool game! I liked that through laconic messages you get a sinister view of the war, playing as the bad guys... Two things that bothered me: 1. Sometimes the coding controls felt a bit unresponsive, need to pinpoint the actual "short" and "long" presses (but not too long), otherwise the code will get all scrambled. Also I sometimes heard a "beep" but it didn't register. There was also no way to fix a typo. Maybe wasting the time on wrong words inside the 10 second limit is punishing enough and there is no need to reduce score for "bad" input, as long as you had enough time to type the correct input. 2. Waiting 10 seconds until you can start typing was nerve stretching, but I guess that's what you get when you stick to the theme. 3. The scoring system was still a bit unclear to me. Sometimes I filled all the highlighted words but still got my score reduced. Did some of the late notes contain required from the code that were not highlighted? If so, than that's kinda cool :) but I didn't have enough time to find these and enter them with Morse anyway.
Overall, great entry! Well done!
Cute little platformer game. At first it was a bit criptic but eventually I know which season to expect with each "help" I needed. The worst part were the excruciating waits (sometimes 30 seconds!) for the right season to come (while the music was a bit repetitive for that matter). I wish there were alternative ways to pass each obstacles at each season so I wouldn't have to wait. But otherwise really cute entry!
Awesome game, narrative, art and gameplay! I wonder if any different dialogue choices could have affected the outcome of the game...
Cute gameplay, loved the paper art and the mouthed sfx!
Nice game! Liked how you needed to strategize the shapes, trying to fill the land with digs and be prepared for any future random shape of watering/planting. It was satisfying when I got the hang of it and was able to survive in space!
Great entry with solid mechanics, art and story!
The art is very pretty, I really like the player and the hog characters. Also the concept of instructing your companion is very appealing, reminds me of Abe's Odyssey series.
However there's more way to go in the sense of making things more self explanatory. The instructions are infinite walls of texts, that are not there where you need them. For example at the beginning of the "jump rune" level, you cannot see the instructions again when you fail, and anyway it would be best to put the instructions inside the levels where you need to use them, and not beforehand. Eventually I refreshed the page several times to see if I missed anything.
Except that, when I eventually got hang of things, I enjoyed it :)
Great game! I liked the Mario/Mailman mashup. Great retro style, great juice, great mechanics. You can use the package to kill enemies, but it's risky, you may break the package which is your first priority!
Game was fun and funny :) Obviously a mailman's goal is to deliver as many packages regardless of the recipient! A good implementation of the theme, and cute simple art.
Cool game, but I found it a bit too hard. Character moved slow and some obstacles are unavoidable. But still I was able to get to the 3rd phase. Cool theme interpretation and great art and visuals!
What a great entry! A solid platformer with cool mechanics, great characters, puzzles and juice! And a companion box of course. A great interpretation and implementation of the theme.
Cool game! Nice are and feel, I like how every level a new mechanic is introduced. The game is not too short and not too long, platforming was a bit slippery sometimes but eventually I got the hang of it was able to solve the game. Great work!
Very cute! I like that the building number/floor is not written anywhere and you need to remember it as you go. I also liked the pixel art!
First of all, great art, and the CRT filter added a nice touch. I liked the fighting mechanics, and the fact that you need to sacrifice the enemies in a timely manner before they come back to life. The gradual waves were cool too - it started with one enemy, then several, then harder enemies, then more. It was great! Overall a great jam entry, I enjoyed it! I think this can be extended to a larger fighting game.
Some feedback if you plan to keep working on it: 1. I had to scroll down the page to see the controls, maybe some on-screen instructions could be nice (along with the first enemy) 2. Instead of having a huge bar of health for the entire game, I'd do less health but heal some every wave. Then players who get hit a lot at the beginnings can fail and restart before they reach further waves (and learn to refine their combat) 3. In later waves, I was looking for some kind of strategy to help me cope with many enemies, and I wasn't able to find one, except hit and run again and again. This could feel a little tedious and with some lack of depth. I wish I could find a "smart" way to fight, or alternatively, if the character would move faster to be a game of skill and precision to hit and avoid.
But that's only if you plan to extend it. As a jam entry it's awesome! Great work!
Cute game! The mechanics are very clear (there are benefits or costs to each action) and the typing itself was challenging enough. After failing once I realized I need to keep the stats up. Won an 2nd try.
Cute puzzle! I liked the 2 steps = 1 water expand mechanic. Especially the levels where you cannot really block the water, just be fast enough. I think this mechanic can hold up more levels, and I'd be happy to see more of these!
Original and super-cool mechanics, great level design, awesome art and atmosphere! This game is a keeper!
I really liked the heating mechanic and the horror atmosphere. The fact that the monsters move at random, made it a bit hard to plan ahead, but also contributed to the horror of the situation.
Cute game with cool art! I like the restriction-based mechanics, you made really nice puzzles out of it! We all know how plants can be picky sometimes...
What a great puzzle game! You did that alone? That's super impressive! Great art, music and turtles. I finished all 17 levels, they were very fun and challenging!
Really cute shooter with great art and feel!
Nice tetris-twist in this color puzzle game. The physics felt really crunchy and I like how blobs connected when they were close. Took me a while to realize that there's a delay before they pop, but eventually got it. Usually lost after accidentally dragging a blob out of the play area.
Awesome game! You nailed the theme and made a really nice game concept. I loved the simple art, the cute critters, and the great puzzles.
Woohoo, I made it! Really nice turn-based combat, as a necrodancer veteran I felt really confortable with it. Took me a few retries to realize I can RESPAWN and not always RESTART. I collected the cute animals and won the game! I only wish there was slightly more variation between the critters, e.g. different attacks or stronger vs different types of enemies in different ways. Nontheless, great entry!
Nice game! The contrast between the cute characters and the horror was indeed chilling.
That was awesome! The mechanics, the art, the juicy feel of of the snail (both crawling and rolling) and the perfect sound. you really put the mechanic into use with really nice puzzles. Great work!
Nice game! I liked how you needed to balance all your stats in order to finish the level. The art was really cute too!