Teeny Tiny Little World by haokarlos 2019-10-11T22:25:17Z
I really enjoed the graphic and animation. Fun tiny (*wink*) game!
Foon → Ludum Dare Explorer → Users → fabula_rasa
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Bug Squad | jam | 52 | 4.19 | 4.13 | 3.60 | 4.20 | 4.26 | 3.14 | 3.80 |
| 2024 | 55 | Summoning | 👥 | A Clash of Horns | jam | 63 | 4.20 | 4.02 | 3.47 | 4.07 | 4.50 | 3.14 | 3.92 |
| 2023 | 54 | Limited Space | 👥 | ROLLiE and the Desert Drive | jam | 55 | 4.21 | 4.10 | 4.02 | 4.31 | 4.15 | 4.00 | 3.99 |
| 2023 | 53 | Delivery | 👥 | Delivery Boy Express | jam | 230 | 3.92 | 3.90 | 3.99 | 4.25 | 4.11 | 3.71 | 3.82 |
| 2022 | 51 | Every 10 seconds | 👥 | Fall Girl | jam | 122 | 4.01 | 4.00 | 3.58 | 3.38 | 3.97 | 4.11 | 3.70 |
| 2021 | 49 | Unstable | 👥 | Wonky Brew | jam | 370 | 3.79 | 3.74 | 3.10 | 3.63 | 3.95 | 3.38 | 3.67 |
| 2021 | 48 | Deeper and deeper | 👥 | Catlantis | jam | 280 | 3.92 | 3.82 | 3.23 | 3.95 | 4.09 | 3.25 | 4.00 |
| 2020 | 47 | Stuck in a loop | 👥 | Delivery Boy Forever | jam | 517 | 3.69 | 3.30 | 3.50 | 4.09 | 3.86 | 3.42 | 3.77 |
| 2020 | 46 | Keep it alive | 👥 | The Last Guardian | jam | 571 | 3.77 | 3.63 | 3.62 | 4.04 | 3.87 | 3.08 | 3.51 |
| 2019 | 45 | Start with nothing | 👥 | Redbeard's Return | jam | 482 | 3.52 | 3.29 | 2.86 | 3.45 | 4.14 | 3.37 | 3.53 |
I really enjoed the graphic and animation. Fun tiny (*wink*) game!
I made it to the end with 83 treasure! I did not find any food, though. I took a cook to my crew, but even then I found no food. However, I was able to get to the end before my guys starved (had 6/100 on food track left, I'm surprised the crew didn't mutiny :wink:)
Overall, a fun little game and the graphics are quite nice!
Very cool idea! I wish there was some music - I tried to create some but it didn't work :wink:
The nasty nasty humans keep stealing their, ekhmm, my stuff from me! How rude!
I enjoyed it, although I wish I could jump. Some color would be nice as the black-and-white stuff screams more "I'm exsistential French cinema" than "I'm a crazy, kleptomaniac kobolt" ;)
Music and gameplay went so well together here, really created a nice atmosphere. It's somewhat hard on the eyes at later stages (but maybe that's just astigmatism talking :wink:). Great job overall! I really enjoyed it, although I did not manage to beat it... yet.
Hard indeed. But enjoyable and the animation is great!
Link for the android version works fine. Very cool graphics!
Overall, quite nice. I really liked the concept of starting without eyes and legs and finding your part in the darkness.
The screen felt a bit jerky when I was jumping around but that maybe just my impression. I also had trouble with wall grabbing, it did not seem to work consistently.
A nice game. Graphics are really cool and the music creates a kind of psychedelic yet meditative atmosphere. Great job!
I got completely sucked in by this game! What a great concept and execution. Music was very nice. If there was some nice graphics, it would be pure perfection :wink:. Thank you for this experience.
I'm not sure if it's a bug or intentional behavior, but I didn't get the last card, the game just ended and my world had a hole in it. Also, carnivores seemed somewhat overpowerd to me. For example, I had a herd of 6 dryland herbivore circles grazing happily away. So I introduced one carnivore, thinking "Hey, there is enough of them, they can outbreed the appetite of one circular predator!". Nope, he happily ate them all and proceeded on his merry way to die of hunger (or maybe of loneliness, after all he was all alone in a vast dryland).
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What a fun game! Aesthetics reminded me of Minecraft (never played Minecraft to be honest, but it is everywhere, so it's hard not to know how it looks like ;)). All the animations are great and even the blocky clunky graphics have their undeniable charm!
If somebody is experiencing "seeing nothing but black screen and fps counters" troubles (as @shinmera reported), I believe I figured it out. Ablockers, or rather script blockers, may be the cause. Probably not all of them but certainly the one I am using (uBlock Origin). After I disabled my uBlock, the game run with no troubles.
@niborious Yeah, uBlock specifically by default blocks any 3-rd party scripts/frames etc. The game runs with no trouble on my virgin Firefox and it runs with no trouble on Chrome too, after I disabled uBlock.
I played web versions of other jam games with no trouble. So I am speculating (it is pure speculation, mind you) that there might be something about this Three.js you are using here that uBlock (and presumably other script blockers) just hates.
It's a very cool concept and I liked the graphics. Some tooltip, or a nameplate, on the ship equipment would be nice, so I would know what I'm equipping and what the numbers on it actually mean. This way I would feel I have more impact on what my ship is and what it can do.
The gameplay felt very passive, I think I would prefer to be able to click to attack - even if it was just for show ;).
I liked the humorous inscriptions on the graves (although it felt a bit strange that they were not "fixed" to the grave but chosen randomly, so every time I clicked on the same grave I got a different epitaph... spooky!).
I did not like the mechanics of travel, it felt very volatile - sometimes I would change areas even though all I wanted to do is click on something to interact with it. I also encountered some visual bugs (like there was no NPC were there should be one, there were 10 NPC just standing around on the starting screen, there was also an uninteractable child following me on some screens). I was only able to travel south-north, not sure if that was the intention.
Impressive solo work within two days!
Very cool experience!
Very relaxing, almost meditative. Some delicate background music would greatly enhance the atmosphere.
I sucked so much at this game - I spent quite a bit of time flying around and getting out of ditches :). Great fun!
Cool game and a nice concept. Also, very pleasant color scheme.
Great mini games. Sumo diet was the best one. Controls are incredibly sensitive, which made the games quite challenging.
There is no game under the link.
@avitt You forgot to include download links.
I loved it! It was witty, funny and diabolical. I would get into details, but I would like to avoid spoilers :).
Thank you for making this great game!
Very nice concept! The only thing I did not really enjoy was just clicking for money at the beginning, but I guess we all have to pay our dues to become great overpowered heroes ;)
It was seriously confusing to me. Most of the time I had no idea who I'm really controlling and who I'm punching :wink:
Spinning around in space is quite funny, in a good way :). The astronaut is very cute!. I wish there was some explanation to what the three bars represent exactly (I speculate that blue one is oxygen).
I also met a bug, on my third try, when the items picked up were not counted after the first one.
Quite a nightmarish situation and a neat game! I liked the graphics and the color choice really added to all the doom and gloom. Great job on the game!
I liked the graphics and the music really adds to the ominous mood. The world did feel kind of empty - I blame it on the Nothing :)
Download links seem to be missing.
Quite impressive, especially for a 48-hour solo project! I had fun playing it. Having a spellbook (or something of that sort), where you could read descriptions of the spells you gather would be nice. Although "learning by doing" is a perfectly valid strategy :wink:
And as to the font, when in doubt - and you can't find anything you like on dafont.com - you can always use Ubuntu font. It's great quality, has many variants and completely open license.
You did an extremely impressive job in this short amount of time! The graphics were nice and I enjoyed the gameplay. I think the fence could use a gate, felt strange to keep jumping over my own fence :wink:
I can confirm that the game crashes when a player dies. Seems to do it quite consistently, at least for me.
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That was so fun! It reminded me of how Orcs build their Gargants (or anything else, for that matter ;)) in WH40k - let's just hammer any random stuff we find onto it, see what sticks, and the more guns the better! And then, when we get really biiiiiiiiiig, it's time to go stomping :).
Thank you for this fun experience!
It was a pretty enjoyable experience! I liked the visuals, music and how the world changed around me when I picked up a colored orb. Impressive work for 2 days!
Whipped cream tried to kill me! I knew there was a very good reason why I dislike it so much! At the beginning, I thought I will have to return home to cook my pies. But then I realized I am a witch and I carry a magical cauldron (for... pie making) with me wherever I go :wink:
Overall, I had much fun with it. Music was nice and graphic were very pleasant to look at.
I just adored the pelinguin’s animation! I did not want to lose my tiny pelinguin soul, though...
Great job on the game!
As said by others, link does not work.
Great idea and cool music! I did experience some strange behavior, though. Some body parts did not want to attach to anything, no matter how hard I tried. Sometimes, attaching one part made some ones disappear. Some parts seemed impossible to interact with and there was no real way of understanding why.
That was short and sweet. The graphics are great and the music creates a very emotional atmosphere. Awesomely done!
This was truly surreal!
The link sadly does not work. Please fix.
Very cute and quite fun! Aiming felt a bit wonky at times but I collected all the kitties and felt like a full-fledged witch :smile:
Great music and sfx! Nice implementation of the theme. Really good entry!
Pretty cool game. I did not expect leave in a rocket, that was cool. I also did not experience any bugs. Good jam job!
I am really unsure of what my goal is in this game. Some tip at the beginning would be nice! The light and color work, in conjunction with the music, creates a truly unique and quite psychedelic experience. Impressive work for a jam game! Not my cup of tea, but I bet it has its audience.
Very nice and contemplative experience. Feels somewhat like making a zen garden. Graphics and audio are both great. I really enjoyed this one!
Really, really hard! I did not manage to beat it. But I don't think that makes the game bad for the jams. Actually, it makes it stand out - and that's a good thing! And those really dedicated (or skillful) will still beat the game and get immense satisfaction from the fact.
I am not all that good at platformers but I still had masochistic kind of fun with your game :smile:
It is a nice concept but I found the game itself rather buggy. I often got stuck in between my zombie followers - they refused to move, and I was unable to get out. Also, both enemies and followers were often just standing or swinging their weapons in place, attacking empty air.
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I seem to be immortal, which makes the whole fighting mechanic just feel like "click here for gold" ;). Also, my chest looks like dog and a radish tells me that this is only a beginning of my journey - surreal! I had no trouble interacting with the npcs in town and even bought some seeds. Some tooltips/labels in the store would be nice, so I would know what exactly I'm buying.
I had fun with it, well done :)
Some background art would be nice to have and, as urasmellyduck said before, pressing alt to ram is unnecessary. You can just ram into a guy and it still counts.
It was an enjoyable experience! The only thing I would add is some other happiness-producing building (a tavern or some such) as it felt a bit strange to keep building houses nobody was living in just to make people happy :wink:
Very cool graphics! And the first race was fun, if short. Well done!
I sadly encountered the same bug as ruddgasm describes above. When the second race starts, there is sort of an invisible wall in front of me and I cannot go straight ahead. I need to go around it a bit. And after that the camera just refuses to follow me, so it's impossible to finish the race and progress further.
It did feel somewhat imbalanced indeed. But interesting nonetheless. Nice concept and cool graphics!
Same here, the link does not work: the frog says, it could not find the page.
I so sucked at it at the beginning, I will admit. But then I thought, I will not let a bunch of fruit defeat me! I got better and really had fun with it :smile:. Very creative entry!
I did encounter a bit of a bug. On level 3 - when I already gathered all the fruit and the key and I was all big and rolling happily - I glitched when rolling over the low step. It happened three times and both low steps in this level had this effects. When I glitched, I just disappeared (did not fall through a texture, just faded to black) and the level reset.
Great music and a very fun concept. I completely sucked at being god :wink:
I enjoyed the music and general atmosphere. I was a bit surprised that I could just ride through each cactus and not collide with it. I did manage to get stuck on top of the hill few times. I also experienced a bug when my car suddenly turned to face me and pressing both w and s made it ride towards me, not away from me - impossible to control and only fixable by restarting.
Overall, a nice jam game, if a bit buggy :smile: And I was very happy to be in matches with nobody as I do not like multiplayer games :tongue:
The autocrafting system was a bit unclear to me - wasn't sure what turns into what when and why. But it's a nice start and a very good concept!
I agree with the others, punching is more effective and aiming (on keyboard and mouse) is harder than it should be. It's still a fun concept, if the execution is a bit clunky :grin:. Animations are great and the music really got me in a gladiator mood. I am Spartacus!
I really enjoyed it. Even the simple and drab graphics fit the mood well here.
It felt strange to me that, as far as earning experience went, begging was more profitable (and as such also more time-efficient) than construction work. Provided you were not very unlucky, you would always earn 3 or even 4 experience for the same health price that would earn you 2 experience in construction work. But I guess you do gain life experience faster "on the streets."
Hilarious! It turns out I had this Halloween thing all wrong :wink: Would be nice if you would be able to pick up the candy you dropped on the floor somehow - think of it, so many candies just lying there being trampled by those pesky kids.
I had fun with it for a while! I enjoyed the graphics and sounds. However, I did not see any significant difficulty increase from wave to wave, so it got a bit boring. I just kept placing the same 6 turrets, destroying everything before it could pose any threat and getting richer and richer, as I really didn't need any more turrets than that.
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Music and aesthetics go extremely well together here. Great job on the game! And there is something wonderfully silly about brushing hats with a toothbrush :smile:. All the brushing does get tedious after a while - but that's quite realistic too, after all who wants to brush stuff all day!
It was quite fun, I enjoyed shaping this little story with my decisions. And I adored the music :)
As others mentioned, there is no Windows version under the provided link. There is only MAC version in the archive.
Yeah, link is sill broken.
Nice game and pleasant graphics. Thank you for the experience!
Very nice concept! I enjoyed finding and unlocking new powers (like having legs ;)) though exploration and visual representation of that on a character was nice.
I did not enjoy the soundscape of the game. This main sound that repeats all the time (even if you stand still) can get really tiring.
Very cool game! I so enjoyed it! Graphics is nice and you can build such a space beast. Thank you for making this beauty.
There are sadly missing files that make the game unplayable :(. First, the shortcut you provide to start the game (StartGame.lnk) points to nothing - but that's of course not a huge problem. Second, when I try to run the game for the executable, it complains about a missing dlls (SDL_image.dll, SDL_mixer.dll) and does not start.
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Well, I never played a game that has loot boxes, so maybe I just don't get it. I guess it's supposed to be a comment on how repetitive and boring the games with grinding for loot boxes are? It definitely conveys that ;). The achievements scrolling at the bottom of the screen often prevented me from pressing attack/flee buttons.
I liked the item graphics and our "hero", the loot box, looked very nice in a wizard hat!
This was very fun! Well done!
Nice one! I liked the sound effects and the graphics on the character of the nameless were cool!
I used a bat to carry me to the higher levels :)!
You should probably mention that the game is in French. Luckily, I do know French :). However, lack of any keybindings explanation along with unexpected French language may put people off. If anyone else would like to try the game anyway, here are the steps:
1) It starts with this tiny window that tells you to open your eyes.
Screenshot_1.jpg
If you resize this window (just grab the corner and drag), you get another screen that tells you that some light would be nice.
2) You press space here and get a screen with our hero.
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Move him (with arrow keys) to the lamp and you will get the light slider.
3) Slide it all the way up and it tells you that now you get the game.
4) During the game you can manipulate the light slider to reveal stuff you would not see otherwise :).
5) You will also get other stuff with sliders as you explore.
6) Key bindings: arrows to move, SPACE to make clouds with text go away, left click and drag on the sliders.
Lack of any explanation makes for a bit strange gameplay, I must say. For example, when I get those two other things (sliders) that will help me, I don't even know what they are - I can only speculate by the icons, poorly speculate. I know that figuring stuff out on your own can be fun and making player do it can be a part of purposeful game design. However, you should at least present the player with controls (especially with this very specific way you start your game), so we don't have to stumble in the dark and click everything wildly ;). Keybinding are also a bit strange. By that I mean, for some reason S, D and Z also work for movement (but W and A do not).
The labyrinth construction is definitely challenging.
I have to wonder, who put a rubber ducky in a bank ;)?
I just loved the way you animated the robber, something about his happy jumping around made me laugh so much.
Nice concept and great execution. The environment was pleasant to look at and I enjoyed gathering new powers (being just a jumping torso was the best!). Well done!
I encountered one bit of a bug (maybe?). If I landed on a very edge of the platform, like on a very tip of it, I became unable to jump or walk onto the platform proper. All I could do was just to take this last tiny step off the edge into abyss ;)
Overall a nice experience :). However, on my screen the text of the message window was enormous. It was either read the messages and see nothing of what is going on, or just switch off the messages entirely. Some tooltip (or just a label) for the building would also be nice to have.
I will be honest, I do not like clicker games. However, you did a great job on this one and I bet fans of the genre will be pleased! Graphics are nice and create a very pleasant look and feel to the game, cozy - like a pair of good socks. Some audio would indeed be nice and add to the atmosphere.
A very nice concept and the terrain looks quite nice. Navigating with Shift took quite a bit of time to get used to, I kept trying to hold the mouse wheel button instead :wink:
I was sadly not able to finish the game as it kept crashing on my after some time. Tried few times, always with the same result. No error message, just puff, gone.
@spacialseasoning I believe it was always while placing an animal.
Very nice graphics and quite a fun game!
Quite a fun game! In enjoyed the hectic exploration and smart level design.
But I sadly encountered a game stopping bug. On one of the levels (image) everything, except for the long walls, just started flickering around - like I was being shown all the frames of movement all at once. That made it impossible to progress in through that level and I am left to wonder - how does this adventure end. I tried twice and encountered the same bug.
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Yeah, it's not really a game yet. But the main character is cute and so powerful he/she/it can walk through walls ;)
Very enjoyable experience and an extremely impressive work for a solo project! It would definitely benefit from some music and/or sound effects.
I must say: I feel bad for Ulf. All this effort, all this harpooned sharks, and he still goes down the "rabbit hole" ;). Fun game!
Yeah, I am experiencing very similar issues as Nick Parry.
1) First time I tried to run it, it started, I left-clicked on the screen and got this error: https://pastebin.com/SiBFuKzY. And it just gives me the same exception error practically every time I try to run it.
2) Sometimes it's different. It just goes to black screen after starting and only "appears" when I click on the "full screen" icon. But after that it again goes to point 1).
3) I tried to lower resolution as you suggested (keeping the 16:9 aspect ratio and transparent smaller than solid) and that made it just completely crash from the start.
4) I reduced the number of correctly sorted transparency layers, but that changed nothing.
I'm on Windows 10, cpu i5-6600 and nvidia geforce gtx 970. So you can add GeForce GTX 970 to the list of not working cards as well ;)
Something to indicate (sound, animation) that an enemy was hit would be nice, cause some of those bastards take A LOT of attacking to die and I'm not sure whether they have so much HP, I just keep missing, or hit detection is failing.
Quite fun and definitely keeps you on your toes! I got 64 pieces of candy before the bad government people kidnapped me :)
Download links are missing.
Overall, a very confusing experience. Presenting a player with controls would be nice.
I could only move in a line (with W and S) on this three-dimensional plane, which was confusing (and maybe a bug?). At one point I discovered that I can pick up stuff with E but I never discovered how to really use this stuff or attack my enemies. Also, there was some number displayed on the screen, not sure what was its purpose. Also, the stuff I was picking up started to cover a lot of my screen at some point. And I also fell through the floor and ended up in the middle of nowhere. See, confusing ;).
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Very funny! I agree with the others that our hero should be faster - jumping felt more like floating away :wink: I experienced some bugs (I got stuck on top of a bunny once and kept saying "awwwww" till my eventual inevitable demise).
Very nicely done. I really enjoyed the atmosphere you created :)
Sadly, the link does not work.
What you posted are not download links. They are file locations on your PC. You want to host the files somewhere on the web and post proper links. There is a guide on that on Ludum Dare page if you're having trouble.
Very cool concept and I liked the graphics. The movement on the board felt very weird, most of the time it seemed to me like my golem did not go where I expected him to go at all.
That was the first time I ever played a game with my graphic tablet! That is PURE AWESOMENESS. Would be just perfect if I could move/interact using a tablet as well. A woman can dream :smile_cat:
Thank you for this gem o a game!
Not bad at all! I had fun with this little chicken. Egg puns are definitely of the "so bad they are good" variety :). The text, being white on a light-colored background and wavy on top of that, was a bit hard to read at times.
Download links are missing.
If that information is of interest: access to Russian Yandex is blocked in my country, so I can't even download the game to try it.
I could not really progress beyond the nothing (the black screen). I tried every keyboard key, clicked like crazy all over the screen and nothing. I guess that's very thematic ;)
Mood is great in this game! Both music and graphics are very atmospheric.
I discovered one little bug - after your world becomes nothing or something, you get two options: "close window" or "restart". A "close window" option does not work.
I think you forgot to include .pck file with your release. There is only .exe in Windows version and on run attempt it just throws an error "Could not load game data at path. Is the .pck file missing?"
Download links seem to be missing from your entry.
Very fun little game. I liked the art and the dialogue was nice. Great job!
A nice idea! Shame you had not time to develop it further.
I'm not sure if that is on purpose or a bug - when I jump on a small platform made of actual pixel graphics, it does not upgrade the game, but it resets everything and returns me to the beginning.
It probably plays better on an actual touchscreen. On a mouse the controls are rather wonky (e.g. sometimes it registers one click as two at the start, basically killing you as you crash into the swinging anchor right at the beginning, or it does not register a click at all if a lot is going on on the screen).
The tiny flame is charming though :)
Would really benefit from some music / sfx. Good job for a solo jam game!
Awesome visuals!
Download links are missing.
You seem to have forgotten to include the download links.
I think I encountered a game stopping bug. After I am told to "press R at the bottom to see what that will change," I go to the left and fall all the way down. I fall through the floor and am stuck in blue limbo. And pressing R does nothing and I can still only go to the left, but there seem to be an invisible wall there. Maybe I just missed something but it does not seem like intended behavior ;).
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A fun game! I liked the graphics and the doggie is a real sweetie if you know how to talk to him :wink:
Awesome atmosphere! Everything in this game adds up to this dream-like experience. Well done! I only did not like the basketball level. Had quite a bit of trouble actually picking up the ball, kept kicking it away instead.
There skeleton tells me there is NOTHING there when I click the link. Please fix the link. Unless... this is all on purpose... NOTHING-CEPTION ;)
It's quite interesting. I liked the concept and the graphics are cool.
I did however run into some strange behavior (bug?): After I defeated the three spiders with a spin, the game just sort of stopped. I mean, nothing else happened: no new enemies, no pop-up end/proceed screen, nothing. I could still move all around the whole battleground, draw cards and such. But there was nothing to do anymore.
Music and lighting added a lot to the great atmosphere here. It felt more like meditation than platforming - which is not bad at all :).
I could also stick to the walls and "climb" using space - not sure if that's intentional. But I just could not stay on a moving platform (the one that moves left-right), it would just slide from under me and my jumping was too slow to catch it again.
Feels a bit Tetrisy :). Quite nice but everything is so slow! Would be great if you could manipulate speed of either the whole game or just the blocks that are already falling.
Letting me modify my ship was a very nice touch!
Getting used to movement controls took me a while but after that I destroyed my enemies mercilessly!
I loved the art and atmosphere!
Controlling the character feels very strange though. I think it would be much better if you would have to press some button to eat the mushroom you are standing near, cause as it is now, I just kept eating mushrooms I did not want to eat at all. Walking around is rather painful, it feels like our merchant does not really want to go where I want him to go (and that's even before he eats crazy mushrooms :wink:). Even animations have a problem with this walking system, as sometimes I was walking backwards or my head flew of my body for few frames.
@sarizard, @digitallimestone, @herex, @feingehacktes, @picaboo, @zimennik, @monish-vyas, @mrerdalural, @nachtwitch, @nikolaj, @lone-wolf. @nsadie, @ukirain, @shubart, @elmos-minion
Thank you, everybody, for your awesome feedback! This is our first project and it is so great to hear that people are enjoying it. And your appreciation for the graphics is truly elating to me! So, thank you again.
And next time we will do our best to find less annoying music ;)!
@tyfus Sorry the game does not go full screen correctly for you. After some consultation, we realized that we have zero idea why that happens ;). Hopefully, it did not spoil your experience overly much. But thanks for letting us know - maybe one of those days we can figure out where the problem lies.
@someone, @porocyonak, @ketura, @lovetocode999, @jolett, @sillyman987, @jk5000, @wolf4d, @asfdfdfd
Thanks everyone! Reading all those great comments really made my day!
And from a purely selfish perspective, double thanks to everyone who loves the art :grin:.
@realitycheck I will tell you a secret: I love that music track too. That's why I chose it :smile: However, we do seem to be the odd ones out.
And you are right, the game would benefit from some more feedback, probably some sfx when a shark (or a rock, as rocks 'bite' too) bites you would do the trick!
@whiteseraph Thanks for the suggestion! We will definitely remember that for the next jam, maybe even will do it for this one (if its not too late).
@k0haku We planned to have the monkey slappable, but then PETA knocked on our door and we got scared :wink:
@empty-set, @rodrigo-denubila, @k0haku Thanks for all the great feedback! The gameplay is indeed simple. That was actually our biggest issue during development of this game, and we were discussing different ways of introducing additional challenges for the player that would still go well with the general concept. But, as the story usually goes, we ran out of time.
Pretty cool little game. Only being able to use one skill at a time makes it quite challenging.
Replenishing food did not really work - clicking on a seaweed either did nothing or it made the seaweed disappear but did not grant any replenishment to the food meter. I also encountered another bug when a used item (seaweed, cloth for crafting) would magically come back to the inventory after pressing the UP arrow to go into crafting menu. On all three playthroughs, I did not manage to find any water - but that may be just my bad luck. Also, if I was supposed to be able to equip the crated items (hat, poncho and so on), that did not work either.
On the plus side, with all that I definitely did feel the peril of being just a naked dude in the water ;).
@himanshkumar949 You forgot to add download links to your game.
I really liked the atmosphere! Would be nice if the labyrinth had more detail to it, but it was fun exploring it nonetheless. You made something really cool under the time constraints of the jam!
Narration took my be complete surprise and made me laugh. I failed somewhere after many many more guest showed up to my party. Just... couldn't... keep... dancing anymore :laughing:
Very nice little game! Gameplay is simple but the puzzles are quite fun, if not very complicated.
I liked the graphic style and the general vibe of the game. Thumbs up!
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However, are we really keeping the cat alive if his actual state is a superposition of both death and life untill we open the box? Or are we just keeping him in a state of uncertainty :wink:
Very nice graphics and pleasant music. I liked the concept and the mood your game created!
Gameplay got repetitive after a while but while it was still fresh it was fun to figure stuff out and see how everything works. Very nice jam job!
I will not be mentioning things that I see you already addressed in the new and improved version. But the original jam version also presented me with some bugs that you may or may not know about. Once it became totally unresponsive (music stopped, couldn't move or do anything else) and once it started like this (awesome score though :wink:):
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It feels really polished and complete! The story is very extensive for a short LD time, well done!
I felt that the mini game within Tamagochi was totally unnecessary. I found myself most of the time just letting it play itself (especially that I played the Jam version and controlling such a game with mouse clicking is on buttons... uncomfortable, to put it mildly).
Some more indication when one of the Squid's needs is borderline unsatisfied would be nice. Some sound alert, preferably. Because I found myself being taken out of the story just to look if it's not dying of lack of hugs again :wink:
Overall, it's a great jam job. And additional points for using Godot engine!
I liked the visual style. Drawings worked well and the sparse color use really conveyed both the necessary information to the player and the mood of the game.
Really nice job on this one!
It is very interesting. Never played anything like that! I think you are spot-on with how the game works. Once you hit rock bottom it seems practically impossible to climb out (I thought it's actually impossible but I discovered later that I was wrong - just like in life, I guess). So, huge kudos on game design! A really though-provoking concept.
The programmer art is indeed atrocious - I won't lie. But the audio creates a nice atmosphere and after a time you get so focused on the mechanics that you stop noticing the art :wink:
My first tries in this game were as atrocious as the art :wink: . I spent whole life with zero good days - that must be some kind of record! But after I got the hang of juggling the energy, hang ups, opportunities and movement, I managed to get quite a bit of good days, even when setting a pretty shitty starting conditions.
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It was quite fun! Nice graphics and an original spin on a classic. Great work!
I liked the main hero - the art, the animation, the sounds he made. I mean, how can you not like a giant hula-hoping robot?
But the gameplay was, to be honest, a bit boring. I kept waiting for the challenge level to pick up and require me to, for example, remember and press some button combinations. But it all stayed the same, so it got old pretty fast.
Still, a good jam job this is! Didn't encounter any bugs or strangeness.
Interesting concept and nice execution. The connection to the theme of this jam feels rather slim to me. The game runs smooth and feels polished. Some background music would really add to the atmosphere!
I adored the voiceover and the concept is great! Gameplay seems simple but is hard to master - I had a blast :) and died many many many times (it was a Cat Dead Redemption ;)). The artstyle is very pleasant and it reminded me of "Night in the Woods". The whole thing feels nicely polished. Very good job.
PS. I tried holding my mouse like a gun in my belt but then I remembered that I don't have a belt ;)
Wow, so simple and yet so complicated. I found myself wishing some of the audience people would wear reference t-shirts with letters on them, so it would be easier for me to establish who is who on the fly. Not even all of them, just some reference points would be nice.
The game felt very polished. I liked all the little touches, like somebody throwing tomatoes (?), snowballs (?) at the crowd :laughing: Graphics is simple but informative and pleasant to look at. The color choices are great.
And the concept is unique. At least the first such in my experience. Really well done!
Let me say, this was brilliant. I loved the twist, the evil mastermind feel. I was waiting for "What are you doing, Dave" :laughing:
Graphics is quite basic but everything else is simply brilliant. That story behind it all, the commentary - that's what really made the game for me. Thank you for this experience!
I left... before it was too late.
It's a solid concept and I adored the voice acting! Graphics are simple but they do the job. I had fun with this.
Some feedback when you positioned the zombie correctly on the pressure plate would be nice. Just some audio effect or a flashing of the plate.
I also found a bug. On my first try, the two turrets standing between the fences on the first level were uber turrets. Their projectiles were pushing away my zombies like crazy, pushing them into the bushes and making them stuck there. I could not make the zombies move out of there, I could not kill them. So it was game over by bug ;) I restared and everything worked fine.
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Additional points for a Godot game. We also made ours in Godot!
I will not really say anything new and that is... the operation table xD!!! It really think it's impossible to interact with. I tried filling the syringe with green or red stuff, I failed. I tried cutting, I failed (I think, his life did drop but the graphics didn't change). I tried other instruments, they seemed to do nothing. And I wasn't able to interact with the operation table while holding the axe. I though I will cut the sucker open with that... but the plan failed as well.
I loved the B horror movie vibe you created with the music, the graphics, the voiceovers, the whole intro. Awesome job on that! Roger Corman would be proud :smile:
Quite a nice art and I enjoyed the idea. It is very challenging!
I found the control scheme quite unintuitive though.
I love your style! The old slides' intro, the graphics, the music, even the font (the Broadway one). I get the good old movies vibes all over.
It is a really well-made game, if a bit on the hard side when gods of RNG are not with you. The game has very positive energy and this sort of bouncy feeling that makes you want to try again and again :). It feels rather confusing at the beginning and takes a while to figure out what different stuff does and why. But it's all fun learning experience, in my opinion.
Great work!
Excellent! I didn't laugh like that at any jam game this year. The animations and the sounds are brilliant. And I loved the twist on the theme.
I noticed one maybe strange thing. Let's say I have a poor sod in my left fist. And I shake him around, as I am known to do on Tuesday afternoons, holding the mouse button down all the time. If I shake my left fist too close to my right, I change control between the fists. Maybe it's intended, cause it would make some sense, but it confused me a bit first time.
Overall, I had a blast!
Really good atmosphere and nice mechanics. I enjoyed a little bits of humor and the monster was truly creepy!
Very nice art and the music is quite atmospheric. I liked your interpretation of the theme as well!
Narrative is nice, even though I don't really like politics invading my games ;). Great job overall!
Extremely cute! The graphics are great and the characters are just adorable :). Soundscape is also nice. The whole thing feels very polished and enjoyable to play. It's not very challenging, managed with no trouble on my first try. But the various attacks felt nice and were intuitive to employ.
Great jam job! Oh, and the comic book style intro is great, you should incorporate it into the game as a cutscene!
I was kinda hoping to see my sharky character transform back to his original form at the end! But I guess you can't have everything :wink:
Very nice color choices, they did the job well! The graphics overall is quite nice.
In did not appreciate the theme at all, I'm afraid. It's not like we need more reminders of the ongoing pandemic and I don't really like when games get political.
But you did really impressive job on the game. It feels polished and well thought-out. Congrats!
Graphics and lighting in this game are just great! Exploring the world is nice and the audio supplements the atmosphere nicely.
But it very much lacks gameplay. You mentioned in the description that the sheep will follow me around and I should lead them home. But apart from the few initial sheep, no sheep I found wanted to follow me. But on the other hand, you also mentioned in the description that sheep are static. So now I am confused and I don't know if it's a bug that they don't follow or intended feature or just following was not properly implemented. I'm guessing the last one :wink:
It is a nice concept and a sheep scavenger hunt would indeed be fun if it was finished. Keep at it!
Well, I guess I figured why this game doesn't have more ratings. I wanted to play it and rate it, but am totally unable. It refuses to run (Firefox). It asks for my name but after I type anything it just hangs, the music stops, I get a flash of what I should probably be seeing and go to black screen with ellipsis, where I just stay forever.
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@fawnblue And I was pressing enter, space and clicking! Didn't think of pressing the interact button at all (especially that just earlier I was pressing Enter on the title screen) ! That did the trick, and I am playing the game now. Thank you!
Awesome! I loved how you worked with music, starting with this melancholy piano and evolving and changing it as the story went on. Armless graphics is great :wink: and I really liked how my character affected the world around her - making flowers/vines bloom as she walked. It really made the wold feel alive and reactive. All this together creates great mood.
I laughed at "toss a coin to your Withers" and enjoyed the villain's monologue overall. Although, in my opinion, it didn't really fit the tone of the rest of the game. However, I do love some good forth wall breaking - so I can forgive a little tone incongruencies.
The only thing that I didn't really like was the mushrooms. Would be nicer if you could bounce up on them every second bounce or so, not only on the first bounce.
Dialogue would often catch me mid-jump (what can I say, I lie jumping around) and I was having conversations while hanging in the air - looked quite funny. The game also completely hanged on me once, near the end. It just stopped being responsive. It was here:
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I had a good laugh with this game! It is a very impressive work for a compo game - I didn't notice any problems, bugs and so on. I loved the humor - the escort missions are indeed the worst!
Were you per chance inspired by this: https://www.youtube.com/watch?v=Ug-DZM2bhmo :laughing:?
It is a really nice community idea and it is pretty amazing that you had the fire burning non-stop for 2.5 days! Surprising and refreshing. Gameplay is, well, exceedingly simple - not much to say here :wink: and it didn't really grab me. But I can surely see how people can get into it.
Would be nicer if you provided zipped files instead of an installer. A lot of people will be apprehensive to let unknown software make potential changes to their system.
I really liked the graphic style and dashing around was fun! Music was also fitting to the whole stylistics. Well done!
I did encounter a bug though. I got stuck in a wall and couldn't get unstuck at all. Screenshot_20200430_223000.jpg
For some reason, I found this whole thing extremely funny! I am still laughing! it is definitely a new concept for me and I never seen anything like it. Why am I wearing a dino outfit? Why is there a pirate in my kitchen? Why does he hate the potato? Where does he take all the knifes from? What happened to my arms? Was I hit by cosmic radiation? Why don't I just put the potato down? Why is my potato sentient? If he is sentient, why would I want to it him? Is the potato comfortable in the foil? So many questions!
I loved the Mr Fantastic arms! Although few times I found them unresponsive, especially near the stove. They sort of glitched, I think, and didn't want to move.
Excellent! Nice, if simple, graphics, pleasant music and quite an engaging gameplay. It sort of sneaks up on you - I didn't expect to be drawn in so much :). Great work overall!
Loved so much about this game. The earthy pastel color palette is exquisite, graphics are great (and even more impressive for 3 days of work!) and the sounds, as well as the background music fit very well! The crying sound gets a bit annoying after a while but it's the only one.
Gameplay is simple but engaging and the story develops in an unexpected way! I really, really... don't want him to come and see me soon... I think it's time to move my shop! :wink:
I have only two quality of life improvement suggestions. First: I wish we could apply whatever we are holding to every plant we want before putting it down and not have to pick up the ingredient every time anew. Second: I wish the book would remember the page I was at under every bookmark (care, recipes) and was opening on that page, instead of the first page of every bookmark. It always opens on the first page of a bookmark and that makes for some unnecessary clicking.
It is completely possible to grow the target plant that is ordered without growing anything but the first plant in the chain. Not that I recommend this kind of gameplay but it is possible. Maybe there could be some way of preventing player from skipping the intermediary plants. Some additional ingredient that is needed that only spawns when you grow each intermediary plant for the first time, for example.
Oh, and I wish ESC was used to close the book.
I say, great job overall! You really should be proud!
It is an EXTREMELY impressive compo job. Graphics are great and the color choices are excellent. Music compliments everything nicely.
I didn't encounter any bugs or strange behavior. Well, maybe except for one. In the level where there are four blocks and one path in the middle of them, Rémy seemed hell-bent on smashing as many blocks as possible. It didn't really matter where I stood or whether I was moving or not - he just kept on smashing till satisfied :wink:
Other than that, everything seems to work as intended. And I successfully saved Rémy!
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Holy Chicken, that was cool! I loved the lava and the story. And the chicken ass well, praised be his name. Some great concept you have here! And really great execution. Cudos!
The concept is ridiculously awesome and awesomely ridiculous! The sound effects and the mayhem going on in front of you only add to the fun!
The gameplay gets repetitive after a time and I am not sure if there exists some end level at all if you can just do it forever. It also sometimes felt like I should hit the order target but it didn't register.
Overall, I had some great fun with this game (not sure how it fits the theme, though)! Thumbs up! :thumbsup:
I will admit, that I was slightly confused at the beginning about my end goal here. But I got unconfused and had fun instead :). I liked the graphics very much and the music was pleasant as well.
A very nice idea executed well!
The idea is nice and it's always fun to shoot some zombies. I liked the lighting effect you used.
But it definitely needs polish to make for an enjoyable gameplay: - Some background music and sfx would do wonders for creating the atmosphere - As it is an infinite shooter, you need to display some stats to the player on the game over screen. Like: you stayed alive for this many minutes and killed this many zombies. I know there is a tiny number of zombies killed at the button, but when you're shooting, you're not really paying attention to that. And without the stat screen at the end, I have no real incentive to try again and do better. - Something to refill your energy bar would be nice. Because otherwise it also feels sort of tacked on. It just keeps depleting till it's gone and that's it. It provides no further interactivity and stops serving any purpose. - Ability to control the camera would be nice (zoom in and out).
Good job on finishing a jam game!
I enjoyed playing it! The art was pleasant, if simple and the color scheme was nice. And I really liked the animations on the star character.
Gameplay is very fun. Didn't really have trouble till the last level. At first, I thought it was diabolical! But once I figured I can actually control how far into the air I throw the ball, it was fine. It was fun to figure it out :). Overall, a fun and satisfying experience
That was pretty cool!
Controlling more than one adventurer gets pretty hectic fast but the gameplay is generally nice. The lack on an ability to pause made me just place random tiles around usually and didn't leave much time to read the feedback, which is a bit of a shame.
The heart just kept falling though the floor for me :laughing: I felt as inept as in Surgeon Simulator. Nice graphics though :) and definitely an unique concept!
Very nice idea, especially with the plant battles. Felt fresh (pun intended ;) but also true). It would be great if the seed combinations had more varied effects, more flower types. The art style feels consistent and the music definitely compliments the mood.
Resolution felt somewhat strange on my screen and the text was enormous.
I had a lot of cursor problems playing HTML version. The hand wasn't appearing, I had to click around to make it appear. It's a nice concept but it would be indeed much better of you would have to collect the items. As it is now, it feels like there is no challenge really.
Quite a nice graphics and pleasant farm sounds.
Movement felt a bit strange, hard to get used to. I don't know if that is a bug or intended behavior, but picking up any carrots reset my egg count to 0, picking up eggs reset my carrot count to 0.
I really liked it! The graphics are great and the audio well-chosen for the theme. My morphling made the cutest sounds :). I didn't encounter any bugs or problems - a really polished experience.
My first morphling ended up as a guardian.
I loved the atmosphere. The audio worked well with the light and the monster roar was truly chilling. The shadow monster reminds me of Don't Starve, by the way :). The player character is somewhat too small, in my opinion and it felt strange that he is always facing the same way, independent of movement direction. I also spawned once stuck near the big rock. Could not walk anywhere for a little while, was just walking in place.
I had a quite a bad experience with ingame camera. It kept resetting to a totally top-down view. I could correct it by zooming in but it kept going back to top-down the second I moved. From top-down, you can't say who is the child and who is an adult until they actually react to you. Made the game unplayable really :(
I enjoyed the music though :)
What an enchanting world you have created! It's a pure pleasure to look at and swim around in! I liked reading the lore as well (but hey, I loved "Torment: Tides of Numenera" and that one has more words than "War and Peace" ;)).
I did experience some bugs, like my unruly food getting stuck behind a piece of coral instead of peacefully following me to the slaughter... ekhm... to my dinner party, that's what I wanted to say ;). Some glitchy movement at times.
Also one small note. You use dark color to highlight the button that is chosen, and a light one for the one that is not (I'm talking about the "restart" "next" and exit" buttons). Maybe it's only me, but it confused me very much - kept misclicking (it's almost embarrassing how many times I restarted the first level instead of proceeding to he next one because of this :D). Should be the other way around.
Graphics may be rather simple but the mouse is a great conversationalist! :)
Pretty cool graphics and pleasant soundscape!
The gameplay didn't feel very engaging. Because both kicking trees and throwing wood was done for me, it felt more like a "running back and forth simulator" :wink: And as such it was completely fine - I didn't run into any bugs or trouble. I wish I could kick the theiving deer though...
Well, I have no idea what I just witnessed :laughing: Music was enjoyable and the graphics were completely fine as well. Buuuut... I really don't know what I was playing. Some instructions or introduction would be nice.
Right clicking gives me hex grid of food products. Seemed to me that if I caught people in that grid, I got some counters on. All with Godot icon, so who knows what they were counting. I still am not sure what left click does except for display green circle.
Very very fun! Great graphics, nice buildings, inventive gameplay. And CATS :) I really had loads of fun with this one!
However, I did encounter the bug described by @jefvel and others. The one with cats suddenly just moving off the map and no other cats produced. I also encountered another bug, when a game would just place whatever I had chosen to build in the path of my mouse cursor (like a game thought that I was clicking even though I wasn't). That bug I fixed by pausing/playing several times.
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Nice spin on chess :). It is too slow though and it feels like you are waiting forever for the dice to stop rolling and inform you of result. The pieces move slow as well.Graphics is nice if simple, but the blue text color chosen is too dark and it reads unpleasantly as a result.
Overall, I enjoyed it and had time to make few coffees while waiting for the dice rolls. So, profit all around :wink:
Wow, you have the biggest jam team I have seen.
But onto the game! The concept is really cool. I loved exploring the dark, twisted forest as a representation of dealing with inner demons. The graphics were also nice and the music was very pleasant. Together they created a very nice atmosphere. Overall a very nice jam job! And I won, defeated my demons and everything :)
I didn't like two things. The walking animation - it was very stiff, like our heroine has no knees whatsoever. And the notification sound that was constantly playing in the office. It was confusing me very much, as it felt like this notification is for me (the player) but it wasn't. For the first minute or so, I was frantically looking at the screen and everywhere to try to establish what kind of in-game event is notifying me so much :laughing:
Also, it felt to me that the description of pills is misrepresenting their effect a bit. From them being "so very effective" I figured that taking them will just take me out of my headspace imediately. But it doesn't work like that. But that may be only me ;)
I noticed quite a bit of performance problems in the forest, in the web version on full screen. In windowed mode it was much better but in fulls screen forest was "hitching" all the time. It was like the movement was going on frame by frame practically. There were also some problems with layering/colliders and I was walking on top of things I shouldn't be walking on. Like this:
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Gameplay is very simple and not really my cup of tea. But I can see how people who like this kind of "clicky" gameplay would enjoy this one! It is very well-made and feels polished. Graphics are pleasant to look at and the color choices are great.
Music definitely adds to the atmosphere and doesn't feel repetitive or tiring after a while. So, well done on that as well!
I noticed that I can also keep the fox statues alive. I wasn't sure though if it mattered in any way or affected the score. But I tried my best to do that anyway - after wall, the cute foxes don't deserve to be blown up! Here is my foxy family:
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And here is my score:
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Great job on the game!
Very nice visuals and the audio is great a well. I adored the whale!
The movement felt very confusing though. Too sensitive. Also, damn hard to go where you actually want to go ;)
It's a nice game with some pleasant graphics. It takes a bit to get used to but the gameplay is fine once you do. Every level is a little puzzle to sole, which is very nice.
I didn't like that my sword/bow etc. were one-time use things. It felt really strange that I can swing a sword once, then I drop it and can't pick it up. I understand that you needed it to be that one in service of game mechanics but it still feels rather silly.
Awesome art and lovely animation! The first time I made daytime really made me laugh. The game itself feels a bit easy but the atmosphere is just great.
I generally liked it. Nice puzzle game and cool level design. Audio is fitting as well and I liked your color choices.
I didn't like that you stifled player creativity with the worm that would come and eat me if I didn't solve the level exactly as intended. For example, I built an elaborate trampoline and block perpetual jumping around system in one of the levels. It was cool but the worm said "nope".
I really liked the two cute companions. Some indicator of companion hp would be nice. And some sound effects as well.
Doing animations in Photoshop is not a good idea at all. That must have been a real pain in the... ;). Also: stick with Godot, you will love it, you'll see. We made our game in Godot as well :)
Does... does the bear eat my friend and me...?
Simple but fun! There is enough content to keep you having fun. Some sound would really add to the experience. But overall, nice job! We made our game in Godot as well :).
A really nice experience. I love the lighting and the music. Together they created aerie atmosphere. The tangled paths to chose from and an inability to go back. Whatever paths I chose, it always ended the same. That's life, I guess.
Great job on the game. Thank you for taking me on this journey.
Nice concept and the game worked well. I liked the music! The gameplay is very simple but quite fun for a while. It seemed to me that the enemies were running away whether I hit them with my rock or not - it was enough to throw in their general direction and they were already running scared ;)
I enjoyed the graphics and the music. The concept is nice but the gameplay feels a bit strange.
I am not sure why the hamster keeps dying really. He once died the second I put him down on the ground, for seemingly no reason. He just burst into blood. I also found that if you first go up at the beginning of the game, you can't jump. When I went back downstairs, I could jump. And there is a lot of getting stuck on stuff when you jump. I think Jack haven't had a shower in a long time and he keeps sticking to stuff :wink:
It definitely needs some polishing but I liked where this idea is going. Good work!
I wish there was more gameplay in this game. You have a tiny fetch quest at the beginning and that is it. I went all around the map, talked to everyone and found really nothing else to do but... well, walk and talk :laughing: And there is nothing wrong with walking and talking in the game, when it leads to something or has a purpose (character development, for example). But this just felt hollow. I know it's because of lack of time during the jam, though.
It is a nice concept and with a lot of potential! I really wish it was more developed.
The color choices, in my opinion, don't really fit the setting and I didn't like the blocky way the fog of war was "unfogging". Some more smooth transitions would be much more pleasant on the eyes. I liked the audio though, that was quite fitting!
Congrats on finishing and posting the game! :)
The different messages on the loading screen are hilarious - loved that! Audio (both music and sfx) is very fitting to the game and compliments the graphics and the general mood nicely.
I saw a strange bug on my second try with a gnome seemingly just floating away slowly with my duckling. He was invulnerable and just floooooating. I'm not sure if I actually shot him earlier and that was just a visual bug, or he was actually the legendary Invincible Gnome Thief - the bane of ducks everywhere :wink:
Great job on the game! A smooth and fun experience!
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That was really pretty cool. I liked the atmosphere that the lighting and music created. I was kept on my toes, constantly looking for charge. And I was getting lost like crazy further in the game :). But it was fun overall, felt polished and well-made.
Great work!
That is a first digital version of hacky sack I ever saw :grin: Graphics were very pleasant to look at - you chose your color scheme nicely! The game is simple yet fun. Good work!
Very nice one! I enjoyed playing it and won! Graphics are great, sounds are too. Gameplay holds up and there is definitely enough variety of buildings and guns. great job overall!
I noticed a strange bug - whenever i interacted with the repair station, I also shot my gun. This wasn't happening with Research bench and other stuff, only with Repair Station. Also, voicovers were sometimes out of synch with their respective subtitles. Not much, but still. I'm not sure if that was a fault of some game lag in the intro or just bad synchronisation.
I liked the concept and the overarching hacking story. The minigames were nothing really new, standard brain-teasers. But they are classic for a reason - they are enjoyable :).
It is a really impressive achievement for a solo job in just 48 hours! Well done!
Also, additional points for using Godot :)
The concept is quite interesting and I liked the speed changes with the power level. That is really cool! The movement rate generally felt much better in the post-jam version.
Graphic choices are strange, though, and it feels like the elements don't really go together. Like it was cobbled together from random things rather than created in a consistent style. When I played a jam version and I encountered quite a bit of bugs - I kept getting stuck on the elements of environment. But I tried the post-jam version and it was much better there. So kudos :)
Minigames gave me some trouble. Sometimes they seemed not to perform as expected (for example, dragging a note and the name of music genre seemed to do nothing). I don't know if that was a bug or I missed something.
Amazingly cool idea! I loved being an actual tower defending itself :laughing:
Aiming felt kinda slow to me. But that may be just because I sucked at it ;).
Very nice and fun experience. Great work! I have one nitpick though - the text on the cards could be bigger, would be more pleasant to read (especially the italics).
Argh! A pirate theme never goes out of style! It is a shame that I had to sing my own sea shanties, as even the most drunken of sailors run away when I sing. Other than that, the game was fun. And with more variety of events and some shanties it could grow even better :).
The normal mode felt too easy though, didn't even have to send anybody down the plank and mutiny meter stayed at zero the whole time - they were all very well-behaved pirates ;). Would be cool if dragging one pirate on top of another would make them change places.
Great jam work, maties!
@pilarius balancing the game is definitely not easy, I know. I loved the unfair mode. Totally kicked my backside the first time I tried it (I ran out of everything and was mutinied to death before the first port even) :). So I had to learn to do better!
@pilarius I can elaborate even further, if you want :). You have all those nice mechanics (slower regaining of morale with food, faster regaining with rum, run lowering work efficiency, sailors getting demoralized faster on the crow's nest and so on - by the way, I dunno why they get so demoralized on the crow's net, I always loved it there). And it feels like exactly none of it matters in the normal mode. You can just shuffle your sailors around and, as long as you don't let a morale of a guy fall to the floor, you're golden.
In Unfair mode, it's great. You have to understand and internalize all those mechanics you took the time to create for us. My pirate arse was kicked and I learned that I have to prioritize speed before the first port, or I'm screwed, I cannot afford the luxury of crow-nesting a lot before I can hire more help. And that was fun! It was fun to learn and fun to apply and see it working out for me.
I will try to resist swimming with the sharks. But, you know, after so many weeks at sea - anything can look like a mermaid :wink:
I liked the general atmosphere. The graphics are very simple but informative. Very hard game to master but well made :)
Well, you made Tamagotchi:). And it is completely fine for what it is. Very cute and great sound choices!
Although I seem to be killing my pet with happiness whatever I do.
It's quite challenging and the concept is nice. I found the fact that my gun looks exactly like my arm initially extremely confusing.
Also, my daughter got stuck behind a wall (in a place that maybe I wasn't supposed to jump to). She never got out of there, just jumped up sometimes. But she was still admiring me and everything, so I had a easy mode :wink:
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The game kept crashing on me :(. I made the screenshot of the error
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This is SUPER fun! I loved both the animations and the sound effects. And I always wanted to eat the football team :laughing: Everything in this game just comes together so well - it's energetic, it draws you in and keeps you there.
Graphics is simple but does the job well. Sometimes I got completely turned around after feeding on a tasty football player and it took a second to get my bearings. But that's just me ;).
I noticed one bug - I tested, and I was able to reproduce it 100% of the time. When playing a web version, after you press F to go full screen, mouse clicking doesn't initiate feeding (clicking just does nothing). Up arrow still works fine and after you press up arrow once, mouse clicking starts working.
I managed to beat the Par only on level 2. But still!
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And thank you for participating in our **Feedback Exchange** program :smile:
So cool and surprisingly engaging. And now it's decided: never having one of those little nightmares :laughing:
Very competently made game. I noticed no bugs or strange behavior. Graphics were cool and clean, audio was great. Very good job!
It is pretty basic, but what it has in it works well! There are no bugs, crashes or strange behaviors. And it is quite fun for a while. Although insanely hard!
I don't know if there is some end to it or you can just go endlessly. But if you can go endlessly, then some high score when you die would be great. Like: "you have defeated this and this many enemies and managed to survive in the woods for whooping 30 seconds" - you know, like in real life :laughing:
Graphics are also simple and if I may present a criticism here - background it too busy. Too much texture in it, obscures the important things unnecessarily. Sometimes less is more :smile:
Overall, you should be proud of finishing the project in such limited time! And it works! So, I say, well done.
It is poorly balanced :laughing: - too easy. But I had lots of fun playing it anyway! Music is so greatly made that it's still in my head. Graphics are quite nice as well, except for the card effect font choice (the hollow text is poorly readable on the graphic). And my favorite building is the Holy Mole. I do bow before his holiness!
Really nice jamming!
Incidentally, we also made a game about defending a tree for this jam :smile:
Very cute graphics and a unique take on the theme! Great job on that!
It would be nice to have feedback on pressing the buttons (some light-up of the button you clicked). And maybe get rid of "open door" option altogether. The sourdough monster doesn't seem to scare customers or anything, so it would be more streamlined if our baker would just open the door whenever we chose "feed" and "use" options. Some background music would also add to the atmosphere.
I liked the mood you created in the game. Music was very nicely done and the color scheme is great as well. Two thumbs up for the atmosphere!
The gameplay itself felt a bit lacking. It feels meditative though, especially watching your trees grow around you :) - that might be what you were going for! The guardian themselves seemed not to stray far from their trees often, even those that were the attacking kind. As a result, there was not much attacking of the enemy monolith going on unless you started planting your trees close to the red forest.
Very nice jam job overall.
Wow! Very cool! Great atmosphere and nice voiceovers as well :). very enjoyable to play. Didn't run into any crashes or issues really. However, I do think that the custodian could be walking somewhat faster.
Overall, a great job!
Very beautiful. The art (both the pixel art and the drawings) is great. I especially liked the character drawings. Gameplay is fine and there are enough puzzles (albeit very simple ones) to give variety to the game. Worldbuilding is also nice, I enjoyed it.
I wish there was away to click away the text reveal animation (and jut reveal the whole text) - but sadly, clicking anything just cancels the text completely.
And I have one story problem... how did the last lady you meet get through the bridge? I mean, the bridge didn't collapse behind me when I crossed it, so if she solved the same puzzle and crossed the same bridge - why wasn't it rebuilt? And if she didn't cross the bridge, then how did she get there? Did she fly on a big eagle (or teleported - are there teleportation powers in this universe?)? And if she flew (or teleported), then why she was too late to save her fire? Did she procrastinate too long on getting the cure and just one day was like "Yeaaaah, I guess I can fly and get it now" but it was somewhat too late? :laughing:
@thomas-lean I accept your B movie, science mumbo-jumbo explanation, sir :wink: We all know it's always the fault of black matter after all!
That was a very relaxing game. Music was great, artwork was nice and clicking away all the bugs and clouds got somehow addictive. I don't know how you did that :). A great jam entry!
But I feel like I have to say one more thing. And that one is: we also made a game about defending (*insert drum-roll here*) The Tree of Life. Great minds think alike :grin:
The art lured me in. It's truly awesome. Loved it! And the music choice is also great. Lich's comments were a great bit of polishing, added a lot to the atmosphere.
Gameplay is just not for me, as I truly dislike clicker games (as I said, art lured me in and I thought it will make me stick around). I stuck around to see how the story ends even though I got bored by gameplay enormously - so that says only good things about your storytelling and, again, the art! :smile: I bet people who actually like clicker games will love this one.
@vex Yeah, I read in the description that there are 5 different stories. Maybe one day I will steel myself and click again ;).
Also, definitely not your fault that I didn't like the gameplay. You just happened to chose a genre that I don't like and than reeled me in with this awesome art of yours anyway.
There is A LOT going on in this game. I think you overdid it somewhat on the popups - you can get like 10 at the time and be completely swamped by them. And there is already a lot to keep track of without them. In my opinion, you could get rid of the popups altogether.
Graphics are nice, doggie is cute and I really liked the concept of this game. It is an amazingly impressive achievement for two days of solo work! I don't know you did that but I bow to you, sir!
Enemies were tougher than I fist expected and my first unicorn died in paaaain. But I was a better caretaker to the second one and all went much better :)
Nice graphics and pleasant gameplay. I didn't experience any issues really. So: a great jam job!
This is more engaging than I initially thought! I found myself restarting and doing the "just one more try" thing :smile: I really liked the slightly psychedelic feel to the graphic design. Show how much you can achieve with just practically basic shapes.
Music went extremely well with the graphics and everything created this energized, hectic feeling. I totally sucked at this game but I liked it!
Great fun, great job.
A good kind of ridiculous! I liked the music changing between rooms, but I just wanted to stay in the metal one ;). It is a very pleasant jam game!
As a proud C64 owner, I can say - that was super fun! Great job on the game! One of my favorites this Jam. I loved the concept and the graphics, as well as sounds. All went together super well. I spent most of my time in top-down view anyway :laughing: Gameplay was great and I actually liked that there were no checkpoints - it accented the old-timey feel of the game.
I wish there was an easier way to tell which way your tank body is facing in the top-down mode. At the beginning, that was my one and only cause of death: I thought my body was facing side x and it really wasn't ;). Afterwards, I just started double checking in the other camera views.
I also wish the ABot was displaying his text a bit more rapidly or that we could just click to cancel the typing effect and see it all. The typing is somewhat slow.
I encountered a bit of bugs. Nothing game-breaking. The C64 sometimes did not react to command (thrown syntax error) and I had to repeat it. Like this:
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Also, not really a bug but a thing: ABot tells me that I can put any number after the MOVE command. But that is not true. If you put a number of 10 and above it is treated as 1 or just ignored altogether.
When playing in full screen in the browser, buttons (like the "next" button) become unclickable. And some strange artifacts appear. Makes it practically unplayable full screen in a browser. Like this: Screenshot_5.png
Awesome concept! I really enjoyed it. The music was pleasant (traditional version) and the color choices really exquisite! The resulting speeches were a bit ridiculous, a bit crazy, and wholly great! :smile:
Great jam job! Here is one of my inspiring speeches:
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The web version didn't want to load at all (Windows 10, Firefox), it was just stick on "Loading game for the first time..." forever.
I liked the Oookie - he is like a giant turtle :). Jumping with Z felt strange though, I kept wanting to press space instead.
As it is now, it doesn't feel like a game. It feels more like a short-form movie and as such it has an Aronofsky vibe to it, but is much too short to convey its message well. Visuals and the music are suitably disturbing for the general theme you are going for (as I understand it, at least). Now you just need some game in your game :wink:
@splitpainter I recommend both Pi and Requiem for a Dream, Fountain in a lesser extent. Don't get me wrong, this is not the same theme, just vibe :). I think Pi is the one that especially came to my mind when I was watching yours.
@splitpainter You're welcome! Enjoy :). I'm always happy to spread good cinema around.
Nice voiceovers and the intro really set the mood nicely. It will hunt me for a while.
It would be good if you could skip the into cutscene, when you fail and want to try again. Some more player feedback during the game would also be nice, some indicators of what kind of impact your actions are having.
You created a Wall-E without Eva game ;)!
A very nice game with truly great atmosphere. It took few tries to get a handle on things but once I did, I had fun with it. For example, it wasn't immediately apparent that the droid has a battery on his back (I didn't zoom in from the start and it wasn't visible at the distance).
Graphics are pleasant to look and the soundscape is also nice. The background music bets repetitive after a while. Gameplay gets repetitive after a longer while but it's really to be expected in a jam game.
Overall, it is an extremely impressive job for a compo! Hats off to you, sir or madam :smile:
I loved that the game refused to quit and just told me "nope" :laughing: It is a fun little shooter that I totally sucked at (as in any shooter ;)). I tried tough, I tried and tried and got to 10 even at some point. Personal best! I liked how you showed the health of the slime directly on the body - awesome effect!
I really liked my slimy glowy character overall. And, I'm not gonna lie, I liked that sometimes enemies were kind enough to just stand there while I was shooting at them. Some might consider it a bug, I think it's a feature :smile:!
I met one actual bug. On one of my tries, after I killed the first enemy, no more enemies appeared. I was just standing there, in an empty room, undisturbed by anyone. So tranquil.
Oh, and I sometimes had trouble picking up batteries. They seemed a bit less responsive to me pressing E than I would like. But that may be only me.
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OMG, Flerg is so huggable! I would be his friend. I really enjoyed the graphics (especially Flerg himself, can you tell ;)?) and the piano music really added to the atmosphere.
Gameplay is simple but fitting to the overall feel of the game. Would love more than two levels. Great job overall!
Interesting take on the theme. And a very challenging platformer thanks to an unique way of controlling the character, as well as some smart level design.
The art and the music clashed, in my opinion. The art is simple, dark and moody. And the music is very energized and chipper. I would change to music. Maybe to something more sleep-walking ;).
Very charming! Graphics are great and the music compliments them nicely. I enjoyed the level design as well. The only problem that I see is that it makes little sense to attack the fire enemies - they re-spawn rather fast and it just makes much more sense to avoid them and just proceed in your search for your hat :smile:
Great job overall! I really enjoyed it!
Funny game. I enjoyed the off-screen comments very much and the wild wild west music was pleasant. Very nice atmosphere overall. I liked the interactions with the environment.
Funnily, some outlaws kept walking once I already tackled them to the ground ;).
This game is kind of addictive! I found myself restarting and trying again and again.
As nice as the fire particle effects was, it was kinda unfitting to the emojis. Something more drawn, cartoony would work much better. Or maybe if you made your emojis from pixel art - the divide between styles would not be so big.
Graphical incongruities aside, I had fun with this little game! The gameplay really has something charming in it. Well done!
Purely adorable! The graphics and the audio go together really well.
The game is quite challenging but that's okay :). The only thing I didn't like is a very round collider on those platformy thingies. It was hard to push them when needed (as if you just kept pushing, you ended up going over the top to the other side) and very easy to slide of them when you were jumping on them. I guess that added additional difficulty but just not in a way that I enjoyed.
I really like the concept here and your take on the theme. Well done!
PS. And additional points for making the game in Godot! We also made ours in Godot :)
If you will forgive me quoting one of the worst Godzilla movies of all time: "That's a lot of fish" :wink:
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That was quite a nice little game and a very impressive piece of work for a compo! Everything seemed to work as intended and I didn't notice any bugs. Graphics are simple but informative and the music was alright as well.
Very nice concept and I enjoyed the graphics! It gets so hectic and messy! Pure fun to play.
And the music complimented the graphics very nicely. Congrats on a great jam game!
Nice graphics and fitting audio. And the concept - I LOVE IT. I mean, you had me at "be free!" :smile:
The game itself could be somewhat frustrating because of lack of checkpoints combined with the design of the world (many nooks and carnies inside the houses). I once shot myself into an impossible situation - stuck between the wall and the cabinet. And all I could do is watch my fish slowly suffocate. A sad day was had by all. The fact that you have to start at the beginning after such events (especially if they happened after a long time of playing already) really discourages you from trying again.
Don't get me wrong - lack of checkpoints is generally fine and I love games that challenge me. But lack of checkpoints in a jam game probably makes a big difference - a lot of people will just give up instead of trying again.
In any case, this is one great jam game! Cudos!
This game is murder on my fingers but I finished it. The concept is cool and the graphics is pleasant to look at. Energized music is well-chosen as well.
However... I will be honest - it would be much more of a game and much more of a challenge if you would have to press only chosen buttons when the light up, for example. The way it is, it's just a button mashing simulator :wink: - no real challenge, just need fingers of steel.
Also, your text needs some work, corrections. Many sentences are not capitalized, punctuation is poor at times and there are mistakes (like: "to all unit" instead of "to all units"). Some dialogue also goes by too fast, in my opinion.
But I didn't notice any bugs and everything ran smoothly!
It's a nice concept but I'm not sure how it fits into the theme. What am I keeping alive? The city? The police force?
In any case, idea is good and I liked how the sounds of different songs mixed together and changed as you travelled around the map. The sound is very nice in general. And juggling of everybody's musical preferences can be potentially very fun.
What muddied up the experience for me was performance. Many times, after I paused the game and later unpaused it, I could not make the camera to move around the map anymore. It took some random clicking around, pausing, changing speeds to finally get it moving again. And the game was all the time running, of course, making me essentially unable to play. I also experienced other problems with the camera panning around the city - speed was very inconsistent, sometimes fast, sometimes slow, sometimes it took ages for it to start moving.
It is an impressive jam job overall, but could use lots of polish on top :)
I positively loved the dino though :)
That was quite an accurate representation :laughing: I quite enjoyed it! Well, except for that god narration - what the fresh hell was that? Felt totally out of place to me.
The boss itself was quite weak (I don't mean hp-wise, it took proper ages to kill him, I mean attack power) and the healing too easy - it felt like no challenge to keep everybody alive and I could outheal the floor aoes, so no reason to use the push allies skill, really. Wish there were portraits of teammembers to click on for targeted heals - would be more pleasant than searching around on a map.
I was sad to discover that the narrative drama is not really reactive. After Ellefys offered me to stop healing the others, I told him to suck it and stopped healing him instead, see how he likes that :wink: So he died but there was no reaction. Sad.
I was also sad to discover that my character is a sucky healer. I mean, what kind of healer lets the tank die all the time? You always keep the tank alive! :wink:
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@jalik I meant the one playing from the radio, nothing in the story. I played the game again just to check :) and it's called "watts_lullaby"
Very nice mood in the game and a competent platformer! I like the aesthetics in general and simple graphics worked well here. I didn't encounter any bugs or issues - it seemed well-polished. The light mechanics are great!
I had lots of trouble figuring out where to go after M.L. King's bonfire. But it was fun exploring and dying to try to figure that out ;)
The graphics is really nice! As @pilarius said above, you really should use some of that and make a nice thumbnail.
The game didn't have any audio for me (and that's a shame, it could really use some to compliment the atmosphere). But I see that you didn't opt-out of audio category, so I assume there should be some audio and it's a bug. Some explanation of controls and gameplay, even a short one, would be nice.
I felt completely confused and lost at the beginning. And even after a time, I still had only half of an idea about my goals. I mean, who is Iriginim and how exactly do I save him :wink:? Why do I want to build those defense tiles if the enemies just stroll away? Why can't I build more shooting tiles? I had so many questions!
Clearly a lot of work went into this and it would be a much better player experience with some explanation.
I tried on Android and it seems impossible to me there :wink: On PC it's much better!
I liked the "just keep running" concept and the execution was flawless really. I didn't encounter any bugs in my attempts and the game seems polished well. I suck at it, but it's polished well :smile:
Great work!
I liked the animations and the audio was nice. I adored the creepy atmosphere.
It took a while (or rather, it took some vampire deaths ;)) to get used to the controls. At the beginning, I was quite confused. It's not easy commanding the vampire around!
Well, that was some hectic pirate fun. I do have to wonder though, how do you make a mermaid your lover exactly :wink:? Hmmmm.
In any case, I liked the graphics and the ridiculous story set up! The gameplay is very simple, clicking around is usually not what keeps me engaged ;), but because of the fast pace of the game, you don;t get bored so easily.
Good job for a jam game! Congrats!
I did it! I spread the love :)! I liked the graphics a lot and the music complimented the atmosphere nicely. The idea is great. As my husband said "Hey, this game has a Free Love dispenser" :). That's really all you need to know ;).
I encountered some bugs with enemies during my gameplay. Poor angry bas... ekhm... people were getting stuck behind scenery all the time, trying to walk into house walls or into a tree trunk. ALso, the game didn't really end. I'm not sure if that's a bug or just no time to program an end screen.
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@sandra-jasionowska Silly me! I completely forgot about the coffee shop!
I really liked this game! The last one I played in this Ludum Dare :). I wish I could have played it with my graphic tablet.
I enjoyed the atmosphere, even the lack of music fit somehow. And I really liked the gameplay! I met a bit of a bug when game would not recognize that I stopped holding left/right mouse button and just kept drawing. I also wished the control was finer as it was impossible to erase only one of the lines when they were close to one another.
Also, you could draw a line through the ball and that would propel the ball forward - a bit cheaty :wink:
But overall - a great and unique game! Thank you for it!
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I take it back! I can play it with a graphic tablet! That makes this game even more awesome :smile:
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The root just chilling out on the leaf of his plant at the end makes no sense - he is a root-man, he should not be up there :wink:! I enjoyed the atmospheric music and the animation of the root-man was great.
The game hitched from time to time but I noticed no other issues. I wasn't able to hurt the enemies from behind, but I am guessing that this was intended (worms after all)
I adored the style of this game. Graphics are truly great, soundscape pleasant and the gameplay inventive. It is a great jam achievement, I say. It was really challenging to time throwing the capsule and jumping sometimes, especially if I accidentally ended up catching the capsule mid jump, loosing momentum and falling into the pit. Good time :wink:
I loved the idea and the beast was pretty fun to feed.
Performance was very bad, though. Started out completely fine. After about two waves of enemies is started dropping and after the third wave it was abysmal, a slide-show at times.
The timing of the waves could be tweaked. The waves come very fast one after another at the beginning, leaving you little time to feed your beast, not to mention explore. Afterwards, between the gates, there were zero enemies and no activity what so ever. And after the second gate they started coming again like crazy.
Pretty nice and a extremely impressive solo job for a short jam time. Shooting felt satisfying. I encountered a bug though when the enemies stopped coming and the way forward didn't open. Happened twice. I was just left standing there, neither failed, nor could proceed.
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@robowarrior1982 Yes - it was html version and in a very first level. First "gate" opened no problem, second doesn't want to. I'm on Firefox, if that matters.
Very cool concept. The music and piraty sounds are very cool and it's fun to give orders to the beat. I suck at rhythm games but here it was easy enough that even I could do it :wink:
Graphics are also very pleasant to look at. Overall,a fun game!
The graphics are absolutely adorable. I didn't really like the jumping. It felt like the koala is weightless - I guess it's because of the slow animation or something along this lines. But otherwise, I have no complaints and I did my best to take care of the tree!
Incidentally, we also made a game about protecting a tree for this jam :)
Interesting interpretation of the theme! I liked the graphics an the audio a lot. Gameplay didn't really grab me but it was fun for a while :)
Extremely engaging! I found myself replaying and replaying until I achieved true mastery :wink:
You have some solid mechanics and very well-chosen theme. I will go get that coffee to slow my own procrastination!
Gameplay was definitely not my cup of tea. But I loved the graphics and the music - you created a very pleasant atmosphere! An the game itself felt polished. Great work!
I really liked the music - it created this relaxing, picnic atmosphere. I wish there was a bit more of it!
Bee movements felt strange to me. First, it felt very strange that you can turn with A D, but you cannot go straight with W. Why? Also, happened to me a lot that I was pressing up arrow, which should be making me go straight but was just making me spin around. Not sure why.
Addition of some slapping sound effect when the bee gets damaged by the hand would go a long way in providing player with feedback.
Overall, it is a good jam job and you should be indeed proud of finishing! Just slap some polish on top :)
Very nice music and pleasant graphics! When it came to the world design, I didn't like forced invisible walls - broke immersion quite a bit. Consider putting some elements there that would be naturally impassable for the player (road works, thick bushes, high walls, unexplained rifts in asphalt ;) etc.)
I found it pretty hilarious that the child of my character has a name but the wife is simply "the wife". I can feel the love in this marriage already :laughing:.
The story is pleasant and branches out nicely. Good job on that! Although I don't really appreciate your choice of theme (it's not like we need yet more pandemic reminders, I have quite enough outside my window). But that is just my personal opinion. And I found things that gave me pause - like when I come back home to a murdered wife and child, yet there is zero reaction from my character. He just keeps going like nothing happened, even leaves them there on the floor. I guess he can just get another "the wife", but son he did name :wink: I know it's all on jam time and you can't expect polish but still - this felt bad. There is overall lack of consequences to many of your actions. You can shoot everyone and nothing (well, you will have much easier time going to the store, but that's it). And in a story-based game, that feels bad as well.
Text itself also needs some work, I ran into several writing mistakes.
It is a solid jam game overall.
False advertising! FRIENDLY fire... right :wink:
This game surprised me! I didn't expect so much story i a platformer, I didn't expect a guitar hero in a platformem either, and I didn't expect the ending. Well done, sirs and/or madams! I really enjoyed this game.
What I didn't like was the music at the end and the fact that with multijump you could easily bump into invisible walls at the edges of the area - breaking the illusion. Some impassable mountain there or something would be nice instead.
You had me at "The crash-landing went well" :smile: The adventure kept my interest, even though (logically for the limited jam time) there were a lot of things I couldn't examine and try to break. I enjoyed wandering the jungle. I only wonder if there was a way to catch Henry - I couldn't find any, he was running away too fast! A mystery of Henry and a unicorn.
It is very nicely written and I didn't notice any mistakes (and I always pay attention to text closely and see stuff others would ignore, a professional quirk :)). In the end I was saved and both me and the Orchid were in great condition. I headed the warning about sound effects and I lowered my volume too much - I think I missed out on some sound effects at the beginning. But I bumped the volume up again after a time of not hearing anything.
It is a really solid LD entry. I say - good jam job!
And, I even made a "map" in Notepad++ while playing :) Screenshot_5.png
@frank-gevaerts Dammit! Now I need to find it ;)! The typo, I mean.
Absolutely loved it! It felt very satisfying to figure out and plan the levels (reminded me somewhat of "Katana Zero" in that) and the difficulty increase curve is well-planned as well. Graphics is great and I positively adored the comic intro and ending.
And even though the music is not my cup of tea, I think it fits very well. Overall, very polished experience and a great game!
I enjoyed the general feel of the game. The music, the color choice, sketchy drawn graphics, the atmosphere. It felt like a story time by the fire. It felt polished and really well-thought-out. I enjoyed the story and wondered, can I achieve a different outcome at the end :). I will definitely play again and see.
Found some small mistakes in the text, but noting major. Like here there is "are carefully to listening your words", "to" is in the wrong place :) Screenshot_4.jpg
Overall, a great job!
Nice graphics and the general atmosphere. This is really impressive.
But the game worked strange for me. It didn't allow me to go into a next room. When I crossed the threshold, it just kept teleporting me back. Maybe I missed something. I tried picking up the water right before crossing - though that that may have something to do with it. But it didn't help. I was permanently stuck in the first room.
Quite an engaging game! The words didn't move when I connected them - they always stayed in one place, frozen exactly where I caught them with my idea rope. I also didn't hear any audio, which I assume is some bug, as you didn't opt-out of the audio category.
The saturated pink background is not the best idea. it is tiring for the eyes to look at it and it makes it harder to focus on the words floating about. If you want to stay with pink, I would suggest something more de-saturated (like #D982A2). But it would be easier on the eyes to go for some darker (so the white text remains visible, of course :)) pastel blues.
A cool idea and a great job overall.
Got just over 34000 idea points Screenshot_4.jpg
@shakedimus You are right! I run it, observed closely and the words do move - just with delay. I wasn't (obviously) paying attention to the movement of the words that I already caught and connected, as I was busy with a hunt for others. But now I specifically looked and yeah - they do move, just some time after they are connected :)
@shakedimus *tips hat* Why, thank you :)
I loved both the graphics and the storytelling! Really engaging! very nice job on the game. The battle music was nice but if felt too loud in comparison to the rest of stuff (sort of took me by surprise the first time and deafened me somewhat ;)).
The wrong opening typographic quotation mark (the closing one used as opening one) in many places was bugging me a lot :laughing:
In some fights, depending on the positioning, UI elements were obscuring battlefield stuff, so I couldn't see - fro example - what the Vampire is buffing himself with. Maybe the UI elements should have some transparency or just be moved completely to the side of the battlefield.
Everything in this game felt so slooooow. It created a kind of meditative atmosphere, not really fitting to the premise of going to rescue a fox that is dying. The lumberjack is in no particular hurry, he attacks slowly, he strolls and so on. Even the sound ambience and lighting support this meditative atmoshphere. It's a nice atmosphere, don't get me wrong, but it clashes with the premise of the game so much that it just destroyed my immersion completely.
It's a pretty cool puzzle game! I liked the music and the low-poly blocky art. Colors are just great and the bouncy quality of the whole world is adorable.
The setup is very corny but that doesn't matter much :laughing: Some additional sound effects would flesh out the world even more.
The only thing I wish is that the character would keep moving when we keep the button pressed, so you don't have to pres and press when you want to move the same direction for a longer stretch.
Very impressive compo submission!
Very cool little game. I enjoyed playing it. Graphics are simple but putting everything in this snow-covered serene landscape really works beautifully. And sounds are nice as well.
Gameplay gets repetitive after a time but I found that the game is just long enough for that not to be an issue. I also think that you should start the player of with less supplies. As it is now, danger of running out of anything is really low and I ended up with loads of wood and deer meat; wasn't worried at any point about my supplies situation.
I kept Emily alive through the snowstorm! But I kinda wish you went with your original monster idea instead and combined it with this one. I mean, if I would be keeping my pet monster alive, I would understand that he is not helping me with chopping trees and hunting. But Emily? She is just an unhelpful, lazy, demanding, bi... :laughing: Sitting by the fire, gnawing on roasted deer leg while I freeze my ass of in the woods! I am not surprised that some players in the comments decided to shot her instead :laughing:
The itch.io link you provide is not for your page, it's a link to a general list of games with ld46 tag. Would be nice to fix it :) I like the graphics and the ambience! But my friend were complete bastards - I'm coming to the fire chased by a monster and they don't even look up from their drinks ;).
The link provided doesn't work. You probably forgot to set the game to public (publish it, basically) on Itch. It is private by default, hence nobody can access it.
The simple gameplay is quite fun at first but gets somewhat boring. There is no overarching story, no aims, no danger - so it feels like you are just clicking the same stuff over and over. I got to room 13 and saw no point in continuing. Some direction or and end goal would be nice. Why am I crawling through this dungeon? Will I ever get to the end? Should I be gathering the flame or is it okay to spend it on chests?
Some audio would definitely add to the atmosphere as well. I didn't hear any. But I see that you didn't opt-out of audio category, so maybe it was a bug and there is some effects/music. If so, I hope they are cool :).
I also don't see how it relates to the theme - what am I keeping alive by crawling through this dungeon ;)?
Pleasant music and graphics! Gameplay is, to be honest, not my cup of tea but I was never much for gardening games (or for gardening itself, for that matter :)). But I think the concept is well executed and feels very complete.
I really liked the atmosphere the audio and lighting created. Solid entry! And quite challenging.
I loved the storyteling and the art both! Music was also nice and complemented everything else. It reminded me a bit of "Banner Saga", minus the cursed dragon ;).
Great job on the game! I have like zero complaints about it and will definitelly replay it!
I really liked it! It was truly engaging. Graphics were nice as well. Great job! Text itself could use some work, though. Many sentences are not capitalized and I found typos. There is one even at the very beginning, where it says "This Expedition have one purpose" and should be "has".
I won on my fist try but by the skin of my teeth really ;). Ended up with a lot of food though, nobody ever went hungry.
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Simple yet engaging! I had fun playing it.
It felt strange to me that you can just shoot through the walls and the enemies sometimes were just standing behind the wall, doing nothing, like they lost their nefarious purpose in life ;)
So Pratchett was right! We do live on a back of a giant turtle! But why is the turtle not standing on elephants, I wonder...
When I first read in your blogpost "relaxing 3rd person shooter", I thought to myself "Well, well, here's a paradox not to be ignored". But damn, you were spot on! The game is truly relaxing, meditative even. The platforming bits are not overly complicated and only add a bit of spice to our exploration of the turtle. I really liked how the elements of the environment appeared and changed.
At first, I had an impression that hit detection is somewhat off. But that went away after I got used to my water gun and how it works. The only thing that spoiled the experience a bit was a buggy camera. At times, it just moved strangely, showing me only my gun, disappearing the character entirely.
And I loved the intro! @
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The game looks very nice graphically. I really enjoyed looking at it! And I like the concept a lot - feels like "Jack and the Beanstalk" fairy tale and the aesthetics reflect that as well.
However, because of the controls it is very unpleasant to actually play. You cannot move with WASD (D works but W and A do not), so you have to move with arrow keys - which is fine in itself. BUT you need to control your camera with a mouse and you jump with SPACE. That... that makes the game only playable comfortably by people with 3 hands or by those with a veeeeery long pinky on their left hand (to press SPACE while moving with arrow keys) :laughing: Maybe it was a bug with controls?
I also found it unintuitive that you cannot step on the root itself, only on the leaves, you just fall through the root. And I encountered some visual bugs with the root actually disappearing totally.
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Congratulations on finishing that jam!
@bomb-x You could have just added in controls layout W as alternative to Z for moving forward and A as alternative to Q for moving left. This way you have both French and non-French keyboard layouts working just fine and you can configure as many buttons as you like to do the same thing :)
And adding another keyboard layout to the system is not all that much to ask - I personally already have 4 different ones for all languages that I am typing in :laughing:
But what you really should do is include this info in your description. You will avoid a lot of player confusion. Cause most languages use QWERTY layout (even Cyrillic alphabet languages still use QWERTY).
My friend survived and went to watch TV I guess :).
Pretty good concept and I liked the execution. Would be even better with somewhat harder puzzles to figure out!
The concept is very funny, I enjoyed it! I liked the background music as well, it created mood well.
But the gameplay is so not for me - my poor, poor finger :laughing:
I really adored the oil/dry pastel drawing style. Each plant is different and definitely unique, which gave me something nice to look at to compensate for a very simple gameplay :smile:
It is a very nice jam job!
One thing I noticed is that the plant on the right in the second row can be a bit hard to target when it's tiny (as so much of it is hidden behind the plant in the front. It's completely fine when it grows up though.
Beautiful art, I really liked it. The game feels polished and really well-made. Great job :)
But, if you are not in a hurry, you can win by practically doing nothing. Put the astronaut somewhere near top of the screen and the stars will gather themselves in time, no attraction cannon needed. And you can just keep holding the lmb down and move your mouse willy-nilly around - nothing will be able to even get close to you. Not that I am advertising this way of playing ;) - but it is certainly possible. And it probably shouldn't be.
The game over screen is the saddest thing I ever saw! I loved the unicorn animations in this game - both of it dancing and of my character carrying it. The art overall is pretty cool and the soundscape is great as well.
The concept is great - just the right amount of ridiculous!
The shooting I didn't much enjoy at the beginning. It felt like I have the slowest gun in the world :laughing: Some picking up of the pace would do this game much good, I think.
Awesome atmosphere you created! Graphics, audio, lighting - all adds up to a great experience! Amazing job.
The only thing I didn't really like was the aiming. Maybe it was a bug, but you can't see the aiming square until you are actually throwing. So, you can't really aim.
The sound radar is a very nice concept. I also liked the duotone of the color choice :). It is a really solid game and I enjoyed exploring!
Human race died a lot, though, I must admit.
Pretty enjoyable and quite meditative! Nice job. I found myself just observing the animals, frolicking around :). The graphics is very nice (I know you didn't make it but it's still nice :)) and the sound effect add to the experience. Some background music would be great.
The games lags pretty badly in a browser on a full screen. In a window it's fine.
@ausstein I didn't put it in fullscreen from the start, so it's really hard to say when the lag started happening exactly. But it was pretty early, as I first put it on fullscreen when I barely had bunnies. I was on a pc with intel i5-6600k, geforce 970 (4gb of memory) and 16gb of ram at the time.
@ausstein I did indeed go for a lot of grass early. Quite a lot of grass actually. I am of Firefox. And I also have uBlock - maybe that could be causing lag? I always make sure to unblock relevant scrips but sometimes hell knows what the uBlock is screwing with :wink:
It was fun for a while and the doctor comments were funny as well. Especially the "You survived, look at that!" - I love how it's said :smile:
However, the gameplay gets boring after a while. The difficulty doesn't go up with upgrades and it starts just feeling like a chore with no really challenge to the gameplay. Some balancing would be most beneficial here.
Also, the pimples appear just about everywhere - on the teeth and on the heir as well. Also, completely outside the character, just floating in the air. Those are some powerful pimples!
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Greetings fellow Godoters :). Yes, Godot is indeed the best!
I loved the color palette you have chosen and the music very great, very relaxing. Concept is great and unique! Really nice idea.
The gameplay itself could still really use some work. It was sadly very unclear to me what exactly I am supposed to feed my little birds and how to do that. First, I was searching around for some warms and stuff. But, failing to find any, I figured the only source of food is the trees. So I was frantically flying around the trees but nothing seemed to be happening. I managed to feed the babies once, but how - I still have no idea.
What I'm laboriously getting at here ;) is - some feedback for the player would be nice! Some UI element showing you that you picked up some food. Or just make those food items more obvious in the world, so the player can clearly see that they picked up something when they disappear.
Chasing away the other birds worked just fine though :).
I also experienced some hitches. Pretty regular even. No matter if flying in the air, near the ground or in the tree coronas - the game would just periodically freeze up for like half a second.
I'll add to the voices :). I liked the graphics, the color scheme is glorious and the music fits the colors like a glove. Love the cover art, by the way!
Gameplay, if simple, is still confusing. Not because it's hard (it is rather easy :)) but because you don't really know what is going on. What do the floating numbers mean (is it water running away?)? Why do I have only one mulch, shouldn't it go on every tile I want a tree on? Tooltips when you hover over stuff or just a short explanation screen would go a long way here.
Also, I couldn't click on "settings" on the start screen. Not sure if that's a bug or settings were just not implemented ;).
This is pretty cool! I simply adored the color palette and the soundscape. Gameplay was indeed simple to learn and harder to master :). I had fun with it! The whole experience felt polished and I didn't experience any bugs. Well done!
This is a very nice game. I like the graphics a lot. And the changing state of the world outside was great (I was surprised and almost died when one day I went outside as usual and the safe zone ended at my door ;)). It feels a bit repetitive at times because there is really not much variety of activities - but I guess that is also somewhat of a point. And the hunger system works well now.
It's an interesting idea, if a bit sad, when you think about it. Music was nice, if a bit repetitive. The attack animation of the SadBoy felt too slow - it took ages for him to put down his arm.
That concept is so for me! Hell yeah and rock on :metal: !
Graphics are awesome and the color scheme is great as well. I wish background music was more "rocky". Gameplay was fun and I liked observing the environment as I rolled by. It is a really polished experience and a great jam job! Thank you for posting the blog post today, or I would never find it!
It took a few tries but I finished it with non-stellar marks :wink:
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Very engaging game. Graphics were pleasant and music complimented them nicely. Very nice job!
I had two events repeat in the same 40-day run, with exactly the same outcome - which is a shame, as it broke the immersion a bit. I had fun overall and lost only a cat and an elephant.
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I also found a typo. Should be God, not Got ;) Screenshot_1.png
Also, look out for Polish government now - they are probably already on their way to get you for some kind of blasphemy :wink:
:laughing: That was so funny! I loved the barks the little dragons made and "Why didn't you protect me, mommmmmmmy"? made me almost fall out of my chair.
I liked the concept and I think it fits the theme nicely. It is an impressive piece of work for such a short time. By the way, even though you didn't implement the point system, I still tried not to shoot the knight-steaks :).
Very engaging! I like the clean art and the music fitted the game nicely. I found it somewhat counter-intuitive that a heavy block could destroy a healthy tree but not a dead and dried one. But I totally understand why that is from the game mechanics standpoint :).
Overall, a really good work.
PS. You should include the web build in your Downloads and Links section, so people can know right away that you have one!
I liked that you could read the grave inscriptions and the concept is really cool! Gathering the army felt satisfying. The very close up viewpoint didn't feel all that great to me - I found myself wishing I could zoom out a little.
Nice concept and a very impressive work. Audio worked really well with the art style and the general vibe of the game.
Very challenging though and I personally, as I suck at platformers ;), would love some checkpoint system.
Greetings fellow Godoter :)
Awesome graphics and a very smooth experience. It's an interesting take on the theme.
I suck at rhythm games, so I didn't dare go beyond "medium" :laughing:
I liked how the ball moved and was animated. It felt nicely squishy :)
The gameplay was somewhat lacking though, it felt like there is not that much to do. But I guess that's only natural for a limited jam time. Some sound effects would be awesome, would really add to the atmosphere. I also wasn't able to find any ending (or even any way to close the game besides altf4 ;)), not sure if there is one.
You may have something there concept-wise, I can definitely see it becoming an engaging little game. But I also don't see how it relates to the jam theme.
So sweet! The sound effects are awesome, graphics are cute and the animations are great. Very enjoyable little game. But I should really train my dog better! I say to him: "No, bad Sparky, don't go into the monsters. Monsters bad, punch doggie". But he doesn't care at all ;)!
Sparky died on my first try. But afterwards I got Scooby and he fared better!
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Oh, and almost forgot - attacking with Ctrl feels kinda strange.
A solid entry. Congratulations!
I encountered a bug when I put the mana down and it kept falling though the world. As several people pointed out, casting the wind spell is a bit strange and A key doesn't work (and using QE for movement feels very strange).
It's a fine little game. Everything works as expected, the graphics are pleasant if simple and the sounds create a relaxing atmosphere. Overall, a fine piece of work.
It is very easy for the tree to suffocate. It feels like you need to drag the rain all the time. The controls feel like they were designed for touch screen and don't feel really natural on keyboard and mouse at all.
I liked the concept very much and the sound effects were cool.
However, I found it hard to tell from some of the cards what is it that they place and what effect you can expect from them. Some description when you click on the card (or hover over it) would be nice. Or at least a name to give a player a hint. And even after you place a trap, it is often hard to say what it did, as the screen can get pretty busy and the game itself does not provide much feedback.
Very enjoyable! I loved the resource gathering system and soon learned to send my imps far away from the action, prospecting. Graphics is simple but pleasant. Great entry!
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Very cute graphics and quite a fun gameplay. I discovered I can double jump quite late :laughing:
Some checkpoints would be nice.
The folder to download in a Windows version is empty. Please fix.
I didn't expect a 3d game after that - quite hilarious - intro. The game itself seems impossible to me. I could not get the egg to listen to me at all and it kept falling and falling and falling. Finally, I am ashamed to admit, I just gave up. And the egg was probably eaten by some meat-eaters :(.
I played and rated the jam game. But then I played the new and improved version, so I will comment on that one. And that one is great! You fixed many things that I considered bad/strange in the jam version of the game and improved the whole experience greatly!
The music is fun and energized, the animations are great, the whole environment is improved markedly, the unneeded and unused status bars on the king are gone and the whole experience feels very fun and polished! really well done :)
A nice idea and pleasant, if simple, graphics. It took me a bit to figure out how to direct the torch effectively.
The controls felt too sensitive, though. It felt like all the surfaces were slippery :)
I really liked the cartoony graphics style! And this is a very dark kind of school :wink:
You had a really nice and original idea and the game itself feels polished. Really well done!
Fine idea and I didn't encounter any bugs while playing. I liked the story and the illustrated into. Incidentally, we also made a game about protecting the Tree. With quite a different take on it :)
Graphics are a bit of a mess - the widely different pixel sizes don't go together very well. And, in my opinion, the music didn't really go well with the theme. Same goes for the font in the intro - it's not really the best choice for the wall of text you want your player to read. Such fonts are fine for short headlines but nothing else really.
I also felt like there is too much time before the first wave of enemies comes and afterwards not enough time between the waves. You had to be really lightning fast to be able to plant some new trees and move your defensive position.
It is an impressive piece of work for a solo development!
Excellent graphics and atmosphere. I really adored it. Luckily for me, there were many checkpoints or I would never get anywhere :laughing:
PS. I remember your previous LD game as well!
It's a nice game and an ambitious project for the jam! Really well done! Graphics are pleasant and the music sets the tone nicely.
But something has happened to Alfred... no matter my choices, my character kept talking about seeing Alfred again. Yet I never found who Alfred is or how exactly to contact him. Some choices felt like they had strange consequences, if you played several times and compared. For example, when I stared working with Maria early in game, we never got together. In another game, I ignored Maria completely for a time and only went to start group project with her once and later. And that resulted in us being together and even celebrating anniversaries.
Long live the queen! I like your take on the theme.
The game is fun but could use some balancing - it feels too easy. I was smashing those ants left and right, they had no chance :wink:! Soon I had a full board of bees and so much honey that I could roll around in it.
I liked the bee color scheme of the whole thing and the music was fitting. Voiceover was just great, made me laugh.
As somebody mentioned before, the web version is rather unplayable, as it cuts off the top of the screen and you can't see the "End turn" button at all. I was quite confused about that and was wondering what I should do to make the game proceed. Luckily, you have a downloadable version :). The web view as seen in Firefox:
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Hey @fatpenguin! Thanks for your feedback. It is a shame about the mac build. We indeed have no way of testing it, so we just made it and put it out there. Does it throw you any specific error or it just refuses to run at all? And yes, we know all about lazy ;)! So we are working on a web build (or rather, my husband is working on it - I am playing the LD games and calling it "promotional activity" ;))!
I hope you'll get to play our game later, we're quite proud of this one :)
@fpgames I'm very glad you enjoyed the game! And that sound effect was originally just me humming :smile:
@keyo @nablaz You might be surprised to know that the track we have chosen there is actually 2:13 long :grin:
@teto @zerohbeat @zesix @keyo @ponypen @fougereble I feel really elated by your appreciation of the graphics! Thank you! It is so great to hear :smile:
@bongooo Glad you enjoyed the game. And it's very cool of you to tweet - we've never been tweeted before :)
@nablaz Oh, I didn't feel like you belittled the choice :). And I really appreciated the feedback! Especially when it comes to audio, as - I will tell you a secret - an elephant stepped on my ear and I can sometimes chose stuff that doesn't go over all that well with others or not really appreciate the nuances.
@multiplexor Who doesn't love a nice cacti army ;)! Glad you enjoyed the game!
@pushkan Sorry you didn't have fun! But thank you for your feedback :)
@kjscott Hey kj :). Through the whole duration of the intro there is a prompt in the top right corner that you can press ESC or B on a controller to skip. You must have missed it.
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And thank you for your feedback! It definitely will help us improve our projects in the future :)
@purpledartfrog We planned the game together, the features and so on. The idea itself was civmaniac's. I did the art and the sounds. We both were doing the animations. Civmaniac did the all the coding. I only know enough coding to somewhat understand what I am looking at :laughing:
@shess I am very happy to hear that! We wanted the game to exactly give off some positive vibes. We could all use some nowadays :smile:
@khud0 Clouds actually do that, to an extent. If you lure a fire guy under the rainy cloud, you'll see :wink:
Also, I am very glad you enjoyed the game!
@purpledartfrog Thank you so much! Makes me very happy to hear all this! I am very glad to have the froggy seal of approval :smile:
And we did indeed decide that polishing existing content is more important than adding more. We developed a workflow of "alrighty, this works well now, let's add the next thing" - rinse and repeat until we ran out of time.
@rodrigo-denubila @thebaecun Thank you! Very glad you enjoyed the game!
@finnhax Thank you! Also: can I reserve the right to use a quote from your review as advertisement - it's just purely awesome and so quotable. I can already see it "on the box" :laughing:
@beng Thank you for your feedback! I love that font as well, discovered it like half a year ago and fell in love immediately. It is, in my humble opinion, the best modern serif created in recent years!
@despdair Oh, that is sad to hear! It loads fine for us here and nobody else reported problems. What browser are you on? Maybe you have some script blocker that interferes with itch.io (like uBlock or something along those lines)?
@chambre19 Thank you for all the appreciation. It's truly great to hear that you liked it and had fun :)
@giulia I'm glad you enjoyed the game and thank you for feedback! You raise a very good point. Illustrating the intro was actually on the short list of things to do but we ran out of time before I could do it.
@splitpainter Only the Cactus is a skeleton. The "ball shaped" enemies are fully separate sprites and both the druid and the flying skull are just combined from separate parts and those parts are animated without bones. When we started this project, I didn't know how to rig a bone character in Godot, so I just thrown them together how I knew with an intention to learn later and change it. And only Cactus got the skeletal treatment, there was no time for the rest.
@joamd Thank you for such detailed feedback! Also: yes, there are more. Well, there is one more :)
@savvu Thanks for the feedback! We are considering developing it further (undecided as of yet but maybe, maybe). I didn't even think of porting it to mobile but it is indeed a good concept. Thank you for that!
@kosmik123 That literally made me laugh out loud :)! I didn't know that my chosen style is so Swedish - I love it!
@god-colo @zubspace @feingehacktes @tobiasw @sibi Thank you, everyone, for taking the time to give us feedback! It is really appreciated :)
Fighting mechanic is indeed a bit tacked on. Maybe with further development we would either get rid of it completely (and give more nature spells instead) or develop it into something actually worth while. But for the moment, you are an old druid. So you can smash stuff with your staff in a pinch, but it's not recommended, you may break a hip :wink:
@cheesepencil Thank you for taking the time to leave feedabak! The cacti do not grow if the puddle of water they are in is small. You need to summon rain clouds to make the puddle bigger. The bigger the puddle - the faster the cacti grow.
@kittyfeeda Thank you for your feedback and valuable suggestions! We are actually brainstorming in what way the game could be developed, and various typed of "friends" to grow is definitely on the short list :smile: Very happy you enjoyed the game.
@teto @fatpenguin @bellatrion @zerohbeat @zesix @debuggerpls @hasan-vurucu @keyo @fpgames @evanaellio @nablaz @ponypen @melomel @fougereble @beats @shaolin-dave @bongooo @emcio969 @desertmaw @tripl3m @multiplexor @adinimys @willoxs @iasper @colan @macdoom @arzi @invixel @julienlussiez @ketura @kjscott @purpledartfrog @shess @khud0 @thebaecun @rodrigo-denubila @alex-karev @finnhax @dodormeur @sandra-jasionowska @taddl @pilarius @beng @despdair @chambre19 @sofy35 @alexey-kuzovkov @giulia @grtodaro @tom-stroll @hwaet @splitpainter @jamesolivermusic @duke @joamd @kate90 @sndr @savvu @nachodlv @trexxak @kosmik123 @god-colo @zubspace @feingehacktes @tobiasw @sibi @evert @euforia-games @skyeward @cheesepencil @krammetje @kittyfeeda @ryzy27 @other-wb @tarnes @nahual @gustavo-christino @marcusnystrand @vugars @matootsy @nathalia-hohl @vex @akitl @jdk2209 @franklins-ghost @gameovermexico @elio @turritom @divadyugi @rewzu
Thank you, everybody, for your invaluable feedback and appreciation! You rock!
Thanks to you, we decided to develop "The Last Guardian" into a **full-blown game**. It will need a new name before it is done, as the current name is trademarked (who knew :wink: ?!). If you are interested, you can stay updated about our progress at itch.io https://limboofwonders.itch.io/the-last-guardian-full-game or on our newly-created twitter http://twitter.com/limboofwonders.
And now, with only 5 days left on LD46, we want to focus on getting as much valuable community feedback as possible. So, back to playing/rating and talking about games. See you there :smile:
@weeping-rupee Thank you a ton for the video! It was very cool to watch and listen to the commentary :)
@clipper Thanks for your feedback and the compliments as well :smile:! We already started planning out features of the full version and will start properly working on it after the jam ends. You can follow our progress on itch or twitter, if you wish (links are in the description above)!
@gwinnell Thank you for a detailed feedback! And thank you even more for subscribing to our almost-virgin twitter :smile: We will definitely be tweeting about our progress with the game!
@doot Thank you for feedback! The awesome power of the cactus has indeed been nerfed in a post-jam version :grin: And in the full version we will be working on, everything will definitely need rebalancing.
@bluilisht Thank you for your feedback and ideas! Very inventive - we will definitely consider more cloud types and effects!
Tree feedback we already added in post-jam version. Druid now let's you know when the Tree is not doing well.
Yes! I summoned the great Cthulhu from beneath the waves! I liked this reverse Eldritch Horror experience you created :). I kinda hoped for Cthulhu rising animation at the end. Or just one face tentacle ;).
Graphics are great and the audio is fine as well. Had no complaints there. Gameplay was just fine and it was nice to combo the silly unbelievers (investigators, I bet) to death.
It would be nice if the altar didn't always get all my souls but only took as much as it takes to heal me to full. I gathered 8 souls before I went to sacrifice the first time and it just took them all. Later I sacrificed one soul and compared - and really, the altar severely overcharged me earlier :laughing:
In HTML version I had a lot of hitching audio (I'm on Firefox). So I played the standalone Windows version - everything was fine there.
Thank you for this experience, it was fun to be a cultist of the Elder God. And now to take over Arkham, and then - the World. Muaahahahahaha.
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It is very basic but impressive for such a short time and working alone! I don't know how you achieved that but congratulations!
But because it is very basic, it gets tiring and rather boring after a while. Difficulty doesn't ramp up, enemies don't do anything new, you can't do anything new, enemies just keep coming in the same patterns over and over. And because it's not very challenging to begin with (which is nice - start your player of slowly) and it doesn't become harder over time - it becomes just tiring and repetitive.
Difficulty changing over time, introducing new enemies and so on would really do this game good.
I also noticed some achievements popping up downstairs. The pop up is in red colored font and appears on the red background of the ground - making the pop up barely visible and readable. You should really move it somewhere else to make it more readable :smile:
Also, I have no idea what's up with the counter in the top middle. At the beginning, I thought it's minutes and just counts time played. But I noticed later that it can't be because there are 100 "seconds" in this "minute". So can't be time. So now I am very curious! What is it?
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The mood in this game is really great. I liked your approach to lights in the world :).
Mouse felt too sensitive to me - even when I lowered my sensitivity down to 1800 dpi. But then I discovered the sensitivity slider you added and all was well :). I also experienced some jumpiness, for a lack of a better word, not exactly lag, but looking around didn't feel smooth.
I encountered an interesting small bug when the text informing me that I can press E to drink water was flipped. Otherwise, it played just fine. Nice job! Although some walking animation would do wonders for immersion here.
It felt to me that the character is too fast, which made him somewhat hard to control. The overall atmosphere would really benefit from some audio :)
As @marcin-godzina said above, you are missing files from your upload. It's impossible to run the game.
This game is so not for me - I could not match any tune with any tune if my life depended on it :laughing:
I think you have something great here. It's nothing like I ever seen before and I can see people with less of an "elephant stepped on my ear" problem really enjoying this one. Graphics is very cool and clean. Reminds me of the "Touryst".
Very nice job on the game!
It's harder than it seems at first glance :). I enjoyed it, seemed nicely polished - encountered no bugs or strange stuff what so ever. The audio was very cool and graphics were pleasant.
Only the movement speed of our hero seemed somewhat too fast, was hard to stop where I wanted to at times - but I guess he should be fast if he's going to satisfy everyone :)
I have one question though - what is the blue thingy you pick up from the floor are why does the guy want it? Is it a lost pixel ;)?
The concept is just the right amount of ridiculous :wink: I like it! Throwing baskets at people was fun but there is not enough variety to keep interest too long. But enough for a short game!
Sometimes, when two clients were standing next to one another, one was obscuring the wishes of the other, so it was impossible to see what that other guy wants. I also had a lot of trouble with people on the balcony. Seemed to me like the balcony railing was interrupting path of the thrown basket when it really shouldn't.
I really enjoyed the audio in this game. The sounds of the forest are just great. I enjoyed the aerie graphic style as well. But I had trouble with the gameplay. Seemed to me that I could sometimes double jump and sometimes could not - couldn't figure out why (bug?). Also, there was a ladder that I couldn't use - but maybe it was purely decorational @
As a graphic designer by trade, I can really appreciate a game with some good RGB slider action :wink:
I really liked the atmosphere. I would not say it was relaxing, as I was constantly on my toes trying to meet the needs of this pickiest of plants. People who take up gardening as a hobby must be mad!
A very nice concept and executed well. Graphics are also nice and the changing plant stages feel natural. Good job!
Congrats on finishing the game in jam time! For a first time in a jam and alone, that is a cool achievement!
It is sadly very buggy and that makes it practically impossible to play consistently, so impossible to get a full impression of the game. I met some strange behavior, for example: - When you press SPACE to restart, the mouse cursor disappears, making you unable to choose a Level. Only reloading the page works. - You can get a Game Over screen for no reason really. Enemies stop spawning, nobody is around and suddenly puff "game over". - Enemies just tend to stop coming altogether sometimes. I made a screenshot: 10 enemies left on a counter and I'm just standing there with my fire in an empty room. After about a minute I stopped waiting.
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I found a car breaking sound a strange choice for an audio here. You may also think of developing the theme of defending the fire (cause at the moment it could be just anything there). Like maybe some enemies drop logs that you need to throw into the fire. Maybe some enemies come with water guns or threaten to piss on your fire :wink: You know, something to make the fact that it is a fire actually matter.
The chosen graphics is pleasant to look at, if simple. And the concept is quite nice as well. Difficulty curves well and it is very nice to be able to chose level to play.
You chose your color of the font poorly though. It really should be something dark on your light gray buttons. Right now it's very poorly readable (text on the buttons should also be somewhat bigger, by the way). And in the tutorial it's invisible on the background of a cloud - you have to jump around to be able to reed the tutorial text.
It is still buggy at places and could use some polish. The character gets stuck on the platform sometimes and placement of some spikes seems strange.
Also, would be good if you actually introduced to the player this last flower we are supposedly protecting. You write that in your description but there is nothing about that in the game. So, while playing the game itself, the theme of this Ludum Dare is not really visible at all.
@unimaginable-code-studios Yes, I saw the button and read the storyline. I meant a bit more of a visual introduction - show me what I am fighting for :)
Pretty funny concept and a nice tough to let you customize your character and a religion name. You don't see such options often in a jam game. Everything worked as expected and I didn't run into any major trouble or bugs. Impressive work!
The movement of the priest felt a bit on a slow side.
Cute! I liked the character customization and made a cat in a skirt named Meve :).
Pleasant graphics, although - in my opinion - the hard pencil lines on the characters do not go well with the soft style of the background. The game itself gets quite repetitive rather fast (not sure if it ever ends?) but it's a really great work for a short jam time!
Beautiful! The graphics are breathtaking and the music compliments them so well. You created a great atmosphere, so fitting to your theme.
I completely sucked at it and it took me a while to discover that I am supposed to jump not with SPACE ;). But - great work!
I liked the minimalistic art and the soundscape really added to the mood. The game feels polished and pleasant. Great work overall!
Gameplay is very simple and gets repetitive fast. I explored the area left and right and after that there was not really much to do but stand and click the ball from time to time. I found that there is really no incentive to move around much. Most of the time just standing works fine. Which doesn't make for a very thrilling gameplay :wink:
Very well done for your first jam! After I found my first magnifying glass, I wished the view was like that all the time - it was a nice gimmick :). The sounds were the only thing that I really didn't like. They are too high and too overwhelming, get unpleasant after a while.
Loved the intro! Poor, poor Pug. Music was great and the jumping sound effect was glorious. The game itself feels well-polished and is on a rather hard side, due to the chosen perspective and random levels. But it feels very satisfying to complete a level. So - well done!
Very, very challenging. It's a cool take on the theme! Some background music would add a lot to the atmosphere. Great job on the game :)
@majk-fl I can't create music either. But there are some nice free assets out there that you may consider looking into for the next jam. I can, in particular, recommend https://freemusicarchive.org/ (for the actual music) and https://freesound.org/ (for music and sounds). Most of the assets there are on CC 0 license or on attribution license - so you can use them for jamming easily, as long as you give credit to the authors.
For this jam, we made our own sound effects but we still can't do music to save our lives :wink:, so we took the music track from freemusicarchive and it works very well. Just a tip :)
@majk-fl Aaaa, you're compo! Disregard everything I said in my previous post :wink:
The concept is super cool! And I loved the cheesy silly story and the voiceovers at the beginning. However, I found the gameplay itself somewhat lacking. 1. I wish the camera centered on the player. It was unnecessarily impossible to spot enemies coming at you (or the walls, for that matter) when I was running at the edge of the screen. 2. The forest is dark and gloomy. And so is our main character (color-wise). That makes him very hard to see. But that might have been the point the more I think about it - after all, he is bigfoot, he should be obscured :laughing: However, having your character so obscured does not make for the most pleasant gaming experience. 3. I could not, for the life of me, find a way to escape. I found some side paths, that I thought might be a way to do it but I could running into them did nothing for me. There was just an invisible wall there.
Overall, it's a nice jam game. Needs polishing :)
I liked dying by a leap of faith :). I liked the minimalistic style as well. However, it did feel kind of boring, to be honest, repetitive really. Sleep, drink, eat nut, water tree - rinse and repeat. I managed to break a chain of the well - that was exciting! :)
It's an interesting little puzzle game and a unique take on the theme. Very nice for a first jam! Gameplay is really enjoyable.
Some better graphics would definitely benefit the game :)
It is certainly unforgiving because you need to learn the level to be able to make it everywhere in time (you don't initially know where the food is) and with every learning experience you have to start over from the beginning. Some will like that, some will not :). There are games out there that require you to practically memorize a level before you can beat it.
However, if you plan on making this into a bigger game - so checkpoints between levels (not during a level) would be a must.
It is a competent platformer with a twist and a nice idea definitely. Graphics are alright and I positively LOVE the grin on a main character. And the mushrooms are smart, damn them! That definitely surprised me - here I was just jumping over a mushroom and it changes direction on me! Sneaky! I liked that :)
It is a nice idea and the game works well. But it could use some polish: - Some sound effects/music would do wonders here for the atmosphere and immersiveness of the game. - I think the screen shake effect is just too much as an effect for killing one enemy. Maybe tone it down somewhat or change to something else. - Old man seemed to get stuck in the corners a lot, had to go and get him. That is not such a bad thing, though, as being stuck in a corner made him stay safe ;). - HP bar of a main character would be great. HP bar on the old man is probably unnecessary as I bet he dies from one hit :wink: - I am not sure why I am gathering the gold at all. Can't buy anything with it and the game tells me nothing about that. If you would, for example, start the story with something like "You take your father on his last dungeoning trip. He used to be a great looter but now he is getting old and needs protection. Gather as much gold as you can and make your father rich in his golden years!" That simple change would justify the protection element and give me a reason to gather all that gold.
Congratulations on finishing a jam game!
I liked this game very much! Graphics are great, music is pleasant and the mechanics are inventive. But it's the storytelling that I will remember best. You had me already at the battle of the Cat Bridge :). Great jam entry! Really cool. I tired to be as truthful as I dared and this is what the people remembered of my king:
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Cute graphics and a nice color scheme. Really nice job on that! I also like the bouncy atmosphere the music created.
Very challenging gameplay, harrrrrd. It felt to me that the controls are somewhat too sensitive. But that may be just because I am not very good at this :wink:
It is a very nice jam game. Works well and I didn't notice any bugs or strange behavior. Great work!
Interesting concept - I saw some games based on the Game of Life this jam but this is the first multiplayer one.
The graphics are indeed very basic but they are informative. Although I once spawned in a completely empty area and died before I even saw any other cell. And I was moving but with no other cells as a reference point, I wasn't even sure if I am moving at all. What I am getting at is that maybe some simple move animation would be nice (like jumping delicately up and down).
I felt like the sounds are somewhat too loud in comparison to the background music. But soundscape was well-created otherwise. Well done overall!
Here is my lonely board.
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Very simple but polished well. You can get into kind of a meditative mood, going after the fishies with this relaxing music :)
That was super cool. The sounds and music were just awesome. Graphics are very nice as well. Cyranodocus all the way!
It is a very nice and fun concept. I enjoyed playing it and really have nothing to complain about. I didn't encounter any bugs. It's just a well-polished great experience! I managed to save 3 dinos :)
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This is extremely impressive for a solo game! Graphics are great and the background music is pleasant. I liked the gameplay as well. You should be really proud!
I only have two small issues. I wish I had some robo sixth sense or a radar - in other words, I wish there was some arrow that pointed in the direction my robo child went - I lost track of him quite a bit. And the performance is not so great. Game was quite laggy for me.
@ladislavodstrcil Watched your video and, as I said under it, it was pretty cool to see how somebody else approaches LD! I actually have a fledgling YT channel as well, just barely started it, but it's from a completely different theme, so I doubt that it would be interesting to you. It's about lore of the Witcher universe (https://www.youtube.com/channel/UCBqtH135CMGKT7p1nhuGvxg).
But! If you will play our game LD 46 and like it, we are actually developing that one into a full game. So you can follow my more gaming-related endeavors on itch :wink:
It was really not bad at all for the first game. The puzzle part is not very challenging but everything seems to work as intended. A solid piece of jam work!
It ended rather abruptly for me - it just stopped, went away. I'm not sure if that was a crash or a way this game says "the end" :wink:
It was quite a buggy experience :(. My prisoner decided many times to just lie down a crawl on the floor, getting stuck from time to time on tile borders. Also it feels like I, a player, have no height at all. Congrats on finishing anyway. Just could use some work to make it more pleasant to play.
Screenshot_1.jpgVery strange viewpoint.
The music really makes this game! And the animations, as well as sound effects add to it as well. It's just so funny to look at and play.
It is simple and fun. Well done! If I wish for one thing it's that we could jump and roll at the same time :grin:
Congratulations of finishing your first jam successfully!
Getting Jeff to safety was quite a challenge!
I could just make mummy jump and stick to the side of the wall. She would stay like that indefinitely, as long as you are holding the cursor. Also, the colors are rather unpleasant to look at after a time, as they are all lamp-bright, on the characters and on the background. Muting the background colors would fix that easily :), the characters could even stay saturated with that change.
I offered myself to the gods and I loved the sound effect that played while I was doing it :).
Quite a nice game! It definitely gets too hard for me though :laughing: But I was enjoying it all the way to the moment when I died horribly ;)! Music feels well-chosen as well. Impressive solo job!
Pretty fun piece of game! I was surprised how engaging it was for such a simple gameplay. I loved the audio - sound effects and the main music theme. Graphics were consistent and well-made. I really wanted to finish it and tried many times. But every time my run ended with a bug. A game saying that I have not enough ducks, even though I had more than enough (5/4, 6/5 and so on). Screenshot attached.
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Not bad at all! Simple yet engaging. Graphics are pleasant to look at and informative. Suffers for lack of variety though - but that's logical with time constraints. Also, and interesting fact - power-up boxes block enemy bullets (and your own as well) - great shield if they happen to spawn in a right place.
Incidentally, we also made a game about defending a plant (a tree) for this jam :)
@adriankrawczyk I figured it was not intended. But still considered it a great find, so I figured I will share my discovery! :grin:
It was pretty fun! Got to level 10 on my second try and just missed the portal by a second! I positively adore the concept of this game. You never think of the little guy that has to clean up after you are done raiding dungeons and looting treasures!
The graphics, or rather the color choices, I didn't like. The stark contrast of pure black and white gets very tiring for the eyes after a while. It would be fine if the environment was colored like that and the interactables had their own colors. But because everything (besides the blood) is the same black and white, you really need to strain your eyes to find things. After a while, that strain adds up.
I liked the animation on the mop and Grue-in-a-Box was just superb!
I encountered a bit of bugs, especially with the chests. Happened to me not once that the gem I was dropping into the chest just disappeared. Not fell on the floor, simply went pufff. I think it mostly happened when my hand was touching the lid of the chest and I let go of the gem. Maybe it wasn't disappearing per se but just got stuck inside a lid? In any case, that was forcing me to run back for more gems.
It also happened to me that there was a sort of additional body on the level. It wasn't included in the "to do" list, yet it was lying right there. Maybe that one was for decoration :laughing:
There is no game under the link. Please update.
Very engaging game! At the beginning I felt a bit bored, there was a lot of waiting around and I wished that I could just pre-gather ingredients. But the tempo soon picked up and I definitely wasn't bored :), I really enjoyed myself. If Dano keeps eating this much, he will soon grow out of that hole he is sitting in, like a huge fleshy tree :wink:
Graphics was pleasant and the audio as well. I didn't notice any bugs. Superb job!
I got Dano 51 dishes, apparently. And I just run out of time by 3 seconds really (I was on my way to his hole, dammit ;)) on fulfilling the next one.
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You download is marked wrong - it's marked as Source Code and it's not, it's a Windows build. Also, you forgot to mention "E" to pick up a torch in your keybindings explanation. But onto the game!
I found graphics very pleasant and I wish there were more sounds/background music to compliment the atmosphere. The concept is quite fun and funny. I, sadly, had a pretty buggy experience with the game itself. For example: - I pressed a valve to "empty the room" and first of all, the room didn't empty and second of all, my torch went out for some reason when I pressed the valve. - Many times, the water didn't seem to spawn at all. I was in a room where my character was even mentioning that I can float with space but there was no water. That made the room impossible to finish. - I saw a wall close behind me, yet it just disappeared when I went a bit further and came back.
I am a proper bug magnet :wink:
Very grim future you paint there ;). It was fun to play for a while and the graphics were pleasant to look at. The constant engine hum got a bit tiring, I must admit. And I found running into the surprise edge of the playable area very surprising ;) - that's how I lost my first 100 people.
Overall, a nice jam job!
It is a cool concept and quite fun gameplay. Music was tiring for me after a while, so I muted it :wink: . If I have one criticism, there is quite a bit of waiting around. I mean, after I do what I can, establish a defensive perimeter in the best way that I can and I can't really do much else - I still have to sit and wait for the fires to burn away. I was occupying myself with saving this one tile of forest for no particular reason while fires raged, sending trucks and planes of water into it :laughing: Some fast forward button would be nice :). Also some stats at the scenario end would be nice. Like: you saved this and this many tiles of forest or something to that effect.
@kaappis Silly me! I completely missed that! Thank you :)
Very nice jam game and I simply adored the concept! The story is pretextual but funny and feeding various people to the plant is where the real fun is, of course!
I liked the art and loads of detail and the background music was also nice.
However, the text effects were driving me crazy. Craaaaaaazy :laughing: I feel both the text pop up and the text reveal effect are totally unneeded and somewhat don't fit to the rest of the atmosphere either. And they can really be tiring, especially if you are clicking through the conversation you already read before to get to the continuance of the story. I also think that the text pop in animation is not really needed, but that may be just me ;).
Great job on the game overall! I hope that Gerty will not eat Ghosty!
It was somewhat confusing at first as I tried to play without looking at the quick guide (you know, beware of spoilers and stuff). But I discovered that I often have no idea what exaclty I'm picking up (some icons are clear but most aren't really telling me much about what they are ;)). So, after I read the icon's manual, I had a much better time!
The experience was smooth and polished. Well done!
I heard you like games, so I put a game in your game, so you can game while you game :wink:
Quite a challenge, though! Pace is extremely high on all of them and they change around very fast.
Not bad jam game! And definitely challenging.
The walking animation looked somewhat strange and some guards kept getting caught on pieces of scenery (especially the second guard yo meet). But otherwise I didn't have any issues.
I liked the dual hand controls - reminded me of Goats on the Bridge. Music was coll and set the mood nicely. fun and quite polished!
The only thing that felt confusing to me is that enemies could hit the soil just anywhere and hurt my aubergine. I mean, It was on the very top and they hurt it by hitting at the very bottom - maybe they were causing tremors ;). First time I let them just go there to the bottom, thinking "Pfff, idiots, what can they do there?". And it turned out that a lot :laughing:
A nice idea! I really liked the walking animation on the chicken suit, it felt... chickeny :).
It is indeed not obvious from the game itself that you should equip yourself before venturing forth and there really should be something happening when you get to 0% durability (I missed the fact that I died few times ;)). Some more audio and background music would really bring it out.
I was quite confused in this game. I guess this story was just not my cup of tea. It is indeed nice to see something different... it's just, I'm not exactly sure what it is that I saw. It is very nice that you finished and published though! It's not an easy thing to make a game on your own!
Also, there is sadly quite a bad English at times, which does not provide a good experience in a text-based game.
It was extremely laggy for me. Up to the unplayable point. It is a nice idea and I liked the graphics. Especially the drawing of the island on the start screen :)
Fun concept! Controlling two characters at once makes it nicely challenging. I liked the hand-drawn characters as well.
I felt that plici's movement was too fast and too wonky - it was like all the surfaces were icy for him, you pressed lightly and he was just sliding around ;). It might have been done like that on purpose, but it feels slightly wrong anyway, like he has no traction or is iceskating. More variety of sound effects would add a lot to the game.
I loved the voiceover on the boos :) and the general mood was nice (audio, lighting of the scene, binary background).
Character movement felt very strange though. It felt like he had no traction, like every surface was slippery. Made him unnecessarily hard to control. I also found a bug - got totally stuck between the platforms. Like this:
Screenshot_3.jpg
Nice little game! Feels well-polished, I encountered no bugs or strange behaviour. I liked the clean graphics and I adored the alien :). Sound effects were well-chosen as well. Great work.
It is a nice start on a game but it does feel unfinished - or maybe rather unpolished. Many events repeat themselves, sometimes you have the same one twice in a row and that destroyed my immersion in this world. I mean, it makes some sense if your boss tells you to give him coffee twice in a row, but to fire Anders? I guess Anders didn't hear the first time :laughing:
The graphics are quite nice and I really liked how completely uninterested in life my character looked. The music was quite pleasant. The concept is great and I think you could run with it.
I wish the environment provided more feedback as well. Some does, which is great (like people or a coffee maker) but the rest just treats you to ellipsis whether you actually needed to interact with it at the moment or not.
But, in any case, it is still a solid jam game!
I won! Although I don't really know why - did I eat enough bunnies to win or was it just on a timer?
I any case, I liked the fire graphics and animation. And the sounds/music were great as well. Gameplay gets repetitive very fast. maybe more variety of things to eat with different effects when eaten would help here :).
Really fun and a very polished experience! I liked all the events happening around (although I had some trouble picking up a lit cigarette from the ground once) and how the tree changed its look. Music was very nice and set the mood. Graphics were nice to look at as well!
I managed to overfeed my birds to death once :laughing:
Simple yet fun! It got me into "let's try one more time" mode. So I would pronounce it a success.
Gameplay is obviously not very complicated but it feels well-polished for what it is. At no point did I have an impression that there is something wrong with the bouncing :). Good jam job!
Both animations and the graphics are great! You made an impressive amount of content in such a short time. It was fun to play, although I sometimes forgot to put mummy down before proceeding to smash ;).
It felt polished and I didn't notice any bugs or strange behavior... at least nothing stranger than my mother being a caravan :laughing:
The bear at the end is just the best! So cuddly. The graphics are quite nice and the music very pleasant. Limited field of vision definitely adds to the atmosphere. I don't know if there is any actual danger of fire running out, casue I screwed up platforming many times, had to backtrack and so on, and still I managed just fine with the fire.
It is a very nice jam job! The theme you went for is a bit tired, in my opinion, as there are so many "find stuff and put it in the fire" games this jam. But the spin you put on this formula is very cool and makes the game unique.
My bear boss was extremely happy with my performance :smile: Graphics is very nice, I adore the drawing style. Audio design is also great - both the music and sfx.
Gameplay is not complicated but kept my interest long enough and never got boring! Different types of food are also a nice touch. Great jam job!
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So simple and yet so engaging! Graphics is very pleasant and the jumpy music gives a nice rhythm to your bug-smashing efforts.
First time I pressed played, I immediately squished a ladybug, as I was expecting my bug-squishing implement to go on some king of arc, not just squish directly in front of itself. I got a groundbreaking score of 0 that time :laughing:
And none of the bugs are wearing masks! Outrageous :wink:!
That is very impressive for a 48 hours work! Although I did play the updated html version. Graphics were very pleasant and the sounds were fitting.
The game itself is quite easy, so the addition of checkpoints felt unneeded to me - no more than one try necessary :).
Graphics are well-chosen and I liked the audio. It created a cute experience!
The game itself is very short (or at least I couldn't find anyplace to go after picking up the seed and the carrot - I could just jump into nothingness ;)). It's not bad that it's short, it's a jam game after all. But you really should let the player know that it's the end. Some end screen with "you gathered this and this many seeds/gold and now you can buy a yacht and sail away" would be nice.
The gameplay could really use a lot of polish. It is sadly very buggy. You can easily walk through walls and fall though the map. Like here:
Screenshot_9.png Screenshot_8.png
You can also fall through the floor and get stuck on walls. Sometimes it even runs with your character being unable to pick up anything up: Screenshot_10.png
It seems to me like you didn't relate to the theme of this Ludum Dare at all. What am I keeping alive?
But, with all that out of the way, it is still a valiant jam effort :smile" And congratulations on finishing!
Simple, yet fun! I spent some time trying to lure the rat onto the grater spaces - but it didn't work out :laughing: Some more cheesy powerups would make it even more fun!
I met no bugs or strange behavior. Very impressive for a solo game!
I really enjoyed the atmosphere you created: the music, the light, the minimalistic background. Animations on the main hero are great as well!
It worked wonkyly for me and hanged often. That made it sadly a bit hard to play. It consistently hanged if I made one portal under another and something was going through it (a cube or me).
It is a very ambitious idea for a short jam time co congratulations on finishing!
It was not a bad playing experience at all. A good jam job!
The idea itself reminded me of Spore somewhat. It would be great if the game gave you more feedback about your colonization efforts. As the goal is to colonize the whole solar system, there could be a tab where you could check how many uncolonized planets of which type you have.
The music is nice at first but gets very repetitive very quickly. Graphics is pleasant but I think the stars should be much smaller - they muddy up the view very much and make what's important (your planets and ships) less visible.
I liked the interactions between different elements of the solar system and it was fun to watch as my gas giants blow up asteroids :)
PS. Incidentally, we also made our game in Godot. Additional points for using Godot :wink:
I just adore this concept and it's fun being Bubbles. The game is very hard and it takes quite a while (at least, it took me quite a while) to get used to the controls and to how fast Bubbles can get in his little ball.
The flat drawn art is simplistic and charming (and kinda psychedelic) and the sounds are great as well. I really have nothing new here to complain about - so I will not! I will just say - nice jam job.
Cool puzzle game and an interesting take on good old sokoban :smile:. Your interpretation of the theme is definitely unique.
I really liked the graphics and wished there was some audio to enhance the atmosphere! Great jam job! I noticed no bugs or strange behavior - all feels polished.
I only wished that level reset was bound to something else than SPACE. I pressed SPACE not once trying to "activate" rather than "reset" :laughing: And then I had to redo everything.
Wow, that was hectic and wonderful. So confusing at the beginning. And quite hard. Good job.
It is a pretty fun game! I am not sure if there is an end to it or you can just battle endlessly or die (?). Graphics is exceedingly simple but the color choices are great - very pleasant to look at. Some audio effects (or background music - possibly something 16-bit, would fit well) would really go a long way here and help create a more urgent, battle-like atmosphere and made exploring the world more immersive.
I went to the gym and this is where my faithful Snow got murdered. I tried to avenge him but sadly, ended up dying with him.
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And thank you for participating in our **Feedback Exchange** program :smile:
I was sadly unable to run the game. I even redownloaded but got the same error. This is the error I am getting, so it's something with Visual Studio:
Screenshot_1.png
This is on a laptop. Didn't try on my main PC.
I kept IT alive! Screenshot_2.jpg
Cool interpretation of the theme (although I did play one more game this jam that did that as well :), hoooray for IT). Graphics were pleasant, if simple and the soundscape fit in very nicely. Gameplay was engaging enough and kept my interest. Didn't notice any bugs. Well done!
Definitely unforgiving :grin: If you don't shot just right, don't conserve your ammo - you are dead. So, I was dead more often than not. And that is not a bad thing at all.
The game works well and feels polished. Art is very nice and the sfx are fine as well.
Pretty fun! The graphics is nice, Pit is great and the apples are tasty. Checkpoints would indeed be nice. I also experienced quite a bit of stuttering (I'm on Firefox, if that matters).
Great job overall!
Gameplay was not really my cup of tea (I don't really like clickers) but it was a fine-made game. It felt polished and complete. I didn't experience any issues with click detection and such. Hearts come rather rarely but that's probably by design. I really liked the music, it's creepy and dreamy at the same time!
I don't know if there is an end to it, I assumed it's endless (is it?). I saw only one issue to report. Text "Back to Main Menu" doesn't fit on the button really and as such spaces between words get completely smashed together.
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That's really impressive for a solo project! A tip of my hat to you, good sir! Graphics are nice and clean, music is energizing and the whole thing feels just good. Thanks to the design, I even forgot that you went for the theme that I currently hate, as it's everywhere and it's not like we need more reminders ;)
If I have one complaint, it's that constant pressing of space to stay up and hunt the greenies was a murder on my thumb. So I found a comfortable place to perch and only moved sparingly.
Jumping felt kinda "floaty", not "jumpy" :). But I have no other complaints.
I just jumped over few first enemies and was totally surprised by the crowd that greeted me later! Audio is very well chosen, I liked how it played with the graphic choices you made and with general theme.
Oh no! I microwaved this game and now my cat is on fire, my house is hunted and my neighbors turned into zombies! They weren't kidding - do not microwave this game!
Very pleasant game and quite fun! Not sure what the purpose of planting corn was, though. I liked that you left the controls right there embedded in the world, it was brilliant and very helpful.
Incidentally, we also made a game about defending the tree for this jam :)
That was quite fun! Nice level design and pleasant graphics. And I positively adore your interpretation of the theme :smile: . Great work overall! Congrats on your first jam. You will grow to love the suffering :wink:
Some background music would really add to the atmosphere.
I had a good laugh about the concept and I think you executed it well. It's definitely not my cup of tea (not really a fan of games where you just click around, no matter how cute the dinos are ;)). But I did not encounter any bugs or strange behavior - the game is well-polished! So, good job!
I played the HTML version and worked just fine (Firefox). It is a very basic game but very impressive for a solo work in 48 hours! And I really enjoyed the beginning, when the character and bits of the world appear out of nothing.
Overall a fun game. Actually, a third one about feeding things I played today - must be a themed day :wink: I liked the creepy atmosphere and crazy tasks (like: "hey, now cut off your finger and feed it to the thing"). Those PhD students will do just anything to keep their position!
I encountered a sort of a bug. I approach a trashcan with a lot of things in my inventory and, as the list of things doesn't scroll, I couldn't chose "close" and they only way to exit from trashcan interaction at that point was to throw out my necromonicon or amulet.
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It is a nice concept and impressive for a solo project. All worked well and I didn't encounter any bugs. Got boring for me after a while, as the minigames are very simple and repetitive. Maybe more mini-games would help for that. Or just some graphics to look at :wink: Oh, the music got very repetitive very fast.
But I did manage to complete the charge and was asked if I did it in a away that satisfied me by the end screen :smile:. There was, however, no way to answer.
The chittery audio, art style and light really create a great and creepy atmosphere! It was overall quite fun and I was laughing when my brother picked up the bottle of fire spell, light himself on fire and was running around the dungeon ;)! He... didn't survive.
Shooting my paper ball was really hard to aim though and I was sad to discover that I have no inventory (meaning, when I picked up ice bottle buff, I lost my lighting bottle buff I picked up earlier). Also, for me, parts the monologue in chat bubbles at the beginning were a bit hard to read (letters were kinda small).
Very pleasant graphics and sounds/music. Really great job choosing on those, they go well together. Gameplay was fun but hard, for me! Player seemed stop more incrementally than I expected most of the time, so I kept running into enemies :laughing: (I was playing on keyboard)
Very nicely chosen art and audio, go well together. Everything can kill you in this game! Even nuts lying on the ground are deadly (which I discovered to my sorrow ;)). It is a very hard platforming experience and I am pretty sure I suck too much to see the end ;). But it's a well-made game and a great jam job.
Controller didn't work though (I have Xbox 360 Wireless), keyboard worked just fine.
Hey, this was pretty nice! I played the jam version, as I wanted to rate your game and seemed like post-jam changed too much to be suitable for rating. But I will play the updated one now, because I want to see the ending!
I loved the cannibalism twist (reminded me of Rimworld) and figuring out who is the most worthy sacrifice to eat. I even got my favoire pawns that I decided to keep alive no mater what (and buff up with tasty tasty friend meat ;)). Graphics are fine and animations are simple. More detail to the world (like you have done in the updated version) is exactly what was needed.
I loved the atmospheric music, great choice.
Interface is indeed not very good. There is a looooot of clicking around just to feed your guys. I wish it was done by clicking some icon on the "portrait" of the character instead. Like an icon for meat and a separate icon/icons appearing if you have tasty somebody to eat.
At the beginning I was playing a bit wrong, focusing too much on resources and not enough on praying to the fire. But I soon caught on and managed to pick up the pace of my fire worship.
Overall, it is a nice jam game! Just work on the interface and you really have a nice spin on the fire theme here.
That is seriously impressive for 7 hours of working alone! I liked how the music picked up tempo with the action. At some point, I really thought I was immortal. So I started to bump into enemies on purpose - and even then it seriously took a long while to die. Not that I'm really complaining! It felt nice to feel invincible in such a fast-paced shooting gallery for a change :laughing:
I like this concept of controlling the environment instead of a character, Played some games in this jam based around that and enjoyed them all :).
The art is rather inconsistent but okay enough for jam purposes. Gameplay worked fine, although dragging things to the sides felt much less responsive than dragging up/down. I found it a bit surprising that I can drop a plank on my adventurer's head and it doesn't squish him at all - he just kept on running :laughing: I also wish the camera was a bit more zoomed out - somewhat too close to the action for my liking.
Overall, it's a fine jam game!
The link to itch page doesn't work. You probably left it at private (it's like that by default).
Some sound would really add to the experience here. It feels kinda creepy completely silent - especially with all the red demons after you :wink:
Also, I could not find a way to actually water the plant. I gathered all the water bottles, avoided the enemies, went to the plant and tried various keys - nothing seems to be watering it. Maybe include some controls description on the page.
I liked the graphics on the enemies and the general concept is nice. We also actually went with protecting a plant (a tree) theme for this jam :smile:
I enjoyed the aesthetics in this game. Although... I seem to have no face :wink:! The music was relaxing, making me forget about the impending doom. Everything run smoothly and I noticed no problems (played the updated version 004).
Incidentally, we also made our jam game in Godot :)
My dream rock had great success in the wilds! Run, run, you dreamy rock :)! I really love the abstract concept of this game. Such things really get my imagination gears going.
The game worked just fine and I didn't really notice any strange behavior or bugs. Gameplay is simple but you get more engaged in the idea than the gameplay itself. Good jam job!
And additional points for Godot engine (incidentally, we also made our game in Godot :)).
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Super cute! Great graphics all around. And the attack sound Mr Cheeks makes is just brilliant. Made me laugh every time. I will even admit to attacking thin air just to hear him go "haaaa-yah".
Some of those candy was really hard to get and I felt like hitboxes on the spiky walls could be smaller. Gameplay is simple but achieving candy-flavored success is quite hard!
Good jam job :)
Graphics are impressive truly impressive for 72 hours! I don't know how you did that :laughing: Performance is quite bad and on my (older) laptop it's next to unplayable (on PC it's fine).
I liked the monster and the sounds it made were just scary enough to give me the creeps! Definitely a good job on that.
Very cool puzzle game! I really had fun with it. Graphics is really pleasant and the music fits well. Figuring things out feels fun and satisfying - even when what you are figuring out is not necessarily what objectives tell you to do :wink:
Really fun to play! I liked the mechanics very much. It took a bit of experimentation to figure out what is actually recorded - but experimentation and figuring things out is part of the fun!
Levels were not overly complicated but fun to figure out and the platforming elements were not as devious as I initially thought :laughing: When I first saw the level when you have to scale the wall, I was like "No way I will be able to do that!". But it proved easier to execute than I thought - that's a huge tribute to how well you implemented the controls in this game. Awesome.
Graphics and music are also solid and create a nice atmosphere. Story is cryptic but it's fitting - lots left to player's interpretation.
The game feels polished and made with love. Really well done! 5/5!
Very nice humor and a great idea. You did such a good job of creating an atmosphere of soulless corporation drone work, that I was actually relieved when I finally got to click "go home" :laughing:
I enjoyed playing! I am still wondering if the server going down and me having to resend the data to continue the game was a part of the game ;).
The only strange thing is that often on CV I found skills/traits listed double. Maybe it was intentional, as somebody was twice as good at sniffing feet as the next guy so he just had to list it twice :laughing:
Great job!
Very satisfying to figure out! Such an engaging game! Not overly easy, not overly hard (when you get the hang of it). I had fun trapping the data and hunting down invaders in increasingly elaborate ways (*insert evil laughter here*). Really well done!
Graphics is simple but informative - and you don't need much more than that in such a game. Music is perfect, even though the loop is short, it does not interfere but creates a great background.
If I had one complaint, it would be that I wish I could shrink/grow already created boxes.
Done and done :smile:
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Pretty cool mechanics! Played it with touch controls and it was quite fun to spin the stuff around and shoot it at my enemies.
I liked the graphics as well. It's a very nice jam job! And made only in 18 hours - that's very impressive.
Total cuteness overload :). Arts style is very nice and I love the color scheme. Very nice sounds as well. Overall, the game is simple but feels extremely polished and satisfying to play.
Well done!
Very nice atmosphere you created. The hand drawn style, the music, the minimalistic color scheme - all went together beautifully to create a memorable atmosphere. The only problem I had is that it was really easy to get stuck on the elements of the environment, making for quite a clunky-feeling movement.
I wish the story was more fleshed out. It is nicely told mystery and I enjoyed putting together the bits and pieces of information. Well done! And truly amazing for 48 hours of solo work.
It is a very nice take on the theme. I loved the animations of a main character (really, really cool!) and all three levels were interestingly built. There are some problems / tiny bugs with gameplay: - often when you touch an edge of any platform (or cage) the game treats that as "you died" and resets the level; - in the third level there was one platform on the bottom that caused my character to juuuuuuump sooooo high that once she even left the game screen and I had a game without a protagonist for something like 5 seconds. I expect she jumped so high that it took her a while to fall back to earth :laughing: It was happening only in the third level and only on one of those bottom platforms; - sometimes the character got stuck in the top phase of jumping animation (with legs folded under her). That sort of bugged the next jump you made as it made it last longer (character was first finishing the previous jump animation and only then starting the next one).
I also met a visual bug - my settings icon background was huge and appropriated quite a bit of screen
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That was short and sweet! I enjoyed the writing (especially the fact that there were 42 screws - that answers everything ;)). Graphics are cool for a compo game as well. Really impressive work to do on your own! If you had time to add some "false leads" it would be truly glorious.
Music gets very repetitive very fast, so thank you for including an option to mute it :grin:
Sorry, comment got posted twice while LDjam page had some trouble being Stuck In a Loop :laughing: So... as the site doesn't allow deleting comments, only editing... What can I tell you, that I haven't already? I can tell you that I played your game because I saw your tweet. And that it had a (dubious?) honor of being the first game I played this jam! :smile:
This is very interesting. I liked the concept and died sooooo much on my first try :) (of cold mostly, but also of food poisoning). I did better latter, as I familiarized myself with the game. It is a nice experience, I enjoyed it. There are some neat ideas in the game and you really could keep working on it, if you wanted to.
Shame you cannot change what you want to make in a crafting hut/build on a tile after you ordered it, even if the project is not started. Would be nice if you could do that. Would also be nice if you could examine a project that is in progress (sometimes I found myself missing resources to complete a project but being unsure what those are ;)).
The graphics is obviously very basic and some sfx/music would add a lot to the experience. But you know that :).
I really think it's a great jam job and could be a beginning of a very cool resource management game.
I played the version with a more readable font. There are definitely issue (that you are probably aware of :wink:), like last line of conversation just staying on screen, conversation pieces repeating even though I already did a thing (like: hero saying he has new info for Diane, even though he doesn't anymore). In the scripted convo between two thugs some lines go away waaaay too quickly, leaving a player unable to read all that is said. Those are all understandable issue, especially for a compo game!
I enjoyed the game overall, cut the right wire and saved the day! It's very impressive solo job and an entertaining piece of story.
I loved those times when there were no quest markers and "all" the games didn't think they absolutely have to be open word (I was replaying the original Deus Ex not so long ago and got nostalgic). But I'm here to talk about your game.
Remembering the street layout was the easy part. What I found very challenging was the actual driving. I am pretty sure I didn't get even one client to his destination without copious amounts of riding off the road, poking other cars and driving into buildings. If the game had more detailed graphics/animations, it would be a veritable bloodbath :laughing: I even drove into my clients - I am the worst taxi driver ever!
I liked the client feedback and the inclusion of various radios to choose from is great and very thoughtful.
Welcome to the Godot cult - you will like it here with us :grinning:
I really enjoyed humor in the intro. And the stolen graphics are pretty well-stolen :wink: (you should not steal graphics, by the way, you'll make designers cry! :cry: :crying_cat_face: See?). It is indeed a shame that you had no time to carefully steal some music - that would add some energy to the gameplay. Without it, I just had to play myself some Powerwolf on my own.
Okay, joking aside, almost - it is a nice and unique take on the theme. On my first try I got a respectable score of 1 before I gracefully blew up. I did successively better on next tries. Turns out, clouds taste like frozen yogurt.
1 HP seems a bit unforgiving to me - would be nice to be allowed one simple mistake of crushing headlong into a bird. We all do it sometimes ;). It got hard for me to look at my constantly looping flyboy after a time - I mean, it felt progressively more tyring on the eyes. But that may be just me (I have astigmatism, maybe connected to that?).
It's a fun little game and definitely a funny one. I saw in your blogpost that you plan on working on it further - so, all the power to you :smile:!
@macmist I think that reworking the background colors is a grand idea for the general well-being of the player's eyes. Some more pastel shade of the sky (something like RGB 176, 209, 217 for the sky with its lighter cousin RGB 216, 235, 242 for the clouds might work well) and maybe clouds that are more of a delicate smears on the sky (like cirrus) than those big imposing cumulus you have now.
And yeah, I got that stealing the graphics was a joke - just wanted to follow up with a joke of my own :grin: . It's sometimes hard to convey intention in text, emotes help but not always. Those who actually steal the graphics don't usually advertise it so much :laughing:
Loved it at first. Really cool idea and fun to figure out.
Sadly, it offers no difficulty ramp, the same basic solution principal can be applied to every level and that never changes or modifies. Yeah, some level will require more rolling around but that's it. So, after you figure out the principle during the first 2-3 levels, that is it. It never took me than two minutes to finish a level. What I'm saying here is that some ramping difficulty would be nice. Maybe more rings, more shapes, more colors as the time goes on.
Not sure if there is an end or are the levels generated endlessly. Went through twenty and didn't get to the finish line :wink: Is there a finish line?
Don't get me wrong - it's a very nice jam game. I love the concept and it's well-implemented. The game feels finished and polished (just lacks some chill background music to feel complete :smile:). And for a 48 hours of solo work, this is more than amazing. Great work! I had fun - for the first few levels. After that I was just stubbornly waiting for some difficulty change I guess :laughing:
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But is it really over :wink:? I loved the twist, the loop of vengeance - truly a great concept!
Gameplay is basic but it works fine. It felt a bit bad that the goblins are throwing spears at you from beyond the screen and you have no block (or dodge) ability - so basically you can do nothing but "stand there" and take the damage. But after a while I figured out that what you call "secondary attack" in keybindings is really a block ability (on humans) and not an attack at all. That felt better!
Some HP bar would be nice. A some point I figured I must be immortal (taken so many spears to the chest and still walking) - so I figured I will check and just let the goblin hit me until I died. I wasn't immortal! But, anyway, HP bar would alleviate such doubts.
Art and animations are pleasant. The music loop, even though fitting, is very short and get very repetitive very fast. I just muted it :grin:
It's a nice jam game overall and once again - awesome take on the theme! Congrats.
Excellent death animation. The crunching sound only adds to its juiciness. You did a good job on mood creation - I really felt stalked by the monster and always wondered, from which corner he will jump at me next.
Monster-bating was a daunting and a slightly frustrating experience at times. What I mean is situations like this: I just made a monster hit his head the wall one tile south from me; I go straight north few tiles and find myself wondering straight into the monster coming at me from the north.
The puzzles were nicely designed. If I could just... get the damned monster... to follow me. Oh noooo, he got me again :scream:
Great concept, I had a laugh at all the marketing and lab options. Some background music would be a nice addition but otherwise I have no complaints. I bet my skeletal customers have some complaints though :wink:
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Cool take on the theme and a simple gamepley that is engaging for a while :smile:
The only small problem that I saw is that sometimes (on the phone at least) the joining of two circles ended up being at the very very edge of the screen, where you couldn't realy see it well.
Otherwise, nice jam job. Sounds could be improved upon though - felt a bit creepy :laughing:
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It's a fun idea and nice take on the theme. But touch controls, at least on my phone, don't work well at all. Sometimes the snake responds as you would exoect but most of the time it seems to just move as it wants to, in some random.ways instead of the ways you ordered it to move. That makes at least the Android version of the game sadly unplayable :cry:
@allas Ooooooooh! I didn't know that and the game doesn't tell you anything about controls. I sort of assumed that you trace the path of the snake with your finger. Probably because I played another LD game just before that was controlled like that. You see, I don't play android games like at all, so I am not versed in their control schemes :blush:. I just decided I can play some LD games in a tub and that's how I ended up embarrassing myself here. :laughing:
I just now tried the game again and the controls work exactly as you said. No trouble at all!
It feels really polished. Graphics and animations are great and the setup is just the right amount of ridiculous :grin: The gameplay is very simple but I liked the memory element.
Would be great if it would be possible to save the poor doc! And maybe it would be nice to be able to "unclick" the chosen pictogram. I once misclicked and really wished I could undo my mistake.
You say in the description that it is "modern version of Simon Says" but I didn't really see the connection here. Maybe I missed something?
I had fun with it! Played through 3 times and every time I did get a different culprit :). Voiceovers rock - especially Turtella! And the characters are just great - they look nice and are amusing.
Could not figure out the way to interact with the house with an eye but maybe you just can't interact with it. Also, all the items you find in the world (except for one, obviously ;)) seem useless? At least I could not find any use for them.
Found one mini-bug: after you finish the mystery, you are presented with end screen. The "Return to main menu" button on that screen doesn't work.
It's a nice piece of a jam game. Good work!
The ending is super sweet. It was really enjoyable to play and two-hands controls were just fine. Although you could allow for some alternative to C button. With generator bound to C you pretty much have to use arrows to control man gorilla - WASD would be very uncomfortable.
I found that most guards don't mind when the gorilla stands on their heads. Hell, it's not even any cause for alarm for them. That made me laugh aloud - in a good way :smile:
This is AWESOME. It's one of those games that make me go "You want me to do whaaaat??? No way I will ever do that!" when I first look at the mechanics. But as I played and learned and got comfortable with the core concept, I went "Okay, I can do this!". And then I just got into the groove, so to speak.
This game is hard. But it's also rewarding and meditative. The color scheme, the well-made minimalistic graphics, music, the smoothness of movements, even the muted delicate "shooting" sound - all of this creates a seriously calming atmosphere where you just hyper-focus on the movement of your character (for the lack of a better word), akin to how you focus on breathing in some meditation techniques.
I never though I would find myself saying that about anything that classifies itself as top-down shooter (not really my genre) but... this game is perfect. Every inch of it is perfect. It's a zen garden of top-down shooters. Even the animation of enemies appearing reminds me of zen gardens.
PS. I found it better (for me personally) to use left right up arrows but S key instead of a down arrow. For some reason that felt more natural to me and it instantly made me stop confusing controls.
Beautiful game, great art and animations all around! Really impressive. 6/5
But the performance on my laptop (didn't try on my main PC) was sadly very bad. And I mean it runs worse than "Deus Ex: Mankind Divided" does on my laptop :laughing: Often I felt like in a slide show. Luckily, I am a patient person, so I was patiently waiting :smile:
I didn't like the Monopoly-like mechanic of roll a die and move where it says. It's a mechanic I always disliked, as it gives the player exactly zero agency and hence it feels more like the game is playing me than I am playing the game. This feeling of no agency is sadly compounded by some other game design choices: - It feels like there is no incentive to fight at all (at least I saw no rewards pop up; but maybe that was just my luck?); - Other events, except for finding relics of course, also seem to yield little to no effects; hence making me feel like nothing really happened; - Sometimes the game gives too little feedback, I think. For example, I met a wizard, was allowed to choose a character that would interact with him, and told that the success will depend on Luck. Great. So I send in my wizard in. Game focuses on my wizard card, highlights his Luck attribute and.... nothing. I get no message of success or failure, no message of reward or punishment. Just nothing happened. Making me again feel like I am doing nothing yet again.
On the other hand, the fighting card game has some very nice ideas and it can be quite fun! I enjoyed the memory element of it and potential strategic use of cards you revealed earlier. I'm not sure about those very target-specific cards (attack/defend P1, E2 and so on) - as with a little bit of ill luck in revealing you can end up with a turn that does exactly nothing. But that's a nitpick really. The card game really does have a solid base gameplay. Good job here!
I experienced some strange behavior in the card game, that I thought you may want to hear about. Might have been bugs, but might have just been a result awful performance. I had problems placing my wizard on cards (he wasn't stunned or anything) - he just often refused to "stick" and just went back to his starting position. I also sometimes revealed cards that refused to be intractable at all (didn't highlight), which - funnily enough - I managed to fix each time by just alt-tabbing out and back into the game.
I wrote an essay, I see :laughing: But hopefully you will get some useful feedback out of it! I think you did some titanic and really impressive job here.
@honest-dan Hahahaha. No, I didn't, as I thought that graphics settings version is post-jam. I'll try now and see how my potato fairs!
EDIT: Yes! The "graphics settings" version allows for running the game smoothly even on a potato. Very nice :smile:
@honest-dan I think that is a very good change - eliminating the E/P separation and just limiting the targeted cards to position. Will definitely eliminate potential frustration of revealing only P cards and feeling impotent as a result, while still retaining the strategic possibilities of targeted cards.
That was surprisingly addictive. I found myself just looping around and shooting and looping and shooting. I think the music is what gets you into this trance :laughing:
In any case, it's a nice game and I liked the core gampelay loop (pun intended ;)). I liked that the upgrades to buy each loop were provided randomly (although I sometimes cursed the lack of HP UP ;)).
It has some things that could be improved upon, in my opinion. Because of the forced perspective, enemies will sometimes shoot at you from beyond the screen and you have no chance to avoid being hit (as you don't even see the enemy yet). I didn't like that. Coin collecting could be somewhat easier, you have to really stand on top of them now.
I think it's a nice jam job :).
Loved the fact that when I looped back to the campfie, my ghostly friend was sitting right there :grinning:
Mood was very nice - the lights/darkness and the music went well together.
The game is very simple but well made. Definitely impressive for a solo project! And the take on the jam theme is unique. I liked that.
Some message at the end akin to "you have survived for so an so minutes" would be nice.
PS. Played the Android version and everything worked smoothly.
Top-down shooters are not really my jam but I finished! Maybe that means the game is too easy :wink:?
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Everything worked fine and I didn't encounter any big bugs. Took me a while to realize that there is an upgrade buying menu but I found it. It felt like it was responding a bit slowly to input but was fine otherwise.
I liked the sounds in the game. Especially the "there you are"!
I didn't really see the "Stuck in a loop" theme here.
Very cool puzzles! So satisfying to figure out! Really nice design and a great cerebral game.
Music is very fitting as well, created nice ambience but didn't get in the way. Graphics are obviously very basic, so not much to talk about here. However, I will talk about colors :). I think it would be somewhat better if the color differences between me and my new selves were more pronounced. I am, of course, not advertising creating a color circus here :wink: but some more pronounced variation.
The game indeed took a while to get a hang of, figure out the inner workings (like it wasn't immediately apparent that my clones skip the specific action where they have an empty bar - it became apparent once I looked at the image you provided :smile:). But after I got comfortable with the core concept, the puzzles were very enjoyable to solve. Well done, well done indeed!
That was very cool! I loved playing this game. It was very fun to explore, discover all the possibilities and figure out, how to get out of the loop. It's really well done! And the art is cool as well. Thank you for this experience!
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Your English could use some proofreading and corrections. It's just a bit clumsy at times and it spoils the impression a bit in a game where you have to read to play.
Fighting in cereal bowls is hard, sir! It took me quite a bit of time to get any good at it :laughing:
I loved the humor in this game and the concept is pure gold. Really well done. I didn't like the color choices, though - quite jarring, in my opinion. But that may be on purpose!
Hilarious concept, commander! And very well exectuted. The game is simple yet fun. I played the Android version and everything worked fine. Going up felt like it presented more resistance than going down but I guess it only makes sense!
I liked the art and the animation on the racoon is just adorable. Music is cool as well and fits the game. Really, really nice job.
I saved Bill, but he never learns, does he :wink:
You may not believe it but this idea (of a cowboy stuck in a noose) was the first one that my husband suggested when we were brainstorming after the theme reveal. But we had no good concept of where to go with it. But you, beautiful people, you did it! And it's glorious.
Puzzle was nicely designed and the solution not immediately apparent. I liked that. To make it all possible, however, our Bill would need some telekinetic powers! Maybe he has some? That would make his bank robbing lifestyle certainly easier. Or maybe... am I, the player, a hand of god? Or Bill's etheric guardian! That must be it :grin:
Graphics is very nice and so is the music. Generally the whole mood of the game is quite great. This is a little gem and I'm glad I found it.
After reading your description, I tested the game on my older laptop (NVIDIA GeForce GT 745M GPU) and it runs fine.
I liked the mood created in this game. The graphic style, lighting and music worked together well. Shooting could be better, I think. Because aiming controls a camera controls are really one and the same, sometimes I found myself having to aim at the Anomaly while not really even seeing it (as the view was blocked by my character or some other element). Or maybe I was doing something wrong? Some crosshair for aiming would be nice as well.
I really loved the concept of my present self and my past selves sort of working together. And the fact that you could actually save your past self by distracting the Anomaly was awesome. I bet you can get to all kinds of shenanigans with this :smile:
Cool graphics and a nice voice over! The world changing color was also a very nice graphical ouch.
I liked the idea of leaving your own skeletons behind to open up new paths - shame it wasn't utilized more (I found it necessary only in two places). I enjoyed the level design overall and the world felt fun to explore. The only thing I didn't like were those few traps you could not see (because of forced perspective) until you actually stepped into them :laughing: felt like no fun dying to such a trap.
I also feel like I'm being lied to by the soul collector! I collected the totems, I went through the door, and he just returned me to the beginning! I have a feeling he is wiping my memories and playing some kind of devious game with me. Foooorever! Cheater :wink:
This is a nicely designed puzzle game. I think the levels are very well-made and introduce the player to mechanics in an effective way. Level 7 was quite fun to figure out :smile:
I think you chose your music very well and I liked the simple technical schematic-like graphics. It made me feel like I'm riding my trains around on some track designer's work table. Pretty cool!
The game works well and seems well-polished - I didn't encounter even one bug!
Great mood. The art, the music and the simple gameplay all band together to create a practically meditative game. Very nice.
Finding thermal currents is quite hard and if there is some way of predicting where they could be from afar, I didn't notice any. So it feels quite random - go the right direction, discover the current and survive or choose poorly and fall to your doom. That's the life of a seed in a nutshell I guess ;).
I love the idea of being stuck in a cereal. The world is compelling and the vivid color palette really suits the setting! The boss design is awesome - the glasses, the hat, he is one fancy Loop! It is fun to play and platforming was well-done and not frustrating :wink: This is an extremely cool jam game! Oh, yeah, and the music is perfect as well. It fits the setting and sets the mood. Perfecto!
The only thing I would add is some visual "hit" feedback to the boos. I was jumping on his head and wondering if that is actually accomplishing anything or am I just wasting all that Fruit Loop energy. He finally did fall apart but if he would just flash (or something to that effect) every time he is successfully hurt that would be nice.
Game also generates an error when you press "quit". Not really a problem but I figured that you may want to know (if you don't already)
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The ending is sweet and uplifting, if you think about it.
I liked the art style very much (that's actually what drew me to play your game) and the music was nice as well. However, I think I experienced a bug - I completly lost sound after a third/fourth loop. But maybe it was intentional? To make my sad loopy life even more depressing through silence?
It would add a lot to the game if a character made some comments when he's interacting with stuff. I think it would allow the player to connect to him and get to know him better. Also, if I wouldn't read that in the description - I would have no idea that pressing E is all about my charcater killing himself with a chose object. The feedback in the game itself doesn't make it clear. Again, some comments made by the character would make it all better :smile:
This is a total nitpick, but something you may want to correct when you will be working on the game further: you call it a "furnace" and it's an "oven" :smiley:
I think you have a very good concept here and can definitelly flesh it out further. Well done!
I really liked the art style and color scheme. Story boards are the best. I am kind of grateful for lack of explosive diarrhea animation when you fail :laughing:
This game would really benefit from some audio/background music but I do know that compo rules are strict, so I will not hold that lack against you :).
The controls felt good and you get many additional points for mid-level saves. I liked that the character commented on his adventures and I totally agree with him: Who would put all those spikes in the tower? It's a very clever and nice idea to take exactly the same base and create increasingly difficult levels on it - very nicely done. I bet your game will satisfy platformer aficionados!
I didn't like the background graphics much. The colors, while compatible, work together to create muddy, dull environment. Your own game character put it best "The interior design was not very creative" :wink:
Platformers are not my genre, so I couldn't really finish it. This is the level that finally defeated me :). Does the boy get out of the tower and all ends well? Or does he finally die on a loopy spike? Screenshot_2.png
@eduardo-yukio That's a very smart ending. A loop within a loop. I like it! Thank you for the spoilers :smile:
I liked the atmosphere you created in this game - it was dark and foreboding, very in-line with the story you told. The story is simple and fitting to the theme of this jam. Very nice job on that.
The puzzle itself felt too straightforward and simple. And because of that there was no real satisfaction in solving it.
Congratulations on your first jam! I think you did a nice job here and can definitely build upon that if you want to improve or even expand your game further.
The scariest moment in the game was when I decided to go left with my third character. I decided he is a bit of an asshole, and wondered if he can maybe reach some station on foot and ditch the suckers :wink:. So I was walking, walking, and walking through the Hyperloop tunnel for about 5 minutes, maybe even more. I reached nothing, so I figured it's time turn around. I expected to have to walk back... yet I bumped into the Hyperloop car right away. Scared the shit out of me! :laughing:
It's a very polished game and I really liked the concept of playing each passenger in turn. I very much died on my first try (everybody died, I mean) - totally forgot I can reload my gun :laughing: But on my second try, I managed to fix everything with the first guy and all was well... until...
I think the horror elements are well done here. The monsters roaring in the darkness was just the perfect amount of creepy, lighting was great and if you really think about it: being stuck in a fancy metro cart, in the darkness, with strangers and monsters roaring happily in the distance is nobody's idea of fun. I'm surprised the last guy even has the guts to get out of the train car :laughing:
Conversations of the passengers at the beginning was also pleasant and gave a bit of meat to the whole story. If each of them made some little comments as they explored the world - that could give them some personality and flesh everything out even more.
The song at the end took me by surprise! But it was a pleasant surprise. All the soundscape in this game is just glorious (song, music, sound effects - all of it!). The voice-over at the beginning could be a bit higher level in comparison to the music but I seriously have no other complaints at all.
Well done!
More an interactive experience than a game - reminds me of an installation I once saw in a modern art museum in Warsaw (I think it was Warsaw, it was sooo many years ago).
I really liked the mood you created. Reflexive but a bit disturbing, uneasy yet meditative at the same time. Or maybe rather - meditative with a hint of uneasiness underneath. The music really enhanced the whole experience - well-made, maybe just a hint too loud in comparison to the voice-over.
I really always liked existential art pieces. And this is definitely one of them.
Not sure about a relation to the theme of this jam, though.
It almost broke my heart to send so many tiny astronauts to their deaths. But I'm also not ashamed to admit that I once used an astronaut as a projective to shoot down a ship... he was lost anyway, but he did this one last service to his planet gladly :smile:
I liked this interpretation of the theme. Aiming astronauts takes some getting used to but is definitely doable. Some way to temporarily accelerate would be nice. Or maybe even lifeline you could shoot to catch a runaway astronaut? Like the last-chance attempt to reel in a guy you are loosing.
I think the graphics are quite nice, if simple, and sound effects are cool as well. And for a compo game - this is very impressive!
Very cute art, just adorable. The radio conversations are great and elevate this simple game to the next level.
I completely sucked at it and always eventually ended up hitting the spiky ball in the air :laughing: A great job on the game!
I really liked the art and animation in the start screen. So cool!
Gameplay is hard to get into. Controls seem to respond strangely, especially movement, which makes it even harder to get into. First time I died while I was reading the in-game instruction on how to play :laughing: I think you should stop the madness and damage progression when the player reads those instructions. As I was very surprised to discover that I died the second I "put away" the tutorial paper. Or maybe just display the "how to play" before the actual gameplay starts.
It took me a bit of trial and error to realize that I actually have to spin my mouse to spin the valves. I also think that both madness and damage grow too fast - making an already frantic gameplay feel even more frantic.
The concept is nice and with some improvement to controls and timing it could be a nice, claustrophobic space castaway experience.
Nothing groundbreaking but a nice take on the theme. Neat idea! I liked how the rhythm of the music helped you to get into the rhythm of jumping :smile: Very well made.
Everything worked well on Android. And after the initial challenge of figuring out a good jumping timing, it played smooth and almost meditative.
The setup is adorably ridiculous. Controls work perfectly and the game is simple but polished.
And you are doubly stuck in a loop - in a tube on a looping river. 10/5 for theme :wink:
I really loved the music and the general atmosphere of the game. Street lights are very cool!
Story ends on a cliffhanger, which is a shame - I hate cliffhangers :wink: It also feels somewhat disjointed, for example: If I go to examine the poisoned guy first, I should not know about the glass with powder (as I didn't examine it yet), but my character acts like I know about it and already examined it. Seems like the story has an established sequence of events and doesn't react to you doing things in a different order at all. I'm also a bit dubious about the powder. How can you place poison in ice cubes, and yet have some powder left around the glass? If the poison is powdered, wouldn't it dissolve when placed in water and then made into ice cubes? Or is there some other way of poisoning ice cubes that I'm missing :thinking:?
Found a bug, I think - maybe it's intentional. When the game makes you leave the bar and resets the loop, the transition happens so fast that all you see of text is "As you leave the b". There is also some text strangeness that could use corrections (e.g. "Describe me the criminal", "Where are trying to get at?").
Overall, it's not a bad jam game but could use some story polishing. Good work!
It took a while to get used to but it was fun once I got the hang of it! Graphics get the job done and the music is alright as well.
I am not sure if it's endless or is there some kind of end-game you can get to? I try and try but the Bison herd is always the death of me :laughing:
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That was quite fun if short. It took a while to learn, get used the controls enough to actually save the planet. But I did it :)
I liked the audio as well, it gave the game a nice rhythm.
It's a nice small game. Good work!
The second I run the game I knew what I had to do - give it 5 stars in audio! It's brilliant! Purely brilliant, I tell you!
I enjoyed the game itself - it was a tiny experience but well-made. I managed to assemble my wand on my first try. I ran the game again - as I thought that maybe the placement of wand pieces is randomised. But, sadly, it wasn't.
Well done. Short and sweet :)
Some of those levels are truly diabolical! Grappling around is SO MUCH fun! Great mechanic and a very well-implemented one. I also loved the color scheme and how the color accent could change in a level with a new attempt. The intensity of highlights may get very tiring to look at after a longer time - but I bet it's only a problem when somebody sucks at platformers as much as I do and has to keep retrying ;).
Really well done!
As a non-proficient platformer player, I would love some more checkpoints :laughing: The game is haaaaard. I bet that it will really satisfy platformer aficionados!
Controls felt very responsive and natural. Really good job on that. I adored the music and the atmosphere it created. I liked the graphics as well. The paper-crafted world is very appealing and a pleasure to look at. It made me wish I was better at platforming, so I could explore more :smile: .
But, as it stands, with lack of checkpoints and my middling skills, I finally gave up and never got to the end. I really think that just putting some checkpoints in there would encourage more players to keep trying and more people would experience the entirety of the game as a result.
That was wonderfully ridiculous. I really enjoyed the setup and the ending. I also enjoyed dying over and over in the pit, so I can climb up over the bodies of my previous selves (*insert evil laughter here*).
The gameplay was nothing revolutionary but it was totally okay. Shooting felt fine and responsive, so did movement.
Graphics were okay but the color scheme was chosen a bit poorly. By that I mean that our hero had a very similar color palette to the background environment. And that's not very good for the player's brain ;). You could keep the backgrounds and dress your character in dark greens, blacks or deep violets.
I enjoyed the music, I think it fit the game well.
And, last but not least, I got me a bug (and I don't just mean the spitting spidery creature). One text box got stuck on my screen and stayed all the way till the end cutscene (when it was finally "killed" by the endgame text box). And not only that - the text box degenerated to half gibberish :laughing: Screenshot_3.png
Music is spot-on! It really adds to the overall atmosphere of the game. The gameplay is a bit confusing at first as it's hard to figure out where to go in the darkness - but that's the idea, I assume :smile: I was getting constantly stuck on a letter "n" in "1 for turn" - I'm not sure if that's intentional or a bug.
The worm in tiny glasses is exceedingly cute!
Interesting idea that you could potentially develop further! Hiccuping wizard made me laugh quite a bit. I think you could build upon this mechanic - maybe allow for a bit of control over the hiccup (hold your breath, drink some strange dungeon water - some stuff like that, that would allow you to temporarily delay the hiccup). Or maybe you could even develop your hiccuping abilities further - train yourself to hiccup on command :wink:
I felt that the timer on the hiccup was too short, after a while you just start feeling like you are fighting against your own game character to move forward.
Short and sweet dungeon crawler. Nothing revolutionary but you don't need to be revolutionary to be fun! And I had fun with this game. I liked the graphics and the chosen color scheme. Music was alright but became quite repetitive after a while.
Theme was not really strong, felt rather tacked on a bit. really nice job on the game besides. Congrats!
Wow, that was super fun! On my first try I actually run out of cards juuuust before I reached the power switch. But on my second try, I did it! And with a card left to go.
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I never saw a mechanic like that and I think it's brilliant. So fun and it makes you think about your surroundings and plan for the future. And the randomness of cards you have in your hand brings a variation to each playthrough. I really think that you could build a nice full puzzle platformer around this mechanic.
I don't know if full map is needed (as other comments mentioned). I didn't really feel a lack of a map here - maybe it's even more fun without it.
I liked the main character design, animations on him and the comments he was making. All very cool! The world could use some variance (maybe some random cracks on the wall from the experiment gone bad and such) - but that really is just a wish, as I know that jam time is very limited :).
One of the better games I played this jam. Very nicely done.
I had a laugh with this one! The chicken animation, the pecking sound, the piano music! It's all great. The piano score is the best part - I really love it here.
Simple to learn, hard to master. Did not really see much connection to the theme, though.
Great job overall!
Such a nice idea. I like this kind of resource management games. Sadly, there are a lot of bugs that take away from the experience. For example: - it is completely possible not to be able to proceed with a tutorial because you won't have enough resources to buy a farm (if you buy an oil rig and a mine for example). - during the tutorial, game claims you get 100 steel but I got only 20. Later it claims you have 10 people but I had 5 (and 15 on my second playthrough) at that moment. Seems like the tutorial doesn't really know what I have :laughing: - storage doesn't work properly which is the biggest game-breaker. In my attempted playthroughs steel was never stored properly - e.g. I stored several thousands of steel and got back 20 after the impact. Food just disappeared when I was attempting to put it into storage. People were also not being stored properly at all (e.g. put in about 700, get back 15).
If you'd like to keep working on the game, it would also be nice if you wouldn't have to stare at the stuff you ordered to build. In other words, I would like to just order my 40 infantry, and they can be built in the background while I do other stuff. Currently, the progress is halted if I close the window and not stare at the progress bar. Maybe it's a bug?
Graphics could do with some improvement as well. But hey, it's a jam game :smile:
I really hope you will keep working on the game, as the concept is nice and it can potentially be really fun if it works properly!
My cheese and Beerenburg scheme made this game too easy :wink: Famous treasure in no time. I was also wondering if there is some kind of end game to reach but the comments already answered that question. I'm glad you introduced the holding button to buy more! Even with that one, buying 2500 food rations took a looooong time.
I love the color scheme and music fits the atmosphere very well. It's a charming game and a nice jam job :smile:
PS. Additional points for using Godot :smile:
Awesome soundtrack! The energy of this game is great and it's very fun to play (even if you suck at it, like I do).
Theme of the jam is rather tacked on :wink:
This is hilarious! The narrator really made this game for me. I DIDN'T press escape when he told me to - I figured he is just trolling me :wink:
The game is fun to play and I really enjoyed the music. It would get tedious to just go through the same motions over and over again until you manage to leave enough of your dead bodies behind - but the narrator makes even the tedious part fun!
Beginning of the first level is great for "building" fun shapes from your own dead bodies! Great work all around :)
Very nice way to transition from one playthrough to another and make us all stuck in an endless snail shell loop :smile: The game is simple and short. But I liked the idea and a fresh take on the theme.
I won and all the magic in the universe is mine!!!! Speed was just fine now. The only real issue I had is that I wished there was a way to look/turn around. Now you can only turn right/left on a sort of a half circle path, which makes for some awkward walking at times :wink:
I got so much into the loop (pun intended) with this one that I decided to upgrade everything to max before heading home :smile: It's a very nice game and an amazing compo achievement. I liked the gameplay, the visual changes with upgrades and the graphics as well. Great all around!
Music was really not to my taste, so thank you for including a way to turn off the radio :).
One strange thing I found (Maybe a bug? Or simply oversight) - the maintenance of the ship takes away 50 bucks. But the description doesn't say anything about that. And it does cite costs with everything else. So I'm not sure if the cost of maintenance is intended and just not mentioned or if I just encountered a bug. Also, after upgrading, maintaining the ship also started to increase my happiness. Again, not sure if a bug or a feature :)
Thank you for a cool game experience!
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The final boss is scary and he/she/it sounds like Godzilla! So I guess the loop is the "endless" loop of grinding :laughing:
@incd021 So glad you enjoyed it! We really enjoyed making it. Thank you for such positive feedback :smile:
@justmars Thank you for your feedback! We did plan on more interactables - but did not have enough time, as usual in the jam :wink:
Also, you don't need to click to find the words. The special words react when you just hover your mouse over them :smile: And it's Scruffy, the janitor.
@tylerkealy @aterlamia @zero-ichi @flawed @midorimelody @bauke-regnerus @gentoogames
Thank you for taking the time to comment! I really like reading poeple's thoughts about the game and insight is always appreciated. And you should alwyas tip your delivery boy :grinning:
@bauke-regnerus Maybe we did go a bit too dark with the music choice. We wanted to foster a bit of a disjointed feeling, like something is not quite right with this world. And we might have overdid it somewhat :wink:
@gentoogames I'm very happy you like the art style. Never in my life have I drawn so many items/characters in such a short time - it was quite a challenge :laughing:
@bellringerquinn I'm glad you like it even though you got stuck :wink: And thank you for your feedback.
You probably missed an essential keyword somewhere. There are a few those you simply have to unlock to be able to finish the game. It's basically impossible to "fail" in this game (I mean, make so it's impossible to finish). The needed keywords never disappear and are always there, loop after loop, after loop. But it's completely possible to simply miss something and not hover over an essential piece of text. Maybe we should make some hidden solution (not in game, it's too late for that - but in some separate document), like a spoiler-helper for those who find themselves stuck and would like a hint. I will think on it :smile:
@preda @iron-leonem @jamster @str8griz @gabriel-dias-oliveira-de-almeida @theseusinabottle @cwazywierdo @wtfree @dxk2294 @noakishere @trexxak @arron-fowler
**Thanks, everyone, for playing and taking the time to comment. We are very excited to hear your thoughts about our little creation. We are also happy that so many people are actually enjoying the game. We know that it is not a type of game everyone will like** :wink:
@trexxak Hoooray, finally somebody who understands the references :grin:. The numbers, oh yes, the numbers are meaningful. Not all, though, the phone number is just of the top of my head (I was plotting to make it meaningful but could not think of any reference with a good meaning to it). But hey, if you came up with any good meaning for that number - I'll take it :D. Apartment numbers, on the other hand, are references - but references chosen a bit for their meaning, not just random ones.
@dxk2294 How can one not love Scruffy? I'm glad you loved to see him there as much as we loved putting him in there :).
@jamster So happy you liked the art! And yeah, more intractable objects was one of the things that got cut because of lack of time. Always so much to do, so little time - that's jamming for you ;).
@cwazywierdo Yeah, repetitiveness was kind of a point. We wanted the player to feel, well, stuck in a loop :). I guess it can indeed get too repetitive (in other words: booooring ;)) - depending how many days you go through till you "break the loop".
@gabriel-dias-oliveira-de-almeida That's very nice to hear! After all, inspiring each other and challenging each other is part of what this jam is all about.
@davidpeterworks Thank you for your feedback! When you talk about closing dialogue window, what exactly do you mean? Do you mean the game should close the dialogue window automatically if there are no convo options left to select? That wouldn't work with the system - there may be no options left to select but there may be a word to discover in the text. If the game closed the window, player would not be able to scan the text and discover the word. Or do you mean something else?
@sophiablabla That is very good to hear! I'm glad you enjoyed the game and had a laugh :)
@duck-reaction It was indeed a lot of work. I barely slept during those 72 hours and when I did, I was dreaming of vectors and graphic tablets ;).
@valisse21 Thank you so much! You just made my day :smiley:
@jenny-bourke I'm very glad you enjoyed the game. And it's always nice to hear that somebody understood the references :)
@edalbung Thank you for playing and for the feedback. I'm glad you liked the characters!
As to animations - you are completely right. We just sadly run out of time to make any. So there is really only the one.
The auto-exit dialogue would not work here because of the word-hunting mechanic. Even when there are no more dialogue options to chose from, there still may be a keyword to discover in the text. So we can't just close the convo window.
In every dialogue there is always a portrait of the speaker on the left and the listener on the right. We thought that would be enough to signify who is talking to whom. But by your feedback I see that it's not and it can be confusing. It's actually very valuable information. So thank you!
@eduardo-yukio I'm glad you enjoyed the game and thank you for valuable feedback. You are completely right - we should have written additional scenes to show after each of the endings, and probably even implemented a specific success chance of playing "the best" ending. That would give players closure!
@zliebowitz Then we are glad to have a hand in introducing you to a whole new genre of games to explore :). Thank you for playing, thank you even more for feedback and I'm happy you enjoyed the game!
This game is beautiful and has awesome mood. The sound design is also great. It really made me feel for poor Timeo. The poem at the beginning was a nice touch as well.
A lot of work and heart went into this game and it certainly shows. I have not even one complaint. Perfect job!
You definitely need more game in your game :laughing:
Graphics are very trippy and the concept could actually be an interesting one. Spending your days chatting as a loop. If you included some actual chats between your characters, that would be cool. Just imagine what those strange, strange creature could have to say! But for now it is indeed just a walking simulator.
I really like the art style and slime animation. Sfx are very nice as well. Very polished experience! I did not feel much connection to the theme of the jam but have no complaints otherwise :)
Not my kind of game but a great jam job!
Hilarious concept. Totally ridiculous in a good way. However, now that I think about it... if the cows explode, nothing is really stuck in a loop, is it :laughing: I like the simple 3d graphics and the pastel color scheme.
I encountered some bugs. Once the game stopped reacting to the mouse click and I could no longer shoot my lasso. And three times something very strange happened and my character just started walking backwards and backwards and backwards. With no input from me. Until I ended up in white nothingness. That was funny as well :grinning:
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Cool puzzle game. Not as hard as advertised but nice! :smile: I once killed one of the criminals just as the day was ending and it was pretty funny watching the time roll back with a lifeless violet body of a criminal floating around the floors.
The game plays well and the music is quite atmospheric. I wish the investigator looked different from other characters. But other than that: great jam job!
I like the concept of this and slicing enemies is quite fun. Graphics is also rather nice, if minimalistic.
But the clunky camera controls spoil the experience. It makes it very hard to play. I also seen little reason to change the blade angle. Horizontal just worked the best.
The invisible mines are just not fair :wink: At the beginning I thought that maybe I can disarm them - tried and died for it :laughing:. I ended up making screenshots to know where they are.
I agree with the others that maybe at least two hp, to allow for one error, would be more user-friendly. Although I think it's also fine as it is - after all, what kind of scientist survives walking into a mine. But maybe introduction of some armor/shield item that you could find and that would allow you to survive a hit would work.
Nice graphics and I liked the concept overall. Teleporting between areas and seeing what changed after the lab accident was very nice.
I didn't experience the fatal error at all.
I really liked your graphics and the animations as well! Music is very fitting as well. The whole game has a great energy to it. Very bouncy :grin:
Gameplay is not my cup of tea - I liked the part where you needed to remember the recipes though (would be even better without the ingredient icons). The whole game feels polished and I bet that it will satisfy fans of this kind of genre :smile: So I say - good work!
Oh, the song at the end made me laugh so much. Voice acting was cool and the sounds as well. You did a fine job on the graphics as well. Messages for the corporate were just great and juggling corporate and public approval required some planning.
Gameplay gets so repetitive that after a while you do indeed feel like you're stuck in a loop :laughing:
Quite fun to play and impressive work for a solo project! I really adored the colors. Such a misty, mysterious and moody world. Music fits well to that.
I loved the idea of walking around the screen and the cloak made it even more fun to observe. However, the movement really just came down to holding Shift and W at all times - once I got the hang of the game, I saw really no reason not to just sprint all the time.
I would love some bit of lore about the world at the start. Who am I? Why is the Amalgamate so intent on killing me?
I noticed some quirks/bugs: - My character sometimes just teleported form the middle of the screen to the edge. That was only happening on the lower edge. - Sometimes the character would seem to have some trouble getting over the corners on the screen. - Seems like some global highscores were supposed to be displaying, but they weren't. And clicking on the highscores button did nothing. - I also had no "replay" button or anything like that, so to try again I just had to restart the game. I'm not sure if that's by design (no time to implement such a button) or if I stumbled upon a bug.
I really like the story told in backgrounds and left to player interpretation and experience. It works well as it plays with your own imagination and memories to create a story that is singular and personal to you (the player) but also says something about you (the creator). And as I navigated this life told in backgrounds and tried not to leave my bear behind, I got quite drawn in by it. Well done, sir, very well done.
The mechanics of a screen moving around my screen is very unique and I liked it. Dragging the bear was hard and frustrating at times. But I realized that that was exactly the point! I loved the background humming as well.
Sometimes my bear bugged a bit, I think. It just glitched in place, making his squeaky sound over and over. But dragging him again fixed that.
And on a side note - I managed to take both the bear and the trashcan with me for a time. What does that say about me, I wonder ;)
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I... never saw anything like it :laughing: I love this concept - leaving dead bodies of yourself (?) to create "bridges" is phenomenal! I murdered 47 poor unsuspecting copies of myself before I got to the "end"
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The music is also very fitting. I didn't like the walking animation of our beaver-bear. It's very jerky and not in a good way.
And I just adore your game description. Good job!
I survived! It wasn't very challenging but pleasant to play. I enjoyed my time with this game. I was particularly pleasantly surprised [spoiler ahead!] when my electricity failed on loop 2. Just when I thought that I know everything about this game!
I really liked the music. It was so fitting to the atmosphere and general theme. And I liked the gloomy atmosphere the color theme created. I didn't like the graphic "noise" effect - it got very tiring for the eyes after a while. But maybe it's just because I'm very tired after all the jam efforts and should be already catching up on some sleep and not playing jam games :wink:
Overall, an impressive solo work. You should be proud! Oh, and almost forgot - thank you for allowing the player to jump!
I actually went and checked if slut indeed means end in Swedish :laughing: - and it does! Learning all the time. The setting is hilarious. And those constant screams of the damned. Brilliant. Gameplay may not be very engaging (as rolling poo up hill should not be very engaging!) but the atmosphere of the game makes it all worth it. Great jam job!
So, I didn't get the loop idea at all when I was playing. But then I read through the comments and I understood why - apparently I have chosen all the right answers on my first playthough, so I just got to the end, went through the door and ended up in darkness (I assume that was the end as noting else happened?). I was never returned to the start because I answered wrong - no loop for me :laughing:
So I guess I really experienced a different game than everybody else :laughing:
Maybe you could introduce something to prevent that from happening - to make sure that the player experiences the loop. Like make one of the "proper" answers only appear as an option to chose from if the player got returned to the beginning at least once.
I like the idea but, as others have mentioned already, the controls don't work very well. And having an ability to jump would be great! It feels somehow strange when you can't jump in this kind of game. Even if it's only for fun :). So, definitely the game needs some polish. But the potential is there!
There's no real connection to the theme of this jam, at least that I can see.
I like the graphics of our main hero, he looks cute is his winter cape!
@mumaitron Thank you for the explanation! Yeah, I think many people can miss the connection. I definitelly don't have skill enough to get to the end in this game. I will blame the wonky controls but it's probably just me :laughing:
You know - if you get to fixing the controls during the jam, you could post an additional post-jam version as a downloadable on itch. Clearly mark it as post-jam and list the changes made. So people who are interested can try the improved version after they play 'n rate the jam one. Maybe in such a version I could actually reach the end (a girl can dream ;)) and see the loop explanation. Leave the html version as is, the original one, as obviously people should be playing that one for the purposes of rating. It's just a suggestion, of course.
Oh, nooooo, the reality has collapsed!
I enjoyed the splitting mechanic very much. Although there is no real loop to be stuck in, is there? The levels are nicely designed and the last one is one that gave me platforming nightmares (the one with three cubes hanging over a spiky pit - devious!) :laughing:
Graphics are simple but do the job and the glowy laser beam (?) is actually awesome. The soundtrack is very fitting! Really goes well with the game.
Five thumbs up :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
A solid compo entry and a take on the theme that I haven't seen before. I like that. Simple but well-made. Shame you didn't keep the background music though the whole game and only played some in the main menu.
I agree with the sentiment expressed by some other commenters - tutorial should have a larger font. And you probably could just display lore at the beginning as a "cutscene" (just display it once, when the game is first run) and make your tutorial in few points - no need to be so verbose there.
The graphics is rather simple but informative, so it gets the job done :grin:
Such a neat idea! And indeed - meditative. I played it on touch controls and it felt fine and quite smooth. The only trouble I encountered was when there was a smaller circle inside bigger one and the character was more moving on the smaller one - it took some trying to "grab" and resize that circle.
I also really liked the idea of changing background colors as the game went along. If you would choose some more muted color palette (something earthy, desaturated etc.) - you would have a real zen game :smile:
Well done!
Very funny setting and the burger graphics is adorable :). Not the kind of game I usually like to play, but it seems well-made and polished to me. I really loved the sounds!
Didn't see much connection to the theme. Although I guess any endless game is sort of a loop :grin:
I tried playing it but it is quite buggy. At first run, mr. loopy would not jump with any button. That I fixed by restarting the game. On second start jumping worked just fine. But on second and third try I run into game-stopping invisible wall. All I could do is just jump up and that's it - could not progress any further.
It was also very easy to get stuck on the wall - easily fixable by pressing R to restart from last checkpoint :grin:
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It is a nice concept and good take on the theme. But the game itself is too easy. It seems like it's just impossible to fail and you retain the progress you made on the previous loop. Some more challenge would be welcome :)
The spin on the South Park disclaimer screen at the start was brilliant.
Looking at other comments, I just thought I will mention that I had no troubles understanding the tasks. Explanation at the beginning seemed perfectly clear to me. It's very fast and I wasn't very good at it but I had my fun with it anyway :)
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I loved how exacerbated the poor developer looked. Anyway - a nice interpretation of the theme and a good jam job!
Quite a fun little game. It was fun to figure out the levels and the art was pleasant and nicely varied. Very nice work!
I only wish there was some setup to the game - so I would know who the little cyclops robot is and why is he stuck in this strange facility :smiley:
The questions drew me in so much that I went through all of them before I even attempted to use the exit :grinning: Some of them get wonderfully dark. Great, great creepy atmosphere (which is not so easy to achieve in a bright room). And I loved the one that ends with "OR BOTH" (without spoiling much) - I wanted to choose "or both" but couldn't stand on both buttons at once :wink:
I also still wonder... where are the first two questions (as it starts with 3/10)? Did... did the shadow behind me eat them?
The game lags somewhat and the mouse felt too sensitive by default. But the environment looked nice indeed.
It's really challenging. Gameplay is simple but enjoyable and the idea with legacies is brilliant! Music is not to my taste but it fits the game very well.
It's an interesting take on the theme. Congrats! I suck at this game ;) but after a while of trying I got to some semi-respectable score :wink:
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More engaging than it looks at first glance! Not the type of game I usually play, but I really had fun with it. Touch controls worked well and I encountered no problems.
I liked the minimalistic music. It gave the whole thing a meditative feel. Well done!
This game has some great music. It really creates the atmosphere and elevates the whole experience. I like this interpretation of the theme and you did a very nice job implementing the idea. I felt for poor Dolan.
Although I did find it very funny that making the bed in the morning costs twice as much energy as working all day :laughing: Must be why I never make the bed!
That took me by surprise and made me laugh! Oh, and sound effects are spot-on.
You may find it hard to believe but it's the first hamster game I played this jam!
Perspective was the biggest killer in this game :laughing: I was often not sure if I will fit through the tunnel or not and jumping though walls was a pain. I loved the level names - it's a really nice touch!
The hamster looked more like a mini-cow than an actual hamster to be honest. It's because of those legs (much too long to be hamster paws) and the animation.
Level design is very nice. The fiery level (with the first carrot in the fire) was the most devious of all :grin: Some background music would really enhance the experience here.
I really loved the graphics. The color scheme is just great and the rain adds to the overall atmosphere. Ambience is spot-on, really well-made. Awesome job!
I'm not sure if I hit a bug or this is how it ends. After one of the levels (not sure about the number but it's the level where you start at upper left corner, with several small platforms to jump, slopping downward, and the totem is in the lower right corner) I just got a black screen. I could still hear the sounds and when I pressed controls I could still hear their sounds as well. But nothing was displayed - just blackness. Tried twice - same thing happened.
Mechanics are definitely innovative but I will admit that most of the time I ended up planning semi-randomly :laughing:, as I had trouble "seeing with my mind's eye" where my hero will be positioned.
Very cool art and nice atmosphere! The puzzle was enjoyable to solve and I liked all the comments that the character made on examining stuff.
The area of effect of the water trap seems too big to me and I killed myself like three time while walking around it :laughing: I think I also caught a bug. After I killed the spider with the trap, the game didn't really end. So I went to the spider (thinking that maybe I have to examine the corpse or something). I examined it and my character commented on it like it was a tank with gas, not a spider. And suddenly, the game just reset. But not fully. Everything sort of went back to the beginning but there was no shovel to be found and the generator was on fire. I'm really not sure what happened there :laughing:
Cool game overall. Congrats!
@fragileannihilator Oh! I figured that the trap kills the spider because after I made it, all the items disappeared from my inventory and I could no longer have any "meaningful" interactions with anything in the world. Now that I know he was only stunned, I have to play again and see :grin:
@nekopi Thanks for letting me know! I played and this time I was indeed able to finish the game just fine! Killed the monster and now I can finally get to fixing my car :wink:
However, there is still one bug with resetting left. When you fix the generator - that fact never resets. So in any loop afterwards the water you poor into a hole immediately gets electrified and you get killed (even if you fill the hole with water first and never touch the generator on that particular loop day). There is no way out of this (that I could find) except for starting the game anew and making sure you can kill the spider on the same loop day before you even touch the generator.
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It's a cool concept. Would be more enjoyable if the game required bit less precision but overall I had fun playing it for a while :smile:
I encountered a bug where the text in speech bubbles suddenly becomes very low resolution and looses some readability. Screenshot_7.jpg
This game could really use some moody, abstract music - that would be a great addition and would elevate the game a lot. I liked the creature design and graphics on them. Really nice.
I'm not really sure what the game is trying to say and how I should interpret the universe I find myself in. But that may just be a part of the point here. I liked the little comments the character made - maybe he could make more comments to introduce me to his world and this way make me, as a player, care more about his plight and fate. Just a though :)
It left me wondering: is that truly it? Maybe I missed some way of going to another level? But if not, it is very short and there's really not much to say.
The concept made me laugh though, so that's a definite plus :grin:
That was quite fun! I enjoyed the music and the general design of the game. Cell-shaded graphics is very cute, especially the submarine itself.
Per your suggestion, I imagined the story :grin:. It's full of action and heartbreak. Really powerful stuff.
I will admit, I tried to drag my card into another card quite a few times to try to attack again before I realized that it won't work :laughing: The only wish I have is the option to control the movement with WSAD or Arrow Keys instead of a mouse - would be more comfortable in my opinion.
Oh, my poor, poor hands :laughing: I am so bad at this game! It took me an embarrassing amount of tries to get to the finals, so I was very glad to have the "skip dialogue" feature. Finals defeated me.
But, my ineptness aside, it is a truly impressive work for a compo! The graphics are simple but clean and the voice-over is great. When I first heard "King, nooooooo" I literally laughed out loud.
Very cool! It was a pleasure to explore in my little submarine. Although, with the amount of reckless driving I've been doing, I'm not surprised that people started to be scared to buy my services... even without the interference of a certain heart :laughing:
The graphics are nice and the sfx are great! I bought all the upgrades and even had 19 bucks leftover. It is a really great jam game - held my interest and worked perfectly.
The only issue I had was with the controls at the beginning. I could not use my mouse to aim (as the keybindings would suggest I should). Aim was fixed in place and all I could do was turn my little submarine. That changed after I bought one of the torpedo upgrades - I started to be able to aim with my mouse. I'm not sure if it's a bug or by design. But if it's by design, you should mention it in keybindings to avoid player confusion.
Anyway, let me repeat my initial statement: very cool :).
Soooo... I have a rather unique custom shortcut for taking screenshot, don't ask me why ;). Long story short, I discovered one of your dev cheats. Guess which one :laughing:
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I liked the graphics and the music. I guess you went for a bit of meditative slow-pace - the music, the slow walking pace and the fact that our miners just sit around in quiet contemplation when not ordered all set that atmosphere. And that is cool for a while but after a time the slow moving pace discourages you (at least discouraged me) from continuing exploration. As our protagonists carry their precious mining gold slowly, slowly. Maybe including some button that would allow the player to increase/decrease the speed of the overall happening on screen could be nice? That way if I just want to ponderously dig, I can, but if I want the nameless miners to get a move on, I can do that too.
Building stairs up from blocks works fine. But building stairs down is impossible. I guess that's how the real world works ;). But still, game-wise I wanted to be able to build stairs down into abyss!
Gold seems to be quite scarce and on some maps feels near impossible to find.
Mazes within mazes, within mazes, within mazes... Mazeception! I really like this concept, and it fits the theme really well. The mazes themselves could be more complicated to solve, but I enjoyed playing anyway.
I totally see the Tron inspiration in the aesthetics, but looking at all the flashing red lights got tiring after a while. Maybe a white-blue Tron-like color scheme would go easier on the eyes. After all, cyans are less aggressive than reds and even greens.
Music is not my cup of tea, but it actually fit the aesthetics and the concept well.
And this, this was a very cool moment:
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I downloaded the "Z" version of the game and never once pressed "Z" :laughing:
This is a very original concept! I will admit, I don't use social media and I don't read inspirational quotes. But I did have a lot of fun creating nonsensical things like this:
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So I say, well done! Really a unique idea and a hilarious take on the theme.
I love how completely crazy and messy it gets - with all the strange, unique enemies! It really got me wondering about that world why I was smashing the creature into the wall. I mean, who are those people? Why are they behind the wall? Why the enemies do not attack them? What is going on :laughing:?
The gameplay is very simple and not all that engaging on its own, and there doesn't really seem to be any way to lose or do better/worse. But the variety of what is going on on the screen makes up for that - at least for one playthrough. I also really liked the soundscape in the game.
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I really enjoyed it! The art is simple but nice and the color scheme is great. The music really enhances the atmosphere. Exploration is rewarding and even after a while the game still could surprise me - like suddenly meeting Baba Yaga :).
It's a really good jam game. I only wonder - can you win it or is it just about surviving as long as you can? I've reached the mountain border to the south and the "endless" ice field (invisible wall) to the north. East and West also seem to be fully bordered by mountains. But maybe I missed some secret passage?
Superbly cute! Graphics are very nice and just adorable! Music is also very fitting. Everything is just so energetic :).
Controls work nice and feel good. Had zero reasons to complain.
I loved that Bubbles cannot fight and has to use his wits and the trusty shovel. Trapping the enemies was not so easy, especially those sneaky ones that jumped at you from under the rocks. But it was satisfying to pull off.
I was quite surprised the first time I bought an item by simply walking onto it. I thought I've been robbed :laughing:
My only minor complaint was that when I was walking between the two lava tiles on the last level, it seemed to me like the upper one was hitting me when it really shouldn't.
Anyway, awesome game!
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Very good sound choices and the ability to change the color is brilliant. Graphics is very simple but well-made and everything feels quite polished.
I wonder, do you use up air faster when you're digging? I thought that that was the case (and it would make total sense!) but I might have just imagined it.
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Music is fantastic! I really loved it. Graphics are also great and the whole mostly-black-and-white aesthetics is very pleasing.
"C" for time slowing felt uncomfortable to me. Personally, I think something like "E" or "Q" would be better. But that's just a minor nitpick. The game plays very well, controls are tight and responsive. And I was very happy that there were abundant checkpoints. I also liked how the arrows kept bouncing around after being shot.
The game completely crashed on me after I defeated the boss. One minute I was standing there, and the other just puff. Or was that just a way to say "The End" ;)?
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Pretty engaging little game! I found myself hitting "restart" more than I would think :smile: I really liked the random pickups (darkness is devious!). Gameplay is fun and feels polished. Really, really solid compo!
I didn't like the music (just personal taste), so it was very nice to be able to mute it.
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The spy movie music and the black-and-white graphics go very well together and both are well done. Ability to disguise yourself and the connected animation is just great.
It's a nice little story and a pleasure to play through. Pacing felt nice, and patrolling enemies provided just enough of an obstacle.
I noticed one weird thing with the camera - I could click on it to disable it before I got the key from the reception, but after I got the key, I could not disable the camera anymore. I'm not sure if that's by design or a bug.
I got the MacGuffin (by the way, kudos on the naming, gave me a laugh :laughing:) and had fun playing.
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Inspired by Rorschach, the Wild Cards series and Disco Elysium :grin:
Not much of a game, but I enjoyed the hell out of it! Nice story with a twist, fine writing, very enjoyable to listen to and contribute slightly. Would be glorious if there would be branching paths and alternative outcomes, but we all know the time constraints of a jam.
Very cool voice acting and good quality of recording. I noticed two "bugs": - Near the beginning part of the text is missing from the actual text ("...know. So just wait a bit."). It's said, but not written. - Later there is a bit that is written but not voiced (voice-over sort of cuts away): "although he didn't step in it."
@shigor I can recommend trying it out. There is nothing quite like the great and powerful Turtle :)
I really liked the swarming behavior of the jellies! And the fact that they were running away from the cursor, but you had to go and click, was even a bit diabolical :wink: It was fun to play through the levels.
Some delicate background music would do well here (or some deep ocean ambience even). And it would be cool if there was some times summary screen at the end.
Great puzzle design! Levels were very satisfying to solve, some even a bit diabolical. But sill: clever, not frustrating. Really, really well done!
Graphics are clean and consistent. Some delicate, non-intrusive background music would be welcome.
If I have one complaint it's that I sometimes wished that movement buttons and digging buttons were not the same ones. It happened to me more than once (especially when going down the ladder) that I dug by accident and had to restart the level. Maybe something like hold Shift + arrows to dig. But that's a very minor complaint, and it may be that it's only me :D.
Anyway, great job on the game! Loved it.
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It's a pretty nice concept! It was kinda hard to get into, as some things don't work as I expected them to - e.g. I thought that if I build a new settlement, it will automatically allow me to improve adjacent tiles (akin to Civ), which turned out not to be true. I also thought that the settlements will benefit from all the tiles they can improve, but they only benefit from the immediately adjacent ones. The fact that mines are one-time use and get abandoned also surprised me.
But after a bit of time, once you get used to the intricacies of this particular system, it plays fine, and I enjoyed it. It's even a bit on the easier side ;). Some background music would definitely enhance the general atmosphere.
I found the "wave" effect unnecessary, and it made the world harder to look at. Could be replaced with some delicate semi-transaprent wave-like sprites just floating through from time to time. The tooltip text could have even more of a contrast to it - darker background, lighter text. Or just ditch transparency altogether and design a pop-up tooltip graphics.
In any case, nicely done!
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Very cool and unique concept! The puzzles are easy to figure out but daaaamn are they hard to perform (I was never good at timed stuff, being not-in-a-hurry is my nature :wink:).
Music is adorable and graphics are also very nice! Everything feels polished, and I didn't meet any bugs. Really nice piece of a combo game. Impressive work!
I had a bit of a display issue - the game automatically goes to full screen but the left and right edges of the screen are cut off. Like so:
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Very lovecraftian, but needs some creepy music.
So is the pun in the title the fact that you combined Disney's "Finding Nemo" with Lovecraft's Yog-Sothoth? Even if it isn't, this is my interpretation and I believe it fits :grin:
I liked the setting. Felt like that could be a story of how a cultist came to be. The game is indeed dark, but there is enough lights to see the nice squids. Very nice drawings there.
As to controls, I think you could just ditch Return altogether and keep Space for both interaction and advancing dialogue. You created a good underwater atmosphere with both the graphics and sparse soundscape. Well done.
Moreeeee coffee!!!! But seriously, I always liked Sokoban-kind of puzzles, so I enjoyed this game! I found my fiancé, made buckets of coffee and all was well with the world :).
I didn't like the music at the beginning, but it grew on me and I found that, along with the level transition effect, it kinda had a hypnotic effect. Graphics could use some improvements, for readability’s sake: projectile color, for example, is so similar to the background that I didn't even notice that something was shooting at me when I first run the game and I promptly died. Good times :). Same with pushable blocks, some color variation would be nice.
Now, it's "Did You Know This Stuff about Your Game" time! Did you know that: 1. You can cheat in the pre-last level [**redacted**] 2. You can pick up a coffee bean by pushing a block into it. Bean-grinding included ;). 3. "Best time" is always stuck at 99.99, never changes.
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@incd021 Oh no... I reveled a secret! I'm so sorry! *punches oneself*
Edit: I fixed it :grin: Now the secret is safe again.
Cute graphics! Shame it's not all created for the jam/all yours. I also didn't have any sound (played downloadable Windows version) - neither sfx nor music.
I really like the concept and programming the robots is fun! Crafting itself would be better if there were recipes in-game (I was displaying the recipes on the second display while playing :)). Maybe even something like - if you already programmed the base recipe once, it appears in the robot programming menu, so later you can reorder the same recipe with one click.
I sadly came upon quite a bit of bugs. - The little robots get stuck in a loop while walking around - you can get them unstuck by carrying them to their next destination by hand. - The items were dropped sort of between the grid tiles and became impossible to interact with (and were stuck there forever). - If I tried to drag one of the orders out of the robot's program queue (to sort of get rid of that particular command), the command was out of the program, but the whole game was becoming unresponsive. No button was clickable, I could still move the robots and items around. - If I tried to order the robot to drop something directly to the rocket drop point, the robot was just getting stuck trying to walk into the forest to the south. Maybe he was trying to run away from me :laughing:
But even with the bugs, I did manage to finish the game and make the rocket :rocket: By the way, it's a very slow rocket. Which is strange, as it is, well, a rocket.
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Very cute graphics and nice color scheme. SFX are nice, but some background music would help build atmosphere even more.
It would play much better if there would be a full-screen version, or at least a downloadable version that we could put in full screen. As it is now, the mouse is not caged to the game window in the browser and, as a result, it's all too easy to stop moving your turret because the cursor ran away from the game window ;). Aiming altogether could use more work, it feels like it just jumps around at times instead of being smooth.
I found the concept enjoyable and the core gameplay loop feels solid. There are some improvements that could be made for the gameplay itself to feel smoother and less frustrating at times: * The main hero gets stuck too easily on the small dividing walls when he jumps around. Maybe ditch those all together :). Or make them tiny - more a decoration, a hint of a wall, than anything else. * Three engines on each side is very cool. And when you want to goof around and float in strange positions, it's great. But when you want to come to a full stop, it feels like an unnecessary busywork to jump from engine to engine while your ship is flipping around under you. Maybe an additional "full stop" lever that would stop all the engines at once? * It would probably feel better if we could stop the character movement (like grab onto something) when trying to fix the engine. With the constant floating around you lose your "lock" on the engine you're fixing quite often and have to wiggle your way back to it. I found myself even fixing the already fixed engines by accident instead of a broken one :laughing:
So that is why I never got an office job!
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The core gameplay is well-made and as there is not much variety of tasks, it really does feel like a soul-crushing office job :wink: - great representation of the chosen topic. The game is challenging, but gets easier as you get to know the office better. As it should be. Graphics are pleasant and clear.
Music didn't really fit the rush of gameplay. Maybe something more upbeat and hectic would be better. Your music track is just too pleasant and relaxing ;)
An improvement I would suggest is an ability to navigate the typed e-mail text, to go back fast and correct that one damned letter you mistype and notice too late.
Under the programmer art hides an interesting and hard game. The controls are solid, movement feels nice, shooting works well. I liked the challenge and the randomness of the buffs you get from - let's call them "upgrade orbs" :grin:
I liked the music track as well. Ominous. And the main character head changing expression with health level was a very nice touch!
This game plays best with a graphic tablet instead of a mouse!
It looks and plays very nice and feels polished! Really great job. The additional effects that appear somewhere around 1000 points look awesome, but they also make it harder to play (harder for the eyes to focus on the balls). I guess that it is a devious design decision though :wink:
And you say it's unmeditative, but actually at some point I think I achieved this zen state of hyperfocus.
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I really wished there was a way to kick the opponent :laughing: felt somewhat strange that I could knock him down but could not keep hitting him while he was down. Yeah, some additional attack action would be nice. I was also very sure that if I punch the water cooler I will restore health - sadly it was not the case!
The metaphor does not really come through in the game itself and I would never have guessed I am fighting my way out of depression if not told in text. Maybe a changing music as I get closer to my goal (like from sad and moody to more upbeat), or changing lighting in the world (from dark to light), or changing enemies (from more deformed, dark to "nicer") and so on. Maybe you could even start slower (walking slower, dragging your feet so to say) and get more speed and energy as you fight your way out.
I liked the colored pencil art on characters very much.
The game could definitely use some polish but it is a nice jam game anyway :)
Couldn't help but notice that I am not actually opening the door, it's already open - false advertising :laughing:!
Very nicely made and quite impressive for the limited jam time. I really liked the whole sparse soundscape - it gave the game this a bit creepy, a bit mysterious underwater feel.
If I had to wish for one thing, it would be somewhat wider fov. Everything felt very much in my face (especially disturbing with the leaches.... brrrr.... ;)). I was getting lost all the time and I killed more hosts than anybody should ever, but the exploration was fun! And the fact that you could find your previous dead host out there was a very nice touch - reminded me of "Lone Echo".
The painted art style is just great. Very cute and well done. Music is also great, very relaxing and dreamy, fits the concept perfectly.
I enjoyed the physics of cat flight. The floating, the diving down - all felt very good. The only bit of strangeness is that you can completely get stuck in a roll, and no amount of wiggling will make you stop rolling. Hitting something will make you stop :laughing:
And here is my highest score to date.
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The setup is purely ridiculous! I'll admit, it's not my kind of humor.
I really liked how you make the liquid mechanics though. And the music is quite nice as well. I managed to get to the Lucifer with only one drop left. But better one than none, I say!
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This game is just the bomb! Everything in it works extremely well with each other. The music, the pace, the controls, the graphics - all are just so in sync. It was a pure pleasure to play and everything just worked nicely.
I really applaud the color choices. You managed to create a disco atmosphere without overusing the oversaturated colors that would just kill the player's eyes. Truly well done.
The voice acting is great. And when he says "I'm awesome" at the end it just totally won me over.
The game might be too easy, as I am not very proficient at those and managed to finish it on the first try. But I definitely had fun!
Only movement and scan worked for me on a keyboard. Other keybindings didn't work at all. I also tried pressing all the conceivable buttons :wink: and nothing worked as "shoot" or "sonar". On a controller, only movement worked, nothing else. And scanning seemed like it did nothing - no information was displayed, and I saw no other effect.
It seemed a bit confusing that the world kept scrolling on its own and I couldn't just go down faster than it is scrolling. I wanted to dive deep!
I liked the setup and general concept. I think that with some more work, this could be a nice game :). As it is now, there is just little in it to do. Or maybe I missed things because of the broken controls. And I met this crazy shark bouncing off the walls which really made me laugh. Definitely +1 for the shark :laughing:
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Very nice! I'm happy I didn't look at the comments before playing, as the screenshot Gustavo posted definitely spoils the twist at the end :laughing:
Graphics are great! I especially liked the main character. The music is also spot-on for the atmosphere. Gameplay is fine. Controls feel alright and well-polished, and there is more than enough variety to keep the player's interest throughout the experience.
Seems like it's easy to "cheat" your way out of the consequences of overeating. If you just save eating till you're done with the level (the doors are open, the monsters dead and so on), you can eat all the burritos. You will grow and slow down, but it won't matter, as you are reset back to normal at the start of the next level.
Really nice job on the game!
Extremely polished! I love the visuals and the music compliments them beautifully. The game is engaging and bountiful checkpoint do not make it frustrating when you die :smile:
I'm quite sure I managed to bug the second big angler fish out of existence! When I lunged at me, I hid back into the narrow corridor I came from, quickly. And the big fish just... disappeared. Hit the wall and was erased from existence! I have magical powers! All fish tremble before my might :wink:
Overall, it's a really impressive piece of solo work!
PS. We made our game in Godot as well and there are also problems with HTML build. All the shaders just disappear in it, like they are not even put in the build. No idea why. But we decided not to post HTML build this year at all because of it.
That was hilarious :). Graphics are pleasant, and the fake music is kinda fun as well!
Kicking your car is surprisingly fun and gets challenging in the last race. Very impressive piece of solo work.
Jazzy! Music is great all around, and I loved listening to it. Made with a lot of attention to detail. I also love the cartoon graphics and I wish that they were used everywhere (read: also instead of the 3D). Shading work on them is exquisite.
Gameplay I didn't like so much. Froggies walk on their own, fight on their own. Playing cards is all good, but not complicated enough to require any strategic thought or much attention (no interactions between the cards themselves, no need to deeply analyze the situation on the battlefield and so on). As a result, it feels like the game plays itself, it's not engaging. But because it is not engaging, I had a lot of time for observations, analysis and noting stuff down while I played. So here it is (lucky you ;)):
* Nothing epic happens when Lantern charge drops to 0%. Froggies (I imagine that's the name of the band ;)) just continue on their quest like it's all fine. With how focused the story is on the lantern, I'd expect at least something to happen. Well, to be honest, I expected to just fail. But barring that, at least something would be nice :). * You can use Healing Hymn even when your lantern charge is 0. * Feed the Fire fuels the lantern by 10%, except it will never fuel it to 100%. Not sure if that's a bug, or it's by choice because 100% would not fit nicely on the UI space allotted for the lantern charge number ;) * Second Dazzling Solo you cast always stuns the same 'random' enemy as the first one. 'Always' means I tested 3 times. So you can stun and already stunned guy. That severely decreases usability of multiple copies. * I'm not sure how you spawn the quest boss exactly (I speculate it's in the next suitable area after enough enemies were killed, or just in a random suitable area) but it seems that the Safety Dance can totally bug the quest. I used it on a Canyon while on the Canyon quest (had a healing march on and wanted it to work a bit longer) and I think it's possible that I used it on a Canyon in which the boss was supposed to be. Cause afterwards I was traveling for 45 minutes and met no boss. I finally gave up and restarted. On the restarted game it all went fine and met a boss within a few minutes. * Would be nice if card description were more specific on their numbers - how long are durations etc. I calculated about 20 seconds on the Bounce Back and Lantern Scorch (is that about right?), but it's not so easy with all the cards (like Igniting Flourish).
I had two crashes to desktop with 'Fatal Error'. But I saw that those you already have in known bugs. The story itself was simple and pleasant. Charming even, I'd say :). And all of Pagona rejoiced!
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The game is really beautiful - the graphics, the lighting, the animations are all awesome. Very polished! And the music compliments it perfectly. Well done!
It controls a bit strange, and often it feels like you should be putting the skull/dirt at the square X, but you are putting it on square Y instead. It takes quite a bit to get used to and still feels wonky.
I also consistently met a bug when a one of the skulls on the level just bugs out. It just stands there, does not react to the player's presence, is impossible to interact with, impossible to kill and impossible to talk to :wink:. It happened to me quite consistently and every time made the level impossible to finish.
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I won't be breaking any highscore records, but I drilled and drilled :)
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It's a neat little game, and it really doesn't need a way to "win". In this kind of game, endless and "go as far as you can manage" are completely fine! I really liked the bloaty animation on a drill when drilling. But I think I would prefer if there was a separate drill button to press. Right now, you can get stuck drilling a thing you didn't want to drill.
I encountered some bugs. Sometimes the game did not recognize that I can drill a rock and I had to reposition slightly and approach again for it to allow me to drill. And I surprisingly teleported to another position on the map twice. That was kinda fun - maybe you could include surprise portals under some rocks :grin:
It felt to me like an interactive exhibition in a modern art museum. Very nicely done and an interesting read! I liked the "Sin City" like color work - the contrast between the colorful ingredients and the gray environment.
From a pure gameplay perspective - "Enter" to confirm is not the best idea, as you already have one hand on a mouse and the second one on WASD. A mouse click or some other button close to WASD would be much more comfortable.
I also met a bug in Web version (on Firefox) when some doors would refuse to open even though trigger requirements were met. It didn't happen in downloadable version. There are some mistakes in the text itself, could use some proofreading (e.g. you have "Every one" instead of "Everyone").
Really good work and a unique take on the theme.
I like the consistency of the atmosphere you created in the game. The art, the music, the lights - all really band together to create a cohesive, atmospheric experience. Really nicely done!
If I have one complaint, it's that it was too short. More levels please :). Oh, and it was a bit strange that the terrors were actually scared of the intensified light through the door.
Manged to get to the end after few tries. Asteroids were my main bane :laughing: It took a bit to get used to the movement, but I liked the exploration a lot. I even had a laugh or two while meeting the probes. A definite plus for that!
One improvement I would suggest is some kind of ability to safely "dock" with a planet while you are attempting to communicate. I lost count how many times I got bashed by asteroids just as the ping was almoooost done ;).
If there is one thing that I didn't particularly like, it was the music. It's not bad, I just thought it wasn't particularly fitting.
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That's a very nice take on the theme! The backgrounds and the sparse soundscape create this atmosphere of introspection, perfect for this kind of game. And the angry shadow, along with the environment change was a great touch.
I would suggest adding some graphic element at the right-left edges of the area, so that the player never sees the edge of the world and the illusion isn't broken. Some mist would do nicely in this case, or some clouds or waves (to represent the vast, unexplored mindscapes :)).
The slow walking pace of Samuel fits the mood but gameplay-wise it gets a bit tedious when you want to backtrack through the area. Maybe allow running and let players decide on their preferred pace of exploration :).
I tried to play the jam version and was not able to get very far - I could not pick up the copier paper. Tried twice with the same result. I liked the visual style - it reminded me of Gilliam's animated interludes in Monty Python movies. And the concept is very cool.
I didn't like the text presentation (it cuts away, is poorly readable) - but I see you fixed that in the post-jam version already :).
The surprise ending is surprising :smile:
I loved the graphics and the animation on the main character. The cute raccoon is extremely cute and the environment is a pleasure to look at. There are some aliasing issues, but that's really a minor complaint for a jam game. Movement feels nice, responsive and natural.
I met a bug when I ran the game for the first time. It just hanged on the second tutorial line, I could do nothing to "unhang" it. But I restarted and all went well the second time. That was on downloadable version.
It's a very cool simple game. Very solid entry!
I really liked the color palette and the music. Graphics is very minimalistic, but that fits the atmosphere well. It's all very meditative! And it is an interesting idea.
I didn't like the font size. The text is enormous and appears right in your face, creating this oppressive feeling, completely not fitting to the atmosphere. Smaller, more contained text would be much better. Could also use some text corrections, there are some mistakes and weirdness (if that's intentional, then this intention is not obvious).
The thing that seems strange to me is that you can fish out the same phone and see the same message more than once. I think the game should only allow fishing the phone out once.
Nice jamming :)
I really liked how the environment colors changed with the depth. The graphics are simple and geometric but look nice and retain consistency of style.
It was a bit disappointing that there was nothing unique/surprising at the bottom. After all, the jellyfish hunter ventured to discover what is hidden in the depths - and it turned out to be just a "game over" screen :wink:
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Short and sweet :). Music is nice and fits quite well, and graphics are simple and clean. Both go very well together.
I really enjoyed the core mechanics. It reminded me of one of those old toy labyrinth boxes with a small metal ball inside. There also you control the labyrinth to get the ball where you want it to be, albeit in a much more analogue way :smiley:
Inserting some hazards into the labyrinth could increase the challenge here. But a relaxing experience is actually good too!
So it has all been a trick - there are no parts of the weapon :laughing:!
Jokes aside, this is fine work for a demo! Although there should probably be at least one weapon piece to find, so you can demonstrate to the player what will be the objectives like in the full game.
The music loop seems a bit repetitive, although I like the additive effect it has.
Great! Super polished and plays very nice. The art is simply amazing, music is very fitting and levels are interesting and a joy to explore. And the comments the characters make are just a cherry on top of this delicious cake :)
Awesome! The only thing I found surprising is that running into fish damages your submarine instead of the other way around. Those are some resilient fish :wink:
I really liked the effect of a pit opening under you to go to the next level!
In the first level, the tentacle enemies were somewhat hard to discern from the background. But I guess that may be an artistic choice - to make them more menacing and harder to fight. In the second level, I'm still unsure what the laser beam of the boss was. It was unclear if it's just a targeting beam that will increase the boss' attack speed after you stay targeted for a while, or does the beam itself also damages you. At one point I thought it maybe does damage me, but I'm sill unsure :wink:
Some keybindings list would be nice. Move and main shoot button are obvious (well, still, might be not obvious to some?), but I was wondering if I am maybe missing some less obvious possibilities. Maybe I have a special attack that I don't know about and such. Anyway, a list of controls would be nice. Oh, and so would be some health bar. Not strictly necessary, but nice to have.
And pausing the game (hitting ESC to go to options screen) does not really pause the game :laughing: A tentacle happily kept attacking me while I was on a "pause" screen.
Gameplay itself felt totally fine. Movement was good, and I wasn't getting stuck on the environment pieces, which is appreciated. Aiming was also good. At no point did it feel frustrating or bad. Well made. Some more feedback from the enemies that they are being hit would be nice (maybe some pronounced color modulation or something of that sort).
If we only knew there was so much unobtaininium in the Earth's crust, we would not have to spend all that money on the shameless copying of Pocahontas' plot, errrr... sorry..., on the Avatar project and going to Pandora!
I loved the writing in the intro - you can always win me over with making fun of movie disasters :wink: And the game itself was quite fun. The controls are solid and responsive, tileset is pleasant and informative. Although the dimmer tiles could be even dimmer to be easier to spot. But, on the other hand, the dimness level was probably calculated, so I would fall into traps!
I enjoyed the game overall and the earth is safe for another day!
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Very chill game :). Upgrade system is nicely balanced - as you can buy a new thing practically every trip, you have a feeling of natural and genuine progression that keeps you going and is satisfying. Controls fees nice and jetpacking around is fuuuun :). It would be nice to have a hotkey to activate emergency evacuation. It's easy to get stuck in a deep, deep hole if you get to greedy, and then there's nothing to do but sadly wait for your oxygen to run out. I guess that's the price of greed ;)!
I feel like the intro graphics don't really go well with the graphics of the rest of the game. Both are nice (I love the character sprites and the planets in the intro are just so juicy!) but the styles don't mix together all that well.
Music is nice and adds to the chill atmosphere. And it changing with the circumstances is great - such attention to detail in a jam game!
I'm still split on the fact that the character does not fit into one grid square. I speculate that this is done for balancing reasons, but it doesn't feel all that good in gameplay. You get used to it, but something just feels off.
Also, I'm rich now!
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I really disliked the music when I first started the game. But, surprisingly even to me, it grew on me, and now I can't get it out of my head :laughing:
Gameplay felt fine and polished. Controls worked fine and were responsive. And that is really the most important part of any game of this type. Levels are good - not too hard to become frustrating, but not too easy to be beaten on the first try (at least, for me). I only wonder about two moments: in each level there is a point where there is a row (or two) of spikes. It seems like hitting them at least once there is unavoidable. Is that right or did I miss something?
It took some trying, but I managed to fall all the way down to hell.
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I like your approach to the theme. You create a really nice and consistent mood in the game. I played the modified version with audio already in, and it really compliments the experience nicely.
Art and animations are very nice, especially on Mindy! But the walking animation bugs out very often and the character is stuck - just thrashing between a few frames, unable to move. I also saw that happening to shadows at times, so it's not purely player character bug.
I got 40 shards and definitely will not be trying to get them all - those gated behind time-dependentnt chains are completely deterring me from trying. I think there should be some wiggle room there, and you could be able to get a good ending not, or at least some middle-way ending, with less than 100% gathered.
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Damn, it looks interesting and does remind of Orwell at first glance. It's a real shame that you need Facebook to play (finish the game), as there is no way I'm making an account there :laughing:
I wish you happy jamming nontheless!
@badabooom63 Yes! Do that please and let me know! I would really like to try the game but I don't want to start if I can't finish it and see the ending. So a text walkthrough would be a nice solution.
It does have an Orwell investigative vibe to it! That part is really nicely done, as you have to actually think and pay attention to what you are looking at and reading.
As I neither have or want to have Facebook, I played with a walkthrough. And I will say that it probably feels much better when you actually have Facebook and can go and figure out everything on your own. Just looking up the Facebook parts in a walkthrough does not feel satisfying and breaks immersion. So I would not recommend playing the game like that.
Other than those parts though, really nice concept and good execution. Very unique take on the theme. And additional points for using Godot :grin:
It is a bit confusing at the start. I kept trying to find a way to feed my pet until I discovered that he feeds himself just fine, you just need to bring him close to tasty stuff... :laughing: And I managed to completely crash the game by going all the way to the left edge, jumping of the side of the level and falling all the way down. It crashed when I reach what I think was the bottom. Good times :grin:
I liked the art on the main character and the sidekick. The level felt a bit empty, there was a lot of digging through nothing. And I saw no way of destroying the black boulders. I thought it was a bug, but now I read the comments and see you just can't do that.
The controls felt alright and the very hiiiiiigh jumping is awesome!
Okay, this is quite awesome! Music is just great and so fitting to the general atmosphere. Graphics are pleasantly quirky.
And the gameplay is just addicting. I just kept going for one more try and one more try. Very cool idea and truly great implementation. Some minor improvements can be made - like a tooltip that will tell you what a thing does before you pick it up, some additional sfx, some ending or an end-score kinda thing if you'd like to go endless with this concept.
But this is a very cool piece of game already. Very well done!
I really had fun with it. It's surprisingly interesting to drill around in search of gems :). The main character is very cute and the tileset is well-made (not too busy, informative and pleasant to look at) - only the tiny green gems look a bit like leaves at first glance :laughing:
I had trouble getting used to the movement system. I kept trying to turn around with left-right arrows instead of using them to just move. I got a hang of it after a while but then reverted to having trouble while "under pressure" (when escaping at the end). I guess this kind of movement is just not a default in my mind.
In any case, it's a really fun jam game! And a polished experience - i found not even one bug.
Very unique concept!
I had some trouble controlling my fish, as sometimes it really seemed that it just sometimes didn't react and later was deciding to spit out two bubbles instead of one. But that maybe just me, as I tried not to be very loud to not wake up my sleeping husband :)
I liked the art on the fish. Not so much on the walls and sand. The style just doesn't match.
Playing this game was definitely amusing :)
The dog is very cute, the faces it makes are just adorable! The music is cool and energetic, but the loop is rather short and gets tiring after a while.
I really like this approach to the theme. I think the game wouldplay better if there would be some intermediary saves between levels. The gameplay relies on getting to know the level by trial and error to find a good path and proceed to the next level. But after you already solve the level, repeating it over and over just to get to the next one (the one that you are currently figuring) feels just like an unnecessary busywork.
I played the Android version and it played well. Controls work fine and are responsive. Well done!
The last level is all kinds of gloriously ridiculous :grin:
I enjoyed the mechanics - it turns out that playing around with a robot's neck is fun! Who knew. I only met a few minor bugs. Most interestingly, sometimes the neck extended and left the head behind (happened mostly in the last level when picking up a box), but it always snapped back into place. On the first level, the ramp sometimes falls strangely - just flat on the ground next to the hill it was supposed to fall on. It's also quite a deadly ramp - it killed me more than once :)!
Graphics are quite cool, and the intro comic is a nice touch. Colors could use some rework, so our robot hero distinguishes himself more from the dull brown/gray rocky background. The "wooo hooo" sound is my personal favorite.
I was quite surprised when one of the after death loading screens talked to me in Polish :laughing: Question remains: was it on purpose or did I encounter some leftover placeholder.
In any case, it's a nice jam job!
So I printed the game out before I read the rules and as a result we played it in 2 players. We adjusted the amount of cards per round to 7, but our experience might have been skewed by the illegal number of players ;).
Cards design is basic but that actually goes well with the pure outline ink art. The value numbers on the cards are too small for comfort and too close to the edge. It would also be nice if you would incorporate a card type "Attraction" somewhere (like centered on the bottom for example, could move "hazard" there as well for unified design).
And from the quality of life perspective - and to save the trees - you could totally fit your rules on one page if you'd go for a two-column layout and make the font somewhat smaller. Also, some printer-friendly margins would be nice. I can already see it in my minds eye, and it looks nice :). I know that layout of a manual is not a first concern if you have 48 hours to make a game.
Rules were clear and easy to follow. The only point of confusion for us was the fact that numbers in the Scuba Diver row of the scoring table go only up to 6 for some reason and there are clearly more than 6 different types of attractions. So we wondered for a while if there is a cap on how many points a diver can score (and that cap is 6), but eventually we figured "nah".
The game plays nice and fast, is completely easy to grasp - so it could be a great party game, actually. Although in our household the go-to party game is Twilight Imperium :laughing: But it also allows for employing a bit of devious strategies, which I personally appreciate. Nothing like stealing a scuba diver just in a nick of time and leaving your husband with a second tuna ;)!
Well done!
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@alyd-asmar Comments about fonts are never useless! Fonts are very important and great (unless they are garbage, like Comic Sans, of course). I can have whole lengthy conversations about fonts and consider it time well-spent! FONTS :grinning:!
This was unexpectedly heavy. And the cheery music sort of tricked me into thinking it will be a lighthearted bit of fun ;).
The tutorial description is a bit confusing. You write that I should not "make my bad deeds too much". But there is no other way to progress through the game than exactly by doing too many bad deeds. And if you don't do them from the second day onward, you will just lose. So yeah, confusing tutorial :wink:
I liked your approach to the theme, the graphics are nice, and the music is cool as well (if not particularly fitting to this dark, dark world).
I encountered only one real bug. I had trouble interacting with the bottle in the area on the screenshot below. When I approached from a certain angle, an interaction bubble popped just for half a second and disappeared. I never managed to find a proper place to stand at to interact with that bottle.
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I LOVED the music. LOVED it. And the voiceovers as well. Best audio in any Ludum dare game ever :) I liked the writing a well. Each character had his/her/its own personality and unique kind of madness. Very nice.
I'm a bit split on the battle system. I like the basic idea behind it, but the icons were not clear to me, so I wasn't really sure what I'm choosing. I wish there was some tooltip with a name of a thing when you mouse over the icon. I also thought that reading the journal would help me with choosing the best strategy against each opponent. But that also doesn't seem to be the case. Seems more random than not. But maybe I am mistaken, because - as mentioned before - battle icons were not really clear.
I liked the art on characters very much. It really enhanced the whole experience.
It's definitely unique entry and more than worth playing through few times!
The room with two ogres and all those archers is just unfair ;)
Combat felt alright in general, but attacks were somewhat too slow (both on the player and the enemies). The shield definitely block too much of the screen and wider fov would be nice. The use of dash felt limited in later areas where it was easy to fall down to your death. I actually managed to trick one knight into doing just that, and he died bravely in lava. But earlier one knight attacked me through a wall, so I was not sorry :D
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I enjoyed the audio track and would love some cool sfx.
I just loved the concept! The art in the start cutscene is quite nice and the game plays well. I had fun with it :).
The tileset could be changed a bit as it is quite busy and it is not immediately apparent, which tiles are passable and which are not. I mean, make the "floor" lighter in color, for example. That would help with discerning the function of the tile at first glance, without need to analyze. It also seems that the random level generation can result in an unreachable Exit tile:
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It felt bad to blow up the poor patient from the inside :laughing:
@no-grapes-games Waaaait! So I've been playing it all wrong! I thought, for some reason, that those are walls I cannot dig through :laughing: That explains a lot. I will actually have another go at it with this awesome knowledge.
Very cool! I liked the concept and it played quite well.
The graphics are nice and consistent, and so is the music (although I think something more like sea shanties would go better, but that might just be the sailor in me talking :grin:). I like that there are a lot of different cards and upgrades to buy. Although my winning strategy was just to buy 2 grappling hooks to debuff enemies and dump all my other money into ship upgrades. I upgraded my cannons to 1.5, sails to 0.6 and hull to 500 - and beat the end golden-sails boss fairly easily with just basic cards + grappling hook.
Some special message at the end would be nice. You have this cool setup with an amulet at the beginning and no resolution to it at the end, just "you beat the enemy; go back to start screen; puff". Would be cool to have some ending to go with this nice story beginning.
There seems to be a limit on upgrades (at least with cannons and sails, didn't hit a limit with hull). Would be nice if the game notified the player that he/she can't upgrade anymore, as otherwise it feels like a bug (maybe it is?).
I also liked the events on the islands - added to the atmosphere and made exploration interesting. The game definitely has a potential to grow and develop. Great work!
It's, quite honestly, just awesome! Both graphics and music are pleasing (I love the colors!). Gameplay is well-made, feels polished and is really fun. Would be cool if there would be randomized starts, but that's really just a wish, not a complaint. It's a perfect jam game and my personal favorite so far. Well done!
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The bug where the game does not recognize that there are no more moves to be made has not been exterminated fully. It still happens (consistently, tested 3 times with the same result) when I do a following setup:
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Even if I fill that last spot with a windmill (just to fill it with something), the game still doesn't end. I hope that helps squash the bug :)
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@nsadie I'm playing Windows version.
I suck at platformers, I really do :grin: So I am definitely not a target audience for this and the game defeated me. This is the last level I will ever see (and that squeaky death sound will stay with me for a very long time :laughing:):
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However! The game has some really cool and unique mechanics that even I can appreciate. The multipurpose rock is great (yep, I am a fan of throwing rocks in games, I admit it!), and going through the same and yet not the same level with different characters is fun.
Music is quite cool, and the whole game has this upbeat atmosphere that I really liked.
I'm telling you - when I was skydiving nobody was throwing pianos. I must be getting old :laughing:
I really liked the animations on the main character. He even makes a proper frog position to break his speed. Very cool! All the graphics are pretty cool and the colors are very earthy and pleasant. The music loops is short but definitely adds energy to the whole thing.
It was pretty fun to play. I had the most trouble with level 2 and the 3rd one turned out to be the easiest for me. My highscores are more like lowscores though :grin:
It is an impressive piece of solo work!
I played the downloadable version and totally had fun with it. I really enjoyed the clean aesthetics and pleasant sfx.
Made it to the bottom without trouble. Maybe adding more challenge as you do deeper would be nice - e.g. maybe it gets darker and darker, and your vision distance gets more limited. I would also like something like a gathered collectible counter at the end - as I'm quite sure I got them all, and I was wondering how many submarines have sunk here before I came along :wink:
It's a very cool compo game nonetheless. Controls feel good, movement is just right and there is a fair amount of "tools" available.
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@ezgoodnight Yeah, sorry for that! I uploaded a web version (which doesn't work) instead of a Windows version :laughing: Fixed now, you can download and play the Windows version.
@samazki Yeah, sorry. I uploaded a wrong version (web instead of Windows). Fixed it now and you can download and play the Windows version :)
@samazki Thank you for playing! And for the feedback. There are health and oxygen bubbles on top of the screen that tell you how much health and oxygen you have left :).
Just wanted to **thank everyone** who played our game up till now and took the time to leave us some thoughts in the comments. You all rock :). We really **appreciate all the feedback**, as this is what helps us learn and improve.
It's next to impossible to be objective about your own work, and it's exactly those people who comment that help us realize the strengths and weaknesses of what we made here. So, thank you again!
@ezgoodnight @samazki @kro @incd021 @ashlynn @thatmanrobin @cannashblue @jadegems83 @jeanbon @carolinewang @bipmo-bopmo @vphyre @pdotjpg @mrsamafu @jasontherand @cubanfrog @eps @mykola @daniel-whittaker @blaster391 @tomatolamp @eric-smith @shin0nome @juutis @andrewkennedy @copito @lesinvisible @eduardo-yukio @gyemelmor @seind @trexxak @alina-baybulatova @nsadie @togis @bauke-regnerus @marcmagus @leekanarchism @kirby @andrewaprice @someone @videt @ahspike @xpoho @kpded @xparker @lrvstudios @cavedens
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Thank you for playing and for all the lovely feedback! We're happy you enjoyed the game and even happier that you took the time to leave a comment.
@ansh-mishra I might have indeed overdone it with the hint. Maybe "up" is unnecessary there, to avoid suggesting that you need to go back to the start. Gem pickup was indeed on the improvements "to do" list but we ran out of time for it.
@asdehielo Thank you for playing and leaving a comment :) Glad you enjoyed the game!
And yeah, after finding Kiki you need to go back with her to the surface. I tried to make that clear in the intro screen (which says "Find Kiki and bring her back to the surface"), but I guess it can be easily disregarded as flavor or something. Or maybe you just missed it :grin:
@binaryprinciple Thank you for playing, enjoying and taking the time to comment. Darkness was very dark on purpose - there is an item you can find that will provide you light and viola, no more darkness :wink: We left a hint about that in the description. The idea about enemies telegraphing their intent to attack is interesting - I guess I must have thought the grumpy faces of the hostile fish would be enough :laughing:
@phi Really glad you enjoyed the game, and thank you for all the lovely words :smile: I agree that adaptive audio would be very nice here. One day - probably in a far far future - when one of us learns how to make game music maybe we will have some cool adaptive tracks. (Definitely it won't be me, as an elephant stepped on my ear ;), so I guess that responsibility will be left to civmaniac).
The art style and the music go together very well here. And both are very nicely done! I enjoyed the atmosphere you created.
The gameplay is very simple, and it lends itself to the overall meditative and chill atmosphere. So it goes well, even though it's not particularly challenging.
I think you made a mistake over-explaining things in your description. It would be better, if you would just lay out your basic concepts and ideas and left the interpretations and impressions to the player. The fun in this kid of games is exactly in my personal experience, interpretations and emotions they create. Like a piece of art. If an artist lays down an essay "This is what I mean by this piece of art", he takes a lot of the experience away from the viewer, who would be better off taking it all in by himself. Just a thought :smile:
Overall, it's a really interesting entry! And definite plus points for using Godot!
Very nice idea and fine execution!
Could use some balancing. Maybe a timer running out faster and faster the lower you dig, and your end score being dependent on how many artifacts you found and cleaned, not on how fame-money you have at the end? Right now, if you have a resilient arm, this game can probably be played forever :laughing: You get artifacts much faster than you can clean them, even if you don't click around frantically. At some I discovered that you can basically chill and click around without much hurry (and only when the artifact cleaning animation plays), and your queue of artifacts will still be fine. If you dig around fast, the queue grows so much that you will never clean them all unless you stop digging and bringing in more. There also doesn't seem much reason to hire more than 2 additional guys in each category.
I eventually just decided to let the timer run out.
Music is nicely done - it's pleasant, fitting, and the loop is varied enough that it doesn't feel repetitive. Graphics is okay (besides the table, which doesn't really look like a table :wink:) and the colors are very pleasant.
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The operation was a success!
It's a very nice concept and cool approach to the theme. You managed to make a lot of different mechanics in a jam game! Very impressive. Soundscape is nice and low-poly graphics are clean and do their job well.
Fighting could be improved. The attack felt too slow and recovery from it was definitely longer than the animation would suggest. That made the Doc feel clunky and ungainly. Also, enemies seemed to be taking damage whether I was swinging at them or they were behind me when I was swinging. I guess my awesome sword is just that awesome :wink:
Oh, that was very short. I was very surprised when I fixed the oxygen, and it just ended :laughing: There is really not much to say about the gameplay itself, as there is so little of it. However, jumping did feel well-designed - not too floaty, not too high, responsive. So that is already a good platformer start.
I really liked the environment art and the portrait, nicely done. I think the main character could use a bit more detailing, as he looked "underdone" in comparison to the environment. Music is pleasant and ponderous.
I played a surprising amount of games this jam that are more introspective, meditative experiences than game-games. And this is definitely one of them. Luckily for me, I like this kind of experiences and can appreciate moments of silence.
This entry creates a consistent ponderous mood, in a good way. It invites you to follow along the river and relax, take in your surroundings and just contemplate what you see. Graphics are very nice - consistent, a bit paper-cutout. I like this style.
The music and the whole soundscape are also perfect for this.
Not much more to say here. Not much of a game but a nice piece of slightly interactive art :)
First, I really like the concept here and the background music. It gives everything this great vibe :)
Pixel graphics on the main character are very nice and so are the animations. But the area graphics are not pixel and don't really go well together with the character art. The areas are big and feel very empty. Just some decorative elements (e.g. rocks, plants, corals) at the edges of the walls would improve the mood enormously :).
Dashing is great (and I like the sfx on it) but feels like it's too long. You can easily dash off-screen and end up in a very unpleasant situation (like impaled on a spike :wink:). I would decrease the dash distance somewhat.
Some treasure counter would also be nice, so I can marvel at all the loot I found underwater :)
Had to actually google anniversaries :laughing: Very nicely done. Cool atmosphere and a nice little puzzle. The graphics on the portal are really cool. And the changes to the environment when going through portals are also nice.
The sound is quite low - I had to bump all my settings all the way up. It's not a problem, just thought you'd like to know. I did not really see a connection to the theme of the jam. But other than that - nice trailer!
There is no way out of this loop! But the blackboard did tell me that I am the solution... so, I have to keep looping :wink:
A unique and meditative experience. And a nice way to approach a well-known legend. Both graphics and music feel pleasant and soft. And sfx are nicely made as well.
I really liked how different things reacted to light - the mushrooms, the puff fish, the surprise whale. It shows how much you can do with one well thought through mechanics.
Gameplay is simple but fells polished.
That was strangely addicting! I found myself thinking "Okay, c'mon Dwarf, just once more into the breech!" It's a very nice compo!
Graphics is pleasant and the tileset is clear. I really liked the music track, it definitely gave power to my dwarf. If I had one suggestion for improvement, it would be to decrease the role of luck. Right now - especially at the beginning where your dig strength is poor - your fate depends very much on luck. Your stamina allows you to dig practically only in a straight line down. So, if you manage to randomly chose where you start well - you live and advance, if you chose poorly - you find nothing or die. Maybe some higher starting stamina or some dwarven magic that would allow you to detect an approximate direction of treasure/danger like once per level.
Anyway, really impressive piece of solo work! Here is my most valiant effort:
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Oh, no! I found my nail only to lose it again. The tragedy! :laughing:
I really liked the main character art! The face, oh, the face! But the walking animation looked kinda awkward. Levels were fine but felt a bit empty. And the bottle throwing guys are just the worst :laughing: . I actually used the barrels as a shield while approaching the first one.
The last boss is completely possible to bypass. I just walked to him and walked behind him while he was performing his attack animation. I don't know if that's intentional. Also, I really liked the look of the boss.
I also tried to use the boxes to create a bridge over the lava. And discovered that they are not falling down.
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It was fun to experiment with this game! It definitely could use some polish, some sound effects, animation rework, something to fill the levels. But what jam game could not :wink:
The music I didn't like so much - it's not bad but gets very repetitive very fast.
@mrsamafu Oh, yeah, I know you can jump over the lava. I jump over the second lava pit without building a bridge :grin: But, as there are no checkpoints, I figured it will be safer to build a bridge at the first pit, as the boxes were right there :)
I could not find a way to make the game full screen and it's very small on my display resolution. Maybe you could set it to run full screen on itch or provide a downloadable version? This tiny windows size somewhat detracts from the enjoyment of the game.
But anyway, really cool attack animation and controls feel good overall. Hunting mice is hard but rewarding :).
@tomatolamp Just tried it and it's much better! Thank you for fixing :)
Unique as always! :smile: It is an interesting bit of mediation. I think I achieved a higher consciousness level after I fished out my "Previous Jam Game". I would love for the ant to comment on his finds! Imagine how nice it would be to get inside his head! Instead of just being in my own :wink:
I only noticed one issue, that has already been mentioned by others: music only plays on the left channel.
Also, an interesting thing. All the things I fish out disappear after a while. EXCEPT for the snake-fish guys. They stay forever and accompany me even between locations. Is it... a snake-fish invasion?! Should I panic now?!
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The art and animation are both awesome. The color palette is exquisite! The music is a pure pleasure to listen to and really builds the atmosphere.
It is a nice and simple adventure to play through and a pleasant story with a bit of a twist even :smile: Very enjoyable. I wished there was a way to click away the text that you've already seen. And I didn't really find the text-reveal sound necessary.
My only real criticism is that I don't really see a connection to the theme here. Great work otherwise!
Pretty cool little puzzle! The sfx and music bits are very nice, spot-on I'd say. And the graphics are great as well. You created a very chill atmosphere.
Gameplay is just fine, controls work well, and I didn't meet any bugs. If I have one complaint, it's the difficulty. There really seems like there is no way to fail and even not much reason to upgrade your roots.
What a chill experience!
I really adore your lights. I loved the flashlight light so much that I used up the charge waaaaaay before I found all the barrels. Just switching it on and off, on and off :laughing: The fact that you can see the seems of the background texture and the sharp edges of the "edge-of-an-area rocks", on the other hand, is not so nice. It takes away from the experience and exploration.
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Music is very nice and builds exactly the meditative, relaxing atmosphere that I think you were going for. Controls felt fine and the slow speed our the diver was just right for the atmosphere.
Overall it is an EXTREMELY impressive piece of solo work.
I do wonder what happened to me inside the star. You need to make a sequel: "Incredible Star Adventures of pod #642044"!
I liked the game in general and how it played. The story is small but nice, and it did make me wonder about my probe hero and his further fate. Which is great! Platforming elements were not frustrating and the blue planet, with all the pushing of things, was great. Flying in the gravity well sometimes was more like rolling :laughing:, but that's probably on me, not you.
Graphics would be nicer with just a bit more of consistency - the worst offender being this gradient textures/effect which felt out of place in otherwise practicaly pixel art. Music is great, definitely adds to the exploration and mood.
Overall, a nice jam job!
Totally a surreal experience. I'm still not sure what happened there at the end, but the atmosphere was great. I actually think that the lack of music per se (just this unsettling background noise) was very fitting.
Completely 5/5 on the mood!
That was very cool! In my opinion, a perfectly balanced difficulty: challenging enough but not frustrating. Sound design and art are both perfect for this and the game plays really, really well. Controls are smooth and responsive, at no point did I feel that the game is working against me and if I failed it was totally my own fault. Just perfect.
I encountered one bug. But that might have been a fault of the emulator, not of the game. I was using Mesen emulator on Windows. At the very end (I assume), when the froggy is playing the sax, the game crashed and gave the following error: "[Error] Game has crashed (Invalid OP code - CPU crashed.)"
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I have ground the worms into dirt! Well done me!
I just love the setup of this game. So unique and amusing at the same time. And the disguise of Hans is just precious, not suspicious in the least ;) Music and sfx are very cool and fit the game like a glove.
The game itself is fun, controls work well and feel polished. Personally, I would prefer E instead of F for interactions, but that's just a minor gripe. The only improvement I would suggest is to decrease the benefit of doing the same "worm stuff" over an over. After all, if I'm talking to the same guy at the water cooler again and again he might get just a tiny bit suspicious. Or at least creeped out ;)
Great job on the game!
The attention to detail is really amazing for a compo! I don't know how you pulled it off alone, but kudos!
Graphics are simple and nice, clear and consistent and get the job done. And I loved that you included the transformations in the graphics - both the character model and the icons. The only minor suggestion improvement to the graphics I have is the colors - it could be darker, more bluish-grayish in tones to create the ominous atmosphere of a full-moon night. Would go well with the whole werewolf theme. And if you'd put a row of trees sticking out (like 3/4 length) from the bottom of the screen, we would feel more like in walking through the woods, rather than just on the edge of it.
Soundscape is spot-on. And again - amazing attention to detail here as well, with the footstep sounds changing as your legs transform.
The gameplay itself feels fine. Controls are responsive, and I didn't meet any bugs. It took me a while to figure out the best positioning to throw a rock at the wolf without being noticed first, but I did and afterwards I was a rock master :wink:
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Serene - that is the word that came to me when I first started this game and I think that it's the word that describes it perfectly. The art is so soft and serene (very well done), the music is serene (also great and so fitting) and the whole experience is just so calm and, yes, serene :smiley: It feels deeply personal and that definitely enhances the experience itself.
I'll say: well done!
The only thing I didn't like was the walking animation. It was kinda awkward and jerky. Did not fit the otherwise smooth and flowing art.
Very nice job on the atmosphere. I liked how the hand-drawn aesthetics played with the music and the themes.
It's more of an experience than a game game, but it's quite touching.
So there is a bottom :)
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You really managed to do a lot alone in the jam time. The core idea is fun, and it kept my interest long enough to find out that there is a bottom :). Graphics on the submarine/junk is simple, but pleasant. The background graphics does not go with it at all, however. Those two very different styles clash somewhat.
I feel like core mechanics (the sub management) is solid and works well. The game definitely has room for improvement. What came to my mind is: * Some element at the edges of the area would go a long way to improving the overall graphics. Some rocks, thick seaweed, crystals. * The background below of the turret shooting is trees and starry night. Made me laugh :grin: but it doesn't really fit. * Would be nice to be able to turn the turret around in the turret view, to be able to shoot both sides. You could also ditch the turret view altogether and just allow the player to shoot from the main view while aiming the turret up-down. * The store window stays open and is usable if I just press C to exit the inside view without pressing Tab to close it. You probably really could just ditch the inside view of the sub altogether and just let the player open a store with Tab. The inside view is a nice touch, but it seems to be some unnecessary work in a jam time and unnecessary work for the player to press two buttons instead of one (as the inside view is not used for anything else). * The background under the tutorial is just poorly chosen. Readability should be your main goal there and while noise is the opposite of that.
Hope you had a great time jamming :)
Very sad. It is a nice concept and just "having to wait around" as a game mechanic was surprising. A few times when I was thinking "Is that it?", my characters was coming up with something new to write in a bit. Nicely done :) I didn't particularly like the music choice. I think it doesn't really fit the setting and the mood.
Loved the music and how it changed with level themes! The puzzles were just challenging enough without being frustrating, so you could breeze through the game while looking at cute bunnies :smile:
If I have one complaint, it's lack of fullscreen or at least resolution adjustment. The game was so tiny on my 2560x1440 and even tinier on a widescreen. It takes away a lot from the enjoyment.
I would also like the ability/option to sort of block the rabbi hole before you catch rabbits on a level. I once went into a next level hole by accident before catching a rabbit and then had to restart the game cause I just could not live with the fact of leaving a bun in my wake uncaught :laughing:
Overall, it's a very nice and polished game. Great work!
The art is very nice and unique - I am a definite fan of paper cutout style! And I just adored the animations on the main character.
I saw some problems with the environment - specifically, the rocks at the bottom tended to blink in and out of existence. A similar thing sometimes happened to those big cloud in the background - they sort of jumped around instead of moving smoothly with the player.
Some music would definitely help build the atmosphere here (and the game already has quite a unique atmosphere thanks to the art!).
The ending is sweet. Adding some end-screen would be nice - just something like "The End" would suffice. Right now the game just exists abruptly, and it made me wonder if it didn't just crash.
I'm getting "2001: A Space Odyssey" vibes - it's the music :).
It's a seriously impressive solo job to do over a weekend! Controls feel polished and the ship flies very nicely. It would be great if there would be some scanner ability in the game, to provide some directions, as it's very easy to just get lost and fly through nothingness forever. After a bit of just flying around in the blackness of space, I just flew to the provided coordinates.
The swarming enemies are quite funny! But they are also quite easy to cheese from distance if you manage to stop outside their activation range.
The ship flickers strangely during movement. I'm unsure why.
Overall, I think you have a solid foundation here and a really strong compo entry.
Nice art (I especially liked the Teacher) and pleasant music! The concept is interesting and going deeper and deeper through the memories of various people that interact with each other is very cool. I feel like this could be fleshed-out even more. But I know that jam time is very limited :)
From the mini-games, I enjoyed the archery the most. I felt like the fish got caught somewhat too easily in the fishing mini-game. My hook barely touched them, and they were already caught. This is some pro fishing :laughing:
I liked the hand-drawn pencil art. It really set the mood! Some atmospheric music would do wonders for this game. The language was sort of clumsy and strange sometimes.
I got stuck at one point - after I discovered that "I love pastries". Tried and tried, clicked everything many, many times but could not progress. I'm not sure if it's a bug or the narrative was just unfinished.
I really liked the concept here - it's a unique take on the theme :)
Pretty engaging once you get the hang of it! It took me a bit of trial and error to realize that my drill machine is actually gathering water from the ground :laughing:, I thought it's all oil there.
Keybindings are strange and confused. The description on the LD page says something different from the in-game one ("left click to take control and right click to assign" on the LD page, the other way around in the game) and in reality left click works fine for both selecting and assigning the worker. So that's a bit confusing at the start. And I could not get used to Q being left instead of A.
A restart/retry button on the end screen would be nice, so a player doesn't have to reload the whole page if he/she wants to try again :). And I liked the menu music more than the in-game one. Felt more moody and fitting.
It's a fun entry!
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Mission accomplished!
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It's not bad at all :). And no microtransactions, oh joy! What confused me was the bars you are presented with after scanning the planet. I know there has to be some logic to them, but I'm still not sure exactly what it is. They definitely do not accurately represent a numeric value of a resource on the planet. But they represent something!
In any case, I had fun with the game. It is a nice puzzle, at least before you discover all the secrets ;). Sfx are just fine and the graphics are simple but do their job well. And I like how the planets change their looks after scanning - nice detail that added a lot to the atmosphere.
Totally cool. Very polished and a pure pleasure to play. Movement felt just right - not too much inertia that would make it frustrating, but some to make it feel natural, just right. Levels are interesting to explore and pretty on the visual side, and the music really enhances the experience.
And the fact that you can land your submarine on the "Thank you for playing" text just totally won me over :)
I really have nothing bad to say here and not even one piece of advice for improvements. It's great :)
I liked the music and the voiceover! And art on the characters is very nice as well. All of it has this 40s mafia movie vibe to it. Listening to all the npcs is cool and definitely adds to the atmosphere. I would decrease the size of the font there, as those are some huuuuge letters ;).
Fighting feels rather to slow - could be snappier. And I found it quite strange that stuff like guns was just one-time use, could not even keep using them through one fight. Felt a bit like a forced mechanic and not a natural thing in the game world. If the gun was discarded after a fight, that would be totally understandable within the mafia setting, but after one shot feels just strange.
Points for using Godot as well :)
Finally, I know where the little geese come from! I knew this whole egg business is a sham :)!
This game is extremely pleasant and relaxing. The setup is just adorable, music is great and graphics are superb and very consistent. I really enjoyed playing it and all the crazy things you can find underground. It indeed takes a lot of roots to get to the ending - more than you'd think you can reasonably fit in the allotted space.
I wish the game had some resolution control, as the window gets quite tiny on a larger resolution screens.
Oh, and I found The Key to the Forbidden Knowledge! It was bound to be somewhere :)
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Oh, no, the dreadful coffee stain! And right after I thought I was done cleaning :wink: It's a really nicely made game. The setup is funny, the puzzles are cool, if not overly complicated. I like the art - it is pleasant to look at and consistent. And I would love to know what is the green creature staring at me from the closet!
Very nice work and an impressive amount of levels in a jam game!
The only thing that I didn't really like is the music. But that's more of a personal taste than anything else. The interesting thing is, I actually kinda liked it at the start. But it started to tire me after several levels. And I can't even say exactly why. Maybe too intense?
Anyway, really nice jam job :)
Interesting idea - I really liked the clones and directing them to mine rocks as I continued to dig down was fun!
The enemies could use some work, as after the initial bout of chasing, they sort of just spawn in the left corner and don't even try to pursue. There seems to be barely any need to mine the rocks.
I'm not sure if there is some end or the game is endless, but after some minutes of playing (wasn't counting, something like 5-8), the game started lagging a lot. Until it basically became a slideshow and I could not continue.
I also had a visual bug, the lower part of the screen was cut of for me:
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Extremely polished game! The voice work, music and sfx are all just great. Art is also very cool, I adore your color palette.
When I first started the game, I promptly blew myself up! I did better later (was hard to do worse :wink:). The game plays well, although I will admit that I kept pressing Space to try to jump and reach those artifacts that ended up above me just out of reach. It felt a bit sad to me when those bombs were blowing up all the nice artifacts. So at some point I just stopped using the scanner. Just dug down deep and went in lines blindly. That yielded surprisingly great results that I was in no way able to achieve with scanning (too many bombs destroying too many yummy artifacts ;)).
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That's deep and dark :laughing: It really is an interesting and unique setup - those crazy drow elves will do just anything.
"A" does not work as a left movement key, so you are stuck with moving with arrow keys. And the setup Space + Enter + arrow keys is not comfortable. You probably have it setup for AZERTY and did not consider adding QWERTY keyboard setup as an alternative binding.
Apart from that hurdle, the controls worked fine and the game played okay. Did not encounter any bugs or problems, and got to the bottom on my third try.
Graphics could use some improvements - more engaging colors, some more style cohesion. I liked the music and sfx - felt unique and fitting.
Voice acting bit made me laugh :laughing: That was certainly a unique thing and an interesting bit of insanity.
I found the graphics, especially the color choices, hard to look at. All the vivid colors blending together in movement made it seem like some acid trip movie :laughing: My eyes hurt.
One thing is certain: This game I will not forget anytime soon. Oh, and I'm happy now! The text said so:
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Very cool concept! I definitely never saw anything like that.
Graphics are nice and so is the music. Controls feel fine. Although I really wish the "drill down" button was not the same as "dismiss dialogue" button, as I often dismissed dialogue by accident and I really didn't want to.
Other than this minor gripe it is a good jam game! This is how deep I got:
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It was fun to solve! Just the right amount challenging enough not to bore but not frustrating to discourage. Perfect. I liked the clues scattered all around different time frames. I especially enjoyed the weather code idea - that was quite unique!
The music is good for a puzzle game. Slow and unintrusive but with a bit of a mystery edge to it. I liked it.
I'm split on the graphics. It's not very consistent and mixes styles to a varied effect. On one hand, we have drawn elements (like portraits, doors, cats and so on) and on the other those textures from a completely different style (like some wallpapers, fire, wood here and there and so on). I think those two do not mix together well and create a bit of a graphical mess.
That did not stop me from enjoying the game though :smile: Well done!
The surprise ending is quite funny.
The controls feel fine to me, and I was navigating the world without much trouble. Seems like there is really not much penalty for running into all the fish, squids and other monster creatures. You get bounced around a bit ;) and then can continue on your merry way. There is more than enough time to get to all your objectives. If you'd like to challenge your player more, maybe introduce limited health or some movement penalties after running into enemies.
The sfx are very intense! It really creates this atmosphere of urgency. Quite nicely done. Only a Cthulhu squid seems a somewhat too loud in comparison to others. Would be good to normalize all the sfx to the same level.
There is a bit of a mix of styles in the art. Would be nice if there was more consistency and uniformity of style. Each piece is nice on its own, they just don't gel together as well as they could :).
In any case, quite a nice jam job :)
That was deep :wink: I'm not sure if I get the intended meaning (besides finding the dictionary in the deepest of depths :D), but the exploration was certainly nice! Graphics are very cool, and a sparse soundscape goes very well with the mysterious environment.
I'm not sure if it was on purpose, or a bug, but I lost all sound after I went to the underwater area.
In any case, it's a fine piece of jam job!
Short but interesting. More a story than a game-game, an experience and a journey. The art is great and the animation is very nicely done. The music is totally the best - a bit trippy, a bit unsettling and ominous.
You should really host some poll and ask people what they chose at the end. It would be interesting to know what most chose!
I really liked the graphics and the music fit the atmosphere like a glove. I wish I could solve the mystery of my ghostly versions!
There is a lot of nice mechanics in the game (digging, light-refueling, caves), so you eel like a lot is going on and exploring the small levels is a pleasure. Controls could probably be streamlined. Right now you have different buttons for digging, refueling and entering caves and that's really not necessary. All this could just be one and the same interaction button.
The only bit of strangeness I encountered was that the hero seems to pause for a heartbeat just before falling down. Oh, and sometimes the walking animation bugged, and the hero was sort of t-posing with his arms up and just sliding around. Every time that happened, it unbugged on its own after a little while.
Overall, well done! You didn't over-scope and made a short, but tight and fine jam game.
Sound effects are extremely amusing! I purely loved them :smile: The gameplay is quite fun and the stuff you can do to the poor guy on the rope is hilarious.
Art is, let's be honest, not very good. It would actually be better if you would go all the way with the hand-drawn pencil style you have going on with the helicopter (meaning, also make backgrounds and effects like that). It's the dissonance between the different styles that spoils the impression the most.
I'm not sure if it's a bug or intended behavior - but a dead guy can still throw dynamite. Maybe he is just that determined to get his keys :laughing:
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I played the original submission version, for rating purposes :)
The controls feel fine and are responsive. Diving down is super cool! Colliders could use some work, as you can die from basically brushing your foot next to the ground tile, and that doesn't feel right.
I would also recommend changing the level transition to something more like a hole in the ground (a well maybe?). Diving head first into those floor tiles does not feel right either :laughing:
Very nice concept and good execution.
It just got sadder and sadder. I loved how he broke the progress bar though! It's a small concept game and that concept is all too familiar to anyone who ever game jammed :wink:
Music is nicely done! It really sets the mood and goes with the changes. Arts is not so nicely done :wink: But it does the job.
Fun in a wonky-physics kind of way :). I got stuck A LOT and managed to flip the drill into all kinds of crazy positions. Fun times! And I really loved the voice over.
The thing I wished for was ability to zoom out more.
I think there is a lot of potential here! I really like the concept - combination of "base" (submarine) building with exploration and the photo taking mechanic. Quite nice.
Blocky graphics are simple but nice and consistent. Text in the intro is way too big - the font size just assaults ;).
What I personally would change is the frequency with which stuff breaks and needs fixing. It often felt like there was just no time to wait for any good shot because this and this thing broke again and a yellow warning is flashing. It started to feel quite tedious.
It would also be nice if we could just pick up and reposition elements of our submarines, instead of having to sell them and re-buy them. Would also be nice, I think, if a window was just something you could attach to a wall of any room and not necessarily a separate room - this way you could design the outside of your ship as well as the inside :)
I also had a bug, I think. The only audio that played for me was in the menu (the button sounds). Otherwise, I had no audio. No music, no sfx. Is there any fix for this or a possible cause? I was playing in headphones.
Overall, it's a really impressive amount of content and effort for a jam game! And it definitely has a potential to grow.
The soundscape creates an ominous atmosphere that I quite liked. Graphics are really nice, colors go together well and the art style is consistent. Controls feel nice and it's a polished experience.
But the depth requirement to get to the end is insane ;). I never manged to get there. Also, as the player has to go such a long way, it would be nice to introduce some variety. Maybe some different buffs that appear deeper (double/triple torpedoes, temporary damage absorbing shields - something of that sort). More enemy types would also be nice. Or you could shorten the way to go in the jam version to avoid the gameplay becoming stale :)
Overall, a nice work on the game!
I was going to play some more Danger zone games, but your game totally lured me in with the aesthetics! I love the hand drawn art and the paper cutout feel to it. The mount is especially cute.
The guitar tune is also very nice and adds to the mood enormously.
The game itself is very short and left me wondering - where is this story going? Cause it is quite clear that someone does not want me in his forests and meadows! :grin:
Pretty cool, even though it's somewhat too easy. Graphics are pleasant, and the music is quite upbeat and nice.
Could use some balancing, as right now it seems that whatever you do, you will win :). Maybe introduce some possibility of complete failure of an expedition (maybe a cave-in?) / loosing workers (in accidents for example) / cursed relics that will decrease some of your stats - just some ideas of possible obstacles :)
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Music did a lot to help create the atmosphere and mood here. It is really well done and changes as the scene needs. I liked that very much. The changes in color and shading of the scenes was also a very nice idea. I wish it was even more prominent! Low poly and non-detailed look actually works really well here. The grass at the end looked a bit out of place (not fitting to the style of the rest of the game) but then I figured that it's probably purposeful - after all our hero just broke out to practically "a new world" and maybe a bit of a different graphics emphasizes that.
Overall, an excellent job on the atmosphere all around. Having an ability to jump was nice, although I didn't really feel like jumping till I got to the meadow.
Personally, I wish you had a different subject. This reminds me of the worst of humanity, of the worst people I knew, and that's far from fun. And, yeah, I know that spreading awareness is important.
In any case, it's still a very nicely done jam game!
There was some very cool music when I first started the game. But the track doesn't seem to loop (or maybe something bugged?), as the music ended and never started again. When I restated the game, the music was there again. And ended again after a time. Graphics is nice, but the gray background color of the second biome makes it harder to see the big rocks. Especially when moving fast. Would be nice if there would be more contrast there.
Gameplay feels smooth and polished. And thank you for including controls inversion - it feels more natural inverted :).
Also: Do the inner drill hamsters eat coal?
Cool concept to make a rogueish dungeon crawler :). It plays fine, if a bit slow - faster money-making would be nice.
There are some improvements that I could suggest: - Heal action is not worth it really. Takes a whole tun and heals only 1 point. The enemy will hit you for minimum that point anyway making the whole effort mute really. - Music slider in the options seems to do nothing. - Would be nice if there would be keyboard bindings for the actions. Better than clicking :)
Totally 5/5 for humor :grin: Nice design and the raptor in a monocle really takes the cake! Everything worked well and shooting my sickle at the enemies felt satisfying.
I didn't like the music much, but that may be just me.
I experienced a strange bug. In the last area, I was fighting a small raptor, I didn't even defeat the boss yet (although I took a few pot shots at him with my sickle) and didn't lay my propaganda on anyone. But I just suddenly got a victory screen. Was my inner communism just so strong :laughing:?
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Very nice piano music, it really builds the mood.
I felt there should be some indication of the choice you made. I mean, where you press A, B, C nothing really happens. It's a bit confusing at first. If the chosen option would get highlighted (or something like that), that would be nice :).
I think I did indeed find Catlantis and it was full of game credits ;)! I really loved the graphics, especially Diver herself. Music is also quite cool.
Gameplay is totally fine and feels polished. There is a nice variety of enemy behavior, which really adds some meat to the game. I only met one bit of a bug with pickups - sometimes they just don't react, and you have to swim over them a few times before our heroine actually picks it up. And I wished I had a health bar or something to that effect.
The boss cheats and does not take damage until he fully reveals himself. It was surprising. But I forgave him - after all, he (she, it?) is the THE BOSS :wink:
Incidentally, we called our game "Catlantis". Great minds think alike :laughing:
The visuals are quite trippy - so cool :)! The tongue controls seemed a bit wonky - it didn't always go where I would think it will go. But the game is a nice bit of fun nonetheless. The music fits the overall atmosphere nicely.
I liked the variations in levels, it definitely made replaying more interesting. Overall, it's a fine jam job.
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Harder than it seems at the first glance :grin:
Although I discovered there is really little reason to shoot the enemies and most of the time you just need to keep pressing the red button, as the overheat happens waaaaaay too fast. Yeah, the game warns about enemy collision like every third or fourth germ you run into. But that really does not matter much in the context of constant overheating. So my winning strategy was: hold red, hold red, hold red, shoot once, hold yellow, rinse, repeat. There is really no time to use turbo in all of this or do anything much besides watching your overheat. Which is a shame.
I liked the victory drawing at the end. Really cute. Shame you just make the game close automatically afterwards - I wanted to take a screenshot :).
Right of the bat, I loved your story setup. The robot hell gave me "Futurama" flashbacks and I kept expecting the Robot Devil to come at me with his fiddle :laugh:
It's beyond impressive work for a solo game made in 3 days. Graphics are great! Nice textures, cool shadows. But I have to mention one thing there - the simple bars of UI do not fit the style of the rest of the graphics at all, it's clashing. Would be quite nicer if the UI followed the style of the rest of the graphics.
Performance was mostly okay and it ran fine. I had two bigger hitches - one at the start (the sound kept going, rest stopped) and one a bit later.
Jumping around felt quite polished. Charged jumps are steering in the air were pure pleasure. Really well done!
It's not really a clicker game, as one would think from a title :wink: Very simple but competently made. Everything works just fine, and I didn't run into any bugs. Sonar does not seem like a wise investment, as it is one-time use. Better to just buy 10 pickaxes really :grin:
Yep, I like emojis too! They are a great way of conveying tone and intent in writing!
That is an amazing amount of content for a jam game! I really liked the music and the platforming controls felt fine to me.
If I would suggest one improvement, it would be removing (moving away) the spikes and lava pits that you can fall into from the top without even knowing that they are there. That does not feel great from the player's perspective as there is nothing I can do to avoid it (I can avoid it once I know they are there but the first time I'm falling I can hit some pits/spikes by pure dumb luck).
Including some list of controls would probably be nice too :)
And a cake party!
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Playing with the ball of power was fun! I really enjoyed that mechanic, and it is well done.
I even liked using my ball power to scout down before jumping into the abyss ;). I don't like when platformers make you jump into the unknown only for you to discover that you chose a wrong random direction and died on the spikes. But here my trusty ball scouted for me! Very nice.
I liked the sfx and quiet music. Graphics are simple and nothing to write home about, but they do their job fine.
Overall, it is an impressive piece of combo work and a very fun concept!
It really did feel like a bedtime story. Although, I can tell you, that standard Slavic bedtime stories aren't half this lovely or cute :laughing: It feels more like a nice little journey of self-discovery rather than a game. I liked the art style and the softness of your chosen color palette. And the voice acting made me wish I kept up with my French more (as I last spoke it like 15 years ago and understood like a half of what was being said :grin: ).
Very nice entry that made me smile!
I dug to China!
Congratulations on your first jam! It's great that you actually finished a game on your first try :).
The game plays mostly fine. The fact that you're "bouncing of" walls when you come close feels somewhat strange at the beginning, but you get used to it. Otherwise, controls work well and are responsive. Background music is just fine. Art could use an upgrade :wink:
The planets explode after I go shopping - I am the most DREADED PIRATE in the whole Universe! *insert evil laugh here*
The game is challenging. It was truly hard to survive even a few minutes. All the enemies are tough - I found their weakness though! If I went very close to them, like touching them, I could kill them easily before they even got their wits about them (they didn't seem to be shooting at me when I just rammed into them).
It would be nice if the alarm was combined with maybe some flashing of the resource it is complaining about :).
Robot inside robots, inside robots - ROBOCEPTION :grin: It is seriously impressive for the amount of time you had! The puzzles are not overly challenging but fun to solve, and you introduce the player to the mechanics slowly and effectively. Well done on that!
Mechanically, the only thing that seemed unneeded was the restriction on moving the boxes (no moving to the front). It added practically nothing to the challenge and felt more like a hindrance than anything else.
Graphics is simple but clear and everything plays quite well.
Tabletopia link does not seem to work.
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Yeah, I am now a real witch! Incidentally, we also made a game about stabilizing an unstable witch potion - great mind think alike :grin:.
It's a neat idea, and it's well executed. The graphics are pleasant and clear - which is very good here, as you need to know at a glance what you are putting into a potion.
If I have one complaint, it's that every stage has only one set solution, even though there are sometimes other viable words you could create. For, example: creating "steed" doesn't work, only "speed" does. Same with "filth" on another level - it doesn't work, even though there is no reason why it shouldn't. So the player does everything fine within the game rules, but fails anyway.
Overall, I enjoyed playing the game - good work!
Meow :)
I adored the "piu, piu" sound and had a laugh at finding "no Easter egg". The game could really benefit from some lively music.
It wasn't obvious that you have to pick up both keys at the same time in this one place. And lack of any feedback made it seem like a bug at first. But I finally figured that maybe I should use my trusty droid to help me.
There are some cool ideas in the game. I particularly liked the hacked jetpack mechanic and my droid going insane.
My first day on the job, and this is the very FIRST patient I get:
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I'm sure I can still help him. Nurse!!! Nuuuurse!
So I restarted the game :). I liked the graphics (the design of the whole space is very nice) and the music, even though in a short loop, was just fine and didn't get tiring. The game plays alright and keeps interest for a while. It gets repetitive after a time, but that's the nature of such games. Would be cool if some additional complications could arise during the treatment (e.g. suddenly a creepy hospital clown comes in ;)), as there is a lot of downtime between applying treatments, especially if the patient has only one problem.
I loved the bits of humor on my patient's admission cards, and Kyle from HR is a scary dude.
The web build didn't work well for me. It was sluggish and actually hanged my whole PC at one time (I'm on Firefox, if that matters). Downloadable worked just fine.
Wonderfully hectic! My first tries were quite pitiful, but after a while I did become a loading mage for the ages :). I even felt ready for the Unstable Gravity. Only got to two cogs there, but was quite proud of my magic achievements anyway!
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It's a really cool jam game and I enjoyed my time with it. Train sounds are so cool and the voice-over is a nice touch! Controls feel just fine once you get used to them. The amount of work and attention to detail that you put in the game is clearly visible! Even the look of the cargo changes when it gets banged up - so cool. The only thing missing is some animations on the mage himself - but it's a jam, we can't have everything ;)
The only change I'd propose is color-coding your cargo and train carts. Green carts for the green barrels, red for red sacs, light brown for light-brown crates. That would allow the player to instantly recognize what goes where. That would be beneficial in a fact-paced game like this one.
It was very moist in there :laughing: The setup is great.
I really liked the voice-over and sfx. "Pew, pew" sound is just perfect. The gameplay itself is fun, and it feels rewarding to build end discover different kinds of guns. A minimap was also welcome and really helped in getting everything explored.
What I didn't like was the backgrounds. They are too busy in places and too dull in others ;). The only bug I noticed is that sometimes the game gets stuck on loading and stays forever in 62/71 or 55/71 loaded.
Anyway, it's a very nice jam job. Made me laugh and I enjoyed playing it.
The screen shake is just too much for me - all feels so unstable :laughing: But seriously, it really hurts my eyes to look at it after a while. Especially after putting down the bomb - it just kept shaking, and shaking, and shaking much too vigorously. Even simple mining produces too much shaking.
I also noticed a problem with the camera. Not sure if it's on purpose or a bug, but it just stopped following me. I could leave the screen, go mine in some direction (even gather things, judging by the sound), but the camera was stuck in place.
More feedback for the player would also be great. Some clock to see how we are doing on time. Some counters of things gathered.
I really liked my birdie friend :)
I played the original version.
Definitely a bit overwhelming when you look at it for the first time. But once I read the help and all the rules for each box, it was easy to get into. It plays and feels like a traditional worker-placement boardgame :)
I didn't feel like it's too much to absorb, and it was fun to puzzle out. However, I did feel like you don't explain enough of your terminology. I guess it's because I know nothing about race cars building :grin:. What is an end plate? What is MGU? What is DRS? What is HR (Human Resources is the only thing that comes to my mind)?
Some sfx feedback would really add to the game. But in general it's a really cool entry!
The music and sfx are both great - very enjoyable. Graphics are cool and I enjoy the color scheme. Everything works well, and I didn't run into any bugs.
The different effect that some ingredients have when you pick them up are super neat! Everything really feels polished and cohesive. Well done!
Really cool atmosphere. The ambient music, the sfx, the colors and the chalk-on-a-blackboard simple graphics are work superbly well together. Well done!
It was relaxing and pleasant to play. Controls work well and all is intuitive. I wasn't sure if there is some "end", but I guess there isn't. I found four ghosts and "Nothing" :).
My one criticism would be: the theme is not really all that well represented.
Very nice art and a great music - feast for both eyes and ears :)! The project is extremely ambitious for such a short amount of time, and you did so much with it, it's quite amazing.
I will start my review with the fact that I never played Football Manager (nor would I want to ;)) - and I think like that's very relevant here. Exploring the map and the commentary during battles were my favorite parts. Commentary is great and the world is so vibrant! As to the fellowship itself, I feel like it would be better if we could start with fewer members - get to know them maybe - before we start recruiting. And maybe even allow me to choose the starting members from a pool of fellows.
With so many to start with, they felt disposable, just rows in a table that I had no connection to. And I think the game would benefit greatly from me carrying for my tiny "minions" ;). Maybe that's also why the gameplay itself felt kinda dry and just repetitive after a short while (or maybe that's because I'm not a "Football Manager" fan ;)). I mean, exploration is cool, and the world is a pleasure to look at, but ultimately you're just doing the same things in every area (almost) over and over, and that thing is not terribly exciting - clicking on actions your guys will perform without you even seeing those actions.
In the current state of the game, the theme feels rather tacked-on. Unstable is just a number in a table and influences little.
It's clear that a lot of love and effort went into this project. And I bet people who love manager-type of games will enjoy it! As for me, the great art and amazing music will be what I remember :)
The spherical cats are just the best. Missed some meowing sounds ;) I like this interpretation of the theme, and it plays well. Giving the player a choice to risk and continue or take the point gathered thus far is really smart.
Ambient sound were cool, but some energetic music would take this small game to the next level.
I tried to find the end, but I guess it just keeps looping the same level ;).
I really like the art and the general atmosphere it creates along with the music. And the horse actually destroying the phone in animation is a great touch. I love such attention to detail, it brings a lot to the game.
Randomly switching the guns seems like a neat idea and a fun mechanic. For now, it really has little impact on the game. But if it could be fleshed out, I think it'd be quite cool - add some interesting confusion factor to this shooting galore.
This game may start slow, but it gets awesome fast :grin: I really liked how the game progressed, transitioning to a different point of view and extending walls of my machine. And I totally loved when it all flipped on its head for a while!
The fact that the machine moves lower and slower as it gets filled up is a very nice touch. Visuals are great and so is the music. The game is short but fuuuuuun. What more can you ask of a jam game? Three thumbs up!
I have only one improvement suggestion - it would be nice if we could actually see the height number after the camera zooms out. Maybe put it in the corner, or just scale every time we zoom out.
As far as unfinished projects go, this feels at least jam-finished. It's in dire need of some sfx and music, but that's obvious ;).
The game plays well actually, although it is on an easy side, and the controls feel just fine. It's very cool how the pull increases as the disbalance of power-ups does. At one point, I moved all the power-ups I had to one side, just to see what happens, and the pull dragged me practically off-screen, I could not move the other way at all. But I could just alternate Z and C to move the ship around by the power of the disbalance drag. That was fun :)! I also love the fact that those power-ups arrange themselves in a line, so the more powerful you are, the easier it is to get hit. The bigger they are, the harder they fall!
I don't think you should have a working auto-balance in this game at all. It feels like it would sort of invalidate the whole point The current system works niece and the fun of it is exactly in the imbalance and the penalty imposed on your movement if you allow the enemy to shoot one of your sides.
Would be nice if those icons indicating the type of power-up were larger. Right now they are quite hard to make out, especially in motion. Stars, on the other hand, I would make somewhat smaller - they make for a quite unnecessarily busy background.
All in all, I think it's a very cool concept and could make a fine game.
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It's a good idea and a solid concept, but feels undercooked.
An ability to control the speed of the game would be nice. Earning money at the beginning is very slow, and fast-forward button would really help here. It also seems to me like the disasters are way too frequent, especially at the start, when one fire means you will basically start from zero, which is kinda of a bummer, as it feels like you played and achieved nothing.
Maybe even give the player some chance of combating, lessening or averting some of the disasters. Like, if you plant 3 trees, the chance of flooding decreases. Or - an earthquake is coming and if you notice it and initiate an early warning, less stuff will be destroyed.
Travelling around a small, round world reminds me of Reus :). The core concept here is strong, and I think that with some work and a lot of balancing this can be a fun game to play!
It's a good base and I love your enemy names (especially the Beefie) :), but it could use a heap of polish: 1. Some even basic flashing on the enemies when they are hit would add a lot to the player feedback. 2. Same with the guns, they could flash when they overheat and become more and more unstable. 3. Different weapons are great and have some pleasant art, but all of them feel a bit under-powered. I think it's mostly because of a slow rate of fire - they feel sluggish. Maybe the banana gun could also knock the enemy back - that would give it more character. 4. If you'd present a player with some score at the end (e.g. time survived, score vs. the last score), it would give incentive to try again and do better. This kind of endless shooters are great for that. 5. Music... needs changing ;). Maybe it's just me, but I didn't find it especially great, it gets really repetitive really fast and does not really go with the flow of the game.
Congrats on finishing the jam :)
It plays pretty cool! The hectic atmosphere is spot-on, and I really enjoyed the gameplay. The music really helped build the mood and the tension. And your interpretation of this theme is cool as well.
One small quality of life improvement I'd propose is making the key for picking up and dropping the same one.
I had some strange trouble on the last day, when the baby moves between the rooms. There were long stretches of time when the baby was nowhere to be found. I assume he was supposed to spawn in some specific room, but that spawnpoint is bugged.
PS. Great cover art!
It was inevitable - my shop exploded in my face, burying (I assume) both me and my latest customer under a heap of barely identifiable rubble ;).
I love the amount of imagination that went into this project. Ingredients, potion names and descriptions were all enjoyable to read, and I was constantly wondering what crazy thing will I get to brew with next. I covered half of A4 paper with notes and found quite a bit of recipes even on my first run. Finding proper recipes and experimenting is very enjoyable. Well done!
The controls felt unnecessarily complicated at first, but I found that you get used to them fast. I would make those letters that signify ingredients bigger / different color / on a background (similarly to those letters near base ingredients), as they are poorly visible, and I was mostly just singing the alphabet song to myself to locate the ingredient I wanted :grin:.
I found it a bit strange that I can put only one potion on sale and that the previous one I put there just disappears (doesn't go back to the table). I'm also not sure what the function of "for salve" shelve is anyway. No customer ever bought a potion from there. Some leftover mechanic you didn't have time to fully implement, I assume.
A small layer sorting bug as well - if you get enough potions on your table, the customer torso clips in front of the potion.
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Impressive work for a compo!
@kristinamay I counted, and it seems I didn't discover all that many - 17 in all. Not even 1/5 of all possibilities! And sure, no problem, here are the notes :grin:
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Great title - very baroque! :grin: Really draws attention.
The game itself is quite uncomplicated, and there doesn't really seem to be any penalty for pressing the buttons when you don't have to. Would be nice to have a timer with seconds passing in the corner - the player would not have to sit and count the seconds on his own and the gameplay would feel smoother, I think.
I think I missed something, but I was ever only able to summon one type o demon - the blue one. And once I summoned him, I could not get rid of him to start a different summoning. I tried every button - he just stood there, demanding to be loved :laughing:. The only thing I could do is restart by pressing R.
I really like this concept. The execution could use some work. But it is amazing to me anyway that you were able to make a complete game on your very own in just two days.
Beautiful game and really nice music. It was a pleasure to look at and play. Some juicy sfx would be a good addition. Generally, it feels polished and made with love :)
Predictably, I sucked at the timed platforming element. It took me more tires than I care to admit to actually perform the needed actions on the last level fast enough :laughing:. But still, really enjoyable.
Interesting :)
Definitely creates the atmosphere of instability and uncertainty. Different cards are nice, but it seems to me that those that deal higher damage (Deadlock and OutOfOrder) tend to get disabled most often, independent of your general instability level. So ultimately, and especially for the last boss, the winning strategy is just stuffing your hand with Dreed. That's a bit of a shame.
I also never managed to actually kill the "rectangle" enemy. Even though I defeated him a few times, he always stayed on the map. I guess that's on purpose :)
Music fits very well to the general atmosphere.
PS. I'm still totally unsure why I had 3 dudes and what the function of the camera tiles was :laughing:
I really wished the machines had some labels, or some other visual clues, to tell me which one makes which coffee. As there is no immediate customer feedback on whether you did well or poorly, it's hard to figure out, which machine makes what. If the customer would be screaming "heeeeey, that's not what I ordered" (or something to that effect) immediately after picking up the tray, the player could easily figure out the machines on his own. As it is now, not so much.
Core gameplay is solid and engaging, even if you manage to serve only one customer during the whole day, and you're not really sure why :laughing:
I liked the visual style as well, except for the gray floating customers, who were kinda creepy - just like in real life ;). But I'll take a guess that their grayness and floatiness is a result of a lack of time, which we all know well.
Overall, it's a solid piece of a jam game and nice work!
Brilliant! I positively loved playing this game. It's polished, and the mechanics are super fun. Graphics are alright, and the music fits well. The text is also great - amusing and adds a lot of flavor to the game.
I built some crazy towers and knocked them over by accident, having to watch most of it topple into the ocean as I frantically tried to stabilize something (making things worse in the process ;)). Fun times!
Here's one of my better attempts, score-wise, after I totally wrecked it and poisoned all the fishes.
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Crazy! Good thing I never experienced motion sickness, as I imagine I would be quite nauseous by now :laughing:
Travelling the world as a ball is confusing in a good way, and the boxes-inside-boxes world is very creative. This is definitely a unique experience!
Super fun! I really liked your interpretation of the theme, the setup and the mechanics of uncontrollably changing into different animals with different set of powers. Only the jumping didn't feel all that good - felt somewhat out of control, too fast I guess. But that might be also considered withing the theme - unstable jumping ;).
Very nice graphics as well, I especially liked the bat. Some more sfx would really flesh the game out.
Overall, it's a superb jam job! Three thumbs up :)
@aquilart @cukeds Thanks for playing, and for the feedback on the instructions. We tried to make them short and to the point, and I thought that the images of the things included in each point will be enough to convey the message (you know, picture is worth a thousand words and so on). Obviously, I was wrong :grin: Maybe I'll compose some more detailed and more verbose instructions, and put them here on LD page - could help some players!
But a bit of confusion - that's part of the design. We wanted the player to figure some things out on his own (like how to prepare each ingredient). You are supposed to run around confused before you can figure out what goes where and get a handle on things - just like a real life crazy witch apprentice would :wink:
Kinda addictive :grin:. Building a Halloween tower was definitely fun and I kept replaying, destroying more and more poor brittle skeletons. The music is fitting and does not feel repetitive (even though the loop is short), so great job on that as well.
When it comes to graphics, I really liked the skeleton and its changing states!
One improvement I'd suggest would be introducing a drop-down button that would allow the player to drop the next item without waiting for it to drop on its own. Sometimes you align the item fast and don't really need the additional time.
I played the jam build, and it feels very buggy. Like you can't actually do anything. I mined rocks, but it didn't seem to do anything (I was never holding any actual rock pieces, nor did any inventory pop up where the mined rocks would go). I could interact with the machinery, and it made proper sounds, as if I was doing something, but I think I wasn't actually doing anything (as again - no material in my hands) :laughing:
The environment is nice and the lighting with the moody music create an interesting atmosphere of mystery and woe. I liked the mechanics of finding clues in the environment. I wish there also were some clues to which rock is which - maybe some alchemical geology book with pictures or something to that effect :)
It's the Stanley's Parable with bugs! :grin:
I like the unique concept and managed to achieve a lot with just editing the data file, even though I am no coder.
However, a lot of edits just result in crashes, inability to launch the game again without wiping all the files and redownloading (especially if you remove something from the file, like one of the bugs) or just do nothing, even though it seems like they should (like adding additional variables to bugs, changing their speed etc.). Some of it might be intentional, some probably isn't. But, as a player here, I am not sure which crashing effect is on purpose and which is not. And that's probably not very good that I'm not sure, as that means that the game does not communicate well with the player.
Funnily, when I changed my own scale to anything below 1, I couldn't move at all, just look left and right. Even when I decreased weight as well.
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In any case, it was actually fun to poke around and try to break the bug(gy) world. The main character is just adorable. I knew I can count on you to come up with some unique concept, and you surely delivered! When it comes to gameplay, this one is my favorite from all your games I played. Although, emotionally and conceptually, I liked the bear one more.
And now, that the Romanian era of your game jam career is over, you're ready for the advent of Mannerism :wink:
Very interesting interpretation of the theme!
I like the visuals and the music fits them well. The game itself is haaaard. It took me a lot of time to get the hang of the head control. It would be very nice if there would be some checkpoints. The lack of those really discourages from trying again if you screw up somewhere far from the start.
I was quite dismayed to discover that the side of a box also counts as "ground", when I tried to use it to save my head from falling :grinning:
Fun idea and the music really fits the gameplay.
I made a few laps and the controls felt fine for the most part. What I found strange is that the camera does not always turn with the player. If you get turned around, or turn a lot to the side, the camera stops following. But maybe it's normal for racing games (?).
A nice entry overall. The theme feels kinda tacked on, though ;).
I guess you can just play endlessly - I didn't manage to find an end :wink:
I liked the different guns and how they worked. Fire/ice spitter was my personal favorite. I think it would be more interesting if the player would have to get those different guns during the game, not just be given them all from the start. It would give a sense of progress and give you something to look forward too. Right now, after you've seen all three types of enemies, nothing else changes. And that makes any game stale after a while., especially the endless one.
I also found it quite amusing that when one of my guns broke, all of them were broken. Gun empathy? :laughing:
Some feedback on dealing / taking damage (like simple flashing, for example) would be a great addition.
This game is gorgeous! Art is just superb - so much detail and cool animations! The worker fairy that restocks ingredients is such a nice touch. And the sfx are great as well - they create an immersive soundscape of the workshop. I think that the sfx for "well-packed" is the same as the sfx for "you failed miserably" :laughing: It's a tremendous amount of work for a jam time.
Instructions included in the game are clear and well-presented. Except for the mandragora and salt - there seems to be no mention anywhere that those you need to shake, and I only found that out by reading comments here (to exactly try to find out how to stuff mandragora into a bottle ;)). You could mention that on the LD page - I bet it would help some confused players.
It would be nice if we could pin the recipe cards to the side of the screen for quick reference. But I guess the fact that we can't do that was a design decision to bump up difficulty - and that's just fine :).
Really cool graphics with dark, consistent visual style. Well done! I only noticed some artifacts (tiny black lines, like from improper sprite sheet slicing) above the head of our main character and the enemies. The walking animation could use some work - it is kinda jerky, and it doesn't fell like it's purposeful. The moody music fits the visual style like a glove. Very cool.
The gameplay itself could use a few improvements. Some visual and/or audio feedback of dealing and taking damage would be great. Even simple flashing, modulation on the sprites would already add a lot to the player feedback and make the world feel more visceral and interactive. Some more player feedback in general would be great.
It is also very easy to "stick" to the walls and edges of the environment. And the enemies themselves are not very threatening - the first big boss dies from something like two well-aimed strikes - it felt kinda anticlimactic :laughing:, the cool battle music didn't even manage to get going.
I really like the slow, meditative, sad atmosphere you created in this game.
Plip-Plips are just adorable!
Having to press buttons fast is not my favorite mechanic, but your implementation actually requires finesse, you can't just go button-mashing ;). The game gets really difficult really fast and the atmosphere is wonderfully hectic. I wonder how this would play on a controller.
It's a unique take on the theme and a nice jam job!
Simple puzzle game, but an enjoyable one. And additional points for making the game in Godot :smile:!
Would be nice to have more levels and more challenging puzzles, but we all understand the constraints of the jam. The core concept is solid though and could make a nice full puzzle game! The only thing that surprised me was that I could no longer make a platform unstable again after I picked up the treasure and everything fell down. I'm not sure if that's by design or a bug.
Some music would really help build the atmosphere here.
Cool interpretation of the theme! The changing locations are very nice - the different enemies, heroes, environment.
Some more sound effects and feedback on damage would be great. The gameplay gets repetitive once you realize you can just basically stand on the portal ;)
And I went on to live scarily ever after :)
Very nicely written - it was a joy to read and play through. The illustrations are also very cool - the sketchy style really fits the setting.
I'm not sure how challenging it was supposed to be to keep your stats over 20%, but it seemed to me like it just happened semi-effortlessly.
Great job on the game!
Great interpretation of the theme! Incidentally, we also made a game about an unstable witch brew :grinning:
I really like your art and the way you describe the potions in the dialogue. Poor Mrs. Bunnerly sure has a lot of problems. Very cool! The first time I saw the explosion-in-the-face animation, I actually laughed out loud.
I would suggest two small readability improvements: 1. Move the "next dialogue line" button to the corner of the actual chat bubble. It's really slight and at the edge of the screen - it took me a while to locate. 2. Make the "Start" button that appears after you gather the ingredients bigger, and maybe give it an actual background. Right now it's very poorly visible, and I bet some can even miss it completely.
I enjoyed the game overall, but it seems to me that some ingredients are a bit buggy. Feather and flower especially were for me quite easy to missclick and tended to register as "bad", even though it seemed that I clicked properly on them. Maybe it's the browser's fault? I'm on Firefox, and I wasn't playing in fulllscreen.
I love the setup with a radioactive sugar cube :laughing:. I like the art on the lollipop trees - the rest of the environment could use the same nice detailing.
Changing of body parts is a very nice mechanics - scary to slooowly turn into the gummy bear. Gameplay is fun at the start, and I enjoyed the jumping (the sfx really made it pop)! But it "gets old". Once you figure out "the system", you can just take a few steps back, jump, repeat. And as the difficulty doesn't seem to ramp up, it gets boring after a while. Changing difficulty or environment as the game progresses would help to keep player interest. Maybe start slower, with more space between the sweets, then ramp up. Or just modify the environment - decorations, colors, maybe lights.
It's also totally possible to just walk off/jump off the edge of the world and be stuck under the rainbow road. 100% reproducible :grin:. You can move around in there, but can't jump anymore and can't get back up.
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Pretty cool once you get used to movement! Surprisingly, it plays better on a keyboard. It feels to me like the waiter is more unstable with a gamepad :laughing:
The art and the music are both well done and go well together. It's a really good entry and impressive compo!
The only complaint I have is that it's very easy to get stuck on the sticking out corners on the tables. Maybe it was done on purpose, but it feels frustrating rather than fun.
I found an Easter egg! :grin:
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I really like the art, especially on the goat, superb job on that front. Only one thing seems a bit out of place there - the goat is made out of smaller pixels than the rest of the stuff, and it makes her an odd man out, not really fitting to the rest of the environment. But maybe it's exactly like that on purpose!
SFX are just the bomb. The sound of a goat seeing you is so great (along with that awesome animation) that I just kept running into the first goat on purpose for a time!
The whistling mechanics are quite cool, and I had fun with the game. It's a really solid entry and a great jam job.
Awesome, totally hectic, fun!
Your interpretation of the theme is great, and you have a solid, if simple, gameplay to support it. Music is fitting and does not get annoying. Graphics are simple, but nice and clear - the color scheme is very pleasant and well-designed. It's perfect really - the difference between the particles is visible at the first glance, and the muted earthy palette makes it easy on the eyes and does not add to the confusion of stuff flying around everywhere.
And the voice-over was an unexpected but a welcome boon :smile:
Would be nice to have an ability to skip the intro when you want to replay the game. Also, I'm curious if it's possible to actually do so well that the boss (?) will not tell you to get out? Or is he just always unsatisfied ;)?
On my first try, I failed miserably :laughing: - there were holes everywhere, I fell though one, everything went white, and yet I kept shooting. Glorious times!
On my second try, though, I managed to stabilize the mind.
The game is very short and plays relatively well. Although, I think that it would be better to introduce some gun overheat, need to reload, innocent bystanders that you shouldn't shoot or something similar to prevent the player from just holding LMB and spraying bullets indiscriminately everywhere. Otherwise, you just sort of spray and pray :wink: However - it is fun to just run and gun.
I would also change the aim reticle to some brighter color to make it better visible.
Thank you for a cup of coffee at the end :)
The changing weather, along with changing enemies, is great. I liked autumn the most. I think it would look even better if you'd blend between them smoothly, instead of just snapping between the weather states.
Health bar / hearts would be welcome, and some visual/audio damage feedback would really improve the player experience here. Also, I discovered that it's totally possible to just stand out of agro range of an enemy and shoot him dead without him even taking one shot :laughing:
I really like this concept. Thanks to the music and the generally chill gameplay, the game is almost meditative. The music is very nice, even though the loop is short.
I didn't like the dissonance between the art of the background and the art of the character and mushrooms. It should all keep to one style, otherwise it just sort of creates graphic noise that could work in some crazy acid trip kinda game, but doesn't work here. Chose one style and stick with it for all your art needs :smile: The pixel art on the mushrooms is nice, and I really like the changing states as the mushroom grows.
Once I developed a strategy of leaving old mushrooms in for counterbalance, I could just keep going forever :grin:
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PS. Your cover art is very nice! Like an illustration from children's book :) - "The Awesome Adventures of Mr. Mushroom"
Great art indeed :)!
The running sequences are devilishly hard, but the gas-powered ghost :wink: is just adorable enough to keep me running. Still, it's too hard. Feels like some levels require you to try and try until you know them by heart and remember exactly what is coming. Some players might enjoy that, I never liked this kind of "repeat it till you can recite it in your sleep" approach.
The story parts are well-written, totally enjoyed that part!
Superb concept! Reading the dialogue and looking at the world from two very different perspectives was quite enjoyable. It's great that the flow of the game makes both perspectives valid in certain contexts.
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The graphic side could use some work. The text would read much better if it was smaller and put on an actual text box. This mingled-with-the-background way is great for titles and small pieces of text, not so great for continuous dialogue. The walking animation feels kinda jerky and does not actually stop when you stop walking :wink: But the tone differences between the two worlds are great.
What I didn't like were the dialogue sounds. They are too frequent and too overwhelming, making it harder to read rather than adding to the experience. I turned the sound down to almost a whisper after a bit.
Graphically, the game is too flashy for my taste. The colors are very intense and the additional constant flashing on hit makes the eyes tired after a while. Some softer colors and less flash would serve the game well. The "on hit" sound is not the best, in my opinion. It sounds more like an error and made me think I'm doing something wrong when I first started playing :laughing:
It would be nice if you'd present the player with a score at the end of the playthrough, instead of just restarting right away.
I liked the general idea here and the mechanics of breaking up the triangles while not being in full control of your movement. And it plays well. Great job on that!
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It's very hard! Frog jump hard mode ;)
It feels kinda strange that the frog does not "stick" to the platforms at all. Because of that, it felt to me like my character (the frog) is not anchored in the world at all. I think it would play nicer and more "believable" if the froggy would be staying on the platform for a time after jumping on it and only after a while start sliding off, if that sliding off is a part of the concept.
I could also jump into lava and not die for a time. Even jump from the lava to the next platform. Maybe the frog is a bit fireproof ;).
The game definitely could use polishing, but the concept itself is solid and complete.
Quite fun to play and challenging to master! The wonky physics made me laugh. I actually managed to keep one newspaper in the basket here:
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The music is fine as well and fitting to the atmosphere. The dad is kinda of a bummer, but the old man pays BEYOND well for delivering papers. 5 bucks per delivery! I wonder how much he charges for a paper :wink:
I played the downloadable version and had consistent crashes at the end of the levels: I crashed after the first level, replayed it, didn't crash that time; crashed after finishing the second level, replayed it, didn't crash. Every time it was a full crash to desktop.
As a very rude elephant stepped onto my ears (yes, both of them) when I was a child :wink:, there is no way that I would be able to finish this game without the color feedback. So thank you for that setting.
It's a very nice concept - unique and fun - and an impressive execution for a short amount of time you had. Visuals are very simple but pleasant. And the music itself is nice and soothing.
The concept is nice, and it would be great to see it finished.
At the moment, the gameplay is very fidly. It's hard to get the stuff to where it needs to go, and the icons don't seem to correspond well to available pieces (for example: there are white icons, but no white pieces). Probably some tutorial or more detailed explanation would help :)
It's still a tremendous job you did for a 48 hours alone! And Godot 4 should be glorious when it releases (we are still sticking to stable for our projects, but we're excited for the features 4 will bring) :grin:
The mood is just awesome. Both the visuals and the ominous music go together extremely well. It's very impressive, especially for a solo project made in compo time. You must have not slept at all :wink:
It's definitely immersive and stealth mechanics work well. Supremely well done!
The game crashes after few minutes of playing. Tried 3 times and every time it was the crash that got me - not the enemies :laughing:
I like the inertia on the movement, and the concept of switching between the safe and unsafe zones is interesting. At the moment, the game is quite basic and buggy. Could use some SFX, some nice background to tell the player he's in space (to match the movement inertia), some more interesting graphics, some area limiter (so you can't just disappear into a vacuum of space), some visual feedback on damage and on choosing the upgrades - but I bet you know all this :wink:
Congrats on having a playable game in jam time! That's already a big thing - especially alone.
Sir Golde does not look overjoyed that he managed to rescue the princess :laughing:
The 10-second memory was honestly not as much of a hindrance. I could still easily find my way around and remember where things are. Although, the axes flying at you from beyond could be quite deadly. The magnifying glass was a nice touch and a unique mechanic, and you could really deploy it strategically to make some of the encounters trivial.
Music is very nice, even though short.
The UI only accommodates for 5 hearts, but it seemed to me that I can pick up more than that. A few times, when I have taken damage (judging by the animation), I didn't lose any hearts - so I surmised that those extra ones I picked us counted, and I was loosing hearts, just not seeing it. Or maybe it's just a bug.
It was kinda disappointing and anticlimactic that the big bad boss died from one hit. But maybe the fight really lasted for hours, Sir Golde just forgot :wink:
Overall, I had fun with the game, and it's a very nice compo entry!
"I am the watcher on the wall. I am the fire that burns against the cold, the light that brings the dawn..." :)
Awesome. Really good graphics and the music that both matches and creates an ominous mood. The whole experience feels polished and complete. I don't have even one complaint. Very nicely done!
Great! I enjoyed it very much. The noir climate is spot-on in graphics, audio and the writing. Nice writing, by the way - you did subtle world building better than many recent Hollywood movies :smile_cat: You did a great job on the game, it's a fun experience, feels polished and complete.
I wonder about one thing only - is it even possible to fail/run out of time? I asked everyone about every single thing and looked at everything I could find - and I finished with something like 50 seconds to spare.
That is a fun and unique concept! The grandma scares me though - with her empty, far away eyes :fearful: Graphics is very nice and humming fits surprisingly well - adds to the slightly creepy atmosphere. Very niecley done.
What I wonder is - who did the grandma piss off? :wink:
Got a perfect score.
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This is what happens when a puzzle game has a baby with a racing game :grin: The concept is interesting and plotting the most efficient route to kill all the enemies is quite fun. During the gampelay, I felt quite hindered by the door. It's kinda difficult to get through them when they as so 'swingy'. I'm not sure how far you can get, I managed level 5 and it seemed unbeatable - but maybe it's just me ;).
Some sfx would really add to this game and make the shooting of enemies ways more fun :grin:
Sound works fine for me. It's kinda low, but I can hear everything.
The whole game works fine, and I didn't notice any bugs. It's kinda surprising at the start, as the enemies sort of slowly creep towards you (instead of running at you like crazy). Graphics are very simple, but the game is visually pleasant - colors are nice and the geometric animations of the enemies dying are very cool.
Well done! 38 was my best score.
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@mudlee The game runs okay in Wine, no special bugs, only the creator-included ones ;). Give it a go.
As to my experience - very nice idea. It reminded me of the old VHS games, and I instantly had a flashback of Rita Repulsa screaming. However, graphics quality is much better in yours :). You use the medium well, the photo-video work is nice, and it results in a fine atmosphere.
The game could use some more complexity, as it can be basically finished by just stumbling around and picking up every thing you see. Like maybe allowing the player to assemble the things himself.
The one thing that confused me were those eyes. I figured they are a remnant of some cut feature (examination?) but maybe it's a bug. In any case, the eye icon seems to do nothing.
Also, we do need a Part 2 to answer one very important question: What is on the diskette?!
I think the audio makes this game. It adds so much charm and atmosphere, and goes perfectly with the abstract, geometric art.
I think that adding a bit more difficulty (maybe jumping to three items right away after the tutorial level and going to four later) would make the gameplay more interesting. Maybe even some additional obstacles - like a circular imp de-sorter that just messes stuff up from time to time :wink:
Not once did I have a photo taken of a bit of my circular butt sticking out of the safe hiding spot :laughing:
And also - I adore the title screen.
I can barely believe it's a compo. You must have gotten like zero sleep over those 48 hours :laughing:
Tremendous job, great concept and excellent execution. A cappella part of the music track was as fun to listen to as it was fun to make. The whole thing feels polished and well-thought-out.
Graphics are pleasant - the only thing about them that I'm unsure about is the character's flipping animation. It makes her to be flat, like made of paper (like Paper Mario) - but nothing else supports that idea and her environment is not paper-made either. It crated a bit of dissonance for me.
The music is fitting and adds a nice rhythm to the game.
Loved it!
I love the art style and the animation of the chef is adorable.
The gameplay could be improved by maybe having different pizza recipes, where a player would have to choose proper ingredients. Right now, you just keep clicking on the same things in the same order all the time, and after a while it just gets old.
Blessings and curses are a great idea! Would be even better if the player could do something about them, interact with them somehow, react to them or adjust his gameplay to fit them. They are a fun concept, but they are also passive. Sort of like the weather :wink: - you don't really even have to pay attention to what curse/blessing you get, as you can't do much about it anyway.
It's a very nice concept and an interesting interpretation of the theme. Great work!
Maybe Massimo for the name of the chef :smiley_cat:?
This is exactly how trying to play a miniature board game with a very curious cat in the house looks like!
I like this concept and the interpretation of the theme. Graphics are nice and clean (especially this bloom effect and its use in animation). I played the downloadable version and the game just looped back to level 1 after I finished level 10 - not sure if that's by design or a bug.
I made the last level easy by just first grouping the triangles by their respective 'tiny arrow' direction. After that, it was a breeze :grin:
Thanks for the game! I had fun with it.
I've never been fired so much in my life :laughing:
HTML version indeed doesn't work well - it's quite unplayable on Firefox. So I played the downloadable one, and it worked fine.
Gameplay is nice - gets very hectic and quite fun. You managed to introduce quite the variety of actions here. Great job!
Controls feel strange sometimes - at some points I could click the bin button or the call manager button while still holding the scanner, but at others I counldn't do that, and I had to put down the scanner. I didn't really understand why. I probably wasn't supposed to try to press the buttons while holding the scanner at all :laughing:
I thought, "No way pressing one button on a timer can be fun". But you proved me wrong :laughing: I was very pleasantly surprised with the antics of the timer further into the game.
The carnival music was, of course, spot on.
Very calm and meditative. Even the color choices are relaxing. Music really adds to the atmosphere, and the cute kitty was a nice touch. When the plants got bushy and complicated, it could be hard to click on a point you wanted. But, as it's not a rocket science ;), even misclicking could have interesting results.
The achieved objectives being crossed-out is great - really neat idea. Well done on the game!
I'm in a pinball machine! That's very cool! I really enjoy this take on the theme - it's unique and quite adorable.
Getting to the fan to be blown to the left was quite tricky :grin:. At one point, I got a bug when my scout stayed tiny forever, and I could not proceed. Also, jumping felt strange - like the anticipation part was too long and as a result it felt like there is a lag between a button press and a jump.
I still had fun playing and really enjoyed the mechanic of size changes.
@tex-killer I didn't manage. I kept getting waylaid by bugs. Either the one where I stopped changing sizes or the one where I got stuck in one position (on a screenshot) and could not jump anymore (that bug sticks through size changes). So I finally just gave up.
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Fun!
It wasn't super obvious that you first click on the turret and afterwards on the spot to place it. It would be nice if the chosen turret highlighted more clearly. It would also be cool if the turret properties were displayed on mouse-over not only in the inventory, but also in the 'shop'.
Graphics are very nice, and the core gameplay kept my interest. The need to balance between brothers is a great addition to the standard tower defense formula! Very nice job on the game!
Very nicely done for a jam time!
Few improvements I would suggest are: - Some short description for each turret. Till now, I have no idea what the blue turret is supposed to do - it seemed to me like it did nothing but throw harmless blue balls :laughing: - Ability to build a new turret on a spot that is already taken. - Some visual changes to the turrets when they are upgraded (but that's really polish that nobody has time for in jam time - I know :)) - Most importantly - some kind of indication of how long I held out. When the game ends, there is just "Game over" and nothing else. For an endless game that you are supposed to hold out in for as long as you can, this felt very disappointing. Some kind of score (like waves survived, enemies killed, or just time survived) would be great and would give some incentive to try again to do better.
Overall, it was a fun experience. Here is my turret setup at the end: Screenshot_2.jpg
The nature of the containers was quite surprising :laughing: That's a fun take on the theme.
The controls work fine, and I only met one bug. After I bought the Management Thank You upgrade, the shop items disappeared. I could still buy the last upgrade by clicking on the textless field. Screenshot_8.jpg
Sound effects are just perfect, and the container diversity upgrade made me laugh. The gameplay gets old after a while - but it kept me playing long enough to buy all the upgrades.
Adorable graphics and great sfx! Very cool jam game. I got a bug when a prompt popped up empty and the game became unresponsive (music was still playing).
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@gonzalol I'm on Firefox, if that information helps. It might be the fault of the Fox :grin:
The old-timey aesthetics are great! Both the graphics and the music are superb and go together very well. It gets frantic fast :grin:
Totally baked some pies :grin:
The visuals are nice, and I didn't encounter any bugs. The controls sometimes feel strange, as scrolling started to both navigate through the build menu and zoom in. So I had to zoom out once I managed to get to the proper building. Maybe it's a bug. Scrolling through the building list is too slow, and can feel tedious, and you can't just grab the scroll bar or click on an arrow to scroll faster. Would also be nice if we could connect a road to an existing road - would make for tidier layouts :smile:
Overall, a great job on the game!
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The graphics looks nice, and the music works well with it. It's a very interesting take on the theme - well done on the idea!
I think this game would be better without the "10 seconds" theme imposed timer. There is a lot to read, and you can't really appreciate the writing or the events that are happening because of this time limit. So you either read just pieces and make snap decisions without really knowing the full story, or you read it all and remember the event for the next playthrough (so you don't have to read it at all again, saving time that will allow you to read other events). Neither of which really feels good.
I'd really love to play this game without the 10 seconds limit (some timer would still be fine, but 10 seconds is just too steep for the amount of text to read)!
@dp3rucha I know the answers change - but the events remain the same, so you can read carefully and without hurry, remember and next time you'll just recognize the event after gazing at the first sentence. So you can just read the available answers :grin:
Evolving music and the evolving shooting animations are both great. The art is simple, but the animations really make it come alive. The game has really great energy and is very enjoyable.
I am definitely not the record holder :grin:, but I did make it to 15. Screenshot_11.jpg
I played this with my husband and I totally lost.
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The various upgrades are what makes this game (and the homing one is just not fair :wink:). The graphics are obviously simple (as it's a pico game), but they work well, and the colors are well-chosen. It's a neat bit of fun.
The game refuses to run for me. I just have blue screen and console says this:
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I am the world savior! :grin:
I enjoyed the game. It's a nice concept, although gameplay is a bit too easy. Because the light changes on its own and there are no consequences of making an improper setup, the player can basically click blindly to set the mirrors and then wait for the right color of light to come, without even understanding the mechanics of the light change. In all the levels but the last one - in the last level, the timer plus the amount of portals you have to vanquish add up to fun gameplay (as there you actually have to think about what you're doing). More levels like that one would be cool!
The character art is great, and I will definitely remember Lys. I was voicing over the characters as I played, providing some fun to my husband as well :smile_cat:
It would be nice, if there would be some level transition screen. And some sfx when setting mirrors and prism. The background under the text is a bit too busy and too saturated (drawing attention away from the text and making reading harder on the eyes).
PS. This is the fourth game made by you that I played, and I see you are starting to create a connected universe :thumbsup:. Is Mindy also connected to Lys and Becky, I wonder?
It's a unique take on the theme and on the stealth genre :grin: 3d models are very nice, and I adored your main menu!
What I found a bit unbelievable is that the guards can be lured in to investigate a fart, yet nobody comes to check in on a huge glass pane breaking :laughing:
Very nice! It's a complete and polished experience. I noticed no bugs or strange behavior.
The in-game art is very nice, and the colors are exquisite. The intro is just awesome. Both music and sfx are also great and fitting.
Interestingly, I found level 9 more challenging than level 10. It was the only one I had to retry to beat.
So, full disclosure: I chose this game to play because of the title :grin: I'm a sucker for a good pun.
The gameplay is quite fun and the snail makes just the cutest sound! It's nearly addicting. The one thing I didn't like was the foot. I mean, I liked the concept (just like in "Rampage Knights"!), but with a one-dash limit the foot often turned out to be impossible to avoid. It was my bane!
It's a really great compo entry and you should be proud!
That's extremely impressive for a compo! Great work! The game feels polished, the visuals are very nice, and so are the sfx. I didn't encounter any bugs.
Some checkpoints in the levels would be nice. The jumps above the pits are not easy (just on the edge of range and easy to fail, and the double jump only seems to work when you jump up, not sideways), so if you fail a jump somewhere far into the level, it's quite disheartening to have to do all the waiting again.
This is awesomely wicked! I really enjoyed the humor, loved the concept, and totally sucked at the game itself :laughing:. The visuals are nice and so is the music.
The placement of the babies was a bit bugged for me (I played the web version on Firefox). I had trouble grabbing the babies and really had to click around to finally manage. I also noticed one visual bug - babies with melee weapon have their arm "broken" - the sprites are badly aligned.
In my three attempts, I tried different formations, but never managed to win. My baby commanding skills are quite poor indeed :laughing:
The concept is great, and the art is really cool. But 10 seconds is really not enough to experience any of this game and its writing. 10 seconds is just simply not enough for this idea to work well - takes away from the enjoyment of the game as a whole. And I know how to speed read :grin:
The casual option is much more how this game should have been from the start.
Wow, this is ambitious for a jam. It's a nice concept, and it can be a fun game! But at the moment it has much too little player feedback. I'd love to: - know how many trains are waiting in which tunnel (currently, you can't even always visually confirm that there is a train waiting) - even some numbers directly on the tunnels would work; - have some tactile feedback to my actions (some nice juicy SFX, some more visible animations); - have some feedback when I'm trying to clear a train that should not be cleared - even a supervisor screaming at me would be better than this silence :wink:; - have some general summary of my progress or lack there of - am I the worst signal box controller in the world, about to get fired or am I on a short list for the employee of the month?; - have a possibility to zoom out even more, so I can take in more of the tunnels at a glance.
I really like the models and the color work is awesome!
This is very relaxing, almost meditative really. I love the pastel colors and the delicate sounds. The whole game is very cute and works well. I didn't notice any particular problems or bugs.
The amount of levels really surprised me! Till now, I'm not really sure if I should have been picking up the black stars or avoiding them :laughing: But I had fun playing.
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Great fun! Would definitely benefit from those SFX you had no time for :grin: The graphics on the tree are great, and I enjoyed the mechanics. The ending is quite ominous, quite ominous indeed.
I met some bugs. Some blue shards were uninteractable - impossible to destroy, even with my mighty spacebar, and the worms didn't want to eat them either. Maybe they were spoiled. Hitboxes on the shards (or the hurtbox on the hammer) could use some improvement overall. I also broke a forge :grin: - I pilled so many worm bodies and red shards there that the dwarf became impossible to interact with (he was probably suffocation under all the dead worm parts) and I could not give him anything anymore.
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Also: Все буде Україна!
This turned out to be quite engaging. The graphics are minimalistic but pleasant. I loved the neon menu!
10-second runs seem to be very short - probably would be better with a "how far you can go" concept where clicking the white trash would take away lives or something like that. But I do understand - the theme has its requirements :wink: It's quite easy to 'cheat' the game by just pressing all three applicable buttons at once.
Great jam job overall!
Pretty cool and engaging. The game feels polished and made with love.
Graphics are great and a pleasure to look at, and the sfx are well-designed as well. You can get a hang of things quite fast and after that it's smooth sailing really :grin: Even though random events come every 10 seconds, the whole game feels relaxing rather than challenging.
Well done!
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This is so very cute! Both the graphics and the hiccups sfx are nice.
I'm not sure if I ran into bugs (pun intended ;)) or if that was a design decision, but in the third level I kept being able to gather less and less water drops. Up to a point where my ladybug could not even hold enough water drops to feed the largest caterpillar. Which made the level impossible to finish.
It takes a bit to understand what you're supposed to do, but I liked that. I like games that allow me to figure out the world on my own. And I liked how you integrated the controls into the world. Neet!
A unique take on the theme and, again, really cute!
It's pretty cool! It drew me enough to make me determined to win :grin: I like this concept very much and the graphics are nice. The game works fine and feels polished. But it also moves somewhat too fast to work well with this idea (I know, it's all the fault of the 10 seconds... if it only was "Every 20 seconds" ;)).
As a result of this fast moving, it's very confusing at the beginning. It leaves you no time to just look around, get your bearings and figure out what you have. Probably some tutorial popup, which stops time and shows you around, would help the player familiarize himself with the environment. Or just give the player a semi-active pause (pause that will not obstruct the game screen, I mean) when inside the train - where you can pause the passage of time just to look around your inventory.
Because the same buttons are used for item insert/pickup, for choosing track and for trading, and the game moves fast, it often happens that you perform an action unintentionally. You just wanted to pick up this gun, but you find yourself unintentionally making a trade deal that you'll regret :laughing:
But overall, I really had fun with the game! Managed to get rich on my third try.
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By the way, I found a description bug :wink: - in the description here on the page you say you need to gather 150 gold, and it's actually 120 (in the game it's stated correctly).
@finn-pickart Thanks for playing and glad you enjoyed the game :smile:. As to the 10 seconds - our first connection to it was the 'fact' that every 10 seconds a window washer falls to his death (as per the linked 'study'). However, we found that that is an enormous death toll of window washers :wink:.
@roroto-sic Well: her pension is late, her left knee has been hurting since Thanksgiving, her stew is too salty and her children insist on calling her not even close to often enough. And to top it all off, some dastardly redhead is jumping in front of her window. That was just the last straw. "Get off my lawn" - the grandma thought, even though she had no lawn, and she went to fetch her trusty cane.
**Thanks, everyone, for playing and for feedback!** We're glad you enjoyed the game and didn't run away from the scary grandma. @ladymeow @chillertyp @theorioli @don-fouts @gonzalol @incd021 @bcmpinc @i-wrote-it-myself @epeachyband @pikario @dahut @sterco-raro
@joshua-denk You might be correct. This was our first attempt at any kind of platforming :grin:
@ugghmaster Thanks for pointing this out. Maybe I should have added a second arrow pointing to that window as well to make it more obvious. Probably would help :smile:
@dp3rucha Our connection to the theme is in the fact from the study we quote at the start of the game (which I now added to the description page to make it more clear - thank you for pointing out that it wasn't really :)). Originally, we also had events spawning every 10 seconds to reinforce the theme further, but it turned out to be not often enough on later levels, so we decreased the timer there (and it's cheated 'every 10 seconds' now :wink:)
@picusbgames Don't worry about the brave window washers - the quoted study is extremely unreliable :laughing: I'm glad you like the title!
@paul-avallone We had a lot of ideas for various obstacles and boons on our list. This concept really lends itself to creativity. We implemented as many as we managed in the jam time. Various cleaning tools are a nice idea!
@triangletriangle The old lady is indeed the scariest. When she takes her cane in hand, men tremble. I'm very happy you like the look of the game! As to the slowness of window cleaning, you might not be the only one. It was mentioned by one more person - so there is at least two of you :wink: It might be that we indeed made it a bit too slow. However, making it faster would probably affect the balance and could make the game too easy. It would require some testing.
@beefbone The initial concept was actually for the player to operate the lift himself. However, we decided to change it to the automatic movement to provide more platforming elements.
**Thank you again to everyone who played our game and took the time to give us some feedback.** You all rock :) @booremi @birdy-games @katreenashy @fuzzybut @babbersher @cedric86 @enderr42 @vulpez @midna
@trexxak The Hypnotoad must be honored! It told me so, and who am I to argue with the most glorious toad. I'm always happy to hear that you like the art :).
@ryan-dotsikas At the start, we planned on giving the player control of the elevators. But we changed our minds to this automatic movement to provide more platforming opportunities. However, that might have been a bad decision, as a few people mentioned that waiting for the platform to come can be tedious.
@tex-killer Yeah, we had some bugs with the jumping that we weren't able to completely squash. And the secret ending is indeed well-hidden. There is even a clue to it on the wall - so vague that nobody will ever get it :grin:
@oakhardt A sparkle effect on a cleaned window is a great idea! Like in an old window washing fluid commercials :grin: I did make the pizza box too small. Should have been bigger and drawing more attention - then I think the players would get it fast. After all - it's pizza, when isn't that a good thing? Don't get me started on this city. It's a hellhole, a den of scum and villainy, and you haven't even seen the half of it. I heard that the people living on higher floors hate their window washers even more, and they are quite craaaazy (who do you think is throwing down all those poor guys that you see falling!). There are rumors of crazy cat ladies, vampires, seagulls with permanent diarrhea... it's a madhouse up there.
@outfrost We did have a bug problem when it came to jumping that we were never able to quite squash.
@nash Alternative platforming routes for the brave (or the mad ;)) are a great idea! Thanks for that!
@binarydiv We had problems with the jumping when making the game - a bug that we were sadly not able to squash in time. Sorry that you ran into it. When we came up with the game, we actually were going to give control of the platforms to the player. We changed our minds in the process to put more emphasis on platforming. Might have been a bad decision :wink:
@nyxkn That's just so awesome to hear! Thank you! You're not the first to mention that waiting for the platforms can be annoying. We probably should have stayed with our original idea of giving the player a remote for the platforms.
@cosmo-nectarine Thank you for playing and taking the time to leave a comment. Grandma is indeed a menace to society :wink:
@figadei Thank you for playing and very glad you liked the visuals :)
@tigerfinch Grandma is the worst - everyone agrees :laughing: This was our first attempt at anything resembling a platformer, so the movement indeed requires more work.
This is quite fun! The core gameplay is good and engaging. The game works well, and I didn't experience any major bugs. I had only one minor one: some clients were getting stuck near the soda machine, further from the cash register. They were just standing there, chillin' :grin:
I also enjoyed the radio announcement - they were amusing and added character to the game.
I didn't like pushing myself through the customers to get to the cash register. I think some side employee entrance would be nicer.
It's like you took every joke about bad OSes and made it into a game :laughing: Great humor and definitely a unique approach to the theme. Each minigame feels unique - it must have been a hell of a job to code it all in jam time.
Without reading the "Known issues" section, I'd never figure out that the Champagne minigame is controlled with a keyboard (as literally everything else is mouse). That feels a bit silly. It would also be nice to actually grab and drag the things to the plant in the feeding game.
My favorite one was the Memory - both for the gameplay and the graphics (love the colors on that one!).
The total chaos is fun! I like that the game has a learning curve, and you can win in only after some tries and familiarizing yourself with the office. The environment is nice - just complicated enough to be fun to explore, but not so complicated to be frustrating.
I found it best to pick up things as you go about your tasks, so you always have a bucket, fire extinguisher and like two coffee cups handy. I can just imagine the poor janitor running around with all of that :laughing:
The game could use more player feedback - especially some visual or audio feedback from people when you give them things. I often found myself thinking I delivered the package, only to notice that I didn't really while I was already running to my next task. Or maybe just a button prompt appearing when you are actually targeting the thing correctly would be enough :)
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This is a very nice concept and a good execution! I really liked the art and the SFX were great as well.
I only had a problem with the keypad room. It only accepted the password after I finished all the other rooms. My previous attempts to enter it didn't work for whatever reason (clicking on Enter did nothing). Oh, and I also think that those numbers you enter on the keypad should be more visible. Maybe put them on top (like in calculators) and make them bigger. At the first glance, I didn't notice the display at all.
Well done!
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This is death for my poor, poor fingers :laughing: Also, my smashing skills are definitely not good enough - my husband reached the "you're done here" screen much, much, much faster *hangs her head in shame*. But that's okay - the game is so fast and hectic that there is little time to wonder about how bad you are at it.
Would be nice if there was a bigger difference between the player character and the enemies (make the player mech bright pink!) - you would see better where you are at a glance.
The jumping felt a bit floaty to me at the start, but I got used to it and ultimately the floatiness made things easier (which I appreciated, as I am not all that good at platformers :grin:).
I really liked the design of the main character and the level design is great! Inventive and interesting to explore. If I would suggest one improvement, it's to the transition effect. It's quite intense and gets hard on the eyes. I guess the background overall could be more muted, to draw the attention to the foreground and bring it out.
I had fun playing!
Very nice music! Graphics are nothing to write home about ;), but they do their job - everything is clear and readable.
I like the twists you introduced to the standard jrpg fight. Especially the shuffle of actions. I'm so used to standard order that it took me a while to realize that the actions shuffled :laughing: (I thought I misclicked). With more variety of actions (types of attack, types of magic spells) and enemy resistances to figure out, this could really hold interest for a long time.
The game itself works well, and I didn't notice any bugs. Impressive job in compo time!
It's amazing how hard it is to have two hands :laughing: It's a unique idea and a fun take on the theme. And I get to punch the manager after 'game over' - how can you resist that!
There are some quite hard tasks in the game that seem next to impossible to do in 10 seconds. But it is fun to play and get used to the controls. It does get easier with time :)
If I would suggest one improvement, it's making the tools more distinct from the background. There is little time to perform each task, and visually locating the needed tool should be immediate.
Pretty cool puzzle game! I really loved the mechanics and the painted backgrounds. Music is very fitting and relaxing. Along with the slow pace of the robot movement, it creates a great, slow-moving atmosphere. Very well done!
A few times I had a bug where I respawned without the orb, and often the orb was falling into the rock texture. But none of that was game-breaking.
The ending was a disappointment, as (after I finished the level with the slopes) it just returned me to the start screen. No "The end" or anything. Unless I stumbled onto a bug?
It's a very fun concept! Both the art and the music are very nice. The only thing that I'd change is to give the player an ability to see Gontran when he's moving through a dark room (maybe like an outline of a character or something like that).
That's pretty cool! I really like the evolving gameplay and the pace is perfect.
From the "please don't hurt me" point of view, it would be nice to know in advance what box is coming next, so you could launch yourself more gently if it's a red one. However, I realize that that might affect the whole game's balance in ways I can't even imagine at the moment :wink:, and might not be the best idea as a result.
Graphics are simple and minimalistic, but they do the job well and the music fits perfectly. Oh, and the cracking and falling apart animation is quite nice!
The gameplay is fun and it's a really solid compo entry.
I wish it showed me my score without having to submit to the leaderboard. But that might be just me.
It's a very cool concept. I really like the experience of weapons changing every 10 seconds - it introduces some nice chaos :grin:
The game could definitely use some more feedback. Especially, some visual feedback on taking damage (other than my hp bar going down) would be welcome. And some juicy animations on the enemies would be welcome as well - it's a brawler after all, all you do is fight and the tactile and visual appeal of that fighting is what hold such games together.
The enemies themselves could use some more brains :wink: They get stuck very easily near chairs, behind walls and at the bar (at least I get why they would hang around at the bar ;)). And they just sort of stand there, jerking around (pardon the innuendo).
It's definitely a fun start that could use a bucket of polish. The music is gas though, very fitting! Oh, and I really loved the Exit button running away from me. I literally laughed out laud.
The game crashed on me once, producing such error: Screenshot_17.jpg
@singular I don't recall doing anything special. But I was shooting at the guy through a wall, if I remember correctly. So maybe that had something to do with it.
Very nice graphics - good models and very good colors! The music is also cool - fits the game well and synergizes with the graphics.
Some minor nitpicks: - The whole game is controlled from a keyboard, and yet you need to click a mouse in the menu and to make the text proceed. It would be nice if you could just Enter or Space the text away. - Would be cool to be able to skip the tutorial after the first try. - At the end you get a "Score board" but there is no score there :laughing: - it's just really a list of what you did. Maybe each action should have some points assigned to it, and then you could display the sum of points to the player at the end - giving an actual score along with the list.
Very good job on the game!
It's a perfect simulation of an office desk job :laughing: I really liked the sfx (especially the office ambience).
The game gets very difficult fast. Allowing the player to use the Enter to push the A button and/or use numpad to type in codes would make for smoother gameplay, I think.
The game never ended for me after I finished level 2 and both guys were in the door. It just swapped one more time to Fred, I killed all the enemies, and it was just stuck there - with me looking at Fred that was shooting at nothing forever. And the pause menu doesn't work - nothing in it is clickable in any way that I could find, you can just escape out of it.
It is a very fun concept. Switching roles on the fly can be challenging in a good way, and somehow it is very immersive. Great work on that :thumbsup:
The game itself requires some polish. Some more animation for our heroes, so they don't feel so stiff. Some more visual/audio feedback on the actions. Would also be nice to redesign the colors of our heroes. Right now they sort of melt into the background (as they are dressed in colors similar to the environment) - dress them in greens and violets, give them metalheads' black t-shirts with horned vikings ;), make them distinct, and they will be immediately more appealing.
With more levels and some paint on top, I think that this concept can really work :smile:
This is quite fun! The special abilities are distinct and really make the game fun. Some energetic music would be great.
One thing that kinda confused me is that you say in the description that I can choose which abilities to use - I'm not sure how to do that. For me, the abilities just activated automatically some time after they finished their 10-second cooldown. I saw no way to chose anything. What did I miss?
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It's quite amusing! I really like your approach to the theme and the strange world you created! The dog is great :laughing:
The controls seemed very strange to me. The fact that the doggie only jumps when you release space results in an unnatural pause before jumping and does not feel smooth to control.
Just by the way: as you didn't make the music, you should have opted-out of the audio category per the jam rules.
Very short and sweet :). The password puzzle was quite easy, but still enjoyable to play, The journal outside was a very nice touch!
I didn't particularly like the music. I think that something slower and more ominous might fit better. But maybe it's just me :grin: It's a fun and unique take on the theme. Good job!
The audio is really cool, fitting and set a great mood. I adored the drawn intro (although I think it should be skippable, if you're relaunching the game and don't necessarily want to watch it again), and the setup as a whole is ingenious!
The controls could use some improvement, I think. Having to press W again and again felt strange - like there should be a grid to move on. The jump has this pause before it 'fires' and that is really the most deadly :laughing:
The colors inside the game didn't really give me a museum feel. More like a fun house on a carnival :wink:
Great visual style! I really like the drawn art and the papercraft feel to the game. The gameplay works well, I didn't encounter any bugs.
It's a neat puzzle and an original interpretation of the theme. Very well done! And I absolutely loved the "Here's Johnny" when he picks up the axe :laughing: Many small references you sprinkled around are great, but this one is my absolute favorite.
My only gripe is that I couldn't use the piece of glass on the curtain to create a rope. And when I tried, the piece of glass just disappeared (maybe Werther throws it out of the window in his Sorrow ;)).
The visual style is great - I loved the colors and the changing environment. The music compliments the graphics very well. Kudos! The story is indeed sad.
I'm not sure if I reached the end (seems so to me) or I met a bug - after I found my master, the screen just became black. The music kept playing, but there was nothing else (no "the end" or anything). It took me a while to figure out that it's the light that teleports me away. But I consider it a good thing :grin:. I like the feeling of exploration and discovery.
Nice idea. And I could see the effect of low temperature on the walking speed and on the speed of the bullets.
The gameplay itself could use some work, however, as you can literally just run through the whole game, all the way to the bunker, not even firing once or bothering to turn around. The text at the end is also poorly visible (gray on a mostly white-blue background).
The music really suits the theme and the tone of the game. Well done on that.
I couldn't really see the connection to the theme. Awesome title though :grin:
I really had fun with the writing. That's what makes the game shine! And to answer the question: I indeed didn't have time to read the long, long piece of text :laughing:
Presenting the life in binary is a very nice touch. And thanks for all the extra lives!
I really enjoy the visuals. They bring origami to my mind and the colors are superb. And the music really fits.
I definitely won't be trying to beat those dev times (not my thing), but I enjoyed playing. The controls work well, jumping feels just right, and the whole game feels polished. The crystal concept is great, as it allows experiencing the game without necessarily going for the optimized speedrun, but leaves the option to go for that optimized speedrun for those who enjoy it and gives them an incentive to do so.
Very nice job!
I loved your use of the narration to let the player know of the passage of time and the resulting change of tasks. Some additional SFX feedback would be a nice thing to have.
The graphics are also very pleasant - tremendous job in jam time, really impressive!
Controls felt strange to me and as a result the game played quite awkwardly. Or maybe I stumbled upon a bug here? WASD didn't work for movement, so I had to walk with arrows. Which would be fine, if you would not have to use a mouse for anything - but you do. To effectively and comfortably use arrow keys for movement, mouse for looking and shooting, and interaction keys - I'd need a third hand :laughing:
I feel a Shrek inspiration here :smile:
@mossieur-patate Touché, monsieur. :grin:
PS. I can just change my keyboard layout to French for playing this game and your revenge will have no hold on me (*muahahahahahahaha* :wink:)
Super cool and very polished! The cyberpunky visuals are very nice, the music is great (fitting but not overwhelming, leaving room to think). It's definitely my favorite game this jam - and I played quite a bit of them :grin:
Seems to me that not every viable solution is accepted. For example, it accepts some names (like Mike), but not others (like Gary). It does not accept some words at all (like noir). Or maybe when the word is generated, the one and only viable solution is generated with it and the game just won't accept any other, even if it makes sense?
I didn't get very far, but I will definitely play again. The randomized choice of powers does give the game a lot of replayability! Thanks for a great jam game.
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The art is quite nice, and I really like the animations on the hero and his blades! Music is pleasant and fitting. Some SFX on the attack and taking damage would be great to provide some more feedback to the player and make attacking more enjoyable.
Also, some summary screen after you die would be a good addition. Like: you killed that and that many slime monsters, or you survived this long. It would inform the player how he did and would provide some incentive to play again and try to do better.
I found a minor bug: in full screen, the X button to exit options doesn't work.
What a great backstory :grin:!
I really like the concept of switching weapons every 10 seconds. The game feels polished - I didn't encounter any bugs - only missing some energetic music :)
Very nice graphics - reminds me of Japanese water-color style, appealing and cute :smile: Color design is exquisite. Music is great as well and compliments with the art well. And Phemie just rocks (of course he's a dragon, just look at his cute dragon face).
The gameplay is solid, although the fast pace leaves little time to really look at the various weapon upgrades you get. So I just ended up choosing semi-randomly and smashing away :grin: I noticed a potential bug - a few times I had quite a lag when changing weapons. A weapon changed in the UI (checkmark moved) but Phemie didn't change the weapon he was holding for quite a time.
I would suggest adding some delicate animation to the player when he takes damage - it would improve feedback. My one wondering is - how did Phemie end up on this fighting forest arena, and who lock him there with the lasers :wink:?
That is a very unique entry and a cool take on the theme! It plays well.
Time is too short to read all the profiles when you first see them, but you can cheat a bit and take your time to read after a finished date :grin: Changing music was a nice addition and shows attention to detail (although the electronic music is generally not my jam).
If at the end, you are stuck with two people who can never like each other enough to leave or get pissed off enough to leave - the game will never end. And you can just keep sending those two on mediocre dates and accumulate points forever. This problem could maybe be solved by having an uneven number of participants and just ending the game after the one is left. Or maybe just have more participants and end the game when only two are left (as opposed to when everyone is gone).
This is the pair I could not get rid of :grin:
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I most definitely suck too much at platforming to do this easily :laughing:
The fast pace is nice and creates a good contrast with the time slow. Graphics are basic but clean, and they do their job. What I would improve here are the colors - they are a bit dull, lack contrast and create a somewhat muddy impression of the environment.
I love the design of your main menu though! I found a bug in it - when I try to go to settings from the main menu, I am greeted with just an (almost) empty screen and no way to back out of it.
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@epeachyband Ha! I didn't figure out I can spin my mouse wheel in the menu :laughing:! Thanks!
Very cool art and nice animations on the robots! The music was a bit overwhelming, but fitting in style to the setting.
Because of the perspective, I sometimes wasn't sure if I'm aiming where I think I'm aiming :laughing: And it definitely felt strange that I'm shooting with the mouse button, but the character doesn't aim where my cursor is. I kept catching myself st it - expecting him to aim where I point, only to realize again and again that he won't.
The game has very nice energy overall and I didn't find any bugs.
The art and animations on the cat are very cute! The jazzy music is pleasant, as is the environment.
The concept is unique and it could really work. Sadly, the gameplay itself is very much hindered by the bugs in platforming. There are many platforms that just "keep you hostage" - you jump on them, and you're unable to jump up. You can only walk off such platform. In a game that is all about traversing your environment and using it to your advantage, that is a major flaw and a sad game-stopper. I restarted several times, but every time those same platforms were "broken".
This is as far as I was able to go: Screenshot_2.jpg
A great puzzle game! The visuals are nice, consistent and fitting. The puzzle design is good, and the difficulty progression seemed well-balanced to me. A great job overall and enjoyable to play.
The swinging blade traps were my bane :laughing:
I think that you should have left the original submission available for download, though.
Looks very nice - great color work and cute animal design. The music goes very well with the graphics, but not so nice with the fast pace of the game :wink:
Controls feel good and climbing is seamless. I think that one life is too punishing and potentially quite discouraging. Players, especially in the jam environment, would be more inclined to explore further into the game if every mistake would not mean you have to start from 0. Give the player 3 lives or something around that. Especially that you're on an aging timer anyway :)
Other than that, great work!
Very nice idea and a unique take on the theme! Changing the games every 10 seconds keeps the player on their toes :grin:
The individual games are simple, and each one could use some more polish - some more player feedback, like damage animations, additional sound effects etc. But they are supposed to be glitchy after all :grin: - In the witch game, the elements on the bottom (like gravestones) seem like they are in the foreground and should not be able to hurt you. Yet they do. - In the zombie game, the floatiness of the jumping doesn't really go well with the speed of scrolling and takes a lot of getting used to.
Graphics are pleasant and the music track, even though short, is fitting and nice. The bat game was my favorite one :).
Victory! That was a fun little puzzle and an interesting take on the theme :grin: Some background music (like a heist theme!) would add to the atmosphere.
Everything worked well for me and I didn't catch any bugs. I only wished that a drawer on the right had a "go" option, so I could go directly to it without a need to select the whole chest of drawers first.
I really liked the camera showing its timer with integrated lights. Very nice touch!
Well done!
@amarokczukay Oooo, so that's where the music is! I never turned on the mobile as I thought parents might find it suspicious :laughing:
The sounds are great - really go well with the game and add it a lot of energy!
I was having fun playing the game. It has great energy and the controls work well. I met a bit of a bug - in the level with a big pit in the middle, my game just crashed when I picked up the last guy. That happened twice.
The web version doesn't go full-screen (on Firefox), which is a shame, as the text on controls is very small in the default resolution. So I played the downloadable one. By the way, mark your downloadable version as a Windows version in your itch settings page (when it's not marked, the itch launcher does not recognize it and cannot install it).
Very nice visuals and good, fitting music. SFX are slight and pleasant - also very fitting.
The concept with available abilities/weapons changing every 10 seconds seems popular this jam :grin:. But you implement it very well, and the abilities themselves are nicely balanced.
Some additional animations on the player and the enemies would be nice, and would provide more player feedback.
Generally, an awesome jam job!
Super cute art! And very nice animations on the main character.
When time pauses, it tends to be very hard to find a path between the bullets (to not get hurt). Maybe it's intentional. I think it also would be more fun if we could see the result of our bullet placing when the time unpauses - maybe some zoom out scene showing you the bullets flying before we return to normal control. Right now, you most likely won't see the results of your actions. I really like this concept - it's unique and fun.
PS. I got a bug when I just spawned sort of dead (in "dead" animation) - I could still move around and place bullets. I also got another bug when time pausing didn't really pause enemies.
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@fabula-rasa I was indeed playing the original submission (for the rating purposes). So you probably squashed the bug :)
I really like this idea! The lightning flashing to illuminate the level only for a little bit makes the exploration really challenging. Especially that everything in the manor wants to eat you, and you forgot to take your sword ;). Big red ghost reminded me of the ghost that comes in Spelunky if you tarry too long.
Music is great - really fitting and moody. I didn't like the post-processing effect (I think it gets really hard on the eyes after a while - and this is a game you play for quite a while), so thank you for making it optional.
The thing that could be improved is the wait times on some later levels - some enemies have quite long routes, and you do a lot of waiting if you miss your opportunity to proceed. Add to that the waiting for the flash, and you get quite a bit of just sitting around.
I will admit to cheating in some of the late levels (in which I kept dying) and making a screenshot to figure out my route :grin: But most I finished legitimately. A really nice jam job!
Very nice aesthetics. I really adore the papercraft world you created! The music complimented the art well, and together they add up to a very nice and consistent mood! Superb job on this.
The gameplay itself was a bit lacking. The world is 'on rails', so you can't really go anywhere but where you're supposed to. As a result, you can't get lost and run out of time - there is no tension that is supposed to be there, as you are after all in grave danger of staying a ghost forever. Maybe a different premise would suit the created world better. Or make a more complicated and convoluted world for the premise we have :)
The game doesn't load at all on Firefox. But apart from that, I didn't experience any bugs (amazing, I know!).
The graphics are nice, and the game plays well. It has a good difficulty curve. It would be nice to be able to use the bellows with a keyboard (let's say with different number keys) - the frantic clicking is not the best :wink:
Really impressive amount of polish for a solo project! Great work.
Very cool concept! Unique and creative.
It generally plays fine, although sometimes it didn't recognize well when I moved my hand far left. But that might just have been my positioning relative to the webcam.
I really liked the main character and his four great weapon appendages. It's a very cool design. The enemy variety was also very nice - I especially liked the medic with his connected soldiers.
The game plays well, and I didn't notice any bugs. I wish it displayed the score at the end without me having to submit it to the leaderboard - but that's just a minor gripe.
The aesthetics are great. There is visible attention to detail in the graphics, nice lines and pleasant colors. The animations are very pleasing as well. Music is fitting and really adds to the atmosphere. Really, the whole audio work is great.
The game worked smoothly on my Firefox :) and I didn't notice any bugs or stutters. The core mechanic is well-though-out, and you really need to use it to its fullest to play effectively. The game is haaaaaard :laughing: After a while, I really wished there would be some checkpoints. Might incentivize more people to keep trying, and eventually see the ending.
Very well done!
Very relaxing. The visuals are simple but pleasant and the music is great.
Not sure if there is any end to the game (?), or is it meant to be endless. I just stopped when I was satisfied with the look of my little garden. But it would probably be nice to give the player some goal to strive for.
It's a game within a game within a game - gameception! Interesting idea and well executed. Definitely a unique entry.
I really liked how you integrated prompts into the environment and the use of different art styles to signify transition. I didn't like the walking sfx in reality - it's quite grating. But it might have been the point!
Well done!
It's a good concept and a nice take on the classic :). Good level progression - the game introduces its mechanics to the player well. The levels were not hard, but the last one was fun to solve. I agree with some other commenters that keyboard controls would be nice here.
I wish the game proceeded to the next level automatically and that there was some light background music. But I understand the limitations of doing everything on your own. Well done!
Very cool visual style and the music. SFX were also good. The difficulty progresses strangely. It's very slow at the start, to a point where you feel like next to nothing is changing. But then it suddenly picks up pace. Feels a bit uneven and very slow at the start.
The whole game plays well, and I didn't encounter any bugs. Quite polished!
It's an enjoyable puzzle concept. I think it can be very fun when finished :smile_cat:
At the moment, it does indeed feel unfinished. You probably know all this already :wink:, but: - the game crashes quite a lot; - "buh?" button does nothing; - for some reason, you can't place pipes on the right side of the screen (even though pipes spawn there); - there is no end (even when you connect all the pipes, nothing happens); - there is no real setup to the game - what are the pipes for?, where are they going?, what is the slime they are transporting?, and what is the meaning of life and existence as we know it ;)?
On the definite plus side: I like the graphics and the sounds are good as well!
Here is a screen of the crash error I got the most often:
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@sterco-raro Then I shall ponder the validity of the Boh? button no longer, and I will just be grateful for its protection.
42 is indeed the one and proper answer! As is obeying the Hypnotoad. And your welcome - rewatching Futurama is never a bad thing. I can basically play the first 5 seasons in my head in my sleep by now :laughing:
You had me at "Fox building walls to save a plant during the bunny apocalypse" :laughing:
Really nice visuals. Could use some more visual/audio feedback on hat is going on (some more, even simple, animations and SFX), as well as some music to flesh out the world. The game gets quite hard later, as the bunny explosions are enoooormous.
This is haaard, but also fun! After a while, you get some handle on the controls, and you start doing better. At first, I tried landing on the planets nose-first. That was not a good idea in the least :laughing: Do you win if you manage to land on all available planets? Or is the world infinite, and you are always doomed to lose?
This could definitely be expanded upon with some ship upgrades, maybe some other places to land on or stuff to pick up in the galaxy! Like hitchhikers :wink: .
I like the general mood and the slight music. And I love the art on the nebulas - very nice! Overall, very nicely done.
Was I... kidnapped by aliens at the end :laughing:?
Very fun game. I loved the slime animation and the colors are great - a pleasure to look at. I left quite the trail of corpses at the very start, as the first thing I did was trying to jump a lot (with Space). And after accumulating quite a 'mound', I gazed to the left and saw the keybindings :grin:
Great work on the game. I have zero complaints!
Awesome game - I enjoyed it very much. The music is spot-on, the papercraft graphics are great, and the animations are sweet and amusing. The concept is interesting as well - with the switching of suspects and the fast pace. I solved the two first cases on my first try, but had to do two for the triplets (I was so sure they all did it together on my first go :grin:).
Great work on the game!
Also: "Mr Montgomery has three sons, all twins" - the impossibility of that simple statement made me roll with laughter :laughing:
Very cool! I liked the graphics a lot and the music is so very fitting and just adds to the atmosphere. The game feels polished, and I didn't encounter any bugs. I liked the subtle animations that let you know when it's the right season to plant and harvest each plant.
I think having some keyboard controls would be nice here. Like an ability to choose the items from your quickbar with number keys and perform actions with Enter or Space.
Very cool graphics and a nice music that goes well with the setting. Fun take on the theme and good execution! And I enjoyed the way you did the credits as well.
I have one improvement suggestion. It's easy to choose an upgrade by accident - the upgrade windows can pop up while you're pressing an attack and viola, you chose an upgrade without even getting to read it :laughing: So maybe some different solution would work better (e.g. first click highlight, only second chooses).
That's a pretty cool idea, and I love your description! The music is very energetic and fitting.
It would be nice to have some indication that the crops are done growing, as you have no idea how they are supposed to look when fully grown and can only find out by throwing them around long enough.
The harvesting blade is more deadly than it seems it should be around it's mounting point. And that's the story of how I died :laughing:
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Audio is great in this game! The graphics are very simple but pleasant. I am quite bad at chasing rabbits - they had to hire many new guys after the first :grin:, but I had fun with it. Additional abilities definitely help keep player interest.
One thing that is not really a bug, but just a bit of inconvenience. On Itch pressing ESC exits the full screen. So, if you want to stop interacting with the sign, you first exit out of full screen mode and only then you can exit the sign menu.
I will admit - I never even heard of carrom before now. So thank you for introducing me to something new :smile: The concept of the game is fun and the graphics are really cool. Music is fitting as well.
Aiming in the game didn't really feel smooth. It was often just jumping around, instead of continuing the circular movement (which I would expect it to do). Maybe it would be better with touch controls or with a controller?
The board doesn't really change every 10 seconds, as the description suggests - which confused me at the beginning. It seemed to me that it spawns new pucks and only changes after you fail for a time (?).
Nice job on the game. I especially enjoyed the visuals.
Nice atmosphere! A well-chosen music and the work of lights contributed greatly to the creepiness. Well done! Like @tex-killer, I also found only four batteries and couldn't find more. Maybe just a missing an end screen?
The game works really well, and I didn't see any major bugs. That's quite impressive for the first jam!
I just have one question: who are They? :grinning:
Simple yet fun! The voice sound effects are great, and the music is repetitive but fitting, and it adds a rhythm to the whole experience.
The growing pace of the game is well-implemented and it holds interest. Although the bike feels a bit too sluggish at the start. I found myself replaying a bit - so the whole gameplay is engaging. I think it would be nice if there was a way to cancel the charged throw. Lacking that function, I learned to aim at trees when I charged the arrow too much :grin:, to avoid breaking a window.
I think the graphics could use more light, life, vividness - however you want to call it. The sparse lighting and muted colors with little contrast create this gloomy atmosphere that goes contrary to the music and the theme. At least, in my opinion.
Overall, a very nice jam entry!
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I set them all free with music! Take that, establishment! The game has a very dystopian feel to it. With a minimalistic music, dark surroundings only punched by the spots of light - a very atmospheric and quite engaging world building. I liked the fact that you didn't hold the player's hand and left me to discover things in the world on my own. I don't particularly like the guitar-hero type of gameplay, but I managed to pass those and rage against the machine :smiley_cat:
Very nice compo. Feels like a complete, polished experience.
Radish Tetris - how cool :grin: Very fun concept and engaging game. I simply loved the "matching" animation. The sounds are nice, juicy and fitting. Graphics are clean and pleasant. And the core gameplay is smooth and hold interest. A near-perfect project.
A double-points bonus for clearing the whole cart was a nice surprise.
If I have one complaint, it's the inability to slide in the package horizontally into a slot where it would fit when there are no obstructions. In an analogous situation, vertically, you are able to slide the package in.
Awesomely done!
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The game is really beautiful and so serene! Your shader is very nice, colors are great. The game feels meditative, really. Very meditative bloodthirsty pirates :wink:
Movement controls work very well, and it felt natural to swim around. Enemies work strangely, though. They can despawn right in front of my eyes and spawn right on top of you. I had a level 3 ship just appear on top of me, taking about 80% of my hp in the process. That was funny :grin:, but felt kinda unfair.
Randomized level up choices are a nice touch - adds to replayability. Overall, it's a very nice jam job! And again, very beautiful, I feel relaxed just looking at it. Maybe I should have become a pirate!
As an aside, you really should have opted out of audio (per jam rules), as you didn't make all the sound.
@tyrannas I agree it's not an easy situation. I think that music and SFX should be separate categories. I often see people who make one on their own, but not the other. It does seem kinda cruel to make them opt out of the whole category, when a lot of work was put into part of it, but it is what it is.
We make all the SFX on our own - which is a lot of fun and a lot of effort - but never make the music (neither of us has much talent in this, and we definitely don't want to torture people :grin:).
Controls definitely take a while to get used to, but that's okay :smile: I think the ship rotation could be a bit less "violent" (the angles are quite harsh). It also wasn't always apparent to me what exactly is damaging me. I speculated it was pieces of small metal junk I attached to my back, but I'm still not sure.
The world and setting are imaginative. Very nice to see something unique like that!
The art and music are both solid. Nice, consistent atmosphere overall. And I came to love the ship exploding sound :wink:
Superb! I love the color work, the minimal art style that goes perfectly with both the puzzles and the music. The difficulty scales well, and the puzzles are very fun to solve. Great game!
I had trouble with the last one until I discovered that I can go through myself (I assumed I can't) - very sneaky of you :grin:
Sooo close! Screenshot_21.jpg
Yeeeey! Screenshot_22.jpg
Honestly, I didn't like the music at all - too electronic, and I think it did nothing for the atmosphere. But I loved the "miau miau miau" sound you made :grin:
Controls work very nicely and smooth. It feels good to fly around, and the rings were fun. Navigation could use some improvement. Because of the 3d world and distances, you don't always see the light beacon from where you are, and it's not obvious which planet is "Jungle" or "Wasteland". You can easily end up going to the wrong one and there is no time to go back. Some legend (either here on LD page or in-game) with planet images and names would help a lot. Or a directional arrow in-game, but that would mean addition implementation time, which might not be available in compo, I know.
Overall, it's quite impressive game to do on your own in such a short time. I didn't see even one bug, just the cats :wink:
I think you have opted out of all ratings (turned the "casual" option on). By accident or on purpose?
In any case - you weren't kidding. I died. A lot. Who knew that switching off my computer and going outside is so dangerous! I'll take it as a warning and never do it again :wink: :grin:
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Adorable and very fun to play!
The graphics are very nice and the color scheme rocks. It's so restful and serene while still being juicy where it needs to. Great job!
At the start, I was surprised to discover that the produced stuff does not carry over to the next day. All my juicy vegetables just disappeared. But I caught on and in no time I had drones running around :grin:.
Controls work well and I didn't encounter any bugs. The whole experience feels very polished! I only found it strange that you can't really do anything without buying memory upgrades for your first drone. Seems like it should just start upgraded. Really great game overall!
I won without building even one warehouse. Maybe there could be different "quests" to choose from of different levels of difficulty and length. I know you can continue playing after winning (like in Civilization ;)), but without an overarching goal it's less fun. Screenshot_6.jpg
I enjoyed playing this little adventure. The world you built has charm and appeal. The music is perfect, and the quests are nice - all woven together in the best tradition of point and click adventures. The bear is my personal favorite character :honey_pot:
Collision shapes could use some improvement. It's very easy to trigger some items/interactions while not really clicking on them (like the first direction signpost, for example). And it's also quite easy for the character to get stuck behind some rocks while walking from one side of the area to another.
The ending is quite abrupt, in my opinion. I talked to the old men who lost the gem and the game just ended. I didn't even get to explore to the west in that section. So I had to replay to go and see what's to the west :grinning:
Fantastic job on the game overall. It's a unique one! And your walking animation made me laugh - in a good way.
Very cool! I loved the concept and the aesthetics. I'm a sucker for steampunk :wink:
The game is fun to play and fun to replay as well. You managed to heap quite a bit of polish on it in such a short time! There are a few improvements I could suggest: - The captain could be moving faster as the train grows. Maybe he could be moving faster overall, as things get out of hand pretty quickly, and you feel like you don't really have the tools to deal with that. - In my haste, I often got stuck on the walls trying to go from cart to cart. Maybe removing those tiny side walls would not be such a bad thing. - The difficulty jump between level 1 and 2 is pretty big (in the amount of different packages and the amount of incoming enemies). Some gentler curve would be nice. - Repairing broken parts could also be faster as the difficulty rises. Or maybe the captain could get a repair steam-powered robot helper that could do repairs for him :grin:
Overall, I enjoyed the game a lot. Some balancing would make it superb! But isn't balancing exactly what all leave n the chopping block during the jam :wink:
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It reminds me of Overcooked :), and it's a nice interpretation of the theme.
I think that the timers could be a bit more generous. It didn't feel possible to me to fill out all the orders you get. You will always fail some. But maybe I'm just not fast enough :grin:. It would also be cool if we could see the orders with timers while driving in the city. That way, we would know if it still makes sense to try to get tho the client or there is just not enough time left.
I wish the truck had a gas pedal to go faaaster :grin:.
@sodoj They have an embedded version here on the top of their LD page.
Cool! A nice management game with a lot of depth to it. It was fun to figure out different world events in practice, learn who can be the best on what route, and send my crew accordingly. I really appreciate the lack of "in your face" tutorial and allowing me to figure out the world on my own.
I didn't really see a point of assigning more than two members to a delivery at any time - I was mainly running one-two person teams. But I know that would change in time as the party attribute demands grow. Having all the additional equipment to buy a figure out was a cherry on the cake. I had a lady die at the start (she shall be mourned), but after that my crew was going strong and growing steadily. Everybody got a nice piece of gear and learned their craft well :grin:
The graphics are nice, and the music is very fitting. I see you didn't make those, but they are nonetheless well-chosen and help create the mood of adventure and exploration.
I wish there was some overarching goal to the game. Even a simple one - like earn X money - would give the player something to aim for.
Anyway, well done!
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Traversal is super fun in this game. Movement fells smooth and fluid, and so dynamic! I loved that you can get a height/speed boost by being hit by a car :laughing:. My only wish is to be able to look up to target a balloon - but nobody ever looks up :wink:
Graphics are very cool. Clean, polished and fitting the setting in their slickness.
Very well made entry!
The score is tremendous! It reminds me, probably because of the high-concept visual storytelling and booming music, of "Koyaanisqatsi". The intro scene is so great, the image will stay with me for a long time.
The gameplay is simple, but I did like the invisible maze mechanics-wise. The whole experience is definitely unique - a piece of interactive art. Thank you for this :smiley_cat:
Quite awesome and polished! The art, the soundscape, the colors, the animations are just perfect and go very well together. The conveyor puzzles are nicely balanced, introducing new concepts in a very logical way. Really well done and fun to play!
I encountered some bugs (even in the downloadable version) when the conveyor became unresponsive and impossible to extend/connect further. Resetting the level helped every time.
Awesome job on the game.
Very fun, if a bit short. I finished my quest and wanted another :grin:
Soundscape is perfect, both music and the sfx. Core gameplay is simple but satisfying and I didn't encounter any bugs. I wish there were icons for spells instead of just circles, but I'm guessing time got in the way of that.
The whole time I was scared that the mimic box will bite me if I get to close!
Gameplay loop is solid and works relatively bug free. Nice work here :smile: Sometimes I had to walk a bit back and forth near the building before it registered that I'm near it and allowed me to interact.
You could definitely build on this with some music, some lively animations, some obstacles and, as you said, a bigger world to explore. Nice jamming :)
As there is not rising difficulty or additional challenges appearing, I set myself a goal of earning 100 bucks and then just quit my delivery job and run away into the desert :wink: (you can go north near the empty lot and walk and walk). Screenshot_2.jpg
I adore this concept! It was super fun to roll around and jump with the vehicle (I know I'm not really supposed to roll around - but I just couldn't resist :grin:). It's also great to be able to build the car however (almost) you want to, and it still works fine. And I really enjoyed how happy the customers were when I came to them with a package.
I wished there was a way to sell a part back, as I bought one by accident. But that's really just polish.
It's a very interesting concept and definitely a unique one. I like your color palette as well. It's clear that a lot of work went into it.
The gameplay itself is sadly hindered by bugs. Drawing the path reacts inconsistently. Sometimes you can draw a straight line, sometimes you can't. Sometimes your line just changes into other shapes. Maybe all those drawing issues are just caused by lagging.
It's also not immediately apparent, which buildings will have deliveries once you start the day. Maybe distinguishing those from the rest of the area (with some color stroke or icons) would be helpful in the planning stage.
Some more feedback would also be welcome. Some SFX or effect that would indicate actual pickup of deliveries, for example.
Pretty nice strategy and a unique take on the theme! The core concept is solid and I had fun playing. I encountered a few things that seemed strange to me: - Seemingly without cause, a city in the middle of my chain starts loosing supplies. Sabotage? - My capital stopped producing supplies at some point, while the supply point I took control of stopped giving them out and stayed at eternal 200/200. - A city in the middle of the chain stops getting supplies for some reason. Maybe I'm missing something. I played the original submission.
Graphics are very nice, and the game feels like it ha a lot of potential. Great jam job :)
You could try hosting your game on itch.io. Embedding here on LD page is far from perfect, and you can't even make the game full screen to see it all at the same time, there is a scroll bar n the edge.
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I think the concept has potential as a nice puzzle game. Some sfx would already add a lot to the experience. The core mechanics work well and can make for some interesting and tense situations. Maybe add some special cards, appearing less often, with interesting effects (buffs for the player, debuffs for enemies etc.).
In my playthrough, the red enemy practically wasn't moving. He was just there at the top line all the time, turning from left to right and going nowhere.
Very nice! This is a very interesting and cool version of "make your own platforms" mechanics. But this time, the platform wants to eat you :wink:
I really enjoyed playing it and in the almost-last level I just kept throwing lure around to see what interesting patterns I can make the earthy worms make. Everything seems thought out and super polished, and the music fits perfectly. The ending is very creepy (in a good way) and fitting. Superb job!
I managed to bug an earth worm once. I threw a lure near the ground and the poor wormy guy was just thrashing around trying to get to it and eat it. He finally unbugged himself and managed. Must have been quite a tasty morsel :wink:
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I really liked the different feel of carrying each animal. I enjoyed the stork sounds you made as well - made me smile :smile:
The colliders on the sides can be a bit unforgiving, as you die even when the animal you are carrying touches the ground with one toe (which I found especially challenging in the dino level). But after I got used to the lack of forgiveness, I had fun with the game.
I honestly didn't see much point of the rest zones. At first, I thought they can function as checkpoints (saving progress in the level). But I tested that theory in the orca level, and it turned out not to be true. So, they seem unneeded to me.
It's a unique and engaging concept. Well done!
PS. Storky McStorkface must be the strongest stork in all the realm :smiley_cat:
There are some really neat mechanics here! Who would have thought that you can do so much with one parcel :grinning: It's all enjoyable, but I especially liked the slow-motion parcel jumping. And the fact that you can deliver the parcel, fall into the abyss and still finish the level is hilarious to me - as we know from Futurama "Our crew is expendable, your package isn't"!
The game works well and is fun to play. It's easy to just finish the levels, but it takes time and practice to do it faaaaaaast (as the delivery granny would).
That was very energetic! It played fine, and I didn't encounter any major bugs. The most impactful bug I saw was the sword (Excalibur, I assume) clipping through textures and getting stuck in stuff as a result (it was very easy to misplace it). There is room for improvement to provide a better player experience. Some damage taking animation would already go a long way. A way to restore some health, a different one than just by dying over and over :laughing:, would also be nice. Mana restored with kills is not big enough to keep your mana going. You will run out and will have to die to restore it. Dying as resource regeneration mechanic :wink:
The graphics are great, and the music sets the mood nicely. And I totally love your baroque title!
Super awesome! The minimal art works great, and the color scheme is very pleasant. Music is also pleasant.
The adventure itself felt nice. And it actually being short invited me to replay a couple of times to see the stuff that you can find on other tiles :smile: I liked the character development system as well - always liked the "learn by doing" systems.
Overall, it's a great jam game and kudos for creating it!
Pleasantly relaxing, almost meditative experience. Music is very well-chosen and compliments the general atmosphere. Ship graphics are simple, pleasant and clean. It was a pleasure to build it. Movement felt fluid and I encountered no bugs.
I wish there would be a bit more creativity allowed in how you assemble things. Or maybe allow me to paint i after I'm done building :smile_cat: But I guess that would be a very different game.
Great job overall. And thank you for a small detail of allowing me to admire my creation after I was done building, instead of just quitting to the menu. Great jam job!
Wow - that's just amazing for a compo game! Everything feels complete and polished. If I have one complaint, it's that they didn't give me the opportunity to examine the phones when they came in. I got time to examine every other new item, so that felt strange. The game plays really well and draws you in. Humor is nice and this interpretation of the theme is definitely unique. I also liked the art, and the sounds of the executive talking on the phone were a blast.
Superb job!
Freakin' Amazom - they promoted me and fired me. That was brilliant :grin: My score after the final day: Screenshot_11.jpg
Music is very much up my alley :metal: I really enjoyed your interpretation of the theme - made me laugh.
The game plays well, and I didn't run into any bugs. Could use a bit more player feedback. Some animation (simple flashing would already add a lot) when the mailbox is successfully hit, some pop-up when you manage to fill-up the box and such. If you felt particularly fancy, you could even add some obstacles - flying birds, grandmas on bikes etc. - and take away points for hitting those. But that's polish :grin:
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It's very nicely done! The platforming elements are not difficult, the world is fun to traverse, and the concept itself is amusing and original. Graphics are very nice, consistent and pleasing. Different death animations for all the enemies are a very nice touch in jam time!
My only, minor, complaint is the time it takes for the pizza to return to you. Could be somewhat shorter.
I also have a wondering: how much does the customer really like this pizza with bits of rat, alligator teeth and my bootprint in the middle? He seems ecstatic... I guess there is no accounting for taste :wink:
Very meditative. I found myself just clicking replay and replay, chilling while aiming my mail rockets (I assume :)) into planets. The slight music supports this restful atmosphere well.
Graphics are very nice, and the planets have their own character. I enjoyed playing and in no time I got from pathetic 9% to a bit less pathetic 45% :grin: Great work!
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@hmrpf Thanks for playing and commenting :smile:. Sorry you had trouble. In-game compass (press "C") will point you to your next destination. Make sure to use it. After you get to a place, just press "Enter" to interact. We now added and explicit "How to play" section.
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@hmrpf @bezedh @cowgummiboy @equalenergy @mackelio @alex-chertilin @skyystorm @elysiagriffin @bauke-regnerus @midna @amunonra @rhewid @cinterre @ruruie @jaco-van-hemert @wouterk12 @andreadbx @xandruher @emeraldalkemist @rubentipparach
Thank you, everyone, for taking the time to play and leave thoughtful feedback! We crunched like never before on this one (like craaaaaazy :scream:), and it's nice to see people enjoying it. It's also nice to know that nobody is reporting motion sickness, as we thought that might be a concern.
Thank you again :smile_cat:
@duke-ua You are absolutely correct about the controls. In a post-jam version we are working on right now, we actually changed the roll buttons to QE and interaction to R. Feels better indeed :smiley_cat:
Thanks for playing and for taking the time to leave feedback! Glad you enjoyed the game.
@trexxak @hmrpf @bezedh @cowgummiboy @equalenergy @mackelio @alex-chertilin @skyystorm @elysiagriffin @bauke-regnerus @midna @amunonra @rhewid @cinterre @ruruie @jaco-van-hemert @wouterk12 @andreadbx @xandruher @emeraldalkemist @chompdev @rubentipparach @svenerik @xedur @thatmisterm @dusho @twaerd @lomby @gao-ming @duke-ua @aurailus @kanity @ardorugus @ategon @digital-bacon @jimmymcginger @niz @papaver
Hi, everyone! As some of you reported troubles with getting the hang of controls (and subsequent over-abundance of dying :smirk:), we are happy to announce that we made a **Post-Jam version** in which we **improved controls** and introduced a landing assist option to further facilitate planetary landings (enabled in the main menu). We would be most grateful if you would find a few minutes and try it out. Let us know if we are on the right path, and if we managed to indeed improve your experience. It would help us learn and be better in the future projects. **Your help is appreciated**. Thank you! :gift_heart:
You'll find a new web version (and downloadable ones) here: https://limboofwonders.itch.io/delivery-boy-express-post-jam
Apart from improved controls, we added other tasty bits, such as: - Optional **challenges** for players looking to test their skills (also enabled in the main menu). - **Getting paid** for your deliveries! - **High score** system with special badges. - Galaxy **traffic** and a gravity anomaly. - Improved easter egg 🐸 and **zombie dancing**.
Very cool puzzle concept! I really enjoyed playing. The graphics is simple but does its job well and the colors are very pleasant. I only think it would be better if the player sprite was a different color than the beasties - would be easier to locate yourself with a glance.
The game feels very polished and complete. Very nice job! You took a few simple and clear mechanics and really made them work together to make for interesting gameplay. I was even overjoyed to discover that I can push the creatures around if I want to save on bait (and for the pure fun of it :smiley_cat:).
Shame there is no downloadable version, as the web version has performance issues on latter levels. On level 7, I experienced enormous slowdown about half-way through (the game was running at something like 25% speed). Level 8 started fine, but the slowdown happened again, and finally it just stopped and threw a black screen. I was playing on Firefox.
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Quite surprisingly and unexpectedly... I won! I will not reveal a secret of how I did it, though, nobody may know...
In any case, the game is very most atmospheric. The monochrome, the minimal and creepy ambience, and the main character being a gray Wookie - all compliment each other well and add up to a mysterious world. I really enjoyed that. And the wolf! Oh, the wolf is so creepy! Loved it!
The controls were easy to figure out, even without any description (I know, you need your beauty sleep :wink:). But the compass messages work rather confusingly. It took me a bit of it changing from "Go North West" to "Go North East" every step to figure out that it simply does not recognize the elegant simplicity of just "North" :grin:
I wish the story of missing people could unfold some more. As it stands, which I know you know, it ends before it really starts.
Super nice! Feels so polished and complete. The graphics are very pleasant, as is the color scheme, the music is fitting and pleasing. Core gameplay loop feels fine and plays well. There is a bit of hitching in the web version (on Firefox), but that seems to be normal with Godot 4 web export. Because of the limited resources and not really knowing where the villages are located, choosing to build every new track piece feels like an adventure and a bit of a gamble. Very nice design.
Superb atmosphere. The guitar tune, great delicate colors, low-detail models - all go together very nicely. It was a pleasure to swim around, read the stories and look at the sights. Very relaxing experience, even if there are not many mechanics here to speak of (or maybe exactly thanks to that :smile:).
I really did love the guitar.
I call it a success :grinning: I don't know what the client is whining about. Screenshot_4.jpg
Music was simple but actually perfect. It added rhythm to the whole experience and help get into the flow of things. Graphics is simple but does the job - damage shown on the package effect is a very nice touch.
The whole game is fun to play. Controls feel good. Really nice job!
I played the original 1.0 version.
Visuals are very nice! I love the sepia tones of your main menu. And the music rally fits and helps build an atmosphere of this mysterious wasteland. Choices and resulting consequences are nice, would love to see more variety.
I think it would improve route planning if the area you clicked on got not only the route line, but also some tiny icon you could use to "unclik" it. You can really get an impossible to untangle confusion of lines when you start clicking around :smile_cat: Or maybe just a "clear route" button to delete the planned route and start again.
The writing itself is the weakest point in the game. It's certainly imaginative, which is great. But at times, it's not very good English, leaving the player to wonder about the meaning. Could use more polish here, a rewrite or two.
But I still had fun playing. Great concept and nice delivery.
The game completely refuses to load on Firefox. On Chrome it loads forever, and when it finally does, it's a slideshow :sob: Would be nice if there would be a downloadable version.
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Okay, I'll admit it - I kept crashing back to earth just to hear this awesome crash sound. It just cracks me up :grin: I liked the simple gameplay and how floaty the rocket felt. I feel quite cheated by the lack of the moon!
I'm not sure if there is some end goal or is it endless? If it's endless, the difficulty should ramp up or something to that effect. It doesn't seem like it does, and as a result, you start feeling like you are just going through the motions after a while. Perfect metaphor for the tediousness and hopelessness of gig economy, by the way :wink:
The game is quite cute, and the core gameplay is solid. It's fun to play for a while - bump some drones, deliver some kebab. Flying around feels smooth and well-implemented. And I bet it would be fun in the long run with some ramping difficulty - introduce additional obstacles, decrease time you have for delivery, make the witch drunk, so the controls are reversed for a while :wink: etc.
I like the attention to detail. Like the fact that the windows ready to accept delivery open. Overall, a nice jam game!
I got to almost 60 bucks, decided I'm rich now, and quit my job :wink:
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Very nice! Good game and a unique take on the theme.
The atmosphere is superb - with the limited color palette and the calm, minimal music/ambience going together extremely well. And thank you for the abundant checkpoints :grin: I loved the animation of the baby after it's dropped.
My only complaint is that throwing the baby forward (or backward) felt a bit clunky and not always executed reliably.
Great work altogether.
I loved it. It's like "The Banner Saga" without the fighting parts :smile:
The writing is nice, as is the illustration art. The story drew me in and kept my interest. I failed my quest and felt the weight of that. I ran out of supplies.
I think the decisions would feel more impactful if there wasn't a possibility of backing out after you chose one of the options. And it would be nice if you would not see actual numbers in the cost but maybe only + or -. When you see all the cost and additionally can back up, players can just make decisions based purely on numbers, ignoring the story they could tell.
Pretty fun management game! And additional points for the pirates - everything is better with pirates :wink: You could totally expand on this by adding more crew in time, allowing for upgrades and ramping the challenge. I was totally in the zone while playing. Great job!
And to show how much of a "not for me" this game is, here is a screenshot. Notice the death count :laughing: :grin:
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Very nicely made game. It feels polished and the animations on the knight are great. The music fits the atmosphere perfectly and the color work is very good. I enjoyed looking at this world, even though sparsely decorated, and definitely enjoyed dying in it :grin:
This platformer is too much of a platformer for me to even dream of finishing it, but controls felt nice and responsive. Great work!
Nice game! It was enjoyable to read and play. The writing is humorous, and your interpretation of the theme is unique. I also like all the additional e-mail messages and side stories. It makes the world feel alive.
I got curious and wanted to check what will happen... and I ended up in prison for 20 years :laughing: Screenshot_14.jpg
Movement feels like I'm ice-skating all the time :v_tone1: It's both superb and infuriating :laughing: I can't even count haw many times I fell down of paths with that great "wooooosh" sound.
The atmosphere is awesome and, for me, it's the best part. The sparse lighting, the newspaper-cutout interactables, the minimal soundscape - superb.
You put a lot of polish on this one and it shows. Cool, mysterious and haaaard game. Great job.
Awesome presentation! Dressing the whole game as this CatOS is very clever and adds a lot to the first impressions. Graphics are cute and pleasant. The color scheme is superb! I also liked the music - it went well with the atmosphere and added the rhythm to my playthrough. I imagined that it's exactly what the delivery cats are listening to while working :smiley_cat:
I'm not sure how I feel about the pop-up adds. While they are amusing and add a layer of difficulty, most of the time I just found them superfluous, and sometimes even hard to close.
Very nice difficulty curve - wonderful design there. Great work on the game and congrats for managing such a big team effectively!
Impressive work for a jam time! You really managed to do a lot!
The level design is nice, and it was fun to explore. The colors are pleasant and I adore the low-poly look. Having the lines ai voice acted is a really nice touch! I had fun shooting at zombies, even though some of them... just... wouldn't... die (or rather, die again?) :laughing:
I'm not sure if I run into a bug or that was the end of available quests, but the Captain told me to come back to talk to him later (after the second delivery) and I never could. I ran around, killed stuff, returned later, and he still didn't want to talk to me.
This is a nice story. I have a pondering though (spoilers follow, beware): in my game, Leo died during delivery. From the choices I got during the story (which weren't that many - could be more to feel more interactive), I don't really see which one would affect that outcome. I'd love to know!
The modified photo backgrounds are nice, although I think it would be better if they all would be modified with same filters (would produce more consistent art). And, as the text background is semi-transparent, the characters really should have legs :laughing:.
It's a nice and unique entry. Tremendous amount of work!
I found a visual bug. In one place, the text is a bit too long, and it covers the small text area at the bottom. Here:
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That was pretty cool. Very moody. The minimal SFX and no music is really a perfect choice for the setting here. Art and color work is indeed a bit all over the place, but lighting is nice, and I really liked the ferryman.
I missed the coin on my first try, but found it on my second. Overall, it was a pleasant experience and did incentivize me to replay :grin:
The ending just cracked me up :smiley_cat: I actually put a few packages on the shelf before I saw THE FLOOD :laughing:
In any case, fun game. The customers are just the best - both creepy and cute at the same time! Music is very nice and adds to the mood. I wish the backroom was more detailed - some wall decorations or something like that to look at. But what can you expect from a corporate backroom :wink:
The core concept is solid and good for the game of this length - the game is just long enough for it to be fun and not become repetitive and feel like a chore (like a real job in a delivery company, I imagine). Perfect balancing :smile:!
I really liked the low-poly models and the music track is superb. Very atmospheric. Jumping on ramps is very fun. Drifting I didn't use all that much - I think it's a bit too harsh, produces more of a turn-in-place than a drift. I didn't like it much.
The intro cutscene is great - especially the portrait of our hero driver. Good work!
I got stuck in textures only once :grin: and finally managed to get my client to safety on my third try. Screenshot_1.jpg
Very nicely made! The soundscape is tremendous - both music and sfx are just perfect for the setting, the mood, the game. They support the tempo and add a feeling of rush. Awesomely done
The shuffling biomes keep things interesting and aesthetics are pleasing. Twice the randomized generation kinda screwed me over, creating this long corridor without exit. Once I knew the way is closed, it was too late to back out.
Controls work well as well. Great work!
@ategon Aaaaaa! That changes everything :grin: Silly me!
Great entry! I love the wet pastel crayon art and the color scheme. The animations are just adorable as well, and very well-made. It creates an inviting world that is a pleasure to look at.
The music compliments the graphics extremely well and definitely adds to the whole atmosphere.
Gameplay is deceptively simple :laughing:. In reality, it's fiendishly difficult to finish. I think a half-way checkpoint would be nice. Right after the stairs, before the madness starts, there is a perfect place for it. I bet that would make more people persist in trying.
It feels a bit strange that you "crash" when you go too high in the sky. I guess "there be monsters" there :wink:
Overall - awesome game and superb interpretation of the theme!
It took me quite a bit to get used to controls. I especially had trouble with the fact that X changes gears to the right in the "R N 1 2 3" and C to the left (by the relative position of those two keys, should be the other way around and my brain was protesting all the time :laughing:). It's really a great job for a first project and a solo one! Feels finished and complete. Small, but all the Pico-8 games I ever saw were small :smile:
Colors are pleasant and the whole design of the game screen is very good.
Awesome visuals and a really fitting music. The whole game is like a little art piece - I just adore your color palette. And a definite +1 for a lounging cat :smiley_cat:
The many things you can do with the boxes are great, unique and well-implemented. I bet the clients are not really happy with our treatment of their precious packages, but who asked them :wink:. Platforming is challenging but not frustrating - I was falling quite a lot, but had fun with it.
Really nicely done!
Very cool puzzle concept and a pretty unique interpretation of the theme! The execution could use some work to be more user-friendly. Some dedicated space on the side to organize your growing pieces collection would be nice. As would some explanation about different pieces (although no explanation brings on more tinkering, which is also fun :grin:).
Music is pleasant and the dreams of lobsters are just hilarious. Graphics could use work. They are kind of an inconsistent jumble of styles :wink:
Overall, I think this concept has potential to be a great puzzle game. Just needs a heap of polish.
Perfect (or should I say - purrfect :smile_cat:) music and nice, clean 3d models. Add to that pleasant earthy color palette and you get a very well-crafted atmosphere.
It took just a bit of time to get used to controls. Felt to me like left-right is too sensitive and, combined with unforgiving curbs and narrow streets, I got stuck on the side of the road many times. But after I got used to the sensitive turning, it was fun to navigate and try to beat the clock.
Once or twice I encountered something that might be considered a timer bug. I got a new package with such a short pick-up time and so far away that even with the fastest and most perfect driving, it would be impossible to make it in time before it spoiled.
Overall, great jam entry and a definite + for the kitty :smiley_cat:
So far, the best interpretation of the theme I've seen. The core concept is strong and fun to play.
Randomization is nice, but there doesn't seem to be that many targets available, as during a few playthroughs I kept getting the same targets many times. It would also be nice if the area was closed off with some graphics (just slap some buildings there - there can be no way out :wink:).
The game is short and sweet, definitely invites you to replay. Some more target variety, some moody ambience (or quite the opposite - circus music!) would add a lot.
Quite atmospheric! I loved how the mood, the light and the whole surroundings changed the closer you got to 40.5. The sfx are quite juicy and well-made/well-chosen. The first time I heard the roar, I literally jumped a bit in my chair.
The fact that the mouse cursor is not caged to the screen in the web version is a bit of a bummer (I see you fixed it in the notes, but I'm guessing you left the web version as originally submitted). Had to disconnect my second display to move around normally. Not a huge bother, though.
The sneaky hints on the main menu screen are brilliant :smiley_cat:.
Very good entry!
@niz I don't think it was too loud. No bleeding eyers or anything like that. Volume level was just fine. I think it may not be possible to avoid a bit of potential tiny jump scare when you introduce something sudden and incongruent with the environment (in this case, a roar on a street that is peaceful and quiet otherwise).
Very nice entry! It feels crafted with love and attention to detail. The world is interesting to explore, and the various characters feel distinct and engaging to talk to. I liked the art and the mood crated by different music in different places. The only part of the visuals that I didn't like was the movement indicator (the biiiiig flashing white square). Something smaller and slighter would work better, I think. Maybe even a small flashing icon of a shoe or something to that effect.
Very well done overall!
I encountered one bug - I was able to give the potion to the bakery lady without actually having that potion. I was on my first delivery, to the birdhouse, but I decided to go exploring first. I went into the bakery and talked to the lady there. That conversation ended with me giving her a potion. A potion that I didn't have :wink:
The mood is awesome. Graphics are very cool and so is the color work. I loved the way you hid the edges of the area - pretty and cleaver :grin: The environment is fun to explore and platforming, while it can be challenging under time pressure, is not frustratingly difficult (for which I thank you :grin:).
The music is interesting and fitting. I think it helps create a good tempo of the game. SFX are very juicy! Nicely done.
Besides some texture flickering, I didn't really encounter any bugs. My only complaint is - the "Retry" button doesn't work in browser (Firefox), so I was just reloading the whole page.
It would be nice if the game had growing difficulty or if something would be changing. I played till 26 points, and it was just the same - it's fine at the start, but you get tired of just the same all the time and don't really want to continue.
The toilet humor is not my jam, but I know there are fans :grin:
That's a pretty fun game! It's devilishly difficult at times, but the level design is solid and the world is so fun to explore (even if the customer will get quite a soaked pizza in the end :wink:). After the first level, I was pleasantly surprised to discover that there are secrets to be found. Such details are rare in a jam game.
Music is adorable and really adds to the atmosphere.
The controls felt tight and worked well. I didn't encounter any bugs. Great work!
The cutscenes are quite nice, and I really like your color scheme. It's wistful and a pleasure to look at. Some music would go a long way to adding to atmosphere.
The game itself is a bit lacking in mechanics and could use some improvement. Till now, I have no idea how to use those boxes marked "Use me" :smile_cat:. But for a first game and made solo, it's a commendable job!
It's just awesome that you get additional points for pure vandalism :laughing:
As you definitely know, both your graphics and your soundscape are superb and go well with one another. The animation style gives the game a bit of a paper-cutout feel that I very much enjoy.
I encountered no bugs and the whole experience feels polished. Definitely inviting a few replays. Great work!
Went into a total destruction derby mode and destroyed every car :laughing: That was fun! I liked the colors and the sfx are just the bomb. Especially when I sort of bugged them and became stuck on "eee, eee, eee" :grinning:
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Very nice! Shame there are no sounds, as that would add much to the atmosphere. But we all understand time constraints :smiley_cat:
The game works well, and the systems seem well-polished. I won with a consistent strategy of work-recruit-rush to the castle to fortify. I didn't really do much raiding. It seemed to me that I loose in a raid more than I gain. Maybe if I would really lean into infamy, there would be more benefit. But I didn't want to rule over ravaged countryside :smile_cat:
Pirates! You can never go wrong with pirates! As you can see, I do love your interpretation of the theme :grin:
The execution could use some improvements: - Some feedback on damage taking/dealing would be great (even simple flashing would go a long way). - The ship seemed impossible to control with the mouse click. I think just sticking with WASD would be enough. - Days pass waaay too quickly and as such, the crew starves quite easily. - I think that it would be better if the game paused while you are trading in port. At the moment, you can be attacked at any time. And those merchants seem most eager to sink you :laughing:. I died not once while trying to look through port inventory, and that didn't feel fun. But maybe it's just me.
Nice jamming :smile:
Quite fun to play! The Earth laser is what killed me. Should have known better - stick with gold, always stick with gold :laughing:
I liked the variety of spells and their effect. And different enemies as well. You achieved a lot in compo time! The guitar music gave me an Old West vibe, and gave the gameplay a nice background.
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I must have missed something, but I could not see any clues to the choices I should make. You say "choose wisely", but I saw no information or clues as to what could be crowded and what will not be, so it didn't seem possible to "choose wisely". All seemed just random and as a result, I didn't feel like I have much agency, like I'm playing at all, just clicking whatever. Maybe that's exactly what you were going for! The commentary on the actual uselessness of those small everyday decisions :wink:
The graphics are nice, and so is the music (it didn't loop, though, it just stopped at some point and there was silence). The concept itself is interesting and your interpretation of the theme is quite unique!
Now, this is my kind of music! Voice acting also rocks :grin:. Really, all the audio direction in the game is great. Pixel graphics are nice - although personally I don't like the "faceless faces" fashion - and the animations are smooth and well-made.
The story is amusing and I even laughed a few times. Gameplay is easy, but it's fun enough for the duration of the game. The whole thing is well-polished and really crafted with love (for meeeeetal :metal_tone5:). Well done!
It took a bit to get used to the movement. Our wizard hero seems a bit sluggish and the camera, on the other hand, seemed too fast. But I got used to those quirks and everything played well afterward :grin:
It's a nice little puzzle, and it was satisfying to pull off big combos. Unlocking additional potion slots is nice and allows for some advanced planning. Visuals are simple but get the job done and the music is fitting.
It's a bit confusing that you win the game by purchasing an unlock for the next level. That last purchase should be just called something different - like "go on vacation" :grinning:
Nice jamming!
Some wacky physics is always fun to have! My road to being the Best Crane Operator in the Universe was quite rocky - I was confusing arrows with WS all the time :laughing: But after a while, I was swinging all the crates like there's no tomorrow! My favorite way of delivering the crate was to swing it, like a child on a swing, straight into the hole and press space. I wonder if management liked that :wink:
I sadly met a bit of a game-stopper bug. The crate just refused to get any ropes and be picked up. It might have been caused by me knocking this crate off the top of the stack with the crane. But who knows. It only happened once.
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Graphics is alright. Nothing amazing, but does its job well. Shame there are no sounds - that could really add to the experience. I imagine something cartoony and a bit silly. I am not a very serious crane operator, am I? No one should trust me with their containers, really :laughing:
Nice game!
Those are some really unique mechanics! Neat idea and an admirable goal :smile_cat:. Shame you ran out of time for sounds and additional juice, but what is there works well. With one exception - the game tends to freeze between levels from time to time and never unfreeze (Windows 10, Firefox 118.02), leaving me looking at "area cleared" forever.
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Your post-jam is a definite improvement on the original submission. Good going!
On a sidenote, I love that you can actually sink some cars without failing your quest :grinning: Quite amusing when you think about it.
I'm soooo bad at this :laughing: - I didn't manage to hit even one of the star ratings in any of the levels. Yep, that's how bad I am at this. But I did manage to finish. Thanks for providing ample checkpoints! I met one bug. In level 3, the first green speed limit doesn't work (I think it's the first on the level, it's on a horizontal path). I went through it consistently on yellow speed and no one stopped me (*insert evil laugh here*).
I wish there was a running tally of "deaths" somewhere in the corner. That would be a fun statistics to see. And I bet I could win in that one :grin:
As always, I loved your color work. And the music piano tune is superb. Like from silent era movies. Both very fitting and supremely pleasant. Great work!
@papaver I didn't mean the level starts with it, but that it's the first green on the level. This one:
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And you're right - I replayed level 1 on speed 20 and got a star! :star: Hoooray!
Cool game! The puzzles are not complicated, but I enjoyed pushing the blocks around, and the main hero is quite cute in his pixel glory. The color scheme is very pleasant and understated, allowing focus to go to the puzzle. And really, so is the music. Very fitting. Great job on that.
I met only two bugs - sometimes I was able to go through blocks, and the last level identified itself as level 01. By the way, it took me an embarrassing while to realize that the blocks on the last level spelled out LD54 :laughing:
And congratulations on moving to Godot. You'll love it, I swear!
Very fun to play! The concept is simple and plays very well. The game is simple but engaging! I planned 4 weddings and all went swimmingly :grin:
I loved the fact that you could invite some mafia to your wedding. The humor overall is great. And the graphics are tidy and do their job well. The limbless "pawns" along with the social feedback bring 'Rimwold' to mind.
It would be cool if there would be a randomized pool of guests - more fun to replay. But I know that this could create "unwinnable" scenarios and would be much harder to balance and create in jam time.
My smashing success (and lack there-off :wink:). A cool and unique jam entry!
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Great stuff! I really enjoy the mechanics and the difficulty progression seems to be well-thought-out. The music is superb - it adds tempo and energy, complimenting the gameplay very well.
Sadly, I have a bug. I tried four times on two different browsers (Firefox and Chrome) and the same thing happens - the game just hangs around the second truck on day two and refuses to proceed. Everything freezes and does not unfreeze.
Mystery solved! The game is great. I really loved how you leaned into the theater setting - with ducks holding the scenery, curtain going down, the narrator setting the stage (narration is superb!). It's awesome.
The graphics are very nice and the mystery, while not particularly mysterious :wink:, is a joy to follow. I have only one tiny complaint - the music should be somewhat lower, as at the moment it tends to drown out the great narration.
Great jam game! Kudos for making it, and thank you for this fun experience!
The story was a bit convoluted - insurance fraud :question: I get from your description that you just ran out of time to polish it and flesh it out. As it happens to all of us during the jam :grin: And the font choice is not very good. For a game where your whole gameplay is based on reading and choosing text, you need something cleaner, simpler and more legible.
I enjoyed the game overall. The concept of taking those questions and fitting them into your limited brain space is very cool and fun to play. I think a fully fleshed-out adventure based on it will be glorious. Apart from that, music was very nice, and I adore your drawn art pieces, like the cover and the portraits.
The game is very pretty - the models are clean and the colors very pleasant. The music is fitting the gameplay and compliments the whole mood nicely. I wished there was some sfx on picking up/dropping the acorns. The gameplay itself worked well - wasn't getting stuck on scenery and could run around looking for food effectively :chestnut:
The timer reached zero and nothing seemed to have happened. I didn't die in winter because of getting too little nuts, I didn't thrive, as I got enough, or something. I was just stuck on a "minus" time, could still run around, could not get into menu to restart. I'm unsure what to think of that. A bug?
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Nice aesthetics and very cute tiny penguin sounds :smile:
There are some things that could be polished. The gameplay felt a bit random - orcas could spawn right behind the tiny penguin and there was zero chance to save him. Maybe they should not be allowed to do that to prevent the player from feeling helpless. It was also a bit too easy to get stuck on the corners of the textures, making movement less smooth than it could be. In my game, two orcas just got stuck in the corner and never left.
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Overall, it works fine for a small casual game and overwhelms with cuteness :smile_cat:
Very interesting and unique concept! The Saw reference was nice. It's good that the passcodes were randomized - it added replayability. My favorite one was "You shall not pass" :grin:
The mood is crafted well, with the slight suspenseful music, sparse lighting and kind of a creepy atmosphere. It's a cool short experience.
Silly in a sweet way :grin: The graphics are very nice, and the music is fitting. Perfect mood for a tiny candy heist! The game plays well, and the wonky physics add to the charm. It's a small but well-polished experience.
I had only one issue. By the description, I expected our Candy Connoisseur to be a child. So I experienced discrepancy between expectations and the hand I saw before me :grin:
The game is very fun to play. The graphics and simple and clean, and do their job. Voice acting is great, and the intro narration made me laugh.
I'm not a rts aficionado (I played several, but not a lot), so I'm probably not the best person to talk about balance here - but it seemed fine to me. The enemies gave you reasonable time to build up your strength but kept you on your toes as well. There was a good variety of units to build squads for various tasks.
It would be nice to have some more detailed descriptions of units (both mechanically and flavor-wise).
I actually managed to crash the game once :grin:. I think it's because the enemies took over the position while I was in the process of building (didn't finish before they took over).
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Anyway, awesome jam entry!
I'm not sure how I'm first :grin:
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The gameplay is cool. You play fast, you die fast, you try again... and again :grin: It really draws you in! The graphics and music go well together and create a cohesive impression. Very nice compo entry.
Space trucks! That's a great idea if I ever saw one :grin:
The execution could use some improvement. The game really gets fun when it gets faster and more hectic. It's nice that it's slow at the start, as the player has time to read instructions and get familiar with the flow of things. But afterward, the difficulty just grows waaay too slowly. When there is around 7.5 seconds between crates, it feels like there is no change between trucks (even though there is, just too little) and you have to wait for quite a long time to get to the good stuff. So, I think that difficulty progression should be faster at the start, and then slow down a bit. So you can play a while, being kept on your toes by crates coming in fast, but not too fast yet to become impossible. A sweet spot, so to speak :smile:
I like the cute red truck and the sfx are solid.
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I am the best pig walker ever :grin:
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I had fun walking the pig. There were only two sad things: I could not hug the pig and I could not feed it apples. I also tried anything I could think of to go snooping around the farmhouse, but didn't manage :wink: The theme is shoehorned indeed, but otherwise - cool little text adventure, if not a very complicated one.
Great and unique concept! I really enjoyed it. The story, a bit mysterious and told in sparse dialogue, draws you in, as you do want to get to the weaver. Visuals are great, and the music fits well. Superb job.
I wished for some checkpoints after I died for the first time to the spiral spitter :wink:
It's quite fun to play! The music creates a perfectly wacky mood, and those pesky pest making a mess all the time are brilliant.
What is missing is some kind of a score screen at the end. Either with actual score or time you managed to stay employed. That would give a player an incentive to replay to try to do better. I also had a problem with two things that I only got once and were never resupplied: gold bars and batty. I'm not sure if what is resupplied is completely random, but my customers kept demanding gold bars and I had none to give.
Very nice and engaging! The clean 3d graphics do the job well and the colors are pleasant. Music is fitting and it compliments the atmosphere nicely.
You have a solid core gameplay - fun to play, fun to fail :smile_cat: At some point, I pressed R by pure accident (wanted to rotate :grin:) and I sort of broke the geometry. So I kept pressing R and broke the world!
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Fun!
Stacking furniture like tetris blocks is quite a nice idea. I liked the imaginative furniture sprites :smile:
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The ending is great - took me by surprise :laughing: And nice art, by the way, both on the ending and on the game itself.
The game plays well and feels polished. I didn't encounter any bugs. I had only one wondering. Sometimes, I placed my element a bit off and the red X appeared. Till now, I have no idea if that refunded me the cash I spent, or is an element and cash lost in such an event. In any case, I enjoyed the game quite a bit. Extremely impressive amount of polish and content for a compo!
The sounds got a bit annoying when there were a lot of them, so I just turned them down. Here is my glorious machine:
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I agree with @miraculousmelon that it would be better not to send the player hunting for clues outside the game. They are easy to find, but still - it takes you out of the world, out of the experience. Breaks immersion. Integrating the same clues in the game world would serve better, in my opinion - could sneak them in somewhere on those advertising banners and posters for players to find and figure out a proper sequence from that.
The game indeed looks very pretty, and it's quite an interesting concept. A little mystery on a metro train, very cool and atmospheric.
So I kept building, and building, and building...
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But without anything to stop you from abusing columns, the endless mode is truly endless :wink:
It's a great game. Mechanics are simple, but they work well together to create an engaging gameplay. The music fits perfectly, and the graphics does its job well. A fun idea and an interesting take on the theme.
Great jam job!
Fantastic aesthetics and so many awesome assets done in such a short time! You guys rock :grin: The music and sfx were also great and very fitting. The whole atmosphere was really perfect.
Core gameplay is nice and gets really hectic on the higher levels, as you frantically swap the rooms around. If I had a penny for every time I wished I could rotate :laughing:
Very well-made game and fun to play. Kudos!
I just adore this concept! Laughed all the way through and, apparently, I'm a very good backpack girl and deserve an awesome payment of over 6 bucks! I'm the hero!
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The pixel art is quite nice. Shame there is no sufficiently heroic music to accompany it. It was cool how loot hid itself behind bushes - added additional challenge to the game to spot it and made me feel like an even better backpack girl :grin:.
Superb! The whole aesthetics is great - the art, the colors, the animations. Soundscape is also fitting and well-made. The minimalistic music fits well, and the tacking sounds are just hilarious :grin:
The game plays well. But I didn't even need to tackle anyone to become the Brave. I just bravely got out of the way, and they threw themselves out of bounds :laughing:. The area getting smaller with each round was nicely implemented and a neat idea.
Congrats on the game. You really made a titanic job!
@furano I LOVE running around everywhere like a headless chicken! That's the best way to spend an evening :wink: But in all seriousness, I did also try fighting the proper way and the AI was putting up a fight :smile:. The king kicked my *claves* properly.
@floralvikings That's very strange. Works fine on both our Firefoxes. Granted, it's on Linux and Windows.
What is the last screen you see? You need to press "Space" on the instruction screen to proceed. Or maybe you just missed the "Onwards" button in the right corner on the first screen after instructions and simply didn't click it? Would it be possible for you to try on a different browser?
@floralvikings Great! I'm very glad it loaded. I would be very curious to know if you experience any performance issues. After all, this long load is peculiar. It loads almost immediately for us.
Might be some Mac-specific Godot issue indeed. We don't own a Mac, so it's quite hard to hunt those down (or even realize they exists, until someone mentions them).
@rossk @floralvikings @pyrousha @smiley405 @chusmimax @jerem-watts @incd021 @digital-bacon @jinbu @laserpanzerwal @toasteto @evilmurlock Thank you all for playing and taking the time to leave us feedback! And thank you for so many positive impressions! We are always happy to hear what others think about our creations, good or bad. All ideas are valuable, and you all rock :smile:
@redoxeide DoTs are indeed powerful. But they can be blocked by encryption. We didn't really make it clear enough in our description, as we say that encryption blocks hacks, but nowhere do we explain that yellow and most blue programs ARE hacks. Our bad - the overscoping and lack of time is too blame, as usual :grin: We also totally dropped the ball on visualizing the DoTs you/enemy have on you somewhere in UI. That's one of the things we are adding in our post-jam. Along with better descriptions, of course. We're glad you had fun with the different strategies!
@baubau Yep, Enhance - Enhance - Enhance - B-0-FLOW is my favorite one as well :fire: None shall stand before me :wink:
@furano Great to hear! The exchanging idea is interesting and could work with some programs. Although there are not that many that have the same shape and could exchange seamlessly. However, such exchanging might diminish the feel of the almighty Limited Space :wink:
@someone Yeah, there is a bug that sneaks in sometimes where programs sort of disappear from view. I really have no idea how they do that or why would they want to hide :shrug: They are there, just invisible. Clicking on any taken space on the drive reveals them back. And we indeed should have visualized the per turn damage. Our underslept brains didn't seem to come up with that brilliant idea at the time :wink: Very glad you enjoyed the game!
@mooptychunk Yep, we also can barely believe we did all this in jam time. We must have gone insane :stuck_out_tongue_winking_eye: Still tired, by the way.
@geronimo Very nice to hear that you enjoyed the game! 3xEnchance and Beam is the killer. But so is 3xEnchance and B'O'flow :grin: Some enemies are better at defending themselves than others, but there are indeed things that just level everything to the ground. With more time, the balance can be reconsidered and maybe some solutions can be implemented. However, it's also true that it's cool to FEEL THE POWER from time to time :zap: and probably not a good idea to just impose an arbitrary limit on the player. Would feel bad.
@skel3ton Ha! You're totally correct about the colors! It never occurred to neither of us in our sleep-deprived brains :grin: Brilliant. The lack of clarity in program descriptions did occur to us and that we actually fixed in the post jam. Thanks for playing and for taking the time to leave feedback :smile_cat:
@flying-butter-studio @somewan @papaver @javasaurus @alextengu @jadener @griddolini @frank-gevaerts @burchyn @kobylarz @hare-software @dsk **Thank you, everyone, for playing and leaving us your feedback! This is my absolute favorite part of Ludum Dare - reading impressions of others, sharing ideas and learning from one another** :smile:
@jvdwijk In a possible longer campaign, we were considering a shop, as well as a storage upgrade. The possibility of running away from enemies never occurred to us, but it's definitely an interesting idea worth thinking about! Thank you.
@clayton-bonura Yeah, we dropped a ball a bit on player feedback in the jam version (usual culprit - lack of time and insufficient testing). Improved on that point in the post-jam :smile:
@mnemosynevl I'm not sure exactly what you mean by "mirroring block". Can you elaborate? :smile:
@kanity Our initial, waaaaaaaaay overscoped :wink:, idea actually included a world map to travel, branching paths you could choose to take, story encounters and so on. As you might imagine, all got cut for time and only the small text before and after the fight was left. I totally agree with you - having a story and some other encounters than battle one would be great. Some day, maybe, if we decide to work more on this concept :smile:
@hagamosvideojuegos 'Nom, nom, nom' *crunching sounds*. Thank you for the candy!
@teto Thank you for such thoughtful post! We ran out of time for a lot of useful player feedback in the jam time. We fixed that in post-jam :smile_cat: - there is a bitrot counter and much more besides. The growing reluctance of some players to mess with a neatly stacked inventory is something we noticed. So, you are not alone :grin: If we decide to turn this concept into something bigger, the inventory system will definitely need to be reworked.
@kirsybuu You are right about that clarification. It's actually simple - Rollie always cheats and goes first in the event of a tie :wink:. We should have included that info somewhere.
@kuggenhoffen In the post-jam version, we actually made the combat slower by default and included a switch to make it faster at will. There is also better feedback there, so (among other feedback improvements) you can see which program will be scrambled before you even press "play". Congrats on beating the game on your first try! Definitely not an easy thing to do!
@mnemosynevl Thanks! Now it makes sense :smile_cat: And you are correct, it would make program blocks indeed easier to stack.
It's a really nice puzzler! And an extremely impressive amount of content for a compo. The color scheme is very pleasant. Music is fitting, but gets repetitive quickly.
I didn't encounter any bugs, so feels polished to me :smile_cat:
I really liked the aesthetics, the whole blue-icy look really works. The animations on the main bum hero are also nice. The whole concept with powers you execute in order is very interesting and makes the game a pleasure to figure out.
The platforming elements were, at least to my limited platforming skills, challenging :smile:
The only bug I noticed is the possibility of getting stuck on the platform edge. Screenshot_6.jpg
:laughing: :laughing: :laughing: I enjoyed the surprise. And thank you for providing an easy mode for those of us more "platforming challenged". The writing is quite funny, and it made this game for me.
I have only one question... is all this going on in that closet :wink:?
It's such a fun concept! So hectic and quite engaging. I had fun trying and retrying. By the way, it would be nice if the intro would not play when you press "retry" button. After all, I saw it and read it already, I'll just space through it anyway.
The lantern mechanic is great and makes the game very challenging. There's a lot of going on the screen, and it can feel overwhelming. I think that moving the lantern could just be made with a button press (with no charging required), as in the heat of everything flying at you, you might just forget how long have you been holding this charge (as I did, all the time :laughing:)
Nice pixel art and pleasant sfx as well. Good job on the game!
Very relaxing, even though you are trying to rush to meet the quota. I think it's because of the music and aesthetics. I liked the graphics on the plants and the ground. Have one little nitpick here :grin: - the graphics of the title does not go well with the graphics of the game. The title feels more fitting to something electronic, cyberpunky even.
The game played well, and I didn't notice any bugs or strange behavior. Feels quite polished. If I composed a wishlist of tiny improvements, including max yields in the tooltip for each plant would be the first on it. I guess it was a part of the learning process to have some plant die on you, so you could learn their maximum possible growth. But personally, I would prefer to know in advance, how much stuff I can get from a plant :smile_cat: A longer story with more side events would be a second.
I really liked the addition of mushrooms - felt awesome to get some use out of those dead plots that I felt bad for not clearing. All seemed to work out well for Daniel and his wife, as well as Jon in my playthrough :smile: Screenshot_4.jpg
Oh, I have many thoughts. Some of them might require censuring :laughing:
This was quite surreal. Even more so, as it started "badly" the first time I ran it and all I saw was a black screen with the timer in the corner (the pineapple question never came). I tried every key on my keyboard and waaaaited and waaaaited before finally giving up and restarting. I think the game hates my double display setup. It launched fine on the second try.
I loved the photos and the stray thoughts on the pop-up windows, and hated the theme slaughter. I think that if you're gonna make me click on 1000 themes (or thousands, if I'd be willing to do that again and again), you should put in 1000 different ones - it's only fair :stuck_out_tongue_winking_eye: And they repeated much too much. Also, the flagging didn't work. I tried to flag them all. All of them (*evil laugh*)! But they stubbornly remained unflagged. Also no. 2, I think you should make it use DuckDuckGo instead of Google - support privacy in the web :grin:!
From the technical point of view, the game is really unique. You do some wonders with UI, all the windows, transparencies, transitions. You are missing a dancing bear, though. I demand a dancing bear! I found the low droning music oddly relaxing. But that maybe my 72-hours jam addled brain.
From the interpretation point of view, I'm uncertain. I think it's a free flow of thoughts to me, random and uncontrolled. What the brain does when left to its own devices. But I may be just too focused on the title. I found it curious that accepting a theme spawned a thought window and rejecting it didn't. Were those a "theme considering" thoughts, or just diaries of a madman? Or am I trying to apply too much deconstruction to the thing?
By the way, I stuck around all the way to 00:00. And the ending was disappointing :laughing:. But I do agree with at least one thing: BG3 is a very good game.
Me, slaughtering: Screenshot_9.jpg
What I really like here is the concept. The idea of different areas of the office having different limitations is great. Allowing the player to choose her own path (whether you want to sneakily break the rules or damn the consequences and just bull-rush through) is also neat. You set up some interesting mini-stories withing the game, which compel the player to explore the levels and talk to people.
There really should be some indication that the game has ended. Anything would do: write "the end" on the elevator under construction, pop up any kind of end screen, just exit out of the game a few seconds after we reach that elevator, or even write on LD page that the game end when you reach that elevator. Right now, you leave the player "in limbo" - there is no more game to be had, but the player does not know that, and can still move around. So it just leads to confusion and pondering, what to do and where to go, and what did I do wrong. Not a very strong note to end the game on :wink:
Congratulations on successfully finishing your first LD entry! And hope to see you next jam :smile:
Super fun! The graphics and the colors are very nice and do their job well. Animations play well. The music and sfx are also quite peasant and fitting. The attack "yaaa" is especially juicy :grin: Generally, everything feels pretty polished.
The end screen seems to have some lack of consequence in the number of kills. It showed me that I did 35 and 31 kills.
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Superb! 10 out of 5 stars for audio! Both your baroque title and the musical-theatre-like plot driving song are just great. "The Threepenny Opera" should go hide itself in shame :smiley_cat:
The attention to detail in your game is awesome - the changing height of jump as we get heavier, the sweat appearing etc. The hand-drawn graphics and animations are very nice. And the parallels to "IT" can't be escaped. Luckily, the clown can be :grin:.
I noticed only one bug - I could get stuck on the side of the platform and could no longer jump. Otherwise the game played smoothly and was fun. Creepy clown nightmares guaranteed!
The game looks great - clean and appealing graphics with great color work. The music is very fitting, and sfx feel well-made and quality. And I loved the setup, very dystopian.
The area is so large that I didn't really feel the "limited space" :wink: The game is more challenging than it seems, so many executives, so little time. But it's fun to try to hunt them down!
I noticed some issues. Sometimes, the things you interacted with could not be interacted with again. Which, of course, made sense when it came to the overload node, but made no sense with the doors or tvs. So, I assume it's a bug. Also, some of the poor executive guys tended to just get stuck in the corner.
Still, I had fun playing. Great jam job!
Very nice jam game! I had fun playing and building up my Island. I feel like 50 days is too little :smiley:
Maybe there could be a longer play mode, where you get more days and can really build up the whole island. With the 50 days, I didn't really feel the limited space, it was more like limited money :wink:
The music and graphics go well together - smooth and relaxing, really. I didn't notice any bugs or problems. And could easily be expanded upon with more buildings, additional islands, some animations to look at (like tiny people walking around) :grin:
Really well done.
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It's a fun concept and stacking can get really tricky!
Could really use some end-screen with score to incentivize the player to tray again. Right now, it seems it just goes back to the main menu abruptly, and sometimes you're not really even sure why you failed.
Beautiful. Just beautiful. And I don't only mean the graphics and the music (which are both great), but also the small but powerful story behind it all. Thank you for F2 :grin:! This platformer is too much of a platformer for me. But I do appreciate the ingenuity of the safe-space mechanic. Quite unique!
Very nice aesthetics! Simple clear graphics, great colors, nice music and sfx. Very good job! The game plays well and feels very polished. It's fun to go around and destroy things for a while :grin:
My only criticism would be the level of challenge. You get more and more powerful as time goes on, but it feels like the game does not offer a raising challenge to mach that power. So, after a while, there is little incentive to go on. However, restarting from zero to try different loadouts and abilities is nice.
Quite heart-warming :heart: I really loved the music and the drawing style supported the theme of the story well. There is really not much of a game in the game :wink:, but it was still a pleasure to flow with the story. Thank you for this experience! The theme interpretation is certainly unique and creative as well.
Super cute! I just wanna hug that bunny! The game is simple and very fun. The setting is amazing and interesting, and the core mechanics work well. The game incentivizes you to try and try and try again, as you want to build a bigger, better raft and east all the carrots.
The whole experience feels well-polished and crafted. Great work!
Very cute! And nice music as well.
I think the controls could be improved a bit. Now it's too easy to feed the wrong pet when they get a bit larger. I even had a setup when it was impossible to get food to a guy, as he was literally resting on another one, and that one on the bottom was always the one fed. Maybe a click to pick up and another click to feed? That would give the player more control.
Would be cool if there would be some summary screen after game over. With points or minutes you "survived". It would give more incentive to retry.
Really solid entry! Good work.
That's superbly silly :laughing: I just LOVED the "bean" sound you make - I could make it into a phone notification sound and would have no regrets. It's an enjoyable little game, and I had fun putting beans in things.
Works well, I noticed no bugs, and putting one enormous bean in a barrel is just surreal enough to put me in a good mood. Beeeeeeeaaaaaaaan.
Interesting interpretation of the theme here. I really liked the lighting in the game and the concept is solid. The music is really well-chosen and fits the mysterious atmosphere. The graphics on the other hand is not so well-chosen - you have like a mishmash of three different styles there, and they do not gel together well., but rather create a bit of a mess.
The core loop is enjoyable and finding what you need is challenging. I wish there was more background to the story. I'd love to know who my character is and why is he stuck in this dark space. Why he has to gather all those things and why those things? Maybe in some pop-up with a bit of info when you pick up an item. That would add a lot to the atmosphere.
I think enemies are too "unfair" though. They move very fast and, as you don't see them in the dark, it sometimes feels impossible to avoid them. Also, the well-lit area didn't seem to be as safe as promised :laughing: - when I was hanging around in there for a longer time, the enemies came anyway.
I think you have an interesting concept here that can be built upon.
Very cool! I had fun playing and managed to escape on my second try.
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You really balanced it well. There is a lot going on on the screen and there are new things appearing all the time, but it does not feel overwhelming or "too much". Rather, it feels interesting and just the right amount of challenging. The graphics are nice and clean, music fits very well and adds a cool tempo to the game.
Superb. And extremely impressive job for a compo!
The only thing that I felt was missing was some kind of feedback on sword buffs. I assume they were "bullet strength" - maybe a bullet could get larger or change colors. But that's a minor thing.
Very cozy indeed! The music, the colors and the general atmosphere of relaxation - all go very well together.
I think I encountered some bugs. I could not really drag anything out of the insect jar (I could click and release the insect, but not drag it). It was the same with the red-green and blue seeds - could not drag those at all, those areas produced no seeds. I restarted 3 times, it didn't help.
Would be nice to have some more in-game information. Maybe some tooltips on mouse-over about what each seed is/how it interacts with outer seeds and/or bugs. However, that would probably make it more into a terrarium strategy game than a meditative experience it is now.
Nice work!
I really enjoyed your writing! It made the game form me. I am tempted to go back in and count how many times "limited space" is repeated - might make for a truly deadly drinking game :laughing:
The concept is fun. Balancing your configuration to your own playstyle to achieve the best score feels good and allows for trying different approaches. Great work on that! Controls fell good with Inertial Dampener equipped.
I liked your snail graphics as well. All very nicely done!
It's an enjoyable puzzle game. The music gets repetitive after a bit, but it's fitting otherwise. Graphics are clear and do the job well. I only wished I could change the focus tile without moving.
I met only one bug. In some level (4t, maybe 5th) the game suddenly hanged. I could not move or anything. Resetting helped and I never saw that bug again.
Great jam job!
Very cool. I liked the paper-cutout aesthetics and the different feel of each area. You really did a lot in this limited time - with each area feeling like a playground for a specific mutation of our raccoon. The controls worked well, and the world was interesting to explore.
My only complaint is that the ending felt too abrupt. I found my goal and puff, hard cut to credits. Could use some outro - even a sentence or two written on this last screen (I know there is not exactly a lot of time for fancy outros during a jam :wink:).
A very cool concept. Both the graphics and the music are really good, and create a cohesive atmosphere. Really impressive amount of content and polish for a jam game!
My only complaint is that there could be more player feedback. For example, I tried to drive a train with potatoes into the pot (to boil potatoes :potato:, of course) and could not. Till now, I have no idea why I could not do that. Some overarching goal would also be nice (earn that and that amount of money, for example), but that's not that necessary.
Overall, it's an impressive jam entry!
I like this interpretation of the theme. I can already see it expanded with more building variety, more effects, more disasters, building on the dark side of the moon and so on.
Shame that the meteor shower always destroys the same two buildings - would be cool if there would be some variety to that, some surprise. I also adore the sound of the meteor fall :grin:
Very cute and quite meditative! Pure relaxation. The music also supports this chill atmosphere. Very creative tetris blocks :smile: It was a pleasure to play! Well done!
What a chilling ending. Now I wonder if maybe I should have gone to the right, instead of to the left on the last level... Will have to replay and find out :grin:
Pleasant visuals, very nice music (relaxing, yet a bit ominous), and a very creative interpretation of the theme! The game plays well, mechanics are clear and simple, yet interesting and full of possibilities when it comes to level design. The difficulty curve is good - the levels get harder, but not frustrating.
I only think that the story bit that you can see by pressing on the chat icon should maybe pop up automatically when you first run the game. I think that in the game where you don't really click anything else, many players may miss it.
Well done!
I quite enjoyed the game. The art is very nice and creates a mysterious, underwater mood effectively. It feels like I do have influence on the story, which is what one looks for in a visual novel (otherwise, it feels more like a book than a game). I don't really have any improvement suggestions - it's a cool jam piece. Very nicely done!
Apparently, I'm a danger to society (my husband says he always knew it :grin:)
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And here is my poem:
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It's indeed very relaxing! Both the music and the nice graphics support this meditative atmosphere of relaxation well. I like the world and the fact that it feels living - the cats jump around, meet, separate and can even find a home without your help.
I wish my character would be a different color, or be distinct in some other way (a funny helmet!) from other cats. But I'm guessing it's a design choice you went with. I might have missed something, but the largest cat home world seemed impossible to escape. I went around a few times and tried to jump as hard as I could, directing myself towards the closest other planets, to no avail. The lure of the big cat world was just too much ;)
Overall, it's a very unique jam entry!
It's a quite nice interpretation of the theme. The music is cool and sets a suspenseful atmosphere, but I think something with more energy would fit better here. After all, you are literally running for your life :wink:.
The game played well, and I didn't really notice any bugs. I think some of the colliders could be a bit smaller - it's kinda easy to get "caught" on the edges of things.
Good work!
Nice art and music both!
Would be good if there would be some feedback when you deal damage (simple flashing would do). At first, I wasn't sure if I was even doing anything when I tried to kill the aliens with my laser or mine the asteroid. The pushing effect you do makes it harder to keep up with everything, as the asteroid run away from you, making them that much harder to mine. And the aliens just keep coming and coming :laughing:
I also think that the items should be picked up by just flying into them, and only do mouse dragging inside inventories (to move things or throw them out).
A unique concept and very nice interpretation of the theme! Never played anything like it. I liked the graphics of the astronauts a lot, and the slight music was a very good choice.
The gameplay tends to be slow. If you don't start moving in the right direction, it takes a lot of time to course correct, as Barry and Larry seem to have very similar mass and as such don't produce much inertia when pushing-pulling :grin: This slowness is meditative to me, so I don't mind. But you could consider filling such time with more fun banter between our heroes or some random stuff to look at (maybe alien ships flying around or some such).
I was a bit surprised to discover that the asteroids do not really hurt me/damage the line. Positively surprised, min you, as that would be kind of a pain to avoid them :wink:
I see it's your first LD, so let me be the first to say: welcome to the community! I hope you had lots of fun making the game, and I hope you'll have even more playing and rating! One tip: you can get more people to play your game if you can make a web version that can be played in a browser. This way, you'll be OS-independent, as well as alleviate any concerns some people have about downloading. You can host a web version, e.g., on itch.io (or even here directly on LD page, but it works worse here).
Again, congrats on the game!
As @civmaniac said, cool game! It's a great base in the jam version, but it's a total banger in the post jam (we rated the original, of course)! The music adds so much to the atmosphere, and you can finally put heavy stuff on the pressure plate to disarm the laser :grin: It's fun to play together and coordinate.
Personally, I adore the characters, and their tails are glorious. Graphic direction overall is very good. Stuff gets destroyed quite easily (except for the safe), but I won't be complaining about that too much - it's a fantasy world, after all. Maybe everything there is produced out of extremely flimsy materials :wink:
Great work!
Neat! You create a pleasant and relaxing atmosphere with clean graphics, smooth colors and delicate music. The game invites one to just chill :smile:
Everything works well and I didn't notice any bugs. Seems polished. I only wish the cosmetic items had labels, as I had no idea what many of them actually were :sweat_smile:
Very well done!
Nice aesthetics and a very interesting movement implementation. The music was also fitting and well-made.
My only problem was with how fast everything was moving when you got clooooose to the hole. It got hard to look at that point (as the things were changing faster than my eyes could follow) and definitely impossible to control. There was nothing left but to just fly around hoping to get lucky :wink:
A unique theme interpretation, and a polished game. Congrats!
I loved the main character. I mean, how can you resist that smile? All the art is good, really, and the colors are very pleasant. The idea is nice, and the interpretation of the theme is interesting. The puzzle is quite simple but works well.
The execution could use some polish. The camera works strange at times, especially in tighter spaces - it tends to jump and show me parts of my anatomy up close :wink:. Could really use some crosshair or something like that to know where I'm aiming, as at the moment it's a bit of a guessing game. And some sfx feedback would do wonders for the reactivity feel of the game.
I also found a bug with picking up items. After I picked up a battery and dropped it, I could not pick it up again. It was just lying there on the floor, unresponsive to my pleas.
It's a solid jam entry overall, just throw a heap of polish at it and see it shine :smile:
Short and sweet. The theme interpretation is unique! Very nice.
The platforming elements are easy (as shown by very-bad-at-platformers me finishing it on the first try :wink:). The puzzles of the levels are quite easy as well. Maybe there could be more of a challenge there.
The cat is super cute and animations on him are well done. A pleasure to watch him jump around.
Very cute graphics, nice colors and an adorable jumping sound. The game plays really well and I didn't notice any bugs. Feels well-polished (even with the lack of main menu :wink:). The idea feels fresh and new to me. I'm good at puzzles and bad at platforming, but the platforming elements didn't feel diabolical :grin: Great jam job!
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Great ambience and really nice graphics. The interpretation of the theme is unique - such a cool idea.
All the darkness and uncertainty makes the game hard. Especially that a fire replenishment once picked up does not respawn after death. That can result in unwinnable scenarios and a need to restart from proverbial zero. Some generous checkpoints would be nice :grinning: .
The controls felt generally fine and polished. Maybe the hero could be a bit slower - it was hard to do any small steps. Jumping felt great though.
Well done!
PS. The Torch hero, let's call him Torchy, is great. Very cool design.
Very nice idea and an awesome interpretation of the theme! Space is indeed very limited and you can feel it.
The game itself is very buggy, though, which sadly takes away from the enjoyment. - You can leave the area very easily by accident and not be able to come back. - Interaction with work stations often just do not work. You put a thing/things in, try to work it and... nothing. The progress bar just doesn't move. - Sometimes you can take the thing out of the work station, sometimes you can't. - Apart from level one (which seems to work fine in that context), you can get orders for things you have not work bench to make. - You can get stuck on a level with time going into minus, and you can never fail/progress further.
I'm sure that with a heap of polish this can be a very fun game. Add a recipe book for the player to view (or maybe fill, as the recipes are discovered by experimentation), fix the bugs, add some progress tracker (like checkmarks at orders properly delivered and an X at the missed ones), and maybe even level summaries with scores. And you have a banger of a game :smile:
The art and animations are great. The music, though repetitive, does not get annoying and is very fitting.
It's a fun concept! The ability to regulate your own difficulty by ringing the bell as many times as you wish is quite unique and interesting. The game is definitely fun to play. There is not much graphics to speak of, but the color scheme is pleasant :smile:
I met a bug: my score multiplayer would stay at x1 no matter how many times I rang the bell. Played the web version on Firefox. The issue persists through game restart and even through browser restart.
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@conrad-etherton Ha! Maybe that's it. Slow and methodical could be used to describe my style of doing anything :wink: :laughing:
The concept is hilarious! And who can resist a dancing cat :smile_cat: The cute graphics deceive you into thinking it will be a chill game, but it's devilishly haaaard :wink:
Music is nice - with all of it's dynamics and changes. I managed to summon... a cake!
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Would like to see some tooltips on ingredients appearing on mouseover. Or at least some labels. Till now, I have no idea what some of those were :laughing: Also, some more player feedback would go a long way - ability to check what you have in a cup, some animation of ingredient actually going into the cup, ability to dump a drink and start over if you made a mistake.
It's a cool concept and an interesting interpretation of the theme. Graphics are very nice, although the screen feels a bit cluttered with all the info.
I barely gathered any tips. I would be a terrible barista :laughing:
That was quite amusing! Very meta :grin: And I really like the exercise book aesthetics and the walking animation.
Yeah, it could use some improvements, but even the game itself knows it could use them :laughing: Well done!
Great idea and superb execution. Visuals are very pleasant and so are the sounds. Very nice color work as well, and I adore the mixing animation. Everything seems to work well and is super polished. From a comfort of use perspective, it would be nice if you could click on the "See Page X" reference in the book to go to that page right away.
Because there are no time constraints and no penalties for failure, the whole thing is just a very chill experience.
As always, your visual style is superb. Simple with great color work - very appealing. The music is just awesome! Both the piano track and the birdy trill go so well with the atmosphere. The puzzle part was not very hard, but engaging and fun to play. Good progression.
My favorite level was the pre-last one - the ghosts there appear to be dancing to the music. I loved that :smile: This one:
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Very well done and a joy to play!
The ending made me literally laugh out loud. I LOVE coffee, but latte... latte is not coffee :laughing: And the voiceover - superb!
The puzzle was amusing and enjoyable to solve, even though on the easy side. If you just start by going to all the shopkeepers and seeing what they have to say in order, the solution is right there. Still, I had fun playing, it's a neat combo project, but definitely not my favorite game of yours (that 'honor' goes to the 'Last Trip of the Monorail' and 'Triangles...').
The graphics here are kinda jarring. The color choices make everything seems a bit muddy and dull, instead of warm, earthy and inviting like a good cup of coffee :smile: Would definitely be better off with some beige-coffee color scheme.
All works well and I didn't meet any bugs. Cool! I had just enough money in my pocket to summon the barista - how fortuitous :wink:
It's definitely a concept with potential. Just a bit underdone at the moment :smile_cat: The variety of units to summon is very nice and interesting, but I wish the upgrade system didn't offer you units you can't afford with your current mana cap.
Some more animation/visual feedback would be nice here, as often you can't even be sure what is attacking what and what is really going on. Even simple flashing on damage taking would do wonders. I also think that the backgrounds are too intense and too busy, and as a result they obscure what is going on on the battlefield, taking away the focus from the actual units and summoners. They would not even have to be remade - just lighter colors and less contrast would already be an improvement :smile_cat:
I like the art on the units, it's quite nice. And I didn't meet any bugs or strange behavior, so kudos for the code polishing :thumbsup:
Very cute and somehow relaxing. I love the color scheme - it fits the smooth 3d models and the general tone of the game perfectly. The music choice is also spot-on. I think you really nailed it, and I really can't even think of anything that I would improve. All the more impressive that you did it all in two days.
There's definitely a dominant strategy that will see you successful every time :grin: I managed to do the Emperor's bidding on my second try with 40 seconds to spare.
The game feels really polished. Superb job - take a cookie :cookie: :smile_cat:
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The visuals are great. All the animations, colors, particle effects - very polished! The minimalistic style really works. It can be fun to play in two ways - plan your moves meticulously or just wing it, slice and watch the show :grin: It's not really in the theme (unless I'm missing something), but everything else is really polished. Impressive!
Quite a unique interpretation of the theme and a fun game to play. It's very cool that "Restart" option restarts after the orientation, this way you can try out different scenario without clicking through that one all the time.
The atmosphere is very nice, and the voice acting is great. I liked the subtle humor and the worldbuilding. I sort of might have caused a big pileup on a road :wink:
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This is such an appealing concept to me! And quite of a fun set-up :smile:
Unfortunately, there seem to be quite a bit of bugs hunting this cool game. - The "One of everything" card does not grant an action or mana at all, it was only giving me a card. - "Push Harder" grants only one action, not two. - At some point, the game just changed a view. All I could see was the bottom of the battlefield. I could still play, but could not "scroll up" to see the whole battlefield again. - Sometimes, the new round does not "fire up" properly - you don't get any new actions, so you can't proceed with the game. - Big black UPS truck does not seem to be effective at delivery (maybe a comment on effectiveness of UPS :stuck_out_tongue_winking_eye:) - it does not deal damage even when successfully arriving.
All these sadly hinder what could be a really great experience! If you are interested in working o this more, I would be curious to play it!
The music is very pleasant and fitting, and so are the SFX.
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I like this concept. You created a really nice, ominous atmosphere both with the lighting and the audio. The need to juggle protecting different rooms is nice. It's easy to get "stuck" and dead if you spend all your cards summoning protectors around the map and then open the portal with no cards in hand. But you only do that once before you learn not to on your next playthrough :wink:
More types of both angels and demons would add more strategic depth to the game. Anyway, well done!
So cool! Both the graphics and audio are very well done! The changing music is such a nice touch. The concept is fun, but there are some rough edges: - The melee attack you have feels a bit slow, and enemies seem to have a longer reach than it would seem by looking at them. So you get hit when it seems you should not. - Would be nice to see how many crystals of each summon you have. Maybe a small UI counters in the corner or something. - Some dodge ability would be nice. You can dash away (subjected to cooldown), but it does not seem enough and most of the time it seems impossible to avoid getting hit. But maybe that's intentional - you're a summoner not a fighter after all :wink:
I also met a bug, I think. When I came upon those guys from the screenshot, I was not able to damage them at all. Either with my attack, or with any of my summons.
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The game is quite fun to play anyway :smile_cat: Well done! And impressive achievement to effectively coordinate such a big team!
Very nice art and a unique interpretation of the theme. The is well-chosen as well. The gameplay lack over-arching goal, I think, or some internal "mini-goals, e.g. win 10 wars, hire 10 councillors. To have something to work towards, as after a time it starts to feel aimless and just growing for the sake of growing stops being enough.
I liked the variety of town folk events, I was often ravaged by plagues and occasionally by thievery, my chancellor was never able to find anything wrong with anyone, no matter how hard she investigated :wink: It would be nice to see a specific devotion of each vassal.
Anyway, it's quite impressive for a one-man job in such a short time!
I love how hectic it gets. The core gameplay loop is fun and there is a good variety of creatures.
With how fast the gameplay gets, I think it would be better to have sprint on by default and press shift to slow down. Or make it a toggle. You end up pressing shift constantly anyway.
What I didn't like is that the creatures can spawn directly on the summoning circles. With larger maps, you can't even see that it happened. So you think you have a perfect ritual composed, while there is a sneaky additional creature on your summoning circle and you fail. And you cannot run constantly back and forth to check your circles for invaders - there is no time for that. Maybe just some flashing of the circle in the UI to notify you that something is wrong would be enough to solve that issue.
Overall, it's a fun concept and a good jam job :smile:
This is such a cool concept! And implementation is nice as well. The mood is properly dark and ominous, the candlelight everywhere really enhances the visuals, and the particle effects are nice.
I played it alone (which I know is not an intended way to play) and I still enjoyed it. Well done! If I have one complaint: the words connected to Constellation could very easily be also interpreted as connected to Astronomy, so it feels kinda strange that both answers are not correct. Those two themes are just too closely connected, I think.
The word is safe from demons for yet another day :grin:
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Well, I might be biased, by I love the concept :grin: It's super impressive how much you managed to implement in such a short time on your own! The game is quite fun to play, but there are definitely rough edges to sand: - Because of that damage bug when the attack applies to the whole class o enemies, the game is very easy. Every unit you have is almost a Fireball :wink: - Lack of animation feedback makes it harder for the player to know what is actually happening. I know lack of time is a culprit here, and you can still play just fine. - Many enemies display their attack strength as 0 for some reason. Don't really get why. So, I only knew how much damage they deal when they attacked. - In my playthrough, one of the rest spots didn't seem to trigger properly and I didn't heal. The second rest stop triggered just fine.
Still, a really nice jam job :grin: I enjoyed my time with the game and I kicked the Big Bad Bosses ass.
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@digital-bacon Cool! @ me when you release an updated version. I will gladly give it a try!
Very nice music and graphics. They go well together and create a perfect atmosphere. The summons' designs are very creative, and there is some nice worldbuilding.
What I would like to see is more visual/sfx feedback, especially when you're taking damage and when your summons die. Some visible flashing on damage would already go a long way - at the moment, you can easily miss the fact that you're dying :wink: Also, there seems to be only one proper way to start - summon a Cookie Monster. If you choose to summon Dough-Dough instead, it will die before you can get any loot, and you won't be able to summon anything else. You will be stuck.
Overall, it's a really cool entry and more challenging than it seems at first glance (which is a good thing). I died the first time around :grin:
You had me at "save your rubber duck" :laughing: The guitar hero meets the elemental summoning combo is quite interesting and plays well. It's very nice to have 3 difficulty levels available - this way anybody can enjoy the game without frustration of it being too easy/too hard.
Music is nice, and it's a great touch to have it change with the bosses. There is some strange inconsistency to the art - most things are pixel art, but Phinneas. There doesn't seem to be a purpose to that exception, so it just feels out of place. Pixel sizes also vary widely.
Anyway, quite an enjoyable jam game! And I just love your main menu - it's so cool :smile:
A fun and unique concept! Visuals are very fine, nice particle effects and color work. I like the no-handholding approach. Music is well-made and really builds the atmosphere, even if synth is not my cup of tea.
The only problem I see might be for the colorblind folks, as color information is very important here and not really supplemented by anything else. That doesn't really matter in jam terms, but might be of interest for your larger project.
The downloadable Windows version is sadly broken. I spent several minutes feeling stupid, not knowing what to do next, and it turned out that it was just bugged :laughing: After you dig the two initial orange spirits out and the music changes, the game just freezes. You can't move, no buttons work. Luckily, the web version works just fine.
The world didn't end this time. We'll see about the next :wink:
Engaging game with some great art! It takes a bit to figure out how things work, but the icons are very well-made, communicate their message well, so you can get the hang of it. At first, I thought there would be some tooltips that would explain what each icon means on mouse-over. But after a while I discovered that it's not really necessary :smile:
Music is very well-chosen and enhances the ominous under-the-sea atmosphere you created. Unique concept, consistent gameplay and great visuals make for a very good jam game. Congratulations on a great entry - 5 :star: all around!
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The art is very nice - unique, with some great color work and pleasingly messy lines. The big bad boss is haaard :grin: It was fun to explore and play.
I found it strange that the summons didn't follow me. They stayed in place and just made those tiny jerky movements. I wasn't sure if it's intended, or I encountered a bug.
I like this concept overall. Good work!
The controls are great - responsive movement controls, very smooth camera work. It's a pleasure to play. The gameplay is dynamic, perfectly supported by the music.
As to graphics, I usually would be opposed to such a mishmash of styles (environment is a completely different graphic style than characters), but here it's not bad. Maybe because you have no time to contemplate the environment anyway :wink: The character graphics and illustrations are very nice. Good lines, good colors. Just cool.
Overall, the game plays very well! Nice jam entry. I just wish there were some health pickups - but that's mainly because I suck. And I have only one question - how is it a **Duel** when I'm one and enemies are many :laughing:?
Very nice and engaging! The music fits perfectly and the bright sprites, as well as FX, compose very well with the dark and ominous background.
Everything worked smoothly for me, with no major bugs in sight. I only was never able to drain the big orange ogre charger. Maybe it was intentional? Or maybe just my summons killed him too quickly, before I could finish my drain (I assumed it would take longer to drain such a big boy :wink:). Oh, and I'm not sure if the arcane projectiles were actually appearing on soul drain (after I took that ability). I don't think I saw any, but I might just have missed them (so much is going on on the screen :grin:).
Some of the abilities you can take on level up do seem much more beneficial than others. But's that's expected.
Any way, a very nice entry! Well done!
Great stuff! The concept is unique and well-implemented. Music is really cool, changing with the mood and urgency of gameplay. Graphics is very nice as well. There is a myriad of small cool things, like implementing controls inside the game world, that show attention to detail and polish.
Really impressive job, especially for a solo in such a short time. You should be super-proud :smile:
The concept is so fun! I love the whole animal crafting (my Zebras were the most beefy zebras you've ever seen :wink:). I'm not sure if the drops you get after each wave depend on something, or they are just randomized. But anyway it is, the crafting is great.
It's also great that each animal has its own behavior and quirky animation. Super fun to watch.
The gameplay during the fight stages could be more involved. I felt like I didn't have much agency. Don't get me wrong, the positioning mattered, of course. But I'd like to be able to do more than just move my mouse around. Maybe some buff/debuff spells I could cast with keyboard keys, for example.
Great work on the game!
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And here is mine: Screenshot_2.png
@togis Nicely done! :trophy:
@papaver Oh, you were quite unlucky. That's a bug we *mostly* squashed, but still can happen, if rarely. I'm glad you still enjoyed the game :smile:
There are some rough edges, to be sure, but the core gameplay is there and it's enjoyable. It's fun to summon creatures and order them around the dungeon :grin: You can easily see what you were going for with this game, just run out of time to polish it up. - Items are sometimes generated strangely (e.g. a Simple Ring might be worse than the Basic One you start with). Maybe that's on purpose. - The rooms area bare and as such present little visual interest. - Would be nice to have a minimap and the health bar for the wizard (unless you always just die from one hit?). - Some maps generate strangely, e.g. on one level I had to leave the dungeon map and go around the actual area to reach the exit door. There was no other way. It's kinda funny that you can leave the map at all.
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Even with all that, I enjoyed the game. I like the system when the summons do not follow you through the levels. It makes you think twice and actually manage your resources well.
You made 'Hunger Games' into a jam game! That's so cool :grin: It's a really unique interpretation of the theme.
The exercise book aesthetics are quite appealing. The game plays well, and I like the fact that those things you buy can be picked up by someone else than your chosen one if you're not careful. Maybe some tooltips with a short item description on mouse-over would be nice. I inadvertently killed my first chosen one with a wolf, as I thought it's a medallion that will give him courage or some such, and it turned out to be a beat that ate him :laughing:
There are some performance problems on Firefox (on Widows). The game tends to lag.
Anyway, very nice entry! I had fun playing.
Audio is superb on every level! It's a fun concept, and definitely unique for the theme. The graphics are nice, but some of the color+text combinations don't look good, have poor readability (e.g. violet on blue).
The puzzles are not hard, but it's enjoyable to solve and play. I wish there was an end screen, when you finish level 7, showing you a summary of all the levels and stars acquired. By the way, out of curiosity, how are the stars determined (time? amount of moves?).
It's a well-made entry and feels very polished. Great jam job!
I enjoy the aesthetics in this one. And the music fits perfectly to the "snowball party on the beach" :grin: I think you have a start of a very nice atmosphere here!
It's hard to say anything much about the game, as it's really not anything it will be at the moment. There is a lot here, and you made impressive progress in such a short time, but no game yet :wink: The inspiration for this whole endeavor sounds quite interesting (never heard of it before), and seems like a base for a solid multiplayer experience.
I went surfing on a ghostboard :grin:
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Very amusing! The art is great and so is the animation. Music fits perfectly and adds a lot to the atmosphere of mischief. Gameplay, while deceptively simple, gets very hectic very fast. Also fitting to the concept :smile:
Everything just works together well in this game to create a cohesive experience. Very well done!
The only problem I had was technical. The web version on Firefox displays in this smaller window, doesn't even take up all the space allotted by Itch by default, and it cannot go full-screen. That presents the issue with the mouse cursor (which can easily go out off the game frame and just disappear until you manage to wiggle it back in).
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Very amusing, poor butler :laughing: I like the art on him - he's so downtrodden. The game is indeed still rough, needs sanding :grin:. You can see the core concept, though, and it's definitely a unique approach to the theme. Well done here!
You are probably aware of all the bugs that I could name, but just in case you aren't - my playthrough in particular was stopped by the fact that I could not put away the salad bowl. It was dropped on the table next to the lord and I could not pick it up again. It's also very hard to know what you are actually accepting/fulfilling when there are many interaction circles on the lord.
I played the web port, by the way, and it worked fine. I hope you finish it and manage to realize your original vision :smile_cat:
A nice little puzzle game. It's fun, it's ridiculous in all the best ways, it's charming. Colors are very nice and so are the models, pleasant chill music enhances the atmosphere. The puzzles themselves are quite easy, but it's just so fun to summon a chimera with a lion and a cat strapped to a goat :laughing:
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The concept is unique and definitely amusing :grin:
Could definitely use some polish, especially in the performance department. My game lagged quite a bit and the camera worked quite slowly. Would be nice to have some fast edge panning, especially as it is a faster-paced shooter.
Humor is the strong suit of this game and the music is quite cool!
As advertised, it's unfinished :wink: However, I did want to chime in with an opinion that may or may not help with further development. I'm not sure what to think about this mechanic. Not the one where you sacrifice your fallen foes to summon your hellish master- that is awesome :grin:. But the one where you either move or shoot. There are a lot of enemies, they are all over the battlefield, shoot from various angles, and just keep coming. That seems like a setup for a fast-paced top-down shooter. And yet all of that seems to slow to a crawl as you need to stop and just stand there like a sitting duck when you're shooting. I know it adds difficulty to the game, but to me, it felt unfitting.
Anyway, I hope you get the time and will to finish the project and add buckets of blood on top :wink:
Nice! It's a unique interpretation of the theme and a very enjoyable game to play.
Visual feedback of expiring portal could be more "in your face", currently it's rather shy. Graphics are a bit inconsistent - you have perfectly symmetrical, straight-lined arrow (clearly drawn with shapes) next to a more sketchy, hand-drawn pipes. They are not bad by all means, just could use more consistency of design :smile:
It's an impressive entry (a one-man job!). Keep up the good work :smile:
You created an impressively expansive and complicated world. Yet, intuitive enough that I knew exactly where I should be headed and discovered how to get there step by step, while discovering the world itself and the story. That's a superb level design.
Skin trampoline is wonderfully creepy and by the simple fact of its existence adds so much to the world building. Sound design is great and supports everything perfectly. And the ending narration, along with the changing light, is just great and a perfect closure.
I wished a bit I had some kind of journal of found diaries, so I could listen to those again and maybe by able to establish if I missed some. But on the other hand, I know it would kinda interfere with immersion and be against the spirit of the game. So, all in all, maybe it's better you didn't include anything like that.
Great and unique experience.
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It's the best compo entry I had a pleasure of playing this jam. Music is very nice, and fitting to the atmosphere. SFX are also good. The visuals are not complicated (and obviously, I would not expect them to be), but they are pleasant, communicative and have good color choices.
The puzzle mechanics work well - you are given pointers and left to discover what works on your own. I like sch experimentation approach. Maybe we are missing some penalties for mistakes. But on the other hand, that would change the vibe of the game. At the moment, it's a chill experience. And an amusing one as well - the writing is very nice.
I didn't encounter any bugs (or demon bugs) during my playthrough. Very well done!
And now I'm off to summon a demon that looks like a giant rabbit (*strolls away*).
I enjoyed the writing - especially the little portfolios of the would-be summoners. The gameplay is simple and works well. Even though you noted that you can just mash, I tried my best to do the other parts as well - seemed more fun that way :smile: Humor is the strongest part of this entry. Well done!
The music was quite loud, so I just lowered the volume waaaaaay down :wink:
The concept is great, really cool interpretation of the theme. The models are nice as well.
Sadly, performance on my Firefox is quite poor. Not exactly a slide show, but not smooth by any means. It makes running around kind of a pain.
I think the environment could really use some more detail. Some clutter of objects, so there would be some challenge to finding the right one. At the moment, the object we are searching for is the only one that spawns, everything else is furniture.
Most of my clients lost their memory pills (like three of those in a row). There's definitely some pandemic going around :wink: And I simply adore the title - so fitting!
My collection (not sure if there are more types) Screenshot_11.png
The concept is very fun! Graphics are pleasant, and the thumbnail art is awesome! I also like the sfx.
Shooting feels a bit clunky - would be nice to have crosshairs to see where you are aiming. It's also possible to get very stuck in a cart - as you cannot shoot through the door and the robots do not travel between carts, enemy robots can just bunch up at the door, making it practically insta-death to go in.
Overall, I enjoyed playing it! The pacing is perfect, it's a nice energetic experience.
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Quite fun! Very good sound design and nice graphics. Maybe only missing some "successfully summoned" sound. The drawing mechanic is unique and well-implemented. The whole game feels super-polished. It's fun to play and fun to replay. I only wasn't sure how to summon the last guy until I realized it's an S not, and not two triangles :laughing:
Sometimes I wished there was a way to just cancel a drawing in progress, but I guess that would take away the time penalty for making a mistake.
I didn't do all that well, but here you go, my score:
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The game doesn't seem to download at all. I tried both directly from the browser and through the itch client. It even says "Thanks for downloading" but noting actually downloads.
Very enjoyable experience. The art is super cool and atmospheric. The writing is great, a pure pleasure to read. The game is nicely quirky and amusing. The whole thing seems polished, I encountered no bugs and don't even have any improvement suggestions. It's a tiny jam gem :smile:
Sooooo... I summoned a ghost whale :whale:
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Very nice puzzle platformer with a chill atmosphere :smile: The difficulty progression is good, the levels are interesting to solve, but not frustrating. The Trine-like mechanic is nicely implemented, and the animation is cute.
It's an impressive solo project. Well done! Sure, it would be nice to have more sfx, but we all understand the jam time constraints :grin:
Superb atmosphere. The visuals are unique and consistent. They go well with the music and eerie voiceover. The mystery of the story draws you in - what happened here? who are you?
The minigame is easy, but it does add to interactivity. The first time I got an option to combine scrolls, I honestly thought I would have to do that on my own (that it would be some more challenging minigame) and was disappointed when the game just did it for me.
I enjoyed my time with this game. My first achieved ending was the "Human Ending". You did a tremendous amount of work in such a short time on your own. Very impressive and well done!
Pleasant visuals and a very unique concept! At the start, it was unclear to me what 'X' in the gardening book means - all the other letters are explained, but X isn't. Also, for whatever reason, if you restart the game, you cannot access the book anymore (hotkey stops working).
Would be nice to have some music to support the mood you built. The whole experience is calm and meditative.
Very simple, cute and relaxing. Lovely experience. I'm a proper cat lady now :grin: Would be nice if the world wrapped around (maybe it does? and you just need to try to go much further than I did :grin:?)
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Visuals are superb and so is your choice of music. The game is very relaxing - it's a chill and meditative experience. Very pleasant to solve the little puzzles while enjoying the mood you created. Difficulty progression is good, and you quickly catch on how the bee turns to the flowers. Great work!
And so many levels in so little time! Very impressive.
You had me at "cat-astrophe" :smile_cat:
The art in the game is very nice, and so are the animations. The colors, the effects, the quirkiness - all superb. Some more player feedback would be nice to have. Especially some sfx, as a lot is happening on the screen visually on the screen and some sound effects to draw your attention to critical stuff would be nice.
The tiny ufos discharge quite fast. Having more battery drops would be nice.
The game does not seem to be as endless as advertised, it just stopped spawning anything to oppose me at some point. So I guess I did defeat the invasion :smile_cat:
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Very pleasant art and colors. The music is also nice and fitting to the setting.
I think the summoning could just be ended with a click, after you are done with the combo. Pressing Shift again seems unnecessary. I would also love to see some end screen with a score/stats - e.g. seconds survived, enemies destroyed. That would give a player an incentive to try again and do better. Right now, the game just goes back to the menu, leaving the player without closure.
Anyway, it's a really nice entry. Great work :smile:
I really enjoyed the writing in this one. You crafted a story that begs to be replayed, as I keep wondering "And what would happen if I did this instead". There is attention to detail and an ominous, dark atmosphere (even without any music). Very well done!
I have been swallowed by the earth. That will teach me to touch strange creepy dolls :wink:
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It's a nice story to experience. The visuals are very cool, and sound design is good - from SFX to voiceover, all feels quality. Well done!
I honestly didn't feel the need to open the journal at all. The game is straightforward, and you are doing just one quest at the time.
Very cute and meditative experience! The graphics are nice and charming, with some great color work! Music is well-chosen and very fitting to the atmosphere. It's fun to play around with the order of events to try to find different outcomes and do all the objectives.
Great job on the game and congrats on finishing your first jam! Long live the Dinos :grin:
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Managed to get to the end and save my dog with barely any health left. Ufffff.
I did not enjoy the movement mechanic. It's unique, but that might exactly be a problem. It feels... kinda wonky, and not in a very good way. More frustrating than challenging. Maybe all it needs is a bit of polish. I honestly don't know. Maybe it's only me.
I enjoyed shooting enemies from behind corners :grin: And I really liked the sketches at the star and end. Very cute.
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Superb art and nice animations, if sparse, to go with it. Sound design is great as well - music fits very well and the different sfx for each character talking are a very nice, juicy detail. The atmosphere is great overall. The game is written well and fells very polished. Amazingly done!
My client walks free, and I can chill in my condo :grin: Screenshot_1.png
That was pretty fun! I liked the mechanic of creatures proceeding towards the enemy mage, taking up space for summoning. Support spells like sludge and thunderclap rock :grin:
The game would definitely benefit from more visual feedback and some sfx. But I do understand that we are all racing against the clock during the jam. On some enemies, the numbers are very poorly visible - could use some background under them or just brighter colors. I also wasn't sure what the big number in the "energy portal" was representing, but mine got up to 5.
Overall, it was a nice experience and I totally won :grin:
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A nice interpretation of the theme and unique game mechanics. The graphics and music are well-chosen for the theme, and create a good mood.
The game is super confusing at the start and takes a bit to figure out what will be the effect of runes applied after the first step. But I guess that was the point - to play around and figure things out :grin: I wish the practice mode didn't throw you out to the main menu after you finish a summon. There should be just a button to go back when you want to.
Otherwise, nice entry!
I really enjoyed this game! Quite addictive :wink: The whole experience feels polished and well-made. Controls feel good. There was no sound (music or sfx) - I'm not sure if that's a bug or there's just simply none.
The graphics are nice, clean and consistent, with a pleasant color scheme. What I lacked is some explanation of what different summons do. I guess I learned that by summoning, though. Trying to get rid of the bugs for long enough to do some upgrades was challenging, but not frustrating.
Very good work!
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It's really quite impressive what you put together with so many 'firsts'! The game looks nice, good colors, clear and clean graphics. I loved the music. Seriously did :smile:
The gameplay itself is unique, and it's fun for a while. It lacks some difficulty progression or an overarching goal. As it stands now, it's very easy to just go infinitely. The difficulty doesn't really grow with time, there is no overarching goal to strive for. So, it just gets old after a while, and you don't really want to continue.
Still, I had fun playing while I did :grin: It's a really good piece of a compo game, and you should be proud.
I stopped here: Screenshot_12.png
It's a very cool concept. I wish the mixing was implemented (that sounds super fun), but we all know that's how it is in the game jam - always too little time :wink:
The jrpg battle system is nice and fun. I wish the battle screen didn't rotate all the time. It seems unneeded. And my witch walks veeeeery sloooowly - I guess she's not in a hurry to get anywhere :wink:
Would be nice to see your ColorMon collection somewhere. Cheesemon is the absolute best! I wasn't able to walk up the slope to go into the tunnel. But I guess that might be a purposeful limitation (or a bug?).
The game is beautiful. Graphics are great and the music very fitting and a joy to listen to. The concept is unique and well-thought-out.
The gameplay is sadly buggy, which detracts from the experience. Bugs I met in my playthroughs: - Clicking on the animal works inconsistently. Sometimes you have to click and click and click before it "catches". - Clicking on the animal that is near the edge of the screen will result in it just bugging out: standing there, motionless and uniteractable, making you unable to finish the day. - Once picked up, the animal can't be dropped. That's probably not really a bug, but intended behavior. However, I do think you should be able to drop a picked up animal (change your mind about loading it), especially that it's easy to misclick.
Still, it is a solid concept and a good piece of work!
The game needs a lot of polish :smile_cat: The concept is interesting, but the implementation lacks. It seems unfinished, to be honest. - Summons just summon themselves, leaving my wizard to just run around. That's sad. I should be the one summoning. - Summons do not seem to damage the guards at all. - Nothing is really interactable and nothing seemed to be hurting my at all. - You can just find the money by running around, nothing is stopping you. There seems to be no obstacles, so there is nothing to overcome and as a result no challenge. - The game tries to use the internet connection. I don't really get why...
I'm guessing you run out of time, but decided to publish anyway. We all know how hard those time constraints can be :smile: So, keep at it and don't get discouraged!
The new build is indeed more fun :grin: It runs! Bug fixing to make the game playable is also allowed by the jam rules after the "pens down", so you're fine there. Adding sounds, however, not so much, so I can't in good conscience rate audio based on that new build. But the rest, I think, is fine.
The game is very ambitious, and the concept is super nice for this theme! The interactions between various bug powers are quite complex, but there is fun in getting used to them and learning. The jrpg-like battles feel very slow, especially that you have to repeatedly click through the same messages. Maybe it would be better to include this feedback in a console on the side (like in old-school infinity engine rpgs). The player could read that and find out what attack had what effect, but would not have to click through the same messages over and over again when she already knows those effects. That would also make the battles feel snappier.
Anyway, that's just my five cents :smile: Really tremendous job you did in a short jam time!
Very cool tactical game! The art is great, and the music is superb - they both fit together very well and create a nice atmosphere. Really superb job.
The difficulty spike between chapter 3 and 4 is too big, in my opinion. Till then, there is a nice progression, but here there's a sudden jump. The pikemen are not very intuitive - it's not immediately obvious what "3 next cells" mean and placing them to form a vertical ram feels bad (as the second guy, or even 1st and 2nd, placed will do nothing), even though it is most often the most effective way to use them. Setting your pikeman in the vertical ram, with archers in a rectangle and bard or two in the middle is actually the only way I found to win level IV.
But apart from that little complaint, I enjoyed the game very much! Great jam job!
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It's purely amazing, how much you managed to implement on your own in compo time! The interpretation of the theme is definitely unique and interesting. The gameplay is too much like an idle game for my taste. Unlocking new upgrades to my powers was interesting, though, and the whole game works well.
Great work!
Ha! I loved this flipping of the standard theme interpretation on its head :laughing: Some sfx would really add a lot to the experience here. Stomping, screaming, squishing - you know, standard kaijū procedure :wink:
Here is my best smashing score: Screenshot_4.jpg
Very cool and atmospheric little story. I enjoyed the humor very much and had fun exploring the tower. I did apologize, I apologized for EVERYTHING :grinning:
The music and sounds are very nice. Really enhance each scene and add a lot to the mood. And the interpretation of the theme is so cool. Thank you for this experience :heart:
The atmosphere is very nice. The animation of being covered by the creepy spider thingies is great - it makes my skin crawl just thinking about it.
The collection of minigames is varied, you never know what awaits in the next room - which is nice and plays right into the atmosphere.
I think the game should forgo the intro screen when you click to try again - the player already read it and having to wait for it to slide in again discourages replaying. In a game jam environment, it would actually be cool if the game would save progress and when you retry, you are returned to the last room you were in.
I'll definitely never accept any suspect invitations to sleep in any mansion :wink:
Level 5 is already too diabolical for me :laughing: I tried and tried and eventually just gave up. Took a peek at the other 2 levels, though. I really do suck at the dexterity component here - definitely not the target audience.
But my lack of competence aside, I think the idea is nice and diabolical :wink:, and your level design is very good. There is a natural progression to the difficulty that feel good. Unique interpretation of the theme is very welcome. And I purely adored the music. I think I only kept trying for as long as I did because of the music. The colors are very good, as usual, and the art on the flowers is somehow hypnotic. Just... can't... look away.
@papaver I did indeed have fun! Until I hit my skill ceiling, I really enjoyed the game and the difficulty progression. So it definitely was not all frustration :smile:
I do not generally eat potatoes, but I still enjoyed the game :grin: The music during the crow flight and the potato song were both superb and added so much to the atmosphere! The visuals are nice, especially the colors. And the mouse is my absolute favorite from the whole cast :mouse:
It's a pleasant and unique story with some cool humor. Gameplay is on the easy side - I honestly found the challenge in the main menu more challenging than anything later :laughing. But this gameplay fits the overall mood of the game.
To another successful jam :wine_glass:
Wooo, hoo! I did it. I'm the "hero" :wink:
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I really like the art style, presentation and atmosphere. Animations are great, and so is the music. The controls feel responsive, although I did try to crouch with Alt for a long time (as it is so conveniently next to Space) before my brain switched to S :laughing:
Bosses are imaginative and fun. If I can venture one suggestion - in the last crab boss fight, there seems to be not enough time to run from the claw if you happen to be on the far edge of the same side when the warning starts.
Really nice jam game!
Funnily, it didn't want to run on my Firefox (was just stuck on a blue and then black screen). Run fine on Chrome. So, you made me fire up Chrome... for shame :stuck_out_tongue_winking_eye:
Simple, fun and diverting :grin: Intro is superb, I applaud the comic book style. There's really no negative that I can see. Seems super-polished and is definitely enjoyable. Well done!
Very cool concept! The idea of creating creatures from parts is really great, and the implementation is just the right amount of goofy.
There are rough edges in the execution, mainly in the player feedback. Without animations or sfx it's hard at times to know what is really going on. For example, some simple flashing on taking/dealing damage would already go a long way. My doggie healed at some points to full and till now I have no idea why :laughing: My inventory also reset once and again - I'm not sure if that was a bug, or maybe I was killed while looking at the crafting bench and that was the penalty.
Some sfx would also improve the player feedback a lot - but we all know the feeling of running out of time during the jam :smile_cat: As you can't craft with coins, it would make more sense to keep them out of the crafting inventory and just as a separate UI element (e.g. in a standard left corner).
The core gameplay loop is fun, and it does scratch that collecting itch :grin:
That was a fun take on the Memory game. Level 3 seems to be not very well-balanced. Because of the randomness of the draw and overabundance of possible cards, you can end up with an unlucky shuffle where there is a tragically small amount of pairs. And as there is no way to pay for reshuffle, you can't do anything but wait to be slaughtered :wink:
I liked the variety of creatures and the fact that finding the pair actually summoned that creature to the field. Cool idea.
I'm still not sure what the "clear reward" did :laughing: But I did win.
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"2001 Space Odyssey"-like music would be indeed awesome here. As requested, I was playing some Strauss in my head while playing the game :grin: Great audio :grin:
The visuals are great. The creatures are well-designed and clean, the animations are juicy, and the color work is very good. Really a pleasure to look at. The game plays well, and I didn't experience any bugs (ekhhh... except for the bugs that I was killing... while being yet another bug :wink:). The concept of a circular "platformer" is unique - at least, I never played anything like that.
It's all really impressive, and doubly so when I consider that it's a compo game! I wish I had some improvement suggestion for you, but I got nothing. It's great. On a side note, the first thing I did on level 1 was promptly kill myself with my own bullet :grin:. Like a pro! And my favorite level was 7.
As to your hotseat multiplayer question - personally, I neither care for multiplayer games nor do I play them, so I would not play such a mode. But I see that this could work and be fun for those who enjoy such things.
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I'm so bad at this :laughing: Witness my awesome amount of deaths and weep. Screenshot_6.jpg
The game is really impressively polished! Music is great and fits perfectly. I didn't really encounter any bugs (except for those I was eating :wink:), although sometimes the game placed the tasty bugs in a purely 'unfair' way. Like here:
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A better player than me could probably get those, no problem :grin: I had most trouble with turning on the area wrap-around. It was hard for me to tell, when exactly I should turn. Again, that's most probably on me. I was also thinking, maybe it would be good to make the bugs in a different color than everything else. I know it would sort of screw with the black-n-white aesthetics you have going on there, but it would make the easier to locate in the split second, especially on levels 11 and 12. And after all, Sin City did it :grin: I do realize that it might make the game too easy, though. So might not be the best of ideas.
Aesthetics of the game is great, by the way. Overall, a very cool entry!
I like this interpretation of the theme, and the concept is solid. The gameplay needs some polish: - As your Xema seems to just teleport randomly from time to time, you can be killed by a random chance (if it teleports in a poor spot). That does not feel good. - Same with the enemies. They can randomly appear literally on top of you. - I bought walls and the liquid in one go. And that made me just loose the walls I bought fist. In other words, you can only buy one type of upgrade at the time. If you buy two different types, the second one does not just go "on top" of the previous one, but erases it. - I understand the concept of only moving the microscope in the lab mode, and it makes logical sense, however, it feels strange in the actual gameplay. At least to me. You really want to move the microscope while inside it - so I kept trying to do that by reflex :laughing:
I liked the audio - the music fits perfectly, the 2d art is just adorable, and the combination of a 3d lab world and the 2d microscope world is compelling.
The idea is cool, and the graphics are pretty. Nice color and sfx work there!
The gameplay seems a tad too easy. Just put walls of fire and cast ice while the walls are on cooldown, you don't even need the other two spells, everything with bow before your power :wink: Player would have more incentive to buy different spells if the enemies would have some resistances, but that does not seem to be the case.
Your cover art is just enchanting! Great work on the game :two_hearts:
The core concept is nice, but I think it lacks some incentive, something for the player to strive for. Could be some time allotted to complete a level, or a limited amount of clicks, or some limit on the distance travelled (to incentivize finding the shortest route), or creating herds of some specific size, etc. As it is now, there is no challenge and that kills interest after a while.
But in its current form, it's kind of a meditative experience. The colors are pleasant and relaxing, the audio fits perfectly. And you're just watching your cute little critters jump around the meadow. :smile:
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I found the frog challenging to control but, at the same time, there was quite a bit of fun in whipping around on your tongue. Everything seems super polished and complete.
I loved the painted art style as well. Well done!
I enjoyed the audio design and the writing is good. The whole thing has an ominous feel to it. The gameplay is not very engaging, but for a short experience like this, it's fine.
There is a score at the end, but as a player I'm not really sure what it represents and what would I have to do if I wanted to improve it (be faster?). So it sort of fails at being informative.
This is definitely the most unique interpretation of the theme I've played this jam :smile:
How can you not love a game that lets you build things like that out of squirrels :grin:
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Nice level design and good difficulty progress. The levels feel creative and unique, each having its own gimmick. The squirrels physics :upside_down: feel good and work well. I also adore the jumping animation with the wiggling. I felt that jumping did not always "fire" when you were trying to jump off your squirrel buddies while running. But that's really the only complaint I have, and it might just be me :wink:
Took a few tries, but I finally managed to cure the patient.
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Difficulty progression feels nice. Art is good and there is a lot of attention to detail. Controls work well, and the collisions are well done as well - I never felt like I'm stopped by some invisible piece of wall or something :wink: The whole experience is really well-polished. Nicely done!
I wonder - is it endless? Can I just keep releasing Tiny Creatures forever if I'm awful enough :wink:?
Humor is just the best! Even the graphics are hilarious. 6/5 in humor :laughing:
@papaver Yes! I was totally aiming at cute :grin:! I'm glad you liked the game, even with all the confusion. As to a skill that summons more creatures - there is none. The enemy team just gets reinforcements on some level on a timer. They really, really want those acorns :wink:
@kanity I'm very glad you like the art! I'm drawing with some self-modified brushes in Affinity Designer to achieve exactly that pencil-shaded look :smile:
It's actually nice to hear that you found the game challenging. I was worried we might have made it too easy. When you know how to play your game, it's often hard to appropriately judge the difficulty. And don't worry about not getting far - not every game is for everyone :smile_cat:
@arluci You are very correct - a tutorial level would be so much better. We're not fans of written tutorials, either. Especially when the player didn't see the game yet and has no idea what we're talking about. However, we did run out of time for such luxuries as a pretty tutorial level - so wall of text it had to be. At least it has pretty pictures :wink: And thanks for playing! Very glad to hear you enjoyed the game :smile:
Very relaxing experience. Graphics are pleasant and music fits perfectly. It's a pleasure to explore the world in search of the little critters. It took me a while to figure out that I can go down into the water without dying - I guess I'm still scared by "Jaws" :laughing:
Dumbo octopus is my favorite of all the critters. I noticed only one bug - a visual one. On the last island, some of the sprites hover above the floor.
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I played the original submission for the purposes of rating. Nice and unique entry over all.
Music is definitely not to my taste, but I loved the dance they did at the end :dancer:
The game is fun and the ability to mix and match unit parts works well. Although, I felt like some parts are clearly more powerful and tended to stick to buff ducky body for just everyone :grin: Different movement patterns of the legs really added depth to the strategy.
A small ux improvement I could suggest is that the game could end round automatically when there are no more actions left to make.
Pretty fun strategy! Visuals are very nice, I especially like the light work. Music was also nice and fitting. Everything seem quite well-polished!
I'm not sure what I think about the randomness element the dice introduce. I imagine that with a streak of unlucky rolls, you can feel like there is no skill you can apply that would save you. That's potentially bad. But on the other hand, all the rounds I played were rather on an easy side and I never had a "streak of ones" - so maybe you cheat a little there :wink:
AI could use some more brains :wink:, as it is rather easy to defeat it. But overall, it's a really impressive jam game! Great job!
It's such a fun and funny concept :joy_cat: The music doesn't really tell me to hurry, it's nice and chill and more conducive to me taking my sweet time herding my kitty balls :smile_cat:
I encountered a bug where cats get sort of stuck on the edge of the texture and stop moving, won't's follow anymore and stop being available for throwing. All 4 cats near the edge of the bowl on this picture are bugged like that.
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Platformers are not my genre, so I'm definitely not the target audience here. But I can recognize quality when I see one :smile:. The graphics are great and the animations on the mouse are just superb. The audio design is truly amazing. From the voice acting to sfx - all work so well. Both graphics and sound combine well to create a consistent mood to the game. My wee mouse really felt it. The inclusion of the poem was a cherry on top of the cake.
I played on a gamepad and the controls worked great. Everything felt responsive and tight. Really polished experience and a superb entry!
The level with the red wave following you, all the red platforms and the water defeated me. I would keep trying if there would be a checkpoint somewhere after the water or even just a bit further, after you climb up the wall and jump those few red platforms. But there wasn't, so I eventually got tired of repeating the first section and failing further :laughing: So, if I would have one wish, it's a wish for more checkpoints. But it might only be me - I really do suck at platformers :stuck_out_tongue_winking_eye:.
Again, superb jam job!
And as a memento, me on the level that defeated me :grin: Screenshot_4.jpg
That was a pleasantly surreal experience. Yeah, there is not much in terms of gameplay (basically a walking simulator :wink:), there are many dead ends with nothing in them (which is sad but realistic, I guess - just like in gamedev), and a lot of "checkpoints" :wink:.
But I think the strengths of this project lie elsewhere. The atmosphere is great. It's clear that the visuals received a lot of love. They are moody and consistent. The music goes very well and enhances the mood further. The narrative itself leave you with this frantic, fragmented and uneasy feeling - and that also fits the mood.
By the way, I tried to go to the youtube video found on one of the thought plaques, but it was unavailable. Sad, I thought I've found a secret :wink:
A unique interpretation of the theme is appreciated! The music is very nice and really enhances the chill (pun intended :wink:) atmosphere. The whole game feels polished and works very well. Tiny gnomes are super cute.
Here is my quaint gnomish town near the end. I also chucked at the description of the water producing plant :laughing:
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Very nice and chill experience. I loved the voicework, especially on the poetry at the end. Everything really went so well together in this game. I played several games of yours by now, and I always enjoy your take on the theme :smile_cat:
Hand-drawn art is very cool and a great fit. 72 creatures is extremely impressive!
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I wish there was a way to skip the briefing - after you read it once, there is no need to see it again if you are retrying the level because you lost your shareholders thousands of dollars with your inefficient hammering :laughing: .
Hammering feels satisfying and the sfx are just superb. It's a very cool interpretation of the theme! I'm a bit sad for the Sprinkmin - some of the good ones get crushed all the time, as they hang out too close to the bad ones. That has to violate some Sprinkmin rights! **Freedom for all Sprinkmin**! :candy:
I love this idea! :bee: The controls are tight and feel fine, inclusion of a sensitivity slider is very welcome.
By default, the audio in the options is turned down to zero, which is a strange choice, as some people never look in the options and won't even know that there is sound in the game. There is also music in the main menu, but it does not follow into the game, which I found peculiar. Some more audio feedback overall would be great - a pickup sound and a "taking damage" sound especially.
The wasps themselves are a bit silly - they will fall down the holes and will not follow you up the ledges. So you can just stand on the ledge or behind a crevice and slaughter them until you run out of ammo and need to jump down to get some more. But by then, most of the wasps are dead. It's even stranger when you consider that wasps fly :wink:
As you cannot jump over the wasps, and they tend to swarm when they first spawn, it also feels too easy to just be locked in a tight corridor with no way of getting to the drops from already killed wasps. You need to be sure to just run into any room you see to prevent that from happening :grin:
I enjoyed the game overall, the environment is pleasantly designed and the color scheme is great!
Victory! It took me a while, but I finally managed to rescue the poor creature on the high-up platform in the last level :grin:
I enjoyed playing. The controls feel very nice and responsive - and that is, after all, the most important thing in platformers and not so easy to nail down. Well done! For me, the mouse sensitivity is set way too high; I had to turn the sensitivity on my mouse down quite a bit for the looking around.
I like the models, they are clean and pleasant. However, I'm not sure what is actually yours and what is from the course. I think the environment is too dark. It adds to the atmosphere and difficulty, but I'm not sure if in a good way. It feels a bit frustrating not to see the where you're jumping. But maybe it's just me :wink:
By the way, "Level 2" button in the "Level Select" section of the main menu does nothing. Overall, a solid entry and the music score was perfect for the atmosphere.
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The visuals are great. The sprites and the light work really do the job! The music enhances the atmosphere - minimal and a bit ominous. In my opinion, the need to hurry (as the fireflies would go out if you don't) doesn't really fit the rest of the design. I would expect more need to sneak and skulk :wink:
But a great entry overall!
The idea is great - I'm definitely a sucker for traditional role reversal concepts :wink: Music is nice and fits well, in my opinion.
The variety of available units is good. The game itself is much too easy, though. It feels like there is never any danger, and you literally can't spend the money you get fast enough. You can litter the whole map with your skeletons, while any enemies are just obliterated on the spot.
It would also be nice to be able to choose a unit to place with a keyboard key ain addition to clicking, and for a chosen unit to stay chosen (so you can just click and place multiples in a row without a need to choose the unit again).
I love your cover art - everything about it is great. The colors, the technique, everything.
Very fun! I liked the visuals and the audio is superb. It's fun to discover different tower builds and learn by doing. You really have a cool, fun concept here!
I think the difficulty could go up a bit slower, and it would be nice if the end screen contained some stat about the number of waves survived/tiny invaders obliterated or so. That would give the player additional incentive to try again and do better.
The web version didn't work properly for me (on Firefox) - it didn't want to go fullscreen, and on the tiny screen it kept scrolling to the left when mousing over the tower upgrades. So I played downloadable and that one worked fine :smile:
Aesthetics are superb! Really enjoyed the world, except for those invisible walls. Could just put buildings or some fences in there, it would feel more natural. Would also love more feedback on dealing/taking damage (some flashing, some sfx), so my own death is not so surprising :laughing:
The hotels feel really expensive.
I liked the world you created. It's imaginative and feels cool to platform on everyday objects. Jumping felt alright, not too floaty, not too abrupt. I wonder what kind of cheese he got to melt the heart of the lady mouse instantly :laughing: :mouse:
The music fit the atmosphere perfectly. I think it was too easy to get caught on the edges of the objects - we should just slide off those. And in the first level, where there's a falling trap, there should be some shadow or something of the sort to let the player know that something is gonna happen :grin:
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The sfx are an absolute marvel - the jumping sound literally made me laugh out loud :laughing:
I liked the layered paper cutout idea. The edge line on our hero bunny is much thinner than the rest, though, and it ends up quite aliased as a result.
I think the spikes travelling among the bushes on the ground floor are quite unfair, as often you can't even see them coming. And that's the story of how I died :laughing: :wink:
The world looks nice, and the main hero is definitely a singular guy :grinning: Props for a unique interpretation of the theme!
When you have a lot of different things in your inventory, the UI overflows, the stuff covers up the Back button, and you're stuck in crafting mode forever. And that is how my illustrious sugar drug carrier ended :laughing:
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I also found a bit of German (leftover from translation, I presume): Screenshot_2.jpg
I adore the art on the characters and the dishes! The music is also great. The core gameplay loop is fun and just varied enough to hold interest. However, the difficulty does not seem to increase much overtime and, after you get into the rhythm, it feels like you can just keep going forever. So I figured I will stop at 1000 :grin:
Would be awesome to have dedicated shelves you could throw your ready dishes to, and they would just "lock" there and wait to be needed - that would make my kitchen much tidier. I also found it much too easy to throw stuff into the garbage. You don't want to know how many perfectly good, ready-made snails ended in the trash by accident :laughing:
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Very nice jam job!
Superb, just superb. Finally, a game for the language nerd in me :books: I adore this concept, the theme interpretation is truly unique and the implementation rocks as well. Everything is well-polished, even Georgia font is very fitting. Pure perfection. Thank you for this gem.
This is such a chill experience. Everything in the game just radiates calm. The music, the color palette, the lights - all are superb and work very well together. Great work on the effects! I was delighted to discover that even after several levels, all new items are added to the rooms.
This game could easily be used instead of meditation :smile_cat:
Obviously, it would be cool to have more turret types, more maps and so on. But we all understand jam time constraints and necessity to cut down our glorious plans :smile: What is in the game is well-made, works without a hitch and is fun to play.
The concept of shrinking down enemies is unique and imaginative. And I'm a sucker for a good Doctor Who reference. So what is left to say but: Exterminate! Annihilate! Destroy!
I have one suggestion to controls: would be nice to allow switching of the turrets not only by a key press but also by a mouse click. I found myself not once trying to switch them exactly like this, when my mouse cursor was just closeby.
Quite engaging! The art is cute, and I loved the attention to detail (like representing aging with mustache, brilliant :grin:). The music also fits very well to the whole mood. The game plays well overall.
There might be a bug with the Age Accelerator. I tried two playthroughs where I bought it as a first upgrade and my creatures stopped aging at all (same happened on both tries). I stayed away from it after that. I played web version on Firefox, for reference. It can also be quite hard to click on the mating pair when the tiny guys clump close together. But I guess that by the time they are so bunched up, you're doomed anyway :wink:
I see it's your first LD - so welcome to the community. You really made something cool! I played several times, and that was my best one:
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