Walls by Omiya Games 2021-05-16T00:52:11Z
Loved the puzzles theres a lot of unique stuff going on with this one! The bubbles were my favourite <3
Foon → Ludum Dare Explorer → Users → itsBoats
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | š„ | Router Wilds | jam | 104 | 4.03 | 3.90 | 4.20 | 4.46 | 4.01 | 4.04 | 2.67 | 3.61 |
| 2024 | 56 | Tiny Creatures | Da Eg Hatcha | jam | 129 | 4.02 | 4.05 | 3.53 | 3.90 | 3.99 | 4.00 | 3.88 | ||
| 2024 | 55 | Summoning | š„ | Dungeon of the Bone Summoner | jam | 49 | 4.24 | 4.30 | 4.06 | 4.39 | 4.42 | 4.00 | 4.04 | |
| 2023 | 54 | Limited Space | š„ | Wizard n' Slims | jam | 105 | 4.11 | 4.01 | 3.86 | 3.55 | 4.21 | 3.02 | 3.83 | |
| 2023 | 53 | Delivery | CUBE RUNNER | jam | 173 | 4.00 | 4.00 | 3.73 | 4.22 | 4.46 | 3.71 | 4.37 | ||
| 2023 | 52 | Harvest | Carrot | jam | 37 | 4.19 | 4.40 | 3.87 | 4.26 | 4.20 | 3.50 | 3.96 | ||
| 2022 | 51 | Every 10 seconds | Speed Dating for Misfits | jam | 195 | 3.89 | 3.80 | 3.63 | 4.23 | 4.07 | 4.45 | 4.04 | ||
| 2022 | 50 | Delay the inevitable | Protocol Delta | jam | 23 | 4.33 | 4.52 | 3.81 | 3.64 | 4.26 | 4.14 | |||
| 2021 | 49 | Unstable | š„ | Oh, Hello? | jam | 250 | 3.91 | 3.96 | 3.77 | 4.14 | 3.90 | 4.26 | 3.86 | |
| 2021 | 48 | Deeper and deeper | Beepo's Shop | jam | 13 | 4.40 | 4.41 | 3.75 | 4.37 | 4.23 | 2.91 | 4.07 |
Loved the puzzles theres a lot of unique stuff going on with this one! The bubbles were my favourite <3
Really cool game, you nailed it with the music and visuals (the title text is seriously awesome). Gameplay is simple and immediately clear what you need to do, but pretty addicting. I'm also glad you keep the high score on the menu!
You submitted to my stream for me to play but left before I got to it but I still had a lot of fun with it! The characters were really charming and I loved the menu art especially! I defeated the boss and something fell, but then my character was stuck in a running animation D,: is there an ending that Iām missing out on?
Great work on your entry!
This was such a fun game I'm glad I gave it a second go! I was having problems with the movement at first I thought I was getting stuck on stuff but I didnt realized shooting knocks you back until like halfway through my second run haha
I was impressed with the amount of variety with the fishes, every time I thought I seen it all, you introduce a new guy! You really picked good pacing in that regard! The last guy (I don't want to give any spoilers for other people) was challenging and really well thought out. Even after getting upgrade after upgrade, you still manage to challenge the player. Each upgrade seemed like only a minor boost, but when you give an upgrade pretty much every level, the effects become very tangible without feeling overpowered. Very well done with balance!
Graphics and sound were spot on. I'm glad you had audio feedback for pretty much everything like finishing the level, killing an enemy, getting health/upgrade and even jumping out of the water at the top and dipping back in haha. I love that you played as a lil penguin guy (top tier lil dudes)! My only suggestion regarding graphics is maybe make the boxes for the map have a white border instead of the brown color. Sometimes it would be hard to see the map and you only show the map when there are no enemies, so I think it would be fine if it stood out more
Really great game, I can tell you put a lot of thought into all the design choices because everything works so well together: good balance, sound, pacing, graphics, enemies, and upgrades!
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I spent a long time in my stream with this one haha. It's very relaxing and fun to play. I really liked that all the info is communicated inside of the player. For a game that's focused on getting a high score though, the purple dots feel out of place that they give you a bonus between runs so it rewards people that spend more time with it rather than skillful play.
Great game overall though, I had tons of fun!
Awwww so much charming game <3 all of the art style, predictable enemies, and simple puzzle elements make it really accessible, even to people that don't play games much! (although the boss was pretty challenging compare to the rest)
The music and sounds is really great and fit into the atmosphere really well and makes you feel like youre going on a grand adventure
Good job adding a main menu, sound options, and pause too, it feels like a pretty complete game! Awesome game from a great team!
Cool game I love the style and the music is really fitting! Really unique game mechanic for its simplicity. Gameplay is quick and satisfying so when you see the game over screen, you gotta give it another go (or 5).
One idea I have is an audio feedback for when the blood stops flowing if your mouse is too far away, and another for when it starts again or the speed of flow is based on the distance to your cursor so it doesn't stop so abruptly
Just read some of the other comments and I didn't even THINK to try dual wielding the swords D: I gotta give it another spin later xD
I think everyone gave solid feedback so I'll just say I really like how you made the cubes show the fuel inside them and act as a light source itself. It's simple but serves a lot of purposes like being able to find them easily even if you don't have a direct line of sight to them, gives a usually dull looking enemy more character (love the way the orbs bounce around in them), makes it so its harder for them to sneak up on you, having 3 fuel in the large ones makes it clear that they are worth more and being large conveys that they are going to be stronger, and overall just says hey you need to kill these things to collect their bits xD
Very well thought out, and solid compo entry!
Really cool game! The scaling mechanic along with all the shortcuts/alternate paths was done so well, the graphics had charming simplicity. The scribbling background sound is a little repetitive, but honestly it's straight up ASMR that I don't even mind it. The character input felt tight and responsive and other than the corner sliding, I knew exactly where my guy was going and that's SO important for a platformer. I also like that the character has an idle animation!
This part is for post jam suggestions, I didn't remove points for any of the stuff below because this was pretty SOLID! I think a lot of the difficulty comes from the character collider being inconsistent with the sprite. Even if you increased the player sprite size to match the collider size so it was the exact same game, it would feel at least a little easier, but definitely more fair! Gonna post a picture for the rest of my comments just to make it easier on me (You might need to open the image in a new tab to be able to read the text)
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This was hella awesome! I had a lot of fun with this one even though I got stuck for a while a couple times haha I really liked the boss fight especially (I ended up finding a cheese strat where you shoot her while she's attached to a wall I think and you can stun lock her to death >:))
This one is minor, but I was fangirling over it last night in my stream: I liked how you communicated that you couldn't grapple the lava by putting it straight ahead of the player where they would obviously try xD
Well done! this has a lot potential in case you plan on working on it more <3
Really cool game! the terminal was really clean to use (other than the scrolling issue) and I got used to navigating with the limited commands pretty quickly. The writing was great and the detective work felt natural. I got stuck trying to figure out one of the passwords, but I look forward to giving it another shot after the scrolling is fixed
My one other issue that I think no one else mentioned was that I thought some of the files were actually folders because there was no file extension
I played a bunch of this trying to improve my run but I just kept going for 3x attack upgrades I gotta try the 2 speed + 1 attack strat! This was so well rounded and polished I had so much fun! Looking forward to seeing when you work on it more <3
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Hella groovy! I had a lot of fun playing <3. Those dancey robots were my favorite xD
This is such a great game its hilarious! One thing that really stood out to me was the visual language in the cutscene and transitions. There's a consistent ominous yet humorous style in the way Dr. Masseuse is presented that I really enjoy. I especially like the these creepy eyes peering into you that gives you a little unease xD I'm not sure how intentional the second one was, but I feel like the framing isn't a coincidence
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Really cool style the particles was great and the game was fun I kept trying again and again! The only problem I had was trying to kill those lil skeletons they would go inside you and make it hard to hit them, but it was really really satisfying when you could get a long combo going >:) I wish you could use the graves to also chain combos too!
Really cool ideas in this! The movements synced with beats feels very satisfying <3
my only issue is that it seems the dominant strategy is just go straight down and try to get the better ores. I think there needs to be something that entices the player to move to the sides earlier on like a time extension upgrade for that part of the song, or a boost that moves you multiple blocks (but still to the beat of the music)
Overall really good start to a awesome game!
I played in my stream last night! I really like all the characters put into the game <3 The colliders and some of the art is wonky (like pixelated rocks), but its a really charming game! I thought the captain betray me at the end when I go in the pit xD
Mel dead
I played in my stream last night but my videos don't save! I had a lot of fun with this there's so much charm in the music, art, gameplay, and story <3
For having a character that moves really slowly with limited space to move around, this is a surprisingly balanced and hectic game that rewards skillful play! I also love the art style especially for the enemies <3
Well done!
Fun game for the simplicity, I really like the interpretation of the theme! The way you did the health bar showing the different layers is clever and matches the gameplay mechanic and visuals very well. Music and sound effects are great! I would have liked to see some variation with the power timer thing like varying speeds, maybe different size green bars just to add more gameplay length. I think having the tissue textures on the health bar would have been a really cool idea too. Good stuff!
Very fun game, the loach was really fun to control and the clownfish was hilarious xD The boss was really challenging at first and I almost gave up. I don't mind restarting a lot, but the long time to respawn made it feel a little more punishing than it needed to be. A button to restart immediately or just a faster respawn time would have helped make it less frustrating. That's honestly my only complaint though, this was a really fun one! I liked that the jellyfish were introduced as an obstacle to avoid, and then you immediately need to use them in the boss fight. Good work all around!
This is cute AF. It's straight up nuts how much you were able to accomplish in such a short amount of time. Very well done! I liked the idea of monster blocks that bring up fights. I wasn't expecting that!
Really fun, challenging game! I liked the boss (the design and the fight itself) especially! The sound and music was great and the gun felt really nice to shoot, especially with the subtle screen shake.
Here some suggestion if you plan on working on it more! -coyote time jump -remove player sliding -more sound effects especially for enemy actions -variable jump height (maybe? it didn't seem necessary for how you set up the platforms, but I think it's still nice for platformers in general) -Timer + number of deaths shown at the end for ez replayability -the explosion of the lizard guys is awesome, but it looks dangerous. (reminds me of the wandering vagrant aoe attack in Risk of Rain 2 shown below)
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Very straightforward and solid gameplay!
Already gave all my feedback in stream so I'll just say awesome game, really good start! If you want further feedback after you work on it some more, get in touch with me!
Nice! Love the pufferfish sounds <3 Artwork is simple but effective. I like how it gets darker when you get towards the bottom too really nice touch and the distant background really adds scale to the environment. The chest is the only thing in the art that feels out of place I think because of the 3d perspective on it.
One idea for movement (in addition to what others have said) is increase the distance and reduce the turn radius while you are moving. It would make movements a little riskier and indirectly make the pufferfish more dangerous
I just spent like an hour writing a comprehensive review and I accidentally clicked something and went to a different page and lost everything I wrote D: so here's the quick version until I can rewrite everything properly again. :P
amazing all around, immersive experience. definitely not for everyone, requires a lot of patience
controls: you are all wrong, controls are perfect. Especially in the second part, the thrusters need to be subtle so the player can be precise. What's missing is visual feedback for controls
visual feedback (I talked about this in my stream so he knows what I mean haha) -hud dude thrusters -ballerina silhouette illusion hud guy rotation -sun is blinding, but honestly why are you looking at the sun anyway, guy? that's how you lose your retinas -pause menu control UI: 3 of them need to have the arrows flipped
I've said in a couple other entries that there's no reason to blind the player because it's usually unfair, but this is one of the exceptions. There's so much info available to the player, that they are never really blind. I think this is one of the few games that could ever pull this off so well
-proud Champion of Solus
Good stuff in this entry! The echo location looks awesome (even though I didn't get deep enough for it to be useful xD) I like the different poses you have for the 3 speeds, but there didn't seem to be any reason to not slow down. Someone suggested a stamina bar, but another idea could be to keep the screen moving down at a constant speed and you need to stay within that area so speeding up and slowing down feels more tactical. I think varying the cave width so it opens back up in parts would be another cool idea!
Good work on this game!
This was awesome! First off, I loved that menu screen and the in game UI, minimal and CLEAN. The controls at the top left could have been hidden after the first level, but it never got in the way. The sound effects were great and communicated things clearly. The art style overall is one of my favorites, the lil researcher dudes especially. SO CUTE
There were a couple parts where you can get to places where you shouldn't be able to go like if you don't go in the elevator all the way, you can jump out of the map and enemies can push you onto walls
halp im in jail! Research_Rescue3.png
I agree with other commenters about additional upgrades + challenge, but this was a REALLY solid jam entry
I got some stuff spoiled for me by watching it in other streams, but I still had a lot of fun playing!
Beware Angry Blue >:)! :large_blue_diamond:
This was AWESOME. It's one of those games you just want to keep getting further and further. I don't know why I thought the monsters falling down the holes was so funny, but it got me every time haha! It takes a little bit to figure out all the movement stuff (including the enemy movements) but the indicators help immensely.
This is a very fresh take on the theme and I loved the mechanics, I'm not entire sure what the idea was behind use cards, but it was cool that each card suit had its own style (diamond = crystal, clover = grass, spade = rock, heart = dices)
Suggestions if you plan on working on this more (and I suggest you do its amazing): -be able to view inventory (items you have picked up) -Mouse over upgrades so you know what you are picking up -More of all of this **PLS**
I ended up playing more after I ended stream so I could see how far I could get and I had a killer run >:) it ended up bugging out I think because I had all the upgrades I couldnt drop down or move anymore xD
Well done all around though!
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I really loved this one I came back to it trying to get on the leaderboards but the highest I could get is 222 XD
Gameplay is great, theres a lot of really solid ideas that come together nicely with the ball mechanic, the different enemies, level gen, and even the crystals! The sounds and music was great and everything just fit well together
Here are some ideas if you plan on working on a post jam version! -**Telegraph the spider spawning** in for longer (these guys ruined so many of good runs and there was nothing I could do about it when they spawn directly beneath me). Maybe telegraph ghost spawning too, but they were less of an issue I think -I couldnt **throw ball below if Im standing on the block**. I didn't realized this until way later. It seemed like I couldnt throw the ball at random times and this is probably what was happening. Even if it doesnt seem like there's any reason for the player to throw the ball straight down while on a block, I don't think you should take that freedom away from the player. (Same with throwing in tiles to the side of you) -The **particles when you kill the enemies** felt a little out of place -The **brown blocks** on some of the chunks didn't **contrast** well against the background so they were easy to miss -**Start the player with the ball** so you dont need to pick it up at the start every time (or put it on the right side since there is always a path on the right side)
This is just a bunch of minor things, you guys made a really fun game and I hope you continue working on it!
Really well done all around! I love the minor touches like the birds and all the different character animations (she really is a charming character for being undead)! The game played great, the audio was great, the art was great, and the level design was great! Great team :P
All the mechanics introduced helped keep things fun and interesting and the level design made clever use of them. I also appreciate the different color options (add purple theme pls :D)
Time well spent on a awesome game 6FeetUnder3.png
Man I love this I really hope you work on it more, your world is full of charm! It remind me of my late nights playing GMOD with a bunch of randoms building awesome things xD
This types of games is really cool because they donāt just offer you gameplay, they offer an experience!
(first impressions don't count sometimes, **play a few more times if you are struggling or watch the tutorial, ITS WORTH IT because this is FUN**)
Second impressions: the mechanics are really clever. It was frustrating at first that I got stuck a couple times and I wanted to suggest being able to switch your tool and player position, but after the moment when the ocelot actually saved me, I don't even mind. It was my own fault I got stuck, and the ocelots being both friend and foe is dope AF. After dying a few times, figuring things out, and being PATIENT, I was able to get the gem! Very satisfying game, and you need to put a lot more thought into your actions than it seems on the surface
Suggestions: -I wish campfire area was a little larger so I can keep working on stuff at night -There's a lot of unique stuff in the mechanics that it isn't entirely intuitive. My only other suggestion is a couple smaller levels (maybe one for each tool) before the main part where you can explore the tools and interactions freely without having to worry about the ocelots or night cycle.
First Impression: gam is hard, wat i doing? halp. ono i got stuck D:
Closing thoughts: I don't really know if you plan on building on this, but I would definitely play more! The game was awesome, unique, and charming (ocelots were especially charming, Im glad you had to shoo them away instead of killing them!)
Edit: Here is the clip of ocelot saving me (Thanks for clipping Pancelor, I didn't even realized) https://www.youtube.com/watch?v=xEo8ZnI3d-I
Cool game I really like the low poly models and you did really well communicating attacks from enemies (both visually and audibly) and I think that's something a lot of games struggled with. I appreciate the enemy variation too and the level design!
I think the combat was the one part that could use more work to make it more engaging. Here some suggestions if you plan on working on this more: -Shield take up too much screen (i know a few others mentioned) -More character progression besides health upgrade. maybe a couple different abilities to unlock that allows the player mix up gameplay on their own terms (being able to dash multiple times and store charges would be cool) -more varied enemy AI. the enemies all feel unique and require different strategies, but it seems like they all use the same AI, but with different values for attack range, attack speed maybe, and when to move closer to the player. The way they stop completely makes the fights feel a little static
I liked the flat shaded low polys and the only problem I had there was parts where two planes are shaded the same color and there's no way to tell there's stairs, or a ramp without viewing at a different angle. Ambient occlusion or some subtle textures could help a lot there legendofgoblinhorde2.png
I think I got bugged out when I killed the last enemy and fell in the lava. It looked like it killed me (had the particle affect when you die) for a split second, but then I got the 5 health upgrade from finishing the level and then I was stuck in the lava with 5 health XD legendofgoblinhorde.png
This is a really good start I hope you keep working on it! The foundation is really solid and you accomplished a LOT for the jam.
Very cool game I want to eat that donut planet :yum: >:) Graphics were so good in this, definitely a highlight for me! The tutorial page had me worried that it was going to be complicated and it was going to be hard to remember what the different resources are, but once you get going its very clear with a simple and elegant UI. The game reminded me of a way more relaxing *Gods Will Be Watching* where you are trying to balance different resources, but you are actually given visuals for them xD
Music, sound, voice acting were all amazing and work great together (along with visuals) to create a fun, adventurous setting, and I liked reading all the text in the different articles. Seriously, everything you guys did here makes for a very unique universe that makes me want to explore more mysterious and delicious planets
Very charming game!
Really cool ideas and unique take on the theme! I like that it's 2 player but I wish I could have played with someone xD Really glad you added the AI too
here some of my suggestions if you plan on working on it more: -make cards in shop larger (just making each one larger when you hover over them could be effective) -Show the text of the cards in your hand (I think this might have been a choice for the 2 player mode). I think you could also just move the card upwards when you hover over it if you dont want to clutter the screen -Don't swap the cards around when playing against AI (I know for sure this was done for the 2 player mode xD) -I like the simple art style and colors, but the Player 1 and Mr AI text color is way too saturated/vibrant
(I read some of the comments about the zooming ideas, but I think just making them larger when you hover is one of the more practical solutions)
This would be an awesome game make a print and play PDF of to put on itch so people can play against each other IRL! If you change the Sabotage card wording a little bit, I think it could easily support more than 2 players and be a party game xD
Pretty fun! The art is simple but I like all the little things you did with the Eggo character with animations, dancing, blinking, and damage states. The humor was great and the bonk sounds xD
The controls were a little awkward (I would have preferred A/D or arrow keys to rotate left and right) but Eggo was really sensitive to the planets moving, using mouse does give you more control
Fun idea would be a planet with multiple Eggos haha
Fun game! You did really good with animations and effects. You can feel the strength of your character even without sounds as he breaks through blocks and gains speed. Love the color palette too!
I do get mild motion sickness when I gain speed and I THINK a big part of it is all the dots in the background. You might be able to sell the same effect of speed by reducing the number of dots and/or make them vertical lines instead. I'm not entirely sure if it is the dots causing it or not, but it might be something to try
I had a lot of fun playing this, I didnāt really have a lot of feedback in stream other than to hide the cards at the end of a battle and maybe display text in the center of the screen, and maybe hovering over the ship stats in the shop could also say what their effect is!
Awesome stuff I loved it!
The controls are feel really satisfying and responsive, I liked the jellyfish parts parts especially and the gradual shift to complete black gets a little terrifying (some appropriate music would have done wonders for the atmosphere). At one point I never saw the shark but he passed in front of the light of an angler fish so you could see his silhouette which adds to the terror factor :scream:
Solid compo entry!
I played this in my stream last night and I was laughing like an absolute maniac as I was crushing those lil green guys. Straight up one of the most satisfying enemies to kill xD
I like the plot twists that you think you reach the end of the game then gives you completely different gameplay with the puzzles that were surprisingly well thought out!
I played a little more today and realized my problem when I was streaming last night was that I was spam clicking a lot and for some reason that stops you from attacking. I was able to do a lot better today but there's a lot that needs to be communicated to the player:
-The attack range should be shown with a circle at least even if there's no sprite animation -I think the core is too similar color the enemies (unless there's narrative reasons for this) -The player hitbox seems inconsistent. When you move to the top of the platform, it looks like it collides with the players feet, but the enemies can kill you by touching the top of your sprite -The sound in the shop only plays on the right side it seems?
The graphics and sound is great and sets an awesome atmosphere and I can tell you have a lot of cool things planned with the locked symbols for the shop menu, controls, and the core in the middle of the platform. Get in touch with me after you make more progress and I would be more than happy to give more feedback if you are interested!
Awwww yeah I love cracking those lil dudes helmets open >:) Really fun, straightforward game, the art was great especially the characters SO CUTE <3 Only thing I would have liked to seen is a couple powerups or abilities as you progress. Good job in this entry!
Such a cool game! The drawing mechanic was a really awesome idea and the game gets hectic REAL fast.
The sounds are simple but so effective here, combined with the subtle screen shake it adds a lot of feedback to the player (and with it messing up your drawing sometimes, it becomes part of the mechanics too!). The music ehhhhhonestly 10/10 haha. I thought at first it was going to just keep looping the intro/tutorial music, but then it ramps up and immediately tells the player "you better be ready, because you aren't in kansas anymore guy" then towards the end it gets WAY dramatic and I loved it!
This kind of stressful games trying to manage a lot of things at once under a time pressure usually isn't my kind of game, but I REALLY want to finish it (I tried like 10 more times today and got so close a few times). There was one run where they kept popping up at the bottom right consecutively, and a couple times where I thought I was safe but he still got me, but for the most part it feels fair/balanced, just really hard! xD
If you catch me streaming again, stop by and I'll keep giving it a shot! Really solid entry especially for compo!
I loved the short story you have there and kinda the double take on the theme where you go deeper into the house but also deeper into the story with plot twists! The character was so cute (probably my favorite from the jam because she look kinda like my gf haha <3)!
This was a really good entry and i only have two suggestions if you guys plan on working on this more but other people have said same or similar stuff: -button to speed text when I accidentally click him again -just a change to cursor so I know if I can click on something or not (doesn't need to be highlighted or text sayingwhat it is imo)
graphics, story, mood, audio: omgosh so good thanks for sharing it to me! I ended up watching the last part on someone elses stream because I missed a bit of the end haha
Really fun game that has a lot of charm! You communicated a lot of information to the player while still keeping the UI simple. The sounds was cute and relaxing and fit well with the visuals. It was hard to find critiques when your friend Seebass had me play because a lot of things were done so good! I think the main thing was some of the UI not matching with the pixel art and more info could be displayed in regard to upgrades
Really cool game and ideas though. It's one of those short and sweet games that manages to be more memorable than some games you even spend hours on! well done!
So much good stuff here! The art, color palette and music worked together so well it felt like a classic already! The levels were simple and straightforward and did well to show off the main mechanics.
There were a couple buggy interactions (I think just with the bubble), but the character himself was really responsive to controls. OMG the animations though!!!! You packed so much expression into the lil guy with just a handful of frames on a character with only a handful of pixels with only a handful of colors haha
You already mentioned to me about post jam plans and other mechanics you have planned so I'll just drop a couple of my mechanic ideas: -Some kind of object that passively creates bubbles in later levels so you could have more bubbles in a scene xD The bubbles would move in the general direction that the object was pointing but would float upwards too. If the player (or maybe even a different) object is on the bubble, it starts to move downwards -bubble could block projectiles (but pops) so one level could be creating a bunch of bubbles in front of you as you move toward an enemy. Another level could be navigating upwards and using your bubble as a shield as you pass by!
(Was going to attach some images, but they took up a lot of space. Will get them to you later!)
@everedx I was about to play your game on stream and you left haha! I still played it for a while and had a lot of fun even though a little stressful for my taste xD I get overwhelmed with a lot of things happening at once, but I understand that's the point! The farthest I could get was I think 54 meters i big noob :P
The art and sound was fantastic and everything was communicated very clearly to the player and the lil dude himself was very easy to control too. All of this is really important in games like this and you guys nailed it!
-Really cool game! I love the sacred geometry style artwork and watching my little guys moving around. I think I spent more time with this entry than any others so far!
-I couldn't figure out what some of the stuff did (mostly sensitivity, strength, endurance, and the large button). It also seemed like like my dudes weren't interacting with the AI ones (Im guessing there was combat that didn't make it in and thats what some of the stats were for?). -I had a couple units get stuck (I had some with 200 speed and they all got stuck instantly), and sometimes they would go in circles especially at the edge of a map, but I only started noticing frame rate dropping after I had something like 80+ units (web version), but it was still very playable so good job with the optimizing!
There's so much potential with this I hope you guys build on it more. It was seriously fun! ant.png
You submitted to my stream but left before I played it! I had a lot of fun with this! I think you did well tutorializing a lot of parts without telling the player directly like the dash attack to get through, the blue jump pad, and when you enter the heart boss fight, you start with the dash attack to damage him.
Overall a really solid entry with interesting and funny ideas!
Really cool ideas here! The main mechanic is an awesome idea and I like that you flash the blocks before they delete and stop the character for a fraction of a second. It helps so you can plan your next move easier!
I think you have an awesome game here with a bit more polish
I made it to the top too! I don't know if there's some kind of meaning behind it, but I like the secret xD
Thanks for bringing to my stream! I had fun with this but I wanted to end up with silver hair and she friendzone me! Why does everyone i meet reject me D': haha jk This was some cool ideas in here I like how you had to go to different areas to kinda explore and the sound effects with the hearts and text. Some dynamic music based on how many hearts you have with your date would have been awesome!
Well done using simple graphics to evoke strong emotions! The voice was excellent and added to the feeling along with the characters expressions and the memories after the chase part.
Big hugs to you too, and thanks for stopping by my stream, I'm glad you shared this with me!
This was such a interesting one! At first I thought it was just going to be a relaxing game and not really skill based since the upgrades allow you to go farther each time but you really need to pick your paths and it gets going quick after a couple speed upgrades! The added trial mode after you finish is a nice addition that adds more replay value and skill based gameplay by trying to beat your time (or others)
The art and music/sounds set a calming mood and the gameplay was engaging. Everything was really clear what the player needed to do without instruction and the upgrades seemed well balanced. There was a lot of care put into small details like returning back to the surface + the rising sound effect, the plant and flowers growing, and the different environments. Very well done!
I had a lot of fun with this one, I'm glad I didn't have any of the same issues as other people xD I had no idea what I was going into because there were no screenshots, you start the game and you're just a dude walking down the street, then the music hits you so hard it was so funny to me and the cop exploding when you beat him omg
Really clever stuff in this game it reminded me of trying to catch the bun in mario 64 the sneaky guys I just went through it a second time because I was only able to find 1 babby bunny, but I just had an idea about how to get so I gonna give it a 3rd try later haha >:)
Very chill, relaxing game! Art is great and goes great with the music and sound effects (I love that water effect too!) The save icon communicates well what it is and the blinking encourages the player to go towards it, but I think there should be a visual effect that it did indeed save the players progress either a particle effect or even a color change. Some bubbles would be so cute at the end of the submarine too *o*
+points for jellies I love jellies <3!
The sub is really fun to control, there's been a handful of sub submissions but I really like how yours feels to move, and the minor angle change when you move up or down helps a lot with the feeling
Good job all around!
This is an amazing entry! There's so much polish in almost every aspect. The voice acting really sells the mood (the enthusiasm and corporate level of emotional detachment give me Cave Johnson vibes from Portal 2). I liked the idea for the scanner that it also makes the bombs explode. Using it is a double edged sword and you're forced to run sometimes. I agree with one of the other users though that the main mechanic is a little lacking, but I really hope your team plans on developing this further
There's a lot here I think you did really well! The story intro at the start and making it easy to skip if you wanted is great and I respect that scene transition hella :sunglasses:
When I first started I thought it was just a nova type attack that's reskinned, but there's a few things you did well to sell it as a unique mechanic: The sprite animation of him stabbing, the slowdown after you use it and the limping, the damage it deals to yourself, The sounds (stabbing sound and the guy getting hurt), and spewing more blood when you are lower health
The last one is subtle, but I think it's a great design choice that adds more to your risk/reward system and fits well with the mechanic. It also helps out new players and could create more tension in fights where you are fighting strong enemies for a long time with low health (if there were some stronger guys)
Here some suggestions if you are gonna keep working on it: -more enemy variety! The floating dudes that shoot lasers are awesome! -goblins should telegraph their attacks! The floating dudes telegraph really well! -More Challenge (a little easier for jams is usually better though xD)! I think this ties in with the other two things -Communicate what the powerups do. I don't mind having to discover what they do, but their effect should be clear after using it. The red one is clear because its visually represented, the green one just changes your health bar in a single frame and it's easy to miss when your focus is on the enemies, and the yellow one I didn't even notice the particles from it the first few times -Keep the player hurt sounds without words. Even though you have multiple sounds for getting hurt, the one with words really stands out among the grunts. I think words could work well when the player uses a powerup or dies though!
You are on the right track to a really cool game with a bit more polish, keep it up!
The time slow upgrade is really satisfying to use in short bursts and killing multiple enemies at once with your sword :P I spent a while with this one and killed that big dude at the end it was really fun!
Here are some suggestions if you plan on working this more: -Room scale: I think the rooms are too large and open -Room variation: it seemed like it was just a few rooms that was looping but with more enemies spawning each time. I was really surprised by the big guy because of this! -The particle affect on the sword limits the players view sometimes too much
Great job overall the music made it really easy to just chill and enjoy murdering a bunch of angry red guys!
Well I don't need to tell you how long I spent on your game, you saw first hand! haha Seriously this game is addicting, well done! Sounds were great, music was great, gameplay was great! I really don't play these types of games, but with each run I was showing noticeable improvement. I can see where a couple people are coming from about the visual language, but after playing a couple times I think it all becomes clear pretty quickly
Here were a couple suggestions I dropped in stream that you liked: -some slanted rails! nice! -fake phone call duration is based on speed (or distance) so its not so punishing while moving slowly
Thanks for sharing this with me on my stream, you *know* I had fun with this one xD SurfaceLevel2.png
Good start! I have a lot of suggestions and I hope it doesn't seem too harsh
-Being able to to look around felt nice, but also not really necessary when you are on a track that only moves forward. -Ducking limits your vision way too much. The player shouldn't ever be blind in these type of reaction games. I think an option is maybe if the character leans forward and peers over the front of the cart (You can do this fairly easy in unity by creating two empty gameobjects for the normal and leaning position and use Vector3.Lerp() to move the player between them). Another option is if the perspective was 3rd person -The player shouldn't be allowed to move off the tracks to the left or right (unless you planned on adding more tracks as you progress maybe) -Sometimes hazards spawn too close to you at the start
I think the rest of my suggestions has to do with polishing the game up, but I mostly wanted to focus on design choices. I hope you continue your journey with game dev (it gets a lot easier)!
This game is honestly really good! The graphics could use some work, but it actually fits well with the audio and humor. I wish the pile of dynomites at the end had more use, I was ready to blow stuff up >:)
Great work, I would definitely play more of this with more levels + challenges!
If anyone is having problems with movement, unplug your controller if you have one
Really cool game you have here! The sounds, graphics, and gameplay complement each other to create a strong, dark atmosphere. The color aberration and light/shadows are nice touches
Some suggestions if you plan on developing this further: The shotgun feels so strong it would be cool if it knocked you back and you could use that to navigate through levels along with the wall jumping. + A short death animation before the game over screen
I try to give some criticisms too, but you guys really nailed it! The only thing that stood out to me was the text at the game over screen is touching the top of the screen (could have to do with my widescreen monitor) and in one room I was able to stand on a wall but these are both minor
I like the core gameplay here it's a pretty cool idea! The sound effects and art worked well together with the overall gameplay. Here some suggestions if you plan on working on this more!
-Ball shouldn't reset after hitting a wall, rebound shots are satisfying and the time mechanic it uses currently can already feel unforgiving at times -The red ball blinking in the first level just feels unfair with how quick it also moves. I think introduce a slower (slower than the blue one even) enemy that blinks, and the player can use his attack to keep track of it with the light it provides. I haven't gotten to the third level yet, but the blinking doesn't provide a gameplay change in the sand level where everything is brighter so I would keep this enemy just for the first level. -Reduce the speed of the red ball. Even when you have clear sight of it, a lot of times you just don't have time to react, especially when its coming from above or below, where the camera doesn't show as far. Another option is to just zoom the camera out more -Reduce size of health icons in the top left. They cover a lot of the screen in a game where you want to be able to react quickly -The dash counter doesn't line up consistently when you maximize -When the character is moving, it seems there's only 1 feather on her hat, but the health icon shows 2, when she gets hit and also in the title menu there's 2 xD -Clicking the play button is weird in fullscreen mode (might be because I have a ultrawide monitor but idk)
I hope this didn't come off as nitpicking, @polkoii gave me pretty thorough feedback and I wanted to return the favor!
The game is really fun, just feels a little unfair right now. I hope you guys keep working on it because it's already solid in it's current state, mostly just needs some balancing!
The blackholes was SO COOL. Gameplay was solid although some of it is RNG based I also liked the different resources you need to manage, but I wish they were closer together, not in the 4 corners. Great job on your game!
The physics definitely need more work, but I had a lot of fun playing! I appreciate all the details you added to your game like particle effects, animated UI, car options (great job with the car models), and nitrous. I wish there was a timer too!
Here's my attempt to speedrun it haha https://www.youtube.com/watch?v=9k5Ji2QjgbM
ps: sorry about my stream problems the first day, I ended up spending a lot of time playing last night to make up for it :P Hope to see you around, I look forward to seeing your progress!
Really nice atmosphere and colors, the style is so cool! I was still unable to read signs though. Gonna try the windows version when I get home and maybe I'll have better luck. Looking forward to seeing more of the project! I like that you have a little options menu too, not many entries have that. I think the problem with the toolbar that people are having is that they were trying to click on the toolbar directly instead of using the number keys (like me xD). I think having little numbers below or inside the box would help with that a lot without having to code mouse input
**Edit:** Here's my creations! (I had to crop together 3 images) Deem-06.png
This was a really amazing experience. The visuals were straight up stunning, controls and puzzles were intuitive (The only one I had a problem with was the first one where it says you go to sleep with the teddy bear and you have to knock down the shelf I think?), and I like the message you are conveying through the gameplay! The art style gives me SUPERHOT + Mirror's edge vibes with the colors + Limbo with the fog and volumetric lighting. I'm seriously in love with it haha
Well done all around!
I had a lot of fun with this one, the shrinking mechanic was used cleverly to make challenging and interesting puzzles, the graphics and music set a really good tone and the intro text make me really interested and curious about the story! I hope to see more of it!
On stream, one of my suggestions was to increase the double jump height, but I think for the tone you are setting I think it would actually be more appropriate to remove the double jumping. The character is really responsive and easy to control, but almost feels like a character in an arcade game. It feels good to control him, just a little out of place!
It's cool that you added the orbs and timer for challenge runs, it's a great way to add more replayability (I could not find a couple of those hekkin orbs xD)
Great game, looking forward to more!
Pretty easy game, I got through each level on my first try! haha jokes aside, it was really fun playing this! I know you said in my stream that you tightened things up/made things a little easier, but it was a solid challenge and I didnt feel like I was really screwed over by anything (except maybe the large hitbox on the damaging projectiles :P)
I'm glad you also had controller support, I always prefer playing with controller, but there was that one part I was stuck on with the oil guy and the moment I switched to my keyboard I barely had any problems with that part (could just be a problem with my controller idk!) If I had to suggest one thing, it would be letting your lil dude wiggle out of petrification with the shoulder buttons because it felt a little awkward on the D-pad
Music/Sound: straight up dope AF it was so good
Great work all around! It was really difficult, but that's what makes it so satisfying to get to the end >:)
I was really nervous playing this one on stream having to read and all xD and then at the end it plays my voice back to me omgosh I never even hear a recording of myself it felt like a direct attack on me haha
I really had fun though! it's such a unique take on the theme, it really stands out with the mechanic, but is also supported well with the sounds, humor, and even the graphics adds to it. The black circle for the mouth is hilarious and I wouldn't have it any other way >:)
Well done secretjuice! PS: You definitely have the voice to replace Chad "Hotshot" McGuffin :P
Nice jam entry and first game too! A lot of people have already given the feedback I would point out, so I'll just say I appreciate the visual indicators of the powerups and sound effects! I've seen a couple games that reward powerups, but don't communicate their effect well (especially if they are subtle) And I like that you keep the high score visible too so the player knows what they are trying to beat
Great start, keep it up!
Really fun game, it was a cool idea using slow motion for attacking the targets and I especially like the combo system you have for rewarding precise gameplay and scoring more points. (The increasing pitch sound for hitting consecutive targets make it increasingly satisfying :P)
Here are the suggestions I gave on stream (that I remember): -Different color/shade for the parts where you are slow motion (I die a couple times while Im holding left or right and then I go back to normal speed and hit the wall xD) -Boxes were a cool idea, but I think they should also reward points based on your combo multiplier (also the points you get from distance maybe) -slow down the music during the slow motion too might be cool, I think I would have to see it in effect to decide haha -The moving spiky guys felt a little unfair sometimes. Giving them a few different presets could help with this, or if you could slow/speed up your guy with w and s
Good job with this, it's simple but addicting! deeper-4.png
I think this is the one I look forward to the most for post jam release! It's so fun navigating around with the rappeling ropes and the gun and the style is beautiful! I think I gave a lot of feedback on stream, so Im going to focus on things I think I didn't mention or things I noticed going back into it today:
Sound: I was probably too distracted playing it the first time, but I didn't even realized there was no sound! There's so many opportunities for sound design to give satisfying feedback to the player, but the main one I'm thinking of is when you attach to the next hook (since it means the player successfully made it farther, the sound would quickly give that pavlovian response where the player looks forward to it and feels more rewarded each time).
Checkpoints: I'm glad you had checkpoints, but I wish there was a visual indicator!
Gun: The gun is awesome and feels powerful to use. The screen flash effect is very subtle and I didn't notice it at first, but really adds to it. Along with the tutorial area, a charging up sound for the gun will go a long way in telling the player that you can click and hold. Another idea for gun to communicate to player that you charge it up is make it sound you have to click and hold it for a fraction of a second to be able to even fire it once with a power up and power down sound (think miniguns in various games, but quick charge up and only single shots). It would make it seem more powerful, but also less responsive so just a thought!
You can count on me buying on steam when it's released, I'm interested in seeing what you guys do with this!
Really awesome game! I know there's a lot that goes into making such a polished platformer alone, but there's a lot that's communicated well to the player with other aspects too! Example: I didn't realized you could jump on enemies, but the long floating flat guys were made to look like a platform to encourage jumping on them. There's a lot of subtle things in here that subtly teaches the player even without text in some cases!
There were some really minor platforming things that felt a little weird, but others have covered that in their comments.
Love the style, animation, tutorialization, and gameplay overall! It's really cool that you also added additional level challenges after you beat it!
Fun game, short and sweet and does well to tell it's story in such a short amount of time. Being able to see the mermaid at the end of the screen is a really nice touch! I love the art style especially in the start menu and the end scene! Sorry about losing your code, you guys did great and I would have loved to see what more you had in store for us! Like others have said, I wish I could rate on graphics, humor and audio!
If opting out was a mistake, you might be able to get this fixed by contacting Mike Kasprzak here: https://twitter.com/mikekasprzak
I wish you stuck around in the stream, I had a ton of fun with this! You had a lot of really good design decisions that really made this stand out for me and I love the bubble particle effects from your sub and the treasures
I ran into an issue towards the end where I couldnāt upgrade my pressure glass past level 3 (I had the gold for it) and when I died I lost my upgrades except the glass, which stayed at level 3
Really fun game though, well done!
Fun game, cool steampunk vibes and refreshing to see a co-op game! I loved the Tea Time idea too!
In addition to the Y key being a little awkward, the only other problem I had was on the main menu, the buttons were basically off the screen (probably because I have a wide monitor 21:9). The text wasn't visible, but I could still click the top of the buttons and play!
Man I LOVED this one, you got some pretty cool puzzles going on with the levels, I like the addition of the sandbox levels at the end (you better believe I kept closing them in slowly with barricades and killed all of them with a single cannon xD)
This mechanic isn't explained as far as I could tell, but it seems the people kinda have an aggression level based on if they see you murder other dudes (and maybe some other things). It seemed like this was separate from the tyranny level, but let me know if I'm wrong xD It's subtle, but it really adds to the challenge of the puzzles and how you think about solving them
The game could definitely use more polish, but honestly I would play 100 more levels of this as it is. It's seriously awesome and I hope you plan on expanding it!
so f***in cool guy are u kidding me? seriously well done. You better believe I got back to it and earned my $10 gift card >:)
here's a couple really minor things i noticed (i mentioned a couple in the stream) -cant push boxes forward (I thought it had to do with those gray walls with particles when I played the first time, but I now that I think about it I dont think thats the case) -player should be able to rotate in place like the commenter above said -if you press z immediately after a move, you don't grab the box. I think it would feel more responsive if you could keep holding z and move any number of tiles and grab a box in front of you automatically.
This game really awesome though, we need more levels xD link me when you release it I will buy guaranteed
**BOLD** choice for controls but you get used to it pretty fast and the game is really fun! The humor is great and you killed it with the music.
The main problem I had was sticking on the ceiling while jumping and even the walls sometimes. With that fixed and a little more polish I'd *hella* play more of this
I think sticking on the ceiling was the wrong wording. I meant more that your character experiences a lot of friction on the ceiling so it slows your momentum a lot. Im guessing that's what the other guy meant too xD
@voxel-forest Thank you! With the simple mechanics of the game, I was able to focus more time on the atmosphere than I usually do and I'm so happy with how it turned out
@train27 Chillin' and Drillin'! I like that xD Thank you for all the input! The health part is the only thing that really changed from my original design plans and I knew it was still going to be less clear than other mechanics (that's why I ended up using a jarring damage sound that probably feels a little out of place haha). With that said, I updated the pages to explain some of the mechanics better. I was just too sleepy last night haha
The music is just something I came across on Adobe Stock: https://stock.adobe.com/search/audio?k=331832405
@pancelor Thanks for all the input! I plan on doing a post-mortem this week explaining some of my design choices, but I'll try to answer all your questions here too. Good job getting all the artifacts btw! No one else has commented about the ending yet so I don't think a lot of people are making it that far xD
Onto design choices: **Digging upward**: if you didn't keep backtracking in mind as you descended, you could easily get stuck trying to make your way back. Also I haven't played Motherload in years so I forgot you couldn't even dig upwards haha. I also wanted to kinda have a fresh mind when I started working on this. I think when you are using another game as inspiration, it's easy to just make an unoriginal clone and I wanted to do something different. I have a couple ideas for making it so you can't get stuck, but I think overall I still want the player to be able to dig upwards. (probably not while you are over max capacity like it currently is right now)
**Moving through tunnels uses the same amount of fuel**: I plan on making it use less fuel when I start doing updates. Right now fuel is stored as an int and it was just easier than changing it to use a float to make moving each tile use less than 1 fuel. I definitely still want moving through tunnels to cost fuel though
**Upgrading drill**: you can easily finish the game without upgrading your drill or hull, but both can help a lot depending on your playstyle. The drill will definitely be more worth the purchase in the future (level gen isn't really where I want it to be in its current state). The hull upgrade probably won't be changed, but it's nice to have to be able to make long tunnels for faster travel and will work well with the reduced fuel cost
Bug: **Moving Upward doesn't deal damage**: ~~Moving to the surface from any distance doesn't damage you, but that doesn't seem to be your problem. I haven't been able to reproduce taking no damage when moving upwards into another block thoughļ¼ :shrug:~~ I misunderstood what you meant! I thought the vertical part was the problem but it was the horizontal one! I found the issue and I'm working on the update now
Thanks for playing! It didn't come off as negative, I definitely have a little bit more work to do on it, but everyone's feedback is what will shape the updates so I appreciate all the comments xD
@ everyone: Thanks for playing and all the comments/feedback
@squidly Thanks for playing my game on stream! It was awesome finally watching someone play it <3! I'm looking into some of my options, but I think I'm going for a steam release. Open to hearing arguments for posting on Newgrounds instead though if you have objections
@fupi Fun fact: One of the first things I programmed was the head bobbing and blinking for Beepo :P I for sure need to update the instructions page again though xD it's hard to find a good balance
@teenythanos @lordsylvestrion This was my first game jam and I was really nervous coming into it, but I got into a good rhythm and this turned out way better than I could have expected (this is probably the most complete game I've made haha)!
@gazal @shin0nome @bauke-regnerus Glad you guys like it! I was able to finish most of the game mechanics on Saturday so most of Sunday was spent on polish, the ending, and the random (but still important) drums + meditation tree
@skoobydoo Thanks for playing! I definitely wasn't very original with the theme itself, but I tried taking other things in a different direction xD
The depth at the top is just your distance from the surface. It doesn't take your tunnels into account and moving left and right also consumes fuel. It sounds like maybe you weren't taking horizontal movement into account but I also just did bug fixes today so I could have introduced more bugs haha! Gotta go to bed, but I'll look into it more tomorrow!
Also, I was doing stuff on and off while DragonTheoryGames was streaming your game so I missed out but he seemed like he was having a lot of fun on yours! I'll be streaming a lot tomorrow if you want me to stream yours. I'll be playing/rating/commenting it for sure either way!
@polkoii Thanks for playing my game and giving all these suggestions! I really appreciate these kinds of comments that try to find improvements and give the developers different ideas to think about ⤠I already plan to address a lot of these issues in a post jam update/commercial release, but I'll respond to each part here individually in case you're interested!
**WASD + Arrow Keys**: you can already use both at the same time! It wasn't really by design, I was just trying to give a couple different options for controls but I watched a streamer go through it pretty quickly with the double input strategy xD. I also plan on having an "Auto Drill" upgrade so you can hold the keys down late game and clear paths pretty quick, but this will probably just be in the commercial release, not the post jam version
**Fuel/Money gets scarce**: The resources you can get after you upgrade the drill don't reward a lot of gold so the drill upgrade isn't worth it in this version. I plan on spawning in more ores and increasing their reward and I think that will help solve the money issue. I might also make fuel cheaper, but I need to see where it fits with my other updates!
**Revive**: I plan on making 4 worlds and having them a lot larger so completely resetting all of the players progress would be REALLY punishing. I still plan on resetting their upgrades and any gold they were carrying, but they can retrieve their previous body to get most of their previous net worth back (kinda like dark souls, but their body will persist even through multiple deaths so they always have a chance to get it back). There's also gonna be a simple bank system where you can store your gold so that it's not lost on death and also frees up more space for your next run
**Using Fuel on Surface**: This was my biggest failure in making my game D': One of my main design goals was to make the surface feel like an inviting, safe place to just chill, but using fuel (and especially dying because you have none) on the surface seems like a huge betrayal to that design goal. I also noticed a couple streamers dove down immediately after realizing they were using fuel and never got a chance to see the Meditation Tree I spent too long on xD
Thanks for coming to my TED talk! Let me know if you have any other ideas! :D
Relaxing game love the colors, character, and blocks especially I like the vague story that you're this character in space on a pillar of rocks. It makes me want to know more about Ella. I hope you plan to expand on this!
The only issue I had was the text on the left being too small
(also: how the luck works?)
Awesome game and gets challenging! The gecko is really fun to control and there's a pretty good amount of content in here too. I think this is the most balanced entry I've seen in terms of quality of gameplay, audio, art, and overall polish. Well done to your team!
Challenging game with simple mechanics. Had a ton of fun playing and trying to get to the secret at the end but I just couldnt make it up there xD
Yo the movement in this was SLICK. it took me a while (and a little bit of asking in stream) to realize there was a double jump and that you had to charge it, but it opens up a lot of possibilities. The characters art is charming; the greek style clothing of the bugs was an interesting choice, but adds so much to the atmosphere and style of the game.
A couple suggestions -I think there's a lot of opportunities to use the the flying mechanics like hoops or races to test your flying skills. (it wouldn't fit in its current narrative, but if there's plans to expand your game I think it would be really fun!) One of my favorite things was trying to fly through the bushes to recharge my stamina and double jump so I can keep flying -Make it so you recharge a lil faster when you are landed. The long recharge time doesn't add to challenge, just makes you wait longer. -Camera works really well for flying around, but could use some work when the camera is close to you from jumping around and turning
Yoooo dope game that cinematic @ the beginning is absolutely bonkers as heck It controls a little difficult, but I think with more practice it isn't an issue. I could see myself improving already in just the short amount of time I played. I'm for sure coming back to this to collect T-A-B-L-E at the very least >:)
Great work you guys!
You had me sold from the start with that description haha Gameplay is great, I love the variety of weapons and the fact that you show the recipe combinations you have already used so its easy to try out different combinations/weapons
the sounds are really silly, but it fits the aesthetic and overall wackiness of your game. Well done!
I usually don't share my ratings, but this is def one of my favorites! **Overall: (5)** Great game, tons of polish, challenging, but fair **Fun: (5)** You bet it was fun, the puzzles were great! **Innovation: (4.5)** I've seen a couple similar games where you are making these paths, but the barrels present a unique challenge along with having to get 2 animals with each character (which also fits the story perfectly) **Theme: (2.5)** I would have liked to see "Unstable" as part of the gameplay instead of just the lore for the sake of rating this category, but the game was perfect without trying to force in unstable gameplay elements **Humor: (3.5)** I don't think it was a specifically humorous, but it was still silly being able to click on the animals/people to get them to make a sound. The red guy was my favorite! **Mood: (5)** I usually rate this one for audio/graphical/tone consistency and everything fits together great
Some suggestions: - The last guy you pick up stays on top (like you have already mentioned) - Be able to cross over the end of another path - Be able to drag the path back inside the guy (I realized you can actually just click on the guys to completely restart the path too oops! That woulda helped me a bit haha) - The magenta is a little harsh against the green background, I think blue could have worked better - fullscreen button - hide the ui on the sides with a pause menu so the game can be played larger
Had a lot of fun with this! All of the info is communicated very clearly and concisely. It's easy to get information overload in these types of games, but I was able to get right into it without any instructions. Well done to your team!
Really fun game but once it picks up speed, it REALLY picks up speed haha I think a more gradual increase and some number popups for the stabilization could help the player familiarize himself with the stabilization mechanic
another thing I had an issue with is that sometimes I would rotate too many times because if you hold the key for a split second, it rotates a bunch
Overall cool game and unique twist on the tetris/matching games
unreactor.png
awww why you skipped out on humor? maybe so others would have a chance? haha great job man this was really fun, funny, challenging, innovative + a bunch of other adjectives! It's clever that just by changing the direction that the dynamite is thrown, you present a completely different challenge
I'm a little late commenting, but I made sure to rate on time! I really enjoyed this game and the chill vibes <3 The art, music, and gameplay came together great and I love that your cat gets randomized each time xD
The only problem I had with it is the same as some others have said where you sometimes just have to hope for the best with your shots. It also took me a while to realize that the speed you jump out of the blue objects is based on the distance between your mouse and you (I think. sometimes I would aim really far away and I wouldn't jump out that fast or sometimes I would shoot out pretty fast when I'm not aimed that far away)
Here's some ideas I had to increase player agency (I probably wouldn't do all of these ideas together): - Increase the hitbox size of the blue guys. Sometimes I felt like I should have hit them but didn't - Give the blue guys a small gravitational field that just pulls the player - Give the player a gravitational field that they can activate with right click to pull blue and red guys - Give player really weak thrusters (click and hold while not in an object) - Give player multiple jumps when they exit a blue guy OR give jumping a timer (even if its like 10 sec) - Instead of clicking farther away to increase jump speed maybe click and hold to charge up so the play can jump farther even when the camera is zoomed in - When you jump at the start, set the velocity instead of adding a force so its easier to know which way you are going to move
Ideas so jumping between objects quickly isn't the main strategy: - Blue guys explode (die) when you jump out of them - Blue guys knock the others away when you jump out of them - If two objects hit each other, they get pushed away from each other quickly
Misc Ideas: - A yellow object that gets destroyed instantly when you touch it, but boosts you in the direction you are already moving - a purple object that that acts like a blue object but spits you out in a random direction if you dont jump fast enough (kinda like a red and blue object combined) - A powerup that duplicates you could be funny xD - A Green object that lets you use the thrusters mentioned earlier but has limited fuel - I don't know if the different shapes do different things, but that could be a cool idea that some of them shoot you out faster (the round blue one stands out because it glows so maybe this one could boost you more)
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22.92m LETS GOOOO haha had a lot of fun with this! Would be cool to be able to spend your money to rerandomize your options or some other ways to spend your money
The sound effects were great too!
The art style is so clean and charming and I love the game idea!
I REALLY wanted to be able to finish the game, but there were a couple times I got really unlucky D:
Here's some minor suggestions I have in case you plan on working on this project more: -if player dies, let them restart the level instead of restarting them to beginning of game -change the visual slightly for when you are choosing what dice to keep. I kept messing up because sometimes I was thinking I was picking which dice to reroll. I think moving the dice a little bit or putting a label over the ones you click that says "keep" could help with that -The rng can feel really punishing, so maybe numbers could be fudged a little bit to give you a slight luck advantage -I didn't even think of this one, but someone else suggested a 5 dice mode and I think that would be AWESOME too!
The most original entry I've seen yet! I love the take on the theme and this was done really well! The only improvement I can think of is a short delay + notification after it does the replay because there were a couple times I wasn't ready for the next segment xD
I'm glad I stuck around to the end and figured it out, it was really cool! it's fun trying to come up with different strategies and coming to understand the mechanics <3
The art was AWESOME I love Chaos Kitty even if he's a lil mean xD
I think the rng is mostly fine, but I wish that you never lost progress with your upgrades. One idea is to set their fortune equal to what they spent last round if they have less this time
Example (since I don't think I'm explaining it well haha): Player spends 5 fortune on the staff upgrade and then loses and only has 1 fortune this time. I think just set their fortune back to 5 so they don't lose progress and can try a different strategy
I think the only other suggestion I had was making the orbs have more contrast from their unpowered state. sometimes it was hard to tell which ones was on. And also able to fast forward the rolling animation on the chaos kitty's belly
I love the colors you have going on here, where the bright colors draw your attention, even more so against they gray environment. The fog/condensation was a nice touch on the mask! One of my suggestions for that was if the fog transparency pulses in sync with the breathing you said you had planned. I also wish there was a secret @ the top of that ladder xD. I'm also a sucker for sad story + endings! Good stuff all around
I had a lot of fun with this, although I REALLY wanted to get the unstable turret but I don't think there was any chance of me getting it xD
I think the gameplay loop is great in its current state, I would love to see a post jam version with more polish, balance changes and some more content like different structures to build!
Great game and variety of levels! The characters were charming (especially the lil pink dudes with their different outfits :D) and it felt like a polished game. The music+ sound effects fit really nicely with the art style and gameplay. I didn't notice this when I played on stream, but its pretty awesome that you can kill the enemies by dropping blocks on their head! Makes me wonder about what other interactions I might have missed
Suggestions: -I think the camera in the updated version moves too fast and the camera feels jerky. If think slowing down the transition will help would be a good middle ground between the 2 versions. -enemies are too small for how fast the player moves. Sometimes it was hard to jump on them
I had a lot of fun with this! It's simple and straight to the point, challenging without being frustrating, and so cute! The extra bit of polish with scene transitions, animated tiles, and particles when you finish levels adds more charm to an already awesome game, well done!
Great work on the game, the models were awesome, the idea was solid and with a little more work, this could be really fun!
here some of my suggestions: - color code the utilities so you know what goes where immediately - movement and camera aiming slid too much - keep track of the players high score so they have something to work towards in their next runs
Man this was tough but I enjoyed every second of it!
My one suggestion on stream was to make the timing of the lasers the same every time you start the player, but you mentioned that it does restart the timing every time you respawn and it allows the player to pick the timing they want which I think it just as viable!
Really solid game, I would have kept playing even if there were 100 more levels xD
Dope game Pomo! Nice music pick too haha I'm glad you got a game in even though I'm pretty sure you said you werent gonna do one xD only suggestion I have is some on screen controls (mostly for rotating the blocks I think, but maybe the other controls too)
Something like this, but off to the side, smaller and cleaner :P controls.png
The leaderboards are a great addition to the game to add replayability trying to beat high scores and I love the name too!
I really loved the concept here of getting stronger actually adds more challenge! I think it's really clever that the crystals boost your abilities, but present even more danger by making you unstable because it allows calmer spots where you don't need to worry overloading when you aren't by them (even though I was in panic mode and kept spamming my abilities anyway xD)
The arts was all really good! I especially enjoyed the terrarium style spell icons and the cel shaded game world. The health potion icon felt a little out of place visually, but was still really cute!
some of my ideas if you guys have plans on working on this more: -I didn't know what the beams were doing at first (probs my fault because I dont remember reading the page oops!) I think it just having some text pop up when a crystal first latches onto you that says "super charged" or "overloaded!" or something similar could help and makes your character glow blue or something. Then the glow starts becoming red as you become more unstable until it finally damages you and resets back to the blue color. I think having that color change could help communicate it better while also keeping the players eyes more focused on the action instead of the UI since the beams take up a large portion of the screen.
-maybe healing can be its own spell that you start with that charges very slowly and has only a minor drawback if it becomes unstable, such as healing nearby enemies
-I don't know what happens if one of your abilities is already maxed and a beam connects to you, but if it damages you one solution could be that the beam also increases the max capacity so you dont get damaged immediately or just give it a short time buffer so it doesn't damage you within 1 second of connecting. (I don't know how it works because I kept spamming my spells, and I'm @ work so I'll have to test later :D)
-Boss was a lil too easy I killed him before I even got a good look! Having him teleport around and use more elements could make the fight more interesting, even if the projectiles were just different colors to make it seem like hes using different attacks for the jam version haha
Great work you guys!
Great game man! I think it has one of those "easy to learn, hard to master" mechanics that's fun to get better at. The ball always moved exactly how I expected it to and if I died it was my own gosh dang impatient self's fault for going too fast haha
Only suggestions I have: - the animation for completing the level and the animation for teleporting are too slow - add more levels, I wanna play more! :D The long parts where you drift around a curve were my favourite xD
Awesome characters, great gameplay, funny setting! The animations on the characters was on point (especially the skeleton and the pizza guy). I had a ton of fun going through this, the character is really satisfying to control and the ledge grab is a great addition to save the player from so many falls xD
only have a couple suggestions! -The 2nd watermelon really is easy to miss because the floor is also greenish -i got stuck towards the end when I fell down the volcano and got stuck on some colliders, but luckily I was able to dash out after a couple minutes of maneuvering :D
this one was def one of my favorites! Very polished, and fun I really liked that there were several ways to approach each level too :D
SO GOOD!
Simple but challenging gameplay! I wish there was a timer that kept track of your run :D The tiles could use some work to fit together a little better, but the overall art style is great, I especially love the title screen arts!
Crazy story and awesome choice of using a staple as a jump pad haha The voice acting lines were great!
I wasn't able to make it too far because of a couple bugs, but I still had a lot of fun with this. I really wanted to get that movement speed ability but when I finally had enough, the price increased D:!
I think with your current setup, you could go from a tactics style movement to something more like a roguelike since you only have "move" and "attack". you could use WASD to move and if you move into an enemy, it attacks them.
With the current tactics style movement, it would have been easier if you could select your abilities with keyboard too: [1] Select Move [2] Select Attack [Space] End Turn (could also be cool if it ends your turn automatically if you have already moved and attacked)
This game was hilarious! The interactions with the mouth were clever and the physics felt fair, even if it was really difficult xD
The objects and background really helps sell the setting, I feel like I'm really back in elementary school eating gum, sticks, and glue again!
Yooooo DOPE game I love the weapon variety! Those instadeaths from blocks falling in front of me was ouchies, but I could also blame myself for not sticking to the edges. Gameplay feels responsive as heck, artwork is amazing, what more to say? great your guys!
@romfactory Thanks for play! Some of the objects you can even wear as masks/hats if you drag them on your head! The battery is actually part of the itch page banner. There's no battery in game but that's an awesome idea!
@jefvel What's a wacky physics game without a bit of prop surfing xD The phone bug wasn't intended, but a lot of people have been exploiting its use and we don't mind at all. We'll just call it a feature!
@polkoii I'm glad you enjoyed it! The ghost was DEFINITELY based on real ghosts xD Yeeting stuff by using 2 objects wasn't intended, but it certainly wasn't UNintended if that makes sense haha The conversation stuff could def use a bit of work (especially for the second level where you can't stay in the area while on the platform), but I'm happy you appreciate our silly humor <3
Really fun, chaotic game. I like that you can kinda choose your own difficulty by choosing how many monsters to look after.
A couple suggestions: -allow partial repairs -make it so you can click and drag from the "prepare food" button. I kept trying to drag from the button, but it doesnt take your input if you drag off the button
Very fun and polished game! I really appreciate how lenient you are in punishing the player: getting crushed by a block just pushes you to the side instead of killing you if possible, dying (even from falling) just respawns you you, etc. The only way to lose a level is by unbalancing the beam too much which becomes really challenging at the later levels
The character, art, and music is all really charming and fits together perfectly. Great job to your team! My only suggestion: make the player blink sometimes! so cute <3!
Nice atmosphere and story. I like that this scientist guy is doing sketch stuff in his basement and the way you presented the story elements is perfect. The way the lighting coming down the stairs and reflecting on the picture and how it leads into this dark, red lit area with his machine was done really well and I liked how you used the empty space of the silhouettes when the figures were flashing on screen
I think the most improvements could be made in some of the gameplay elements (I gave some of these suggestions on stream, but here's ideas again!): -make the bars horizontal so you can read the text easier -attach wires/pipes between the lever/crank to the bars -have to move between the crank and the level -up + down for the crank!
Really awesome game and story! I said on stream that the gameplay itself wasn't very engaging, but I really should have followed it up that it was really immersive! There isn't a lot of difficulty, but I think that was an important and conscious decision you guys made to propel the story further. It wouldn't have had the same impact for example if you had to restart multiple times and hear the same dialog to get the ending.
Everything you guys had in here worked perfectly for the atmosphere and tone of the game. Well done to your team!
game had me spooked, but at least I got my cat meme and pictures <3 great job on the atmosphere! it's pretty dark but at least by the end of the day I have a smile on my face :)
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DOPE game I had to go back to it to get under 8 min
I love the little details put into the game like the character being shown while hes driving and being able to run over the lil dudes
Only thing I wanted was a shadow cast right below the player to make the jumps in the last level a little easier xD
Great nostalgic fun! Add a bunch more levels and I'm buying it on steam xD The bike physics were really well done and you had a really nice difficult curve in the limited levels
Rest in peace Old Man McLudum, your legacy lives on <3
Went through it again since it was a few days since I played it xD I really tried following the doors this time when they were shuffling and I thought I had it, but I was still wrong every time. One of my suggestions on stream was to make the doors kinda arc when shuffling so it's a little easier to follow when the pass through each other. I realized this time around that though you can knock on those doors to remove any guessing since the wrong doors don't make a sound!
The audio was great especially the dynamic music. The whole atmosphere + gameplay makes me think I'm in a purgatory and doors is my eternal torment haha
Awesome TD game, I loved the style. Only thing I REALLY wanted was either some sound effects or music at the very least. I had a ton of fun trying different strategies but I think my record was Wave 48
Right now theres not so much to set it apart from other TD games, but there's a lot of potential in what you have so far and a lot of different directions you can take it. I think having multiple levels maybe for a story campaign mode would be cool, but having randomly generated levels would serve it really well for unlimited replayability, heck ya!
I love it! Couldn't get on high score unfortunately on stream, but you better believe I'm coming back >:D
pros: -everything -gameplay, puzzles, sound effects, and overall polish is top tier
minor improvements: -leaderboard names with more than 5 characters -dark mode for my poor, tired, sleep deprived eyes xD -arrow keys and controller support :D
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Someone suggested this in my chat and I'm so glad they did. The initial jumping animation REALLY did it for me I had to rewatch it a couple times at the end haha
The only improvement I could think of is seamlessly jumping off the cliff again without a transition (and maybe even without the replay button). It would have really reinforced the character's determination like he's never gonna give up
I got big chills at the end of it, seriously well done
@ 20:25 https://www.twitch.tv/videos/1449593775
killin it as always lmao this was awesome. your games always have so much personality
I played on stream here: https://www.twitch.tv/videos/1458309860?t=4h45m9s
I stopped playing sooner than I wanted to because I accidentally skipped someone in my queue, but I had to come back to play some more >:D VolcanoMaintenance2.png
Took me a couple hours to wrap my head around the controls but now I am balloon incarnate, air be at my mercy (but not crows I think?) The artwork and cutscenes are amazing, loved the UI work DANG slllliiiick
only feedbacks I have and Im grasping for straws here: -I wish I didnt have to press all 4 buttons to restart -The balloon air coming out when you pop is attached to the balloon in an unrealistic way -Hitting the very bottom of balloon shouldnt pop you, I think it would be cool if it was on a hinge joint too so it would kinda flap around and also give you leeway if it touches something -and the nitpickiest of them all: when you reset I know it just resets the whole level, but it would feel more seamless if you just reset the balloon only because the particles at the exit also get reset
I struggled quite a bit trying to figure things out, but I'm glad I stuck with it (thanks for being patient with me too xD)!
left feedbacks on stream, vod @ 1:30:20 https://www.twitch.tv/videos/1449593775
I was one of the unfortunate few that couldn't play because of the multiple key issue, but this was very well done and I didn't hold my crappy keyboard against you in the ratings xD I just wish I could have enjoyed the game to the fullest extent!
I made 22 bears but I love them all so much I'm going to shut down my business and keep them for myself. Sorry customers!
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I loved the animations and I think the ending reflects the characters inner emotions really well and maybe even encourages the player to do some self introspection. well done!
left feedbacks on stream, vod @ 7:24:00 https://www.twitch.tv/videos/1450339064
yooo I LOVED this game! The main thing I ask for is more enemies with different types of behaviors and attacks because you can just circle around enemies most the time
I left a bunch of other feedback + ideas on stream here: https://www.twitch.tv/videos/1458309860?t=6h11m42s
Really cool idea and execution! I love the clean, minimal aesthetic. You have a few simple mechanics that go well together to create a simple and engaging game.
pros: -awesome style -great visual communication for abilities and when things get turned. The stun cooldown showing on the player is great was to show the cooldown while avoiding clutter on the UI -easily replayable game with simple mechanics that is easy to get into, but hard to master. I only managed 62 seconds, but I see someone got 204 :o
cons: -screen shake is excessive, I think it should be removed from when a unit gets turned and maybe only have screen shake when the player uses the knockback/stun ability -UI doesn't scale with screen size so it does weird things when zooming (web version) -(minor) the last screen of the tutorial has a back button but doesn't do anything, and the text for the controls doesn't have consistent spacing from the line -Sometimes I got stuck on the tiles. I think just having those middle parts be a large rotated square could help make movement more smooth, and improve the visuals too
This was a really fun game for it's mechanical simplicity! The dash resetting mechanic was a great choice to add more depth and increasing the skill cap without introducing more complexity/abilities. Humor was great, I'm glad you added skip button, but the cutscene is definitely worth the view. I had to settle for second place last night, but I'm gonna keep at it >:)
I didn't have too many suggestions on stream, but here's some I remember: -hit effects -more sound -communicate current scores together (time and percentile), and same with high score. right now there's numbers all over the death screen -change the telegraph color to purple (the color of the roofs maybe?) so it stands out more against the background or change the color of the background to be darker could work too
Hope to see more games from you in the future!
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heck ya! Charming little game I played quite a few rounds to go for the high score xD With a little bit more polish and enemy variation you guys have a awesome little game
Here's a few issues I encountered: -Right stick was backwards for me too, but I still preferred it over mouse + keyboard -XP Bar starts filled -Sometimes I couldn't shoot enemies that were directly in front of me (dashing would have helped with this, but I didnt realize there was dashing until after I finished playing lmao) -Sometimes I would have to click like 20 times to purchase an upgrade (I think it wasn't switching properly from controller) -The loading screen is awesome but stands out too much from the rest of the game -The back arrow in the settings is nearly invisible against the orange silo in the background -A little breathing room after you pick an upgrade would be nice so you have time to reorient yourself
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Awesome game! loved the style, music, light puzzle gameplay and cute character <3
I played it on stream here: https://www.twitch.tv/videos/1456354231?t=2h11m55s
Love the idea behind this one xD
I left feedback and stuff on stream, vod here: https://www.twitch.tv/videos/1458309860?t=2h4m56s
Awesome game kuviman! This has so much charm, I love joining in every time I see streamers playing it xD
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awesome game! I didnt expect to enjoy it as much as I did, but it really grew on me vod w/ feedback here: https://www.twitch.tv/videos/1458309860
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Simple game with limited mechanics that create an engaging game, well done!
I left feedback and stuff on stream here: https://www.twitch.tv/videos/1458309860?t=5h40m23s
Yoooooooo i <3 Rovar :3
The main thing I was struggling with at first was I kept clicking really fast until I realized it was using up my fuel really quick
I left some other feedbacks on my stream too (ignore the part where Im trying to fix my audio so my viewers can actually hear Rovar's cute lil beeps)! https://www.twitch.tv/videos/1458309860?t=2h31m47s
You say the sword was a prank, but I was absolutely dominating with it lmao I had a lot of exploring the different weapons and trying different strategies. Need some explosive weapons too, Im talkin like rocket launchers, grenades, yo a piercing snipper riffle would be dope too
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5 stars from me (except for humor)
Pros: -everything. REALLY fun gameplay, game feel, visuals, sounds
Cons: -I was lag sometimes, even in windows build when you were watching but I had a lot of things open for my stream. I tried again this morning with everything closed and the problem was minimized but still not completely removed -A couple of the mechanics I feel aren't clear or communicated at all -It doesn't feel great when you run out of ammo, the bullets are all gone and there's nothing you can do but die. One idea I had is maybe you can also reload one bullet but its the longest reload in the history of shooting games. It would give the player a chance to keep going and add to the tension instead of just making the player accept his fate
Awesome game etrealjunior! It felt really different from your other entries I've seen so far in the best ways possible, keep up the great work!
Left feedback and comments on stream here: https://www.twitch.tv/videos/1458309860?t=0h2m46s
You had a lot of awesome, simple mechanics working together that makes for a unique and cohesive game. I gave all my feedback and some ideas on stream so I'll leave that here
@ 9:50 https://www.twitch.tv/videos/1450339064
I was hella fangirling over the presentation, no joke its SO good. There's a lot of subtle things that make this such a gem, well done!
here's me playthrough: https://www.twitch.tv/videos/1458309860?t=3h40m43s
Theres a lot of really awesome stuff going on here! I had a lot of trouble figuring it out though especially considering the simple mechanics. I read the instructions thoroughly, played a round, then read the instructions a second time and still struggled at the start of the second round. I think just putting some text on screen telling the player what to do during the first round would have been a lot more concise way to onboard the player. One of my original thoughts was that you had to do something with aligning the clock hands or something because they draw a lot of attention with how much they move. I think it could work well if they were kinda more like a timer (that has one hand) that counts down and the position of the hand matches the number on the clock just to reinforce the idea that you are adjusting their time to live.
tl;dr Overall 10/10 game, just struggled at first
I had a couple other feedbacks and comments on stream too (ignore my embarrassingly bad first playthrough xD): https://www.twitch.tv/videos/1458309860?t=3h19m20s
man I REALLY tried to get those 5 books, but just managed 4 I'll be coming back to it while I'm at work to give it some more tries xD
Feels unfinished in its current state, but I can see a lot of potential in this one! The style is awesome and controlling the character feels great!
left feedbacks on stream, vod @ 3:30:00 https://www.twitch.tv/videos/1449593775
I love this types of games about making moral choices maybe I'm a little more cynical than everyone else xD GrantingImmortality.png
here's vod: @ 14:53 https://www.twitch.tv/videos/1453391907
@lumous the hat idea was gold, thanks for suggesting <3!
@mascoll thanks for play and your kind words, the really simple graphics lets me focus more time on polish xD
@teenythanos here is music credits, he has a bunch of varied and awesome stuff (also updated LD and itch page): Music: āHumble Matchā by Patrick de Arteaga https://patrickdearteaga.com/
@stamestratagem most of the streamers I have seen play have gotten about 1-2 minutes, Pomo has the highest score from all the streamers I watched so far at 2:30. I can pretty consistently get 4-5 minutes, but I've played it quite a bit too >:D
If anyone is up to the challenge, here's my record (you gotta make really good use of pulse): unknown (2).png
REALLY solid entry man, I loved it! You nailed it with the humor and the platforming felt great One thing I didn't mention on stream that I think would improve it is having effects for jumping and dashing like dust cloud / lines for example. I think that would help with what I was saying about more things animated around the player. Thanks for submitting, I had a blast!
Awesome game, I ended up playing for like 40 min xD!
Left feedback and stuff on stream here: https://www.twitch.tv/videos/1458309860?t=0h30m12s
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I love these games that switch things up from first impressions xD My feedback was mostly about being able to skip ahead in dialogue, make text faster, and allow progressing dialogue with keyboard as well since the rest of the game is keyboard but dialogue is mouse only
heres vod: @ 1:57:15 https://www.twitch.tv/videos/1453391907
893! LETS GOOOO Choboro.png
left a bit of feedback in stream here vod: @ 1:24:30 https://www.twitch.tv/videos/1450339064
gave my feedbacks in stream here: @ 2:16 https://www.twitch.tv/videos/1449593775
1698 score heck ya! NyanTower.png
you already have quite a bit of content in here, with some more polish you have something really special!
left feedback and stuff on stream here: https://www.twitch.tv/videos/1459065454?t=0h8m6s
Nice twist on sokobans and clever use of the theme to inject new challenges to a popular genre. The last 2 were pretty tough!
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Nothing could have prepared me for this madness xD Funny game! I didn't realize the first time the paraglider guy is what killed me, I thought he was just chillin!
Really fun game! It a nice change from other typing style games and the card system when you reach a new station brings some refreshing strategy and moments of rest to this hectic game xD The gameplay, visuals, and sound design is all on point! My only suggestions I could think is allowing you to see who is assigned in the carts already when you are picking new cards, maybe being able to rearrange the carts, and maybe labeling the carts when you are picking card. I think maybe saying the keys you need to press on the cards could help decide too
Took me a bunch of tries but I made it on the leaderboards! Glad I was able to play properly the second time around xD The gameplay, art, and sound was all really solid and fit together very nicely!
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oh waiterrrrrrrrr ShutterChaosCheckPls.png
Fun game with amazing graphics, and the dynamic music changes based on the state of your boat was a really nice touch! It was a little bit too easy for me, but its often better to make jam games easier so its accessible for more players! I would have liked some more uses for the starfishes too just so there's more to do between those 10 second intervals like if there's pesky birds you can scare off by throwing things at them or some other things like that xD I found some extra challenge by throwing the starfish as high as I could and watching as they plug a hole a few seconds later hehe >:) Overall really fun and polished, the starfish latching on felt generous but still very satisfying :3!
I was hoping to see another speed dating game, I was curious to see how other people would handle it! I saw a few people mention they had the idea but yours is the only one I've seen xD
I think the use of images in place of conversations is really clever given the short 10 seconds. Makes things so much easier to parse quickly! I loved your cast of characters and especially that you play as a lil raccoon dude even though the others are human lmao
The only change I would really like is being able to at least switch items in the short amount of time between characters. Sometimes I would get impatient when it takes that control away from me. Maybe having button to start immediately could work too
Great work overall! The extra character frames each time you picked an option was a really nice touch that also added a lot to the personality of the game <3
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Very cool game! I really liked the use of the qr codes to tell the story. It felt almost like you're deciphering ancient texts or something xD I've seen a couple other games that have a mechanic where you are moved to a different room every 10 seconds but one thing I liked about yours was allowing you to skip ahead if you want instead of waiting for it to loop and you also had a mechanic that allowed you to stay in that room if needed too. All around very well executed
Top 10 plays!? :o GettingFartedOn.png
I think there's needs to be some more UI/info for player like the state of the train, how many trains you have left. A couple times I was trying to get the train moving along but it was stuck there for a little bit (I think you said it has to stay there to pick up passengers, which makes sense but isn't indicated through visuals or even text. Having a bunch of lil pedestrians running around would bring so much life into this too!) and also sometimes I forgot which way the train is trying to go. Maybe I'm just not cut out for train work xD Overall feels like a solid entry with great visuals and a lot of potential!
Very charming game, I loved the spooky vibes! The instruction manual being a game object and the radio really help immerse you, along with all the sound effects and posters <3 The camera leaning over when you aim straight down is a really interesting idea too, I havent seen a game do it like that before but it makes sense!
I was 2nd place at one point I think xD I played a lil bit more and found out you can speed ahead of the camera and fall out of level but that turned out to not be a valid strat lmao TankersNightmare.png
I really like the humor and idea of this but the asteroids part needed to be a lot snappier. I think you couldn't change your momentum quick enough to make necessary adjustments and would have to rely on rotating and shooting incoming asteroids. One thing that did help a lot was the generously small hitbox though! Other than the movement of the ship, the whole game is really solid and I like all the little bits that immerse you into BonkOS and this button clicking world xD
Also that keyboard is cursed lmao
clever use of them and very relaxing even given the time crunch. Well done! Only thing I would like is text skipping for the tutorial so I can get that second pan faster xD
Great game! Forcing the player to be aggressive with the biting mechanic and using time as an upgrade resource is very clever. It was a little easy for me but maybe I just got lucky with some of my upgrades and its better to make things easier for jam anyway too xD. I also didnt notice my first playthrough because its pretty subtle, but the fact you have a day/night cycle is really cool! The only things I really had trouble with was dashing into people sometimes I wouldnt munch them even though I was basically already touching them and range attacks felt way better (balance wise) than the melee attacks
Fun game with tons of juice + polish, Well done! The 2 second i-frames is really generous but very fitting for the hectic gameplay. I liked someones suggestion of highlighting the row/column for enemies moving across the screen because the current telegraph is just around the border where its harder to keep track of
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3rd Place! Sick game! I love the simple gameplay and minimal graphics. All the subtle bits of polish you added go a long way in making this feel like a finished game
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Woah I was expecting a rts of sorts from the screenshots but this was awesome and adorable! The tech tree was very well done in its simplicity and the repetition of the upgrades allowed me to get into a flow after playing a bit.
The graphics was amazing, gameplay was great, and the sound/music was on point. All around awesome game :D
Here's some things I think could be improved if you guys planned on working on this more: -Sometimes bots goes behind UI and hard to see/click -Last upgrade was showing the wrong requirements -Color coding resource icons could make top right panel and upgrade requirements quicker to parse -Esc to resume from pause menu -highlight the build area or show a red ghost preview of the building on tiles you can't build on (the first time I tried building something, I kept clicking the button because it seemed like it wasn't doing anything) -Background was a little too bright I think but maybe that's just my tired 4 AM eyes talking -It was hard to tell which robo the rust particles were coming from when there when they were near each other. Maybe an additional highlighting effect could single them out more -I didn't even notice this one until I looked at my screenshot at the end, but the tech bar isn't centered for ultrawide monitor (21:9) -Probs same issue, but the tutorial images were stretched for me too -I read the tutorial but none of it stuck with me. Having it show tutorial as you play I think would be better, but it's great that you got a tutorial in there for jam!
Sorry I wasn't able to make it in time to rate, I had a lot of fun playing this! BotsBotsBots.jpg
Refreshing take on the matching/swapping type games! Very relaxing to play, I loved it! gemstones.png
Fun: 5 stars One of my favorite places to chill after a long day. Your streams always bring a smile to peoples faces
Innovation: 2.5 stars pretty standard format, but if it ain't broke, don't fix it
Humor (Even though you opted out): 5 stars funny dude, recommend, go check him out
Overall: 5 stars I always have a blast coming in and watching you play through jam games, giving feedback, and just interacting with the indie game community in general. You have a great personality, and your love for games is always on full display. We need more people like you in the world
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Really adorable game with some chao garden vibes :3 It would have been awesome to see those other unimplemented slimes in the game, some minigames, and some genetics type stuff for breeding like if you were to breed a red and blue slime, you had a chance for purple xD I would love to check out your progress and give further feedback if you continue development on this project. You know where to find me @shogeku <3!
The characters, visuals, and dialog were all really awesome! It got a little repetitive just pressing the same button a bunch and I think the combo system was a good way to remedy this, but I didn't really get combos until halfway through it seemed. I think I could get them faster with another playthrough and better planning but I think it would be cool to see how each thought branches so you can plan that from the beginning maybe. The system itself is really cool and the boss especially being yourself and that you have to weaken it then hit it with some empathy is pretty clever and wholesome. Well done!
ohhhhhho ho ho u KNOW Im coming back to this one meep >:D
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YOOOOOO!? AdelieWaterUnderTheBridge3.png
I got trapped by a single betafish at the start of day 11 xD
Victory! Really solid character controller, it was fun running around collecting stuff xD
Here's some improvements I could think of -less delay at end of dash, character felt really responsive otherwise -more groups of collectibles (like groups of 5 maybe) + more collectibles required to win to balance it out. The collecting sound effects are really satisfying and I think it would feel better to collect more at once -Sometimes the crystals were hard to get after killing flying enemies, could have it so those ones specifically move towards you and auto collect -reduce attack speed of ranged guys a bit. There were a couple times they hit me and I immediately jumped to try and kill it again only for it to shoot me down a second or third time xD
I love how the stories were connected and how there's a bunch of endings to get. I was gonna go for all of them but got a little demotivated when I couldn't get back to the first menu to check my progress. Also idk why, but I love that death is sitting down with all the people. It gives him a really human quality like he's really trying to get to know the person. Writing and art were great, game was awesome! Well done!
First run was 14 days, got it down to 7 on the second one (so close to getting 6 too!) xD main strat was spending way less time on the map screen since time progresses and making good use of bombs of course hehehe >:D
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Took me way too many tries, but the ending is well worth every second of it. Very wholesome :3
Sick ending lmao I tried spending a bunch on seeds to see how many I could get spawning xD
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This was really cute and wholesome and that music bee poppin! I liked how the pollen moved around and there were other bees buzzing about to make the world feel more alive. The crickets and glowing pollen when you enter the night life and the music getting louder as you get closer were some really nice additions!
A couple points of minor improvements: -I think the pollen transfer was too long for the larger entrance fees. It could probably just be a set duration, no matter the amount -W key for boosting too since space isn't used for anything else -Could be cool idea to get rewarded some pollen based on your performance in the song parts as more incentive for doing well :D
also nice bee movie link xD
Spooky! Great game, everything was very cohesive in making an immersive experience! When we get home, I'm removing Tommy's vocal cords for ratting me out when I almost saved him the first time xD
EDIT: Wanted to add I loved the flying saucer ominously chillin above too. I got a picture of it with my handsome baby boy, so cute! Smile for the camera Tommy! (Gonna post this in my FB group: Pictures of my handsome son Tommy)
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Sick game! That last jump was hard as heck xD The level design does a great job of testing your mastery of the mechanics in clever ways and I loved the character designs and color palette<3
Dang I thought I did pretty good with 1174 then see someone with 2.4k xD I like on your itch page you say you wanted to make fast paced game but thats not something you associate with "Harvest", I tried doing the same! hehe
Even in the short play time, through multiple plays I kept noticing different ways to go and I thought that was really well done. Even on the verge of getting swarmed, you are encouraged to explore and I think the chests were always well worth the trouble of getting. Especially those gun upgrades >:D
I struggled figuring out how to play at first, but managed to fill my tanks on the third try! Then I wanted to try strat with just one harvest so I put it right next to the tank which I was surprised worked as well as it did. I think there needs to be some more incentive to move farther from the tanks like there's only specific parts you can extract from or allowing the player to harvest something themselves that the harvesters cant get so the player is encouraged to drive around to the left parts of the map more
Heck ya! took me like 100 times but I finally got it when I realized cutting the weeds gave you fertilizer too oops xD
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Awesome game! Loved the simple art style and it was very polished! The ability variety of the plants was dope as hek too <3 I was only able to get to 12 and I gave it a few tries xD
The interface is all really intuitive without having to read any instructions too, which can be a struggle even for seemingly simple games. Well done all around!
The only thing I would have wanted changed would be stacking all the plants that didn't. Even the rock could be something like +def to adjacent plants maybe xD
Very unique gameplay and I loved the technological dystopian undertones paired with the cute visuals xD I uploaded a vid of lvl 5 here: https://streamable.com/doxnzh Not my best run, but probs the silliest xD I can see how some people would have a hard time playing, but I had a great experience playing your game <3 Slow and steady wins the race! The only issue I really ran into was I kept clicking out of the screen. Even in full screen there's black bars on the sides that dont count as on the screen (21:9 aspect ratio monitor tho and web build) so my drone would just drop sometimes. The bouncy things seemed a little punishing at first too, but you can actually complete both levels that have them without touching them but its hard as heck on lvl 5
(Let me know if the vid deletes and I'll upload again. It gave me a warning that it will last a day but then I signed up so it would stay longer so idk)
Also: how do tree shader? I been looking for something very similar but haven't found and I have zero shader skill hehe. is very cute!
very cute! I got up to 37 sheeps <3!
Great feeling game, very polished! The only thing I could find that I didn't like was trying to change back and forth between lanes, it would eat your input if its too fast. Its a really minor issue though because you aren't really moving around that fast that you need to change lanes that frequently. Seriously great work with this game!
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Loved the minimal art style and how the packages could be different enemies or bombs. There's a surprising amount of little mechanics that allows for more dynamic gameplay like the subtle knockback that can be used to move around faster, being able to shoot the boxes around so you can get them to spawn enemies where you want, the timer on them so you can try to time your shots when the tiny swarm enemies pop out, and the bombs also damaging enemies. Very nice!
My main issues are very minor, mostly just when enemies would go off screen and sometimes stay off screen for a while, and I think the player shooting sound was a little annoying. I think it could have been same sound as enemy bullets but slightly lower pitch because of the larger size (and also a slight randomization so its not the same exact sound every shot). Something on right click could have been cool too like a larger shot or longer range, but has longer cooldown + knockback
woah that was super rad! Short and sweet, but you managed to pack a lot of personality into it! The only improvements I could think is changing flying enemies a bit or maybe the terrain around the flying enemies so its easier to deal with them and they aren't in the walls as much where you cant kill them. The gun should also have a cooldown because I was able to kill the boss in like 3 cycles just pressing fire button as fast as I could xD (also ignored the flying enemy it spawns until the next laser starts)
Really solid entry!
ayyy rhoka, heres vod for u team. One of my ideas was speed boost AF from winds moreso than it is now, but then I was also thinking like yo what about if you can activate wings like how you can put your sails up and down so then you get kinda like glider controls and then you can shift your wings around. The downside would be that you lose momentum quickly while moving upwards, so you still need to rely on your balloon ballasts to move to higher islands, but makes lower islands a *breeze*. Im thinking controls kinda like the Mario 64 flying hat but not as fast and not as tight on turns
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https://www.twitch.tv/videos/1815081451?t=2h46m24s
I was also struggling a little bit with the movement in my first playthrough, but I didnt realize the box was influencing it until I came to comment and saw your first response so went and played again. It definitely opens up a lot more once you take the box carrying movement into account. I think it encourages you to throw the box around, but at the same time the box takes damage if it drops too far which discourages it so it seems like 2 mechanics working against each other. I think you are just supposed to balance the risk / reward, but when the npcs comment on the condition and you're graded for it in the popup, I think my tendency would still be to hold the box the entire time.
On top of that, I feel like sometimes my inputs were eaten. If I was holding the box and holding right against a wall and jump. I would expect to still move right onto the platform above, but sometimes I would have to make a second jump. Sometimes I wouldn't have any air control either, regardless of if I had a box. And after landing you seem to slow down a little bit (not as much as with the box, but still noticeable).
*decided to try post jam version in the middle of writing this* all the above issues seem pretty much fixed, feels great! xD The only issue I see now is the text is still blurry for me. I thought that's just how it was supposed to be because its like that in your screenshots, but the download version is very crisp. Other than that, the only other thing I would have liked is slight coyote time and jump input buffer. And maybe being able to control the direction of where I throw the box. Sometimes I accidentally threw the box instead of placing it could be nice if holding down and pressing throw would just place it if you are grounded, but you have the option to throw it straight up as well (or down if you are airborne). Also if the delivery expires while youre holding it, you are still in the carry animation
I know I wrote a lot of critique, but the game is VERY good other than the movement issues that you already fixed. It's bursting with character like all your other games I played and crazy amounts of polish, great sound design, and engaging platforming. Good job to you and your team Squidly!
I won by day 8, but I can see lots of room for optimization! I really liked that there wasnt a time pressure and that you had the planning and delivery phases separate
The only thing I would have liked added is if it showed the building conversions when you hover over them too, not just when you are picking one of the points.
I also loved the addition of the upgrades and being able to buy more drones + crate storage. I think it can add lot of strategy in trying to optimize your routes <3
Fun game! the parallax/fake 3d effect was really cool too :D It seemed like the dogs always spawned in front of the play and usually it didn't feel fair. I think it could be cool if the dogs were stationary and barking at you (I think some "*bark* *bark*" text could help draw attention to them if they start out not moving), and then after a short timer they start chasing you
I managed 2442 after like 8 tries xD Mailman-Madness.png
Great work, the game looks amazing, and feels great to play! The controls were very intuitive and I feel like the layout of the map was very easy to pickup, I never felt like I was lost within just a couple minutes of playing. Even with that, I feel the camera was a little bit too close and I think there would be more flow if collisions didn't bonk you and stop your glide. I dont know if this was intentional or not too but you regenerate stamina fast enough while gliding that you can continue flying upward indefinitely
All around awesome work though! I'm always amazed by the amount of stuff you get within your guys' games!
I was frustrated at first because I thought I was supposed to be influencing the rotation of the robot with A/D, but just as I was about to quit I realized you are actually moving the ball xD
I started doing immediately better once I realized that, but even then I think the robo was too erratic and even with perfect play you would still get restarted. Sometimes I was still in the basket, but the robo was rotated like 90 degrees. Really cool concept, just a little too random
aight, that was sick! love the switch in gameplay between day and night and the mailbox shotgun idea was awesome. Only thing I would have liked is option to turn off head bob while moving and maybe longer boost duration but fewer of them. I was getting a little motion sickness towards the end and I think the constant change in speed was a big part of that
dang, my final time was 15:56 and thats with previous rocket lawnchair experience too! The added mechanic made for a nice twist, and it felt nice making a delivery from flinging the baby instead of just landing on the spot yourself, especially as a last ditch effort after you lose control xD
very cute game especially when the bird and baby explode into several gallons of blood hehe! I got a 8:44 first run xD The bird feels very good to control and I liked all the ideas for the hazards. the floppy alligators were my fav >:D
Great game, it felt very polished! I like all the variations you did on the artwork too <3
I was really hoping to see a final report that showed my performance for each day on a single card, but maybe it was because failed the very last day xD
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Good job doing godot first time! I died a bunch of times before I managed to beat it xD The 1 hp is pretty brutal, but might be too easy or too short with more. The additional ambient sounds was nice touch! I really liked the animations on the hearts when you hit things hehe
I delivered 2 packages and then I think I brought the 3rd one to the wrong place xD Game looks great and the boat feels very nice to control, but I think there just needs to be a bit more direction for where the player needs to go
yooo loved every second of it, controls were intuitive and the lil ship guy was fun to control :D! The squash n stretch anims were great (and when he drops the package off after landing. subtle but so good!), quick reset button much appreciated, and mechanics were taught well.
As for improvements -I didn't see the need for having to press z to start the level. It made sense in Warp Glider because you didn't start on a platform, but I think just having it already started works better for this one. -I think also the first level where you see the yellow things for the first time that lets you air jump, they could have been on the top part of the level so the player knows what it does sooner. I died a few times before I was even able to get to the them xD -Another really minor thing, it would have been nice if it saved your launch direction if you died so you can readjust from there if needed, or so you don't need to set it to the same trajectory each time you die -I think it would have been fine to let the player wall jump in the first few levels. With how tight the levels are, it doesn't matter so much, but it could be a little confusing if someone tries wall jumping and then it doesn't let them, then the next level expects them to. -The only thing really missing was a music loop, even something short and simple would have gone a long way
Well done on this I had a lot of fun! I put a bunch for feedback, but it really was one of my favorites!
what a chaotic mess lmao I loved it. Gameplay loop was lacking a little bit, but the game felt sandboxy enough still have fun with it, especially since the player isnt on a time crunch. The upgrades felt kinda underwhelming, like not enough of an increase for some of them. Shelf I think would have been more useful if things snapped onto it for quick organization. I found it more efficient to just toss most stuff off the ship except for what I needed at the next station. It also would have been nice if there was a display for what the current station wanted along with the next ones
One of my favs from this jam! I love the variety of cards you have that encourages different playstyles
Awww I only managed 3 of the endings, I didnt know what to do for the last one xD Great job on the dark atmosphere!
Such a sick game, yall gotta do this one for steam too. The inclusion of coop was awesome! I loved having a jam game I could play with gf one of the few times she joined me on stream <3!
@cheesepencil awww sorry there's camera issue, I saw a few streamers play webgl version just fine. I just recommend download version because of performance/graphics issues, but they should run the same otherwise. My best guess is its picking up another input device (like upside down controller with the joystick pushed in a direction, That happens to me an embarrassing number of times xD)
I'll look into it when I get home though, thanks for heads up and for playing <3!
Really charming game and awesome platforming mechanics! I got the same error as francis on web build too so I had to download, but happened when the dialog came up (I didnt select an option yet)
Really cool idea! The actual gameplay part is lacking a bit, but the concept is interesting. Would have been awesome to see everyone elses babies too lmao
The use of theme to mean delivering baby, and also delivering wife to the hospital is clever xD I forgot to name a couple of mine, but Schmeekle was my favorite child anyway hehe
dang, people out here making it look easy! I gave it a few tries and only managed 260k xD The art and voices really adds to the charm of the game, I like the way they bounce around and the audience quips!
Looks great and I love the atmosphere! I wish there was only a little bit more control of your guys, but I think there's a lot of different ways you could take this. I really enjoyed the little quips they do, very nice touch xD
(also very minor issue: the bottom left text was cut off on ultrawide monitor, had to switch to 16:9)
Very cool game, loved the vibes! Took me a little bit to figure out controls, but even when I did kept doing the wrong thing (probably my own fault, but Im not sure what the standard would be in these types of flying games). I THINK it would feel more natural if pitch + roll was on right stick and yaw + strafe was on the left. Also would have loved to invert pitch controls hehe. The map also messed up on me and I didnt realize until after I was done playing and saw your known bugs part so I didn't know where to go. I still had a lot of fun flying around, killing dudes, and upgrading my ship all the way though!
Dude sick! I tried completing without a cheats, but I had to on the last guy cuz theres only a hour left rating and I could try all day! I really like the wholesomeness to parts of the story, while other parts are actually kinda brutal. Rhynocyclops is dead for sure, those teeny crabs, and verticrab if crabhalla is anything like valhalla. but at least they are reunited <3
My favorite character design was moraligator because youre shooting the cloud, not him xD The gameplay while simple is still really fun, but I think even then those last couple of guys have so much HP it becomes almost a battle of attrition. Even when you know the patterns, it takes a long time to execute. I think a cool idea would be an additional attack for some enemies that doesnt happen as often that leaves them temporarily helpless, vulnerable to more damage, or exposed in a way that its easier to land your shots. Or maybe some more designs like verticrab where you can damage parts would be hella dope too
good shit guy!
I was getting impatient at first having to wait for the workers to get off the screen before the postman would move, until I realized the workers bounce around on the arrows too. Very cool mechanics, that makes for interesting puzzles! The audio was really loud going in, even with my pretty low volume settings. Usually you want to lean on the quieter side if you don't have volume controls in-game.
i wasnt too good at the normal mode, but i loved the no time limit mode so i could go for the true ending hehehehe >:D
AdelieSomeoneLikeYou.png great job meep, especially for a 9 hours wthex xD
okay ya this is awesome! when you give yellow + blue and then the next story is about lil Red: big time troll xD
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Miroh2.png Miroh3.png great postjam changes! managed 293 on new version (in the same run i accidentally trapped myself too) xD i think it would be dope if the apple blinks a bit before it disappears, there was a couple times im just 4 centimeters away and it despawns right before i get it lmao
overall very fun game, and clever use of theme!
the use of theme here is very clever and overall execution is great too! my first playthrough i thought i was was mostly just trying to match green to green, but i after playing it became clear their proximity to the other stuff like dance floor, cake, etc was a factor as well. i think its awesome you can still get points for the guests bonding over their shared hate over topics too hehehe
ya its fun alright xD i tried a bunch of strats to get the top box on the leaderboard, my favorite was pushing extra boxes into the lava since you don't get penalty for it and also picking up boxes and dropping them outside of the room lmao
it wasnt effective because they kept coming faster than i could get rid of them and i wasnt getting points while doing it, but still fun theory crafting. what my score came down to was just getting good at throwing for the early part and then going only for ghosties/peeg middle to late, and also ignoring mystery boxes completely
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Great game! i love the way the guy hops around and bonks the tiles xD most my feedback on stream i think was just unifying to UI stuff a bit, but it also took me a while to understand what was going on with the water and when it rises etc
woo i was #3 at one point hehehe >:D
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dang, really impressive in every aspect, i just wish i could replay the ones i didnt succeed at without replaying entirely but at least i wasnt rude to them hehehe! the party partner and gram were my favs (but maybe not if its a irl situation xD)
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i dont think i was gonna lose through normal means anytime soon, but I still had fun cracking skulls and messing with the physics of my fellow passengers xD they kinda reminded of fish floppin around when they start rotating sideways and upside down hehehe
Theres not too much going on, but that doesn't mean it isnt packed full of character, its got lots of charm! i love the cows and the ghosties when you kill people >:D
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pretty simple gameplay, but done very well! I like the risk reward aspect of it, really puts me in my place when it spawns 3 treasures and i try going for all of them like the greedy gobbo i am
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i think am gonna have to settle for 5th on yours xD it's frustrating as heck when you think you got a clear path and then some guy decides he wants to exist exactly where there's an opening, but that's also what makes it extra satisfying when you find the opportunities to zoop past them a different way
always love your art style whether you do 2d or 3d!
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still needs a bit of polish, but the mechanics and puzzles are very good! I just wish i could have collected those orbs xD
good game pomo, u had me hooked xD i always appreciate a good bait and switch too lmao
Apparently you can tell me every aspect of the mechanics at play and i'll still do better when i just kinda zone out and play xD
The faster movement along diagonals is a interesting design choice that strangely works very well with shape of the arena. Had a lot of fun trying to get into top 10!
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Another awesome platformer from Kep and team! I really liked the main mechanic and the different ways its used in the level design is clever as heck! Took me a bit to get what kep was telling me about the speed boost jump tech, but it was even more fun once i figured it out xD
@kepsert @subzerofusion @rhoka @civmaniac @owca @fabula-rasa thanks so much for play and feedback! we added postjam version [here](https://itsboats.itch.io/wizard-n-slims) that makes it a lot more challenging. Still has a way to go and a couple builds are still a little broken, but its a step in the right direction ^_^
@skvader-418 ricky made another banger, i just make it look pretty xD
b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-b-beAN hehehe actually really fun, but my beans kept clipping through the barrel especially D':
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Really solid game(s)! my only suggestion on stream was having a mini preview of the minigame in addition to the name and instructions. after a few runs you start to pick up on what you need to do pretty quick and a lil preview can prepare you quicker for the next minigame than text instructions TheBigCrunch.png
i played a bit more off strimb and realized i could just hold the button to fly. i was spamming the whole time i was playing the first time lmaoooo i think maybe because i realized it was flying like joust and you cant hold to fly in that one maybe?
it's really fun game mechanically and visually, but i just wish difficulty ramp up quicker (smaller map might be ez fix for this honestly), and also screen wrapping could be sick!?
big shoutout to @pomo for playing with me on strimb. This was fun as heck! the slightly slidey physics is a perfect fit for this kinda game to keep it crasy xD 10/10 art, awesome game! CrimeCritters.png
i like the 4x4 size sprites, you did really good making things very readable at such a small scale! i had to zoom in to play cuz am blind tho xD The level design is great! i love that theres multiple paths you can take bLUEBERRYBoyMakesSpace.png
honestly one of my favorites this LD! the looping idea and using the eyes to make your next run better was very well executed, gameplay was pretty simple but makes sure you spend your moves thoughtfully.
my only issue was it wasnt entirely clear if i had won the game since i cleared all the robos on the top floor so i did one more loop thinking maybe i have to destroy all the generators too.
it's really a shame this doesnt have more ratings :( make sure to keep leaving comments on peoples games or submit it to peoples twitch streams to increase your game's visibility, your game really deserves it xD
love all the lil monsties and sounds they makes haha so cutes! i tried a bunch of times but couldnt get past the one where u need 24 score, closest i got was 24 i mean 23. i think it's difficult enough without timer too especially since have to restart from beginning. clever reusing same anim for all the guys to give it a lil more life in such a short time. am curious if theres cool anim, screen, or story stuff im missing out on cuz i couldnt make it as a court summoner
i love the slides in the meetings lmaoooo i played for quite a bit but then wasnt sure what exactly my goal was, i kept hiring dudes until it got too hard and had to do a massive layoff and fire a bunch of employees xD
pretty cool u got the randomized dudes with their names too!
yo this was rad as hecks! very polished, cute vibes, tons of character sprites like actually crasy how many different lil dudes there is. my strat ended up being finding this spot where theres 4 machines lines up pretty close and just running back and forth between them to keep buying, and sometimes going down a street if my guys arent fighting someone xD
heres what i got in web build (v1.2 i think) gachapon.png
love the idea and cute as heck graphics! (and ino the music isnt your own, but it was a very good choice :D) did i got the high score? i was _ZOOMIN_ at the end xD
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i played this for like 4 hours lmao nice idk about those #1 scores tho look like haking xD
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love the arts <3 i wish more people come play hehe theres a lot of potential for this especially with doing twitch predictions and channel point redeems. there could even be special events for when people raid or follow! the currency should def increase based on number of active users too so then fights could get really big when theres more people
kinda reminds me of some old flash games i loved to play way back in the day xD there was a lot of unit variety and their sprites/anims were great!
i played through a couple times to try out more units and trying different strats hehehe >:D a endless mode where your mana carries over to the next day could be sick to encourage optimal strats more and fast forward button!
fav units: -the fleshy wall: i think this guy makes good use of the lifetime system and feels very unique in the way he needs to be played. he was also garbage against the archer (if archer was top lane and i spawned wall mid, he just couldnt get to him before dying) which i think really highlights how deep the strategy could become if pushed to more extremes -vampire: cuz bats cute least fav unit: the red skele: too much cost compared to normal skele i think. runs faster but that doesn't seem as important for the defending side. takes longer to spawn so kinda offsets any usefulness of being faster
i love all the characters loool having to look between the different folderrs instead of ui stuff everywhere was awesome idea and executed very well! one this i wish is if theres a way to see how the jurors voted so i know who to blame for all of lifes problems
cool as always! the design lends itself well to player exploration with its cryptic/vague story, mysterious orange spirits and gravestone text, and simple control scheme (and the extra thing at the top left i forgot about until i already finished XD).
am really tempted to go back and figure out the secret (hoping maybe it clears up the messages on the large gravestones maybe? hehehe), but the digging can be tedious especially for a second playthrough. i think the digging could have been sped up slightly for digging up spirits, but left the same rate for when you are digging to destroy blocks to prevent accidentally breaking it
there were a couple aha moments i had but the biggest one was towards the end when i had to destroy a block to pair it with a different block. i got stuck for a while just trying to find a match for everything and when i started climbing the blocks and saw there was one specific block i needed and no other matches for it, it suddenly clicked like ohhhhhhh lmao i seeeee. heck ya
theres a lot of cool concepts in here like risk reward system for which levers to switch and the customers deal dmg/heal based on how much of something they want. in practice i ended up just flipping all the switches and facetanking enemies while collecting ingredients tho xD i think those systems are perfect as they are, but the problem was some of the hitboxes seemed a lot larger than they needed to be so it wasnt really viable to dodge or kite. a dash woulda been way fun too! a way to spend gold would be so dope too like if you can recruit lil dudes to help you fight or ways to upgrade your shop like in the moonlighter game
i died cuz a bunch of customer leave at the same time xD MobFarm.png
yooo really fun game man! theres something really satisfying unleashing hordes of zombo upon dudes and the limited controls works really well for the style of gameplay. only complaint is sometimes the enemies can can off screen and the slow motion at the end goes a lil too long but overall great work ^_^
pretty cool puzzles and loved the music xD i think other comments covered the same input i would say except the pieces that rotate together could be color coded or something too
another awesome game and very different from your other stuff i've played! the puzzles clever as hek and just the right kinda difficulty especially for jam
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loool i let it keep going overnight xD really cool game pomo it gots some creepy vibes!
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took me a bunch of tries but finally got on top 10 xD great game as always! would be nice if theres shadow where the enemies is dropping cuz i lost a couple times when they dropped on me lmao
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yo this was rad as hecks! my only complaint is that it ends too soon (and sometimes my dudes would surround me and am stuck between them xD)! i wish theres a lil more incentive for playing more even if its a simple timer that shows at the end to encourage a faster run or posting score in comments, although someones comment above where they use only 6 skellies is pretty impressive
way too good BERRY nice!
i love the art style and humors xD it was pretty decent challenge too, it took me a few tries to become mayor! i didnt realized what the substance option did at first because i tried using it at the beginning and obvs was at full health so i thought maybe it was just broken hehe
the radio chatter was my favs and when the police die lmaooo
ya we both know its great lmao the puzzles are done well and the progression feels natural the music, sounds, art, and gameplay all come together very cohesively for a really awesome game ^_^
alright that was pretty creepy, idk what was really going but man it was dope and i had fun jumping around like crasy xD i finished it without realizing the jump jets mechanic and as i was scrolling down the LD page i saw ur screenshot with some controls and then scrolled up to see i somehow just missed it at the top of the page too whoops! i ended up going back in and just jumping around for another 5 min haha
sometimes i would get like a super high jump (beyond the normal double jump) and i couldnt figure out where that was coming from and couldnt get it to happen consistently (sometimes was happening just while wall jumping too)
main things i wish for: -to know how many of the audio logs i got + how many there are hehe i searched far and wide and just curious if theres some super sneaky ones i missed -subtitle for audios
my theory is the person is reincarnated as different people only to suffer the same purgatory fate over and over as a punishment xD a loop, thats kinda contorted and different each time hence mobius? but thats just a theory. a game theoryyyy thanks for watching
simple idea with great execution and unexpected ending hehehe very nice!
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took me a bunch of tries for that last boss haha dang that was hard. love the mechanics though that was fun as heck i especially liked the swinging around my dude lmao!
i only found one secret that am pretty sure was a hp upgrade. in my opinion i don't think secrets should make the player stronger because the ones that spend time to find all of them are the ones more willing to learn and complete your game and giving them secret upgrades can take away from the satisfaction of overcoming that final boss or make it too difficult for the people less willing to explore the game. (i only had 1 hp when i beat the boss so I probably would have done another 10 tries without it xD)
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yo the way the monster sprites have the symbol that was used to summon them tho???? such a good design choice! music was dope as heck for sure too haha
i wasnt too sure the point summoning more different monsters of the same type like why not just spam the 3 basic shapes? one reason i thought is maybe if you start drawing the wrong shape or mess up drawing what you want, you can still recover. im just not sure if theres more to it i'm missing.
overall really awesome game!
love the aesthetics and super simple and effective tutorial! i was really struggling at first with the crosses and rq when i got messed up by 3 of them all at once and then i scrolled down and saw u can just do a few lines instead of the full shape. so i opened it up for a few more runs xD being able to do incomplete circles and triangles was huge help too
my main tip is play in browser and not fullscreen mode. in browser you can continue to draw offscreen to complete your shapes. also i have ultrawide monitor which makes enemies spawn too far apart in fullscreen mode so you have to make larger shapes and you cant get from one side of the screen to the other before the orbs disappear
not the record yet, but i finally figured out a strat that works for me >:D adelie.png
@meep heck ya i do >:D Adelie.png
my general strats: 1. feed the first pengus 3 fish but wait in their box until the timer is red. This is to gives you more fish by waiting, but also gives you more time to set up a long chain since the next pengus is in a group of 4 (am pretty sure the timer is directly tied to the number of pengus?) 2. make the a huge chain, completely ignoring the poor pengs until you have 1 or 2 hearts. If you lose a fish or two, don't worry, you completely ruined your run and just restart 3. just keep trying to make the longest chains you can safely make without losing fish and wait until the the timer is red so fish keep spawning. If you keep doing this, it kinda gets to the point where you can get plenty of fish really quick and spend most of the time fitting them inside the box. If you still have 2 hearts, skip a round of pengus to make a longer chain 4. eventually theres too many spikes and you gotta start turning in really small groups like 2-4 fish
I think this one of my top 3 fav Adelie games xD even with really simple mechanics, theres a surprisingly amount of strats you can try and the controls smooth as heck
now dats a lotta juice! goo.png
Great sound designs and beautiful icky bugs! the way they moved around felt really organic and had a lot of life to them. until i cut them up >:D
I played like 6 rounds and the best I could get is 8, am not so good at the memory matching lmao it's a really cool idea tho with great execution and the sound effects + music are perfect! The gameplay kinda reminds me of those sniper shooter games with a memorization twist
heck ya that was sick! i love how the music gets more intense at the end. before you get the insurance upgrade, theres a really nice risk/reward mechanic where you try to push your luck to get more meats. the creature designs are simple but really efffective!
from the art, to the dialogue, to the minigames and music/sfx, its crasy how much content u guys fit in this! my favorite is the lil mousie with her tiny knife <3! am curious about the reflex test at the beginning? I was really expecting it to be a challenging reflex based game because of that xD
no bugs strat pretty OP nobugs.png
i think thats the best am gonna gets hehe i got actually spooked the first time when i opened one of the door and theres big gnome face xD ungnome.png
wow what an ending haha! great work with the sounds and all the lil minigames. The visual style is awesome too ^_^ that last buzzy guy took me so long to get xD
i make a lil salad for Lucky <3 LuckyLefty.png
ownage! kamamushi.png
the setting is super dope! I wish the combat was more fleshed out, I was just swinging like a mad man lmaooo
This one took me a while, for some reason I forgot about the gold and food requirement so wasnt focusing on that so much. then when the 520 sec came around i was like o wait.... onoooooo dwarfColony.png
it's really cool game, just needs some polish and QoL stuff like when you try to buy something it tells you what you're missing, maybe battle log that tells you what buildings were destroyed. Every time one of my buildings got destroyed, I was in a menu and was like uhoh which one was that. And also the invasion message popping up all the time while Im trying to balance my economy and cant read how much gold I had was getting frustrating. Would also be nice to be able to pause or at least give more time before the first wave starts, that part was brutal just getting a decent start, I kept having to restart just to get past the first like 30 sec on the last 2 levels xD
overall it's very solid, well made, and a nice departure from your usual platformer stuff!
awww yis! I didn't realized how the hand worked until the very last level, the first 2 that used it I was like wthecks this is too much rngs lmao still managed to get through them by some miracle xD
loved the lil d00ds and the interactions, it kinda reminded me of that mosa lina game
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@osh-studio broooooo that's insane! u def got the record haha. Mine is 5:40 xD The hardest part for me is the money at the very top where you have to jump on the 4 tiny platforms eghatcharecord.png
@osh-studio i managed to get a 4:58 but was still struggling on that on that top part. I just uploaded a post jam version that just increases angular drag (makes you rotate a lil slower and easier to get the right angle). would love to get your input if it feels better since you got the record xD
Gotta press H to get into postjam mode and ur color will change here my post jam run lmaoooo image456456.png
@rickylee wohhhhhhh dats some good strats its like u doin da worm loooool
@osh-studio yooo I got a 1:45.694! I still made a few mistakes, but I think a <1:30 is definitely possible. attached vid of speedrun too daeghatcha.png https://www.youtube.com/watch?v=CaDkUohJ08M
@osh-studio the vid is private i cant see u pro strats! but wow dats crasy I dont think anyone is beating that lmao. am really curious to see your strats and route!
@osh-studio ooooh ya dats nice, dats real nice! the first money ledge grab was hella clean too
woooo! took me a few tries but I got that bread xD I quacked up at the lil tombstone moving into the next room hehehe >:) The slay the spire influence is clear like others pointed out, but I like the twist that you control multiple d00ds while the enemy only has 1 you gotta worry about
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yo I love the idea here and it looks great! There's not too much to keep you playing a long time yet, but its got a lot of potential and the execution so far is awesome. here a couple idea I got: -multiple resources maybe? -resource blocks can be in the terrain windows and creatures have a chance to harvest from those blocks -creatures have bonuses+penalties for gathering specific resources and also bonuses+penalties for the terrain theyre in, so theres a little bit of planning on where to place creatures too
oya dats a good one lmoo really fun twist on cow games
i got Dragomuse! cute :3! that's amazing you got so many lil cuties in there. I wish theres a way to see all of them you made xD Dragomuse.png
well that was unexpected xD I loved the transitions between the fights especially, it had such a vibe to it like ominous/foreboding almost uarewhatubeat.png
I think enemy hp bar isnt necessary like some others suggested, but some flashing when you deal damage like on the first boss would be nice. The last boss took me a few tries and I was thinking maybe I was missing something like I needed to make the explosions hit the beaver, but it wasn't clear if that was helping or probs not
oh man I didn't realize there was a leaderboard. I spent way too much time just increasing drones and spawn rates to see a bunch of things on screen at once xD your game holds up really well with a bunch of stuff happening at once!
Cute! Really interesting idea I havenāt seen before too! Iām out of the country right now so wasnāt able to play on a computer, but it plays surprisingly well on a phone too since itās just mouse controls ^_^ the addition of the mustache and baguette on the guy is also top tier xD
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Im so happy I can inspire others with my games, when you sent me a message the other day saying you made an eg hatcha clone I was so excited and tapping at my monitor to show my gf lmao HatchaAndBlab.png
@coatline 0:33:93 no reset bug š https://www.youtube.com/watch?v=Qu3vzM_47aA
@coatline 30:18 lmao https://www.youtube.com/watch?v=A7KJG5Z6c6E
@coatline damn thats good thats gonna be a tough one to beat but I got some new tech too. unfortunately am back to work tomorrow and am actually in the middle of a different 2 week jam right now lmao. but I'll try to dedicate some time
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@coatline 26.75 https://www.speedrun.com/Fartnite/runs/mkr844lz