Purarger Collector by thyoi 2025-10-24T01:32:19Z ♥ 1
Always looking forward to playing your games @thyori! Loved this entry, so delightful finding all the hidden ingredients I can add to the burgers! Fantastic work!
Foon → Ludum Dare Explorer → Users → rosypenguin
| Year | LD | Theme | Game | Division | Overall | |||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2019 | 44 | Your life is currency | Coin-Op Kid | jam | 4.53 |
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2019 | 44 | Your life is currency | Coin-Op Kid | jam | Fun | 4.55 | |
| π₯ | π₯ | 2019 | 44 | Your life is currency | Coin-Op Kid | jam | Theme | 4.65 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π€ | π₯ | Tiny Signal Lost | jam | 40 | 4.20 | 4.11 | 3.96 | 4.55 | 4.49 | 3.87 | 3.40 | 3.90 | |
| 2025 | 58 | Collector | π₯ | TCG Star | jam | 524 | 3.34 | 3.16 | 2.68 | 4.33 | 3.83 | 3.50 | 2.59 | 3.14 | ||
| 2024 | 56 | Tiny Creatures | π₯ | Florian the Tiny Hunter | jam | 15 | 4.35 | 4.10 | 3.66 | 4.35 | 4.69 | 4.32 | 3.36 | 4.36 | ||
| 2024 | 55 | Summoning | Readybuns | jam | 930 | 3.25 | 3.17 | 3.35 | 3.67 | 3.75 | 2.91 | 3.05 | 3.11 | |||
| 2023 | 54 | Limited Space | π₯ | Wall Wizard | jam | 99 | 4.12 | 4.05 | 4.02 | 4.10 | 4.00 | 3.99 | 3.35 | 3.79 | ||
| 2023 | 53 | Delivery | π₯ | Mad Meow: Purriosa's Panic | jam | 173 | 4.00 | 3.86 | 3.71 | 3.93 | 4.47 | 3.83 | 4.03 | 3.81 | ||
| 2023 | 52 | Harvest | π₯ | It was all for the Tuna | jam | 19 | 4.31 | 4.05 | 3.93 | 4.01 | 4.63 | 4.08 | 3.43 | 4.40 | ||
| 2022 | 51 | Every 10 seconds | π₯ | Game Name | jam | 9 | 4.43 | 4.25 | 4.14 | 4.55 | 4.61 | 4.38 | 4.38 | 4.39 | ||
| 2022 | 50 | Delay the inevitable | π₯ | Tatertot Towers | jam | 9 | 4.40 | 4.21 | 3.65 | 3.86 | 4.65 | 4.26 | 3.76 | 4.23 | ||
| 2021 | 49 | Unstable | π₯ | Teeter Hero | jam | 9 | 4.46 | 4.43 | 4.19 | 4.65 | 4.67 | 4.33 | 3.82 | 4.17 | ||
| 2021 | 48 | Deeper and deeper | π₯ | Deepest Sword | jam | 15 | 4.40 | 4.11 | 4.39 | 4.26 | 4.59 | 4.11 | 4.22 | 4.17 | ||
| 2020 | 47 | Stuck in a loop | π₯ | Stagnatum | jam | 83 | 4.16 | 3.77 | 3.63 | 4.38 | 4.70 | 4.21 | 4.23 | |||
| 2020 | 46 | Keep it alive | π₯ | Extinction Intervention | jam | 772 | 3.68 | 3.39 | 2.96 | 4.14 | 4.43 | 3.84 | 3.66 | 3.65 | ||
| 2019 | 45 | Start with nothing | π₯ | Epoch | jam | 66 | 4.12 | 3.92 | 2.99 | 4.21 | 4.39 | 4.36 | 2.55 | 3.92 | ||
| 2019 | 44 | Your life is currency | π₯ | Coin-Op Kid | jam | 1 | 4.53 | 4.55 | 4.45 | 4.65 | 4.52 | 4.00 | 3.20 | 4.09 | ||
| 2018 | 43 | Sacrifices must be made | π₯ | Sacrificial Run | jam | 152 | 3.89 | 3.85 | 3.70 | 3.83 | 4.07 | 3.75 | 3.31 | 3.72 | ||
| 2018 | 42 | Running out of space | π₯ | Keeper of Balance | jam | 80 | 3.99 | 3.86 | 3.52 | 3.72 | 4.41 | 3.64 | 3.90 | 3.74 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | B.E.A.S.T.S - Break Everything And Stack Towering Structures | jam | 83 | 4.05 | 3.82 | 3.93 | 4.22 | 4.18 | 3.67 | 3.89 | 3.72 | ||
| 2017 | 40 | The more you have, the worse it is | π₯ | Don't Be Rash | jam | 31 | 4.17 | 4.10 | 4.21 | 4.17 | 4.44 | 4.05 | 4.46 | 4.00 | ||
| 2017 | 39 | Running out of Power | Energy Outage | compo | 216 | 3.50 | 3.21 | 2.92 | 3.50 | 3.92 | 2.96 | 3.58 | ||||
| 2017 | 38 | A Small World | π₯ | 6-Sided Sojourn | jam | 17 | 4.24 | 3.93 | 4.20 | 4.51 | 4.46 | 3.85 | 2.97 | 3.88 | ||
| 2012 | 25 | You are the Villain | Another Castle | jam | 17 | 3.87 | 3.62 | 3.54 | 4.05 | 4.40 | 4.02 | 3.23 | 3.44 | 56 | ||
| 2012 | 24 | Evolution | Resolute | jam | 253 | 2.19 | 2.07 | 1.80 | 1.77 | 2.92 | 1.47 | 2.13 | 47 | |||
| 2011 | 21 | Escape | Planetration | jam | 9 | 3.62 | 3.15 | 3.62 | 2.91 | 3.77 | 2.33 | 1.60 |
rosypenguin leaves an average of 14.1 feedback comments each event.
Always looking forward to playing your games @thyori! Loved this entry, so delightful finding all the hidden ingredients I can add to the burgers! Fantastic work!
I like that you put a twist on the Scrabble-Balatro mechanic with a bit of RPG combat in it. Had fun with it!
LMAO the jumpscare at the end. I love entries that are collections of minigames because it's such a huge achievement to make not just one but three playable games and tie them together thematically and mechanically. Huge kudos for that!
Beautiful game, love the screen effects as you grow the flowers and chains. I also prefer the zen mode. Only nitpick would be to have the shape of the next placement be more visible, since you have to move the mouse off the flowers to see what the shape is (the red over the pink flower is not visible). Otherwise great work!
Simple and chill, nice work. Fun to build my raft into a wacky shape
Lovely art and animations, everything is so visually coherent and stylish! I agree with other commenters about the frustration with the friction between objects and having to manage a huge pile of items. I played for a while but just kept losing items and forgetting which zones were for what trades, so ended up having to wait multiple full day cycles to find the right trade zones. But absolutely fantastic work here, congrats to the team!
cat :3
Some insane amount of polish here, especially with the UI transitions and feedback. I feel like there's something missing in the gameplay loop, like maybe giving the player the action to expand new wings of the museum or some kind of currency/upgrades. But overall massive kudos for how much was accomplished by your team!
cave_packer.png I had a blast with this one. Loved the gameplay loop, didn't want it to end. Only tiny nitpick is the controls for placing the ores in the inventory, sometimes it doesn't place the ore unless I'm pretty exact in the spot, which can be a little hard when you're running out of time. But otherwise, amazing game!
Absolutely hilarious. Never would have come up with this concept. It did get really easy really quickly, wish there were more upgrades and obstacles but I had a great time.
Nice work with how clean and consistent everything is. Love the originality!
I'm a Ludumon master ;) Very cute little game, I liked the monster designs and punny names.
miku.png Sorry Miku you'll have to go back and collect the 7 missing items :(
The art and UI is very clean and polished. Played through several times to try to complete the game but I think the RNG is kinda harsh. Even when I prioritize crafting phasers and phaser rifles I still end up getting -1 health events from a "threat level none" salvage, break the phasers, and game over before day 6. But I love the concept and found myself getting into a nice rhythm. Overall very nicely done, would love to see a post-jam version!
Quick suggestion, the menus should close when another is opened, just so they don't end up getting layered. When they get layered you can click an option and the click event is read on every layer.
Wonderful job distilling down and abstracting the feeling of exploring the unknown. Loved how the music built up as you discovered new notes. I also really appreciate that you added mobile controls, huge props!
I think my only feedback would be to have the movement glide along the walls, I tend to get caught against the friction of a wall and then have to lift and tap again. Overall well done, especially for a second game jam!
stop drinking the saltwater!!! These little guys were such a pain to babysit lmao, never doing what I want, but endlessly entertaining watching them run around, playing in the sand, and eating one another. Put in my ratings 1 minute before the deadline, hope it went through!
tinycheckers.png played Tiny Checkers last night and I adored it! Your games are always so lively and animated with so much of your personality shining through! Looking forward to what you do next :3
So much communicated with so little. I love tiny experimental art games like this. I tried helping them into the hole at first, since that seemed to be their wish. But I started feeling doubtful so I watched them a bit and sensed some anguish and sadness. So I tried to save just a few to see if they'd appreciate my intervention but they just approached me with apathy...
godawakener.png Was determined to win since the art and music really sucked me in. I think the issue for me was that the forest elementals would go to their tomb and transform into rock at a far greater rate than the other elementals, and the rock elementals took so long responding to my pings that by the time I get enough at the rock pool all my forest elementals were gone. This made it extremely challenging to have enough of all 3 in the right places at the right time. I wish they would listen to me haha! Overall you guys have a very unique concept with a really strong theme, great work!
What a great interpretation of the theme, being able to integrate the tiniest creatures into your core character. Wonderful art and sound direction that really puts the player into a nice flow state. I'd recommend a slight pulsing or particle effect on cells knocked off of enemies to indicate that they are safe to pick up.
Fantastic amount of polish, very evident that you're experienced jammers. Art and music were top-notch. I played until 2nd on the leaderboards!immunedefenseforce.png
Always love a good puzzle game! The ones where you use the same level but approach them differently based on the tools you have are wonderfully designed. I only wish there was a speed up button and maybe a highlight when you hover over a shadowling to make sure you apply the tool to the right one.shadowlings.png
the innovation is off the charts here, love the graphics and the strategizing with how to use the stars/puddles/chests. I'm on level "???" (17ish) and the reels are no longer turning so I might have broken the game, but still felt satisfying getting to this point! Would love to see more expansion, more enemy types, and boss fights!
Took some time to figure out how to multiselect and shoot but once I did it got really fun! Next will try to keep the king alive... 462407984_1310524240104972_6586193265991108000_n.png
terrarium.png I dont think these trees fit in the terrarium! Very cute sandbox experience :)
Beautiful game, love the environment visuals and the piano melody. The movement is a bit clunky and made platforming a struggle though, I think the collisions could use a bit of work but otherwise a cozy and peaceful entry.
Nice visuals, I just feel that the rats field of vision is a bit too hard to read especially when they've spotted me from offscreen. The procedurally generated level is fun to explore and I got the cheese eventually!
Tons of fun, love the variety of weapon types!
So polished for a compo! And it certainly doesn't feel like an unfinished game to me, a whole lot of gameplay mechanics are showcased and there's a unique concept to boot. Also a big fan of your art! Would love to see a post-jam update and play more!
The pixel art here is out of this world, such amazing quality especially on the altars. Kudos to the artist there!
The gameplay however I felt left a lot of be desired. The collisions are all over the place making it so you are required to fly (which was fun to fly around and explore!). There needs to be more feedback, like a item collection sound and attacking sounds in the battle portion. The drag-and-drop mechanic in the spellbook gets really tedious and could be streamlined.
Overall the game has tons of potential and would love to see an update! Great work!
I wish there was feedback on whether I missed a note because it was too early or too late; it's really hard even as someone who loves rhythm games but relies almost entirely on visual cues. I think if there was some way to show a note preview before the hit (like how arrows move toward the note bar in DDR) it would help reinforce the audio cues.
Overall though the game has such a fun concept, great art, and cute audio! Would love to see an update!
I loved this entry, had so much fun exploring and trying the different combinations. Like others have said this game has so much depth to it for a jam game it's impressive! How many endings are there? I want to keep playing after being damned to hell for eternity haha
Love these kinds of games with collections of minigames! The pixel art is amazing and the whole game is so polished for your first jam. Amazing work
Loved the mood and atmosphere. The art style is nice and consistent. Good work!
Fun concept! loved spamming the summons to tackle the enemies, just wished there were a bit more of a progression with the enemy types. For example I started the first room with all eyeball laser enemies and the next room was a few flies.
Incredible, loved the sheer amount of polish and the clever ideas you have for each of the tools for the levels. Loved it!
So comforting and cozy, definitely a unique game with some gorgeous audio!
Loved it! I had a lot of fun selecting the dice and manipulating the "roll two more dice" to basically guarantee two chunguses for the final battle muahaha
Got Flabberghasted Flo! Looking through the comments it seems like you have quite a number of possible summons, love it! Always a fan of idle clickers.
Finally a game made for mobile! Cute game, nice sounds, good level progression and good replayability!
Thanks for making the game playable on mobile! Good tutorialization, simple controls, new take on the theme, I dig it!
I cackled when my head flew off! Nice work for a first time making a 3D game!
Fun little game, laughed out loud at the absurdity of collecting thousands of grandma's amazon orders!
Very classical controls and gameplay. Couldn't really get past level 18 (I think) but had fun nonetheless. Nice job!
Adorable game! Loved the presentation and general mood. It's a bold design choice to make a black cat character in front of a black background but it works really well here and reinforces the slightly claustrophobic feel. The audio and sound effects are great; my cat walked up trying to identify where the meows were coming from!
My only critique is the wall climbing/grabbing mechanic, feels a bit too sticky at times. I also found a bug where I just beelined to the exit on the last level and I passed despite getting caught by the hand.
Oh hey it's you guys again! I am in love with this entry, such a cute (and ridiculous) concept, and I haven't seen anyone do lavender harvesting yet! I found the game loop to be very engaging, especially for a jam game. Including automation and gnome warfare added so much to the gameplay.
I did find the farming/building UI swapping to be very confusing at first but eventually got the hang of it.
Also, after I got around 100 or so lavender my game started stuttering and when the gnomes came out it froze altogether :(. Bummer because I really wanted to see what happens when I Gnomicide!
Absoltutely phenomenal game, loved every element from the retro style bug models to the clever level designs. The soundtrack was great too! Definitely deserves a top spot! It even innovated on the platforming genre with the unique web capturing mechanic. My only complaint is that I encountered a bug (heh) near the end of the game where it crashed and froze T_T
Yes! A Binding of Isaac-like! Super fun gameplay and love the addition of the mining minigame as your own twist on the genre. The art is very clean and consistent and the audio was perfect for the atmosphere. Really great work!
Love the music and sound effects! The art is stylish and quirky. The image of an elderly witch wielding a shotgun fighting zombie potatoes is absolutely hilarious. Superb work!
This is hilarious! I love the screams of the people as I drop them to their doom. The gameplay is really straightforward and the graphics are clean and crisp. Overall nice work!
Ok I need to learn some harvesting strategies because the highest I could reach was 8000... Love the highscores system, even though the game is really simple and straightforward I still had an incentive to keep playing :D
Very unique game idea, there was a lot of randomness and probability involved, but just enough skill needed to balance crop value, rent, etc. Really good work for a compo!
Addicting gameplay loop, I had to keep playing to do what must be done. I actually didn't realize the Do What Must Be Done button has a cost associated with it and ended up using my resources to upgrade everything to Lv 9 and had a blast destroying everything! Slime gun + death by 1000 cuts was SOOOO satisfying! And omg Frankie π₯Ή
The sheer amount of polish here is incredible! I gasped when I heard the voice acting... seriously how many LD games put in fully voice acted lines?! Love the cover image, love the UI, love the soundtrack, and love the bullet hell gameplay. Seriously incredible work. Here's my score on my first run! bunnyhell.png
Cute little puzzle-platformer with great pixel art and funny quips from the bag man. I found some of the navigation to be very trial-and-error, where sometimes if fall off a ledge I die instantly, and other times it's the correct path. But with the generous respawn points there was very little risk! Really nice work, best puzzle-platformer I've played in this jam so far!
I liked this gameplay mechanic a lot! Feels fresh and innovative and could see myself playing this for a long time. Unfortunately I lost a lot of rabbits and potential carrots toward the early levels when I didn't know the mechanics, and my perfectionism wants to start over and do a better job lol. Is there and end or does the game continue endlessly?
Fun and goofy puzzle mechanic that had me really invested until "A Bubble Test". I wish there was a way to freeze the pusher so it didn't slowly drift away from where I left it as I move around, since there was still a good amount of difficulty moving the bubbles out of the starting rooms without the angled corners to bounce them out of. Still, I had a lot of fun up to that point, did not expect a bubble wrangler to come out of the "Harvest" prompt!
So cute! I pleased 26 souls and got employee of the month! Loved the graphics and "yayy" sound effects, the gameplay got a bit hectic near the end but I appreciated that it ramped up in difficulty.
Surprisingly addicting for such a simple mechanic! Very clear and easy to understand, felt pretty relaxing especially knowing there's no penalty for messing up. Good work! Only issue I found was that (on Mac at least) the default browser scale made it so the "level 1" graphic was overlapping with the tomato bag and I couldn't grab it at all. Easily fixed by rescaling the browser but thought I'd point it out! 4bags.png
Cute and fast-paced! Love the slime character and its deformations around the terrain. The arcade gameplay makes it for great replayability. Nice work!
Gorgeous game, took me a while to understand the mechanics but once I did I was really drawn into the puzzle solving. The visuals, animations, and sound design are lovely. Still haven't figured out how to complete all of the mandelas, I think there can be better indication as to what points the stage "cuts apart" and exactly how many seeds I have so I can properly plan my path. I'll keep playing to try to win! Great work!
Gorgeous and solid entry. Everything worked together so well to provide us with a vertical slice of gameplay that perfectly encapsulates the feel of a classic point-and-click adventure. The pixel art is fantastic, the music and story all help to set the mood.. even the voice effects are a nice touch! I played through again to try to make the other potions, would have been so cool to have multiple endings, but it's already so well done regardless.
This game is so incredibly cute and relaxing! The chill gameplay, color scheme, sfx, and particles all work well together. I especially love all the positive messages everywhere! I do agree that the star alignment skill checks are pretty difficult but it didn't bother me since I get so many flowers and chances to play again.
One thing I missed is how to replace existing cacti? I accidentally planted duplicates of some species and want to complete the cactilogue!
I LITERALLY COULD NOT STOP PLAYING TOMATO.png
Funny concept, those poor harvest simulator developers! I had an issue where the hand would get caught in the bottom right corner and be really difficult to get out. I think with a bit of tweaking of the mechanics and physics it would be pretty fun
Cute and fun idea! The randomization granted me with a single shot that fulfilled both goals at once in one of the earlier levels. Lost on day 6 where there were over 20 fruits and I couldn't for the life of me tell which was the smallest, even when trying to take into consideration distance and relative scale it felt like I had to randomly guess. But ultimately a unique take on the theme with juicy sniping mechanics!
Loved the Vampire Survivor inspiration with a farming twist! The vegetable sprites are amazing and the soundtrack captures the stress of having a horde of sentient vegetables chasing after you. Also fun upgrades to play around with. Nice job! I survived for 8 mins both times I played π . Need to get better!
Really fun and unique take on the theme, making a typing game. The difficulty really jumps up at level 5, I thought that hitting an obstacle would give stop the tractor for a bit, allowing me to clear some of the next obstacles instead of hitting 3 in a row. Overall I had fun with it, and the graphics are detailed and clean.
I had so much fun with this one! Loved all the upgrades, and the extra challenge of having to not only protect your mound to collect the pumpkins, but also ensure you kill the chickens closer to the center of the stage to give it the highest chance of survival. I was so delighted to see the giant chickens when they ate my pumpkins! Dash is super good for getting rid of them. Great work! (My high score is 145)
Wow, I really loved this concept, it's really original and makes the pixel artist in me very happy. It was pretty easy at first but as I got closer to completion there was less and less space to plant and harvest the colors I needed (I miscounted lol) and that made it a different type of strategy!
frog.png Looked cool while harvesting too
Only tiny nitpick was that the tertiary colors were kinda hard to see on the mini preview image (sky blue vs true blue, light green vs true green) and that some of the info is cut off on the left side of my screen (mac browser fullscreen).
That mouse farmer is working overtime! Love the cute pixel art, the veggies have so much personality! Would love to see some feedback for when the veggies get shot and when they spawn. Nice work!
Thanks for playing our game, and yes we do have similar concepts! I really like the way the whole game looks like an old map, and the realistic sailing mechanics. I did feel the controls got a bit overwhelming, particularly the boat rotation vs sail rotation. Also I wish there was a quick reel in button for when I miss aiming at a fish. Overall incredible work for a compo!
So excited to see Stable Diffusion used in a Ludum game, just wish there was a little more gameplay. The 10 second timer feels a bit arbitrary and like it was only there to fulfil the theme.
Some of the generated images didn't match what I drew at all, but I really enjoyed the storybook characteristics of this one:
AIGalleryPainting-2022-10-13_11-56-20.png
Awesome work, and amazing innovation!
It's so funny how we independently came up with similar ideas, a set of minigames with wiggly art style, and even similar sleeping and eating minigames! I loved how inventive each game was, and how there were no repeats. The amgus were really funny too. Incredible work for a compo!!
Played through the first day just guessing and checking until I figured out all the recipes, then I only realized there was a menu on day 2 π€¦. Absolutely gorgeous graphics though.
Solid game! Can't stop playing, just the right amount of difficulty where I can see where I screwed up and have a high incentive to replay a level. I got a lot of nostalgia for the old diner dash games. The art and audio was spot on, I just wish the music would not harsh stop when I complete a level and get back to level select.
Played for a while and reached level 9, got a bit frustrated when I'd try to queue up a K and an M dog but instead they combine to form a K&M dog, but I'm sure that comes in play in the next level.
Super fun, I'll keep playing to try to finish it. Nice work team!
Interesting game with a unique mechanic! I found the movement really slow, and was losing track of who was who a lot during the swap sequence and took time to reorient who I was /where I was. Wish there was a way to revive a dead partner, feels unfair that the enemy bugs can just surround my character when I had no control over them (though I guess I should have placed his comrades in better positions! Nice work, keep it up!
So clever to make a music creation tool where you can play back the song you recorded! Unfortunately I have no musical bones in my body so my music sounded awful haha! The character art is wonderful and all the feedback is nice and juicy. Well done!
Absolutely adored this. So glad to see another set-of-minigames theme interpretation that also has a cat petting minigame!! Loved all the cat noises!
Oh this was so fun! Only got to day 11, should have planned my early days better and optimized the tree-cutting phases. Overall, I loved the concept and atmosphere. The art and music were outstanding! Just wish there was a bit more feedback when staking the vampires. I laughed out loud when the vampire died and the orphan just nonchalantly walks back in the orphanage haha!
spacceman.png I liked it. Simple, minimalistic, addicting. I wish the gravity was just a bit more floaty so I can be more precise with the landings, and that the ship would use a mesh collider so the spaceman can stand more accurately on it. Overall I had a lot of fun!
This game is nearly perfect. I absolutely adore the art, music, mood, level design... pretty much everything! I am a huge sucker for pixel platformers, and I got some Ori vibes from this. Literally have no criticism, except for the menu screen using enter to confirm rather than the spacebar :P
Superb work everyone!
Wow, what a zen and gorgeous game. The soundtrack and visuals and the story all go so well together. It took a really long time to wait for the plant to grow, I wish there were ways I could speed up the plant growth or encourage leaf/flower growth. I ended up putting the game on while watching something to pass the time.
I'm very glad I stuck with the game to the end though, *SPOILERS* it really hit me hard as I was just casually making a funny looking tree right before the tragedy π’
Lovely game, very high marks for mood! And cute kitty.
And since no one else posted pics, here's my ridiculous flower monstrosity! silvi.png
tense-conds.png ummm I feel like a dirty cheater... I stayed in the top left corner for a while and then the bottom left corner the rest of the game! Somehow the enemies just happened to avoid me for a while! Love the fact that it's an actual NEW game, super fun. And nice pun, I had to read a comment above to get it haha
Straightforward arcade shooter. Highest score I got was 9, I'll try again to get over 10 but I feel that the enemy hitboxes are a tad large. Sometimes I felt like I had 2 bullets but the label said 1? Not sure if it's a bug or if unused bullets get banked. Good work!
Cute little roguelike, but very challenging. Wish there were health pickups or some knockback on the enemies when I hit them. Good work!
I love classic point and click games, and this one really captured the classic gameplay feel with a nice twist of all the artwork being text! Originally saw this on a stream and had to play it for myself. Great clever puzzles, none of them were really obscure or too easy. The sound effects were wonderful, from the scraping of the chairs to the cracking of the mirrors. Super fun, and nice job!
Agreed with all the above, very juicy, fast-paced, satisfying. Nice work!
Incredible, I never thought I'd live to see the day a farting MMO would exist. Thank you for this gem hahaha! Had the pleasure of playing this with a streamer and it was endless entertainment
Ah, it's a Vampire Survivor-like! Very juicy and kept me on my toes, loved the triple shot weapon so I max upgraded it which was like a wall haha. I wound up max upgrading all but the shield. Super fun and I was able to defeat Cypon after a fierce match. Great work!
Took a few tries but I had liftoff! Chuckled at my horrific creations, some of them just did somersaults in the air haha.
Cute art style! At first I thought that the color transformation was random, but when I realized it was always red -> yellow -> blue I was able to plan the levels ahead of time and get through them quickly! Unfortunately I ran into the stuck-in-the-ground bug, so I was unable to finish :( Nice work though for a solo entry!
Always love seeing people's first games! This is a solid attempt, I always like these kinds of brick-breaker type games. Wish there was a bit smoother frame rate so I can see the trajectory of the shots better. And wish there were more levels. Keep it up!
Such a simple concept but actually very clever puzzle mechanic that, as you can see from @trouv's comment above, can lend itself easily to long-term "flow state" gameplay. I felt so good when I had my first 5-tetronimo ship! Only nitpick was that sometimes I would get a ship that had blocked off areas that cannot possibly fit a tetronimo in it.
Wow, these are some incredible top-notch graphics, I'm blown away! Love the soundtrack as well. I had some difficulty maneuvering around the bones sometimes, I think it's a hitbox size thing? Also got frustrated trying to find the keycard on level 3, I think if there's a visual to mark bones you've already searched it'd help with those of us with bad memory. Overall, a beautiful game, incredible work!
Haha love this concept. The animations and sound design are also top notch. The only nitpick I have is the camera lookahead felt a little slow, sometimes I'd be walking close to the edge of the screen and a soldier appears without having time to react. Super polished compo entry!
Solid game, love these kinds of arcade shooters. The soundtrack and graphic changes every 10 seconds is very juicy and the dynamic camera angles add a lot to the overall polish. I laughed out loud at the wilheim scream when I died. Superb work!
props for innovation, these levels were clever and challenging. Wish the cubes would auto alternate between the two so I don't need to remember to swap with Q or E in between attempts. Also I think the friction on the edges could be reduced so that the cubes can slide down a wall, instead of permanently gripping the side. Great work for a compo!
Those were some adorably tasty papitas! Those slimes need to quit messing with them though, so rude. Nice gameplay, easy to figure out. I echo the sentiments above, that a little chiptune soundtrack would really elevate the game, and some visual feedback for purchasing, planting, and getting hit. Overall well done!
Love it! Grandma is so cool, loved the Yugioh tournament and had a blast at the rave! I'm a little but sus about what she's going to do with so much bleach and bugs, but never question grandma! The art is top notch, sound design is great, and story left me giggling like a madman. π― Y'all are awesome!
I was about to try your LD 51 game but the name of this one stood out to me and I HAD to play it. Loved the story playing out in the background, some of the moments are just too real (debating DAR-AY vs DARE, taking forever to come up with a game genre). I was so invested in the story, but alas I ran into a game-breaking bug after the spike section and coundn't see how it ended :( What a fun concept!
Such incredible levels of polish, from the intro screen, to the brilliantly simple tutorial, to the screen effects, combo effects, end screen, and score counter... Everything is amazing and juicy and fantastic. Keep making games!
Incredibly original theme and gameplay! I love the visuals, I know it's been mentioned but I definitely got a strong Scott Pilgrim vibe. The colors, sounds, even the little details in the facial expressions all work beautifully well. I want a full length game!
Fun little game, with some nice 3D graphics. I liked getting the upgrades and corralling the massive number of enemy cars. Wish there were a bit more feedback elements, like death animations on the cars and VRX showing when your boost is back.
Graphics are gorgeous, and I loved the fresh new take on the tower defense genre. I was a little confused about how to tell what flower petal belonged to which shrine, but eventually succeeded! Great work!
Saw your game on Damakuno's stream and had to play it myself, it's a nice and simple concept that's easy to figure out but has enough complexity to draw me in to continue playing. I can see this working well on mobile devices. Great work!
Really enjoy seeing another game with 2D art in a 3D environment! The controls took some getting used to (I was playing on a touchpad haha) but I enjoyed it quite a bit! The music is sweet and the gameplay ramped up in difficulty in a gradual and smooth way. At one point I tried adding a new balloon to my raft and it ended up spinning out like crazy!
This was so cute, what a great concept. I played single-player at first and found it to be pretty repetitive, but when I tried with a friend it was exponentially more fun. We found a good number of secrets but at one point I dashed too far from home and couldn't find my way back, oops! Overall such a great game for a compo, and loved that you were able to make it a fast multiplayer experience!
Love it, always a fan of challenging-platformer-with-frequent-checckpoints. Nice use of wall jumps for level design.
Loved playing as a frog on a unicycle. Nice work, the narration and clear parody of Getting Over It added a lot of humor. Let's see how far I can get!
An incredible amount of polish; absolutely love the player spawning animation as well as all the juicy UI transitions. Also one of the largest teams I've seen, must have been amazing coordination!
What a fresh and unique concept, with plenty of funny moments! The art is fun and the the levels have a good amount of challenge and strategy. I tried the boss fight a few dozen times but just can't seem to get the hang of controlling both characters in such tight corridors between the knives
Love the fast-paced nature of the game, along with the consistent art style and energetic music, makes for a very solid entry. the fact that the horse moves like a knight made me actually laugh out loud. Really great work.
Congratulations ππ!
I saw a match-3 as the first place winner and knew there HAD to be a twist. I called the walls breaking, and thought to myself βhmm, thatβs a unique mechanicβ. Then the window started expanding and I though βah! Thereβs the twist. I see why it wonβ. Then it kept going deeper. And deeper. And continued to deliver with each depth. Incredible concept and execution.
Loved the experience and again, major congratulations to you!
Fairly standard gameplay that's tried and true, which means you can easily get into a flow while playing. Reminded me a bit of Robot Unicorn Attack, with the synth-y soundtrack and the cartoony character designs. Nice work, the start power is very juicy to use.
Good difficulty progression with the number of bullets and frequency of unblockable lasers increasing with each level of shield you destroy on the boss. It's been mentioned already but I also agree that the shield reflection angle is difficult to control properly and can be frustrating as you need the bullet to hit almost perfectly in the middle. But also you did a really good job for a first LD!
Love the calming, atmospheric feel, and the unique interpretation of the theme. I do wish the hints were more incorporated into the game, so instead of randomly guessing what the pattern could be, it's more of a puzzle that the player has to solve. That being said I still played through several times to try to learn the patterns; I think the "ding" sound plus the smooth transition really gives it a nice juiciness and makes me want to continue. Nice work!
Wow, that was some really professional level voice acting and sound design! Lovely little game, great art and gameplay loop. I do wish there was a meta game that lets me spend the money I have collected on upgrades, such as a wider scan or faster dig tool. But even without them I still caught myself playing another run, and another, and another :) Superb work! I have to say I'm in love with the UI art and transitions.
I did run into some small bugs where the mines would disappear and not seem to affect me? (I was playing in browser if that helps).
Cute little game with some introspection about life and death (but with cute animals!). I wish the dialog system worked a little better, some of it skipped or overlapped, and the multiple choice selection using the mouse was a bit clunky. But overall nice and sweet. The pixel art and music are great!
What a clever little game within a game within a game! I had a lot of fun jumping in and out of different games to swap to the right abilities to pass each point of the puzzle. It did get disorienting for a while, as I would forget which layer deep I was in, but that added to the experience. The only thing that tripped me up were the controls; I felt that there should be a dedicated drop/pickup key and jump. But overall an awesome experience, great work!
Incredible in every way! The art, the music, the little details in the environment with the destructible crates, birds flying off, etc. I struggled with the movement mechanic on the second level but once I got used to it I was flying through the rest of the stages. I think the initial learning curve could be adjusted, but otherwise I had a blast. Really creative and fun gameplay.
I love how your game also has a dedicated speedrun community. Was this intentional or did the game just happen to lend itself to it naturally? We were surprised to see the speedrun potential of ours and would love to learn more about how to nurture and grow the community.
Oops, I realized I never commented even though I played through already. The art is so adorable and the puzzles are well crafted. I see very few games with fully illustrated cutscenes-- not to mention really great humor too. My only suggestion would be to allow pieces to be put back, or a clear all button. But overall so much fun and polish, Great job!
The art and animation are flawless; you really pulled off the feeling of climbling into the depths of a cavern. The controls took a bit of a learning curve, but once I figured out how to jump off walls and charge shoot at the same time, I really got the hang of the movement! I think the gameplay could use some better tutorialization and slow introductions of new mechanics. I also wish there was some SFX to really give the jumps, swings, and shoots that added oomph! But overall, very impressive and beautiful work. Best of luck with the Steam release!
wow, the mood and atmosphere are incredible. it took me a bit to get used to the pacing and lack of information, but I am new to the submarine simulation genre. Is it possible to add the spacebar to sonar control in the description somewhere? The telegram-like text is hard to parse with the slashes in there. I was floating around blind for a few minutes in the beginning.
The eerie blips and the monochrome color palette really add to the atmosphere. I love having to look up what the fish were using the keypad interface, there's something really nice and vintage about that. Very unique gameplay, good job.
What an incredibly fun game. The controls level designs are so tight and smooth, every time I died it felt more like my failure in execution rather than a fault of the controls or physics engine. That being said, I felt the collisions could be a little bit more lenient, especially when I am flush against a wall and any small rotation causes me to touch the wall and die.
After over half an hour of dying, I managed to get here: crashlander.png (I did it with a trackpad so I'm pretty proud of myself!) Does the game save the progress if I close it and come back? I might want to continue tomorrow with a proper mouse!
Love the effects and sound design; it is such a trip diving deeper and deeper into a fractal. I can't imagine the technical breakdown of this game and it's truly innovative in my eyes. Great work!
That was really tricky but a nicely polished experience. I also did not know about defeating the skeletons, and took a really long time figuring out that I could walk into the side of the exit door on the level with 2 skeletons in it. Overall, a solid entry with nice sprites, clear objectives, and challenging puzzles!
A+ humor here. The cutscene and voice acting are hilarious! "ooh, I slipped a disc!"
I enjoy these kinds of fast paced arcade games, but I wish there was a bit of a "look-forward" camera as she's falling so I can gauge when the next platform arrives :)
Also, love the sassy remarks in the end screen. Best I could do after about a dozen tries granny-2.png
I'm not sure if it's because I'm on Mac, but unfortunately I can't seem to get the game to start. The title screen appears and I hear the character jumping and walking when I press the inputs, but don't see anything other than the title :(
This was such a creative entry, just reading the description already sounded right up my alley and reminded me of Super Crate Box. The randomized weapons were really fun to experiment with and I love that you threw in some surprises to discourage spam clicking! (Getting hurt if you click on the left side of the screen, or healing if you click on the right). It almost had a Warioware vibe to it in that you have a short amount of time to learn a weapon and try to execute it in a way that gets you deeper.
The art and music were good, albeit a little repetitive. I did like finding hearts in the environment, having other pickups and enemy types as you get deeper would help lengthen the game and add more excitement. Stupendous job, especially for a compo!
Really nice work with the shader; the ink blobs had a soft, watercolorey feel that was so pleasing aesthetically. The art and music together with the minimalistic approach set a wonderful, zen-like mood. The gameplay was on the simpler side, but I have to say the interpretation of the theme is a unique one I haven't seen yet! Great compo entry!
I have achieved nirvana!
This was a very different entry and much needed in my life right now. Just some time to slow down, breathe, and let all the distractions of the world go. I caught myself subconsciously breathing along with the character, and I actually did feel the tension release! Also loved how the environment shifts and transforms. Very solid entry, and deserves more views!
This game is absolutely adorable! I love all the of the characters, so much personality. The mechanics are simple but very tight and very fun to control. The game is also very polished; I can see it be released on mobile with just some small tweaks. Amazing work!
A new take on the theme! Not a big fan of tank controls though. I also wish there was a run option when getting food from deeper in the back of the unusually deep walk-in fridge. It would be great to be able to drop the food if you pick up the wrong color.
Really like the fog effect and particles you used to make the freezer feel really cold. Nice work!
I laughed at the "I said MOST ignore the living" on level 6. Then again when I touched the water. And then the ghost circled back and got me right at the door! I thought that was pretty clever. I'm impressed with the amount of traps and obstacles you were able to put into a compo game! I just wish there was a level that combined all of the obstacles in one for a really great challenge.
Great work, nice graphics, music, and level of polish!
I got the heart! You did a nice job, not the most creative interpretation of the theme but I still enjoyed it! Had fun dodging the red sharks and the lanternfish, and the effect of the depths getting darker and darker really added to the mood and sense of progression.
Wow, the lighting and mood are incredible for a compo game! That title screen and intro was really beautiful and eye-catching. The mechanics are smooth and elegant. If there was anything I'd improve, it'd be the underwater backgrounds. The environment feels a little random, and the rocks were just the same asset rotated. Also, clicking the barrels was a little finicky, I have to click several times before the screen would zoom in and the barrel would turn green. But overall I had a great experience. Wonderful job!
Wow, that was a wonderful journey from start to end. Beautiful story, art, and music. The quiet reflection moments on the beach are especially well done, and Lenny's rhymes are on point! The ending scene is incredibly beautiful. I love the amount of polish put into the game!
If I could give one small bit of feedback, sometimes scene transition points are ambiguous; I find myself walking against many the left and right walls juuust in case there was a path there.
Got both the endings! Loved the scenario and worldbuilding you set up here. The topic of impostor syndrome isn't tackled quite enough in games, and you approached it well. I especially love how Feronin changing out of his black clothes and into the white represented his growth.
I do agree that there should be more choices though, it felt more like I was reading a book. But overall well done, I don't play many visual novels but I couldn't put this one down :)
Loved it, juicy feedback, fun dialogue, and the music was bumpin! Gave me Hotline Miami vibes! The fake bartender is my favorite. Nice work!
So delightful, made me hungry after playing! It wasn't immediately clear why I couldn't place the sushi onto the belt, until I realized it was because there was no space. Maybe a way to clear out unwanted plates? Overall nice job!
Really well done. Loved the puzzles and the nice ramp up in difficulty as more mechanics are introduced. The humorous snippets added a lot of personality too.
Amazing work, from the art to the music to the story. The level designs were a bit simple but I could see a lot of potential with the mechanics. Overall great work, loved the cutscene at the end.
Well done, enjoyable little game. Found that I could win by holding onto the long block and spinning through the last few loops that way. Wish the game was longer!
Fun art style with the cardboard cutouts, and a pretty innovative mechanic. I felt that the slingshot just didn't shoot where I aim though, and moved quite slow. Also the player being thrust full-speed into the game was a tad disorienting. But overall great work.
Really great work, felt like a complete, polished experience with epic music, great spritework, and fun mechanics.
Quite fun with a good amount of complexity! I had fun strategizing which path to take to build up my troops as much as possible. Some of the random events felt unfair; I'd land on a blue "!" space and get -200 honorpoints, then land on a red "!" and get -2 honorpoint. I also wasn't sure why I wouldn't want to bring all my troops into battle.
I enjoyed the pixelart and wish there was some music and SFX. Overall great job!
Wow, strangely moving for a racing game! The messages totally resonate with me. I only wish the controls were snappier, the slow acceleration/deceleration made it so I frequently crashed into the turns and flipped my car and had to reset.
Love the hand drawn art style, it fit the horror mood very well. The sound design was also top notch for bringing out the chills. I agree with some of the other comments about the confusion with the spacebar. It was disorienting because I'd be on the left side of the car, flip the view, and now be on the right, even though the character is in the same position from his perspective. I also couldn't figure out the right order for the second train puzzle; I felt that I tried every combination of switch order. Is there something indicating the order or is it meant to be trial and error?
Fantastic level design and game polish. I found there was a pit of spikes in one of the early levels that was frustrating to jump over, as you have to have just the right momentum and be standing right at the edge to pull it off. Otherwise everything felt really smooth. Nicely done!
Love how clean and polished the art is, and the train sounds integrated into the music is delightful. Nice work!
Haha this was cute. I like the art style. Thought I could kill enemies with dash, and thought I could feed the birds with throw at first. But then realized it was the other way around. I like the fast paced arcadey nature. Good work
You had me sold at minesweeper haha
I chuckled on the end screen. Loved the gameplay, the story was interesting. The art felt nicely polished, from the characters to the scenes to even the text boxes and the minesweeper screen. The 3D planet menu was cool too!
My only major complaint is the dialog interrupting my intense focus and concentration getting the last few mines on a board. But overall a solid entry.
This was a great concept. Atmosphere is nice and I liked the intro comic art as well as the in-game pixel art. I wish the same level of polish was met in the tutorial, as there was a lot of text that was difficult to parse at quick glance. The mini-game was interesting, not sure why the panels flowed upwards when you completed a match, rather than down for traditional match-3s.
Some other points of feedback: zoom out the camera more, it'll help us navigate the crowded space. Add some indication to the lights area, I wasn't aware that the path there could be walked on and took two playthoughs before I found the area. And make the "80s" "pop" and "hiphop" panels in the music minigame easier to see, I think there's transparency making it feel like part of the background.
Overall, I could see a ton of potential as it has pretty unique gameplay from what I've seen. Keep up the great work!
Lots of fun! I enjoyed the mechanic, it was quite simple but I can see it expand with more mechanics and enemy variations. The music was nice and fitting, and the art was clean. Loved the level completion portal VFX.
dinomlette.PNG What a charming game. Loved the colors and style, and the sound effects added to the wackiness of the scenario. The throwing mechanic took some time to get the hang of, as I was looking at where my cursor was clicking, rather than where the dino was biting. But when I figured it out it was fun throwing projectiles at the pterodactyls!
Overall, nicely done. I chuckled at the lose screen.
I like the different abilities you can pick up, such as bag size increase, camera zoom out, and better axe. It got really difficult toward the end where I had cut down every tree within the campfire halfway health radius, which meant I couldn't possibly reach a tree and back to the campfire on time... Played through a couple more times and I'm not sure what to do after I get to that point.
Great work overall, I had fun with it.
I love how our games have similar themes but we approached it from completely different gameplay angles. Solid mechanic, but a bit simple. Would love to see more disasters emerge and eventually whole words that you'll need to type out.
Cute game, love the music. I found it a bit clunky in areas, such as giving feedback when the enemy touches the unicorn or when I kill an enemy. The mechanic to pick up the unicorn in order to move the map is interesting, but ultimately unintuitive. I like the pickups to increase my firing speed, though it should have a way of indicating how long the firing speed increase will last. Overall nice work.
Solid game, the controls were smooth and the puzzles were just the right level of challenging. Pretty unique mechanic! I like the counter at the end, give me incentive to play through again to try to improve. My run time: 179s and 24 deaths.
Incredible amounts of polish, especially for a first game jam! The art, music, and mood all fit together really well. I played a few times and while I was able to balance the water and corn for a while I still ended up losing each time; probably just need a little more trial and error. Overall nice work!
Thanks for playing our game! It's amazing how we came up with similar premises but had completely different approaches to the gameplay and mood. Love the cute artwork; Apollodocus is my fave. The cheery ending screen made my day! Dino2.PNG
garden.png Cute game! Took some time to figure out the mechanics but happy with how my garden turned out! Found 12 or so garden friends; how many are there total?
Some feedback: The scissors should cut after you let go, not just on collision. I accidentally cut multiple plants while I was rearranging them, as they had moved over the scissors. Overall very nice work!
Great work, hilarious premise! Very cool to see procedural level generation, a dialog system, active combat and shops all done in 72 hours!
The progressively higher pitch with each flower in a combo is so satisfying, I keep waiting for 5+ flowers before cutting them all off at once! However this strategy doesn't seem optimal for the plant, haha. Tried a few other strategies and can't seem to score very high; guess my bad luck with plants travels to the virtual world, haha.
Anyways I had a lot of fun, and I love the simplicity and zen-like nature of the game. Great work!
I think you have something here, just need to have the player die when their HP reaches 0 (I was able to keep going to the end of each level even when I deliberately ran into shots and should have died). Keep it up and keep practicing, you'll get further in the next jam!
Really wonderfully polished game that was engaging and unique.
I played through three times before ultimately dying in each session. I loved the choices and having to balance different resources. I found some paths but many times I just didn't have the right resources, since it's hard to know which resources I will need for which random path that comes up. I ended up building a lot of Enlightenment, which I felt was a really useful resource to have, but that game I kept getting the same few events over and over which depleted my food and stamina, forcing me to use up my enlightenment. Then when I got a path that required enlightenment, I had none to give :(. I think some of the random events can show up less often if you have encountered them before (for example, the mountain with the guy who gives a riddle... I don't need to see that twice).
Finally, I found it frustrating to have to open to rulebook to see what resources I have. The cards could contain the names on the sides, or allow you to scroll over to read them.
Interesting mechanics, I wish the winding/unravelling of the rope could go a little faster, considering the aggressive timer in the game. Also it would be nice to show the direction and strength vector for launching Nothing, as it seems to be hard to aim him at the right areas. The graphics and audio were polished!
Very addicting strategy gameplay! Played through every level, love the way the difficulty ramps up by introducing new mechanics. I noticed a small bug on the RU81K 4 level, where pressing the "replay" button loads up the wrong level. Otherwise, really high marks for fun, art, music, and innovation. So much polish and smooth transitions. Had a blast playing it.
Absolutely phenomenal game! What a truly original idea, I loved the interpretation of the theme and all the polish that was put into it. The puzzles were really clever too! I could easily figure out what I needed to do and it was fun looking for all the items with "k" in them to complete all the keys.
I'd love to pick your mind about the shaders used to achieve the watercolor effect if you don't mind; it's really well done.
Great work, especially for a first game jam! The pixel art is solid and the story is nice and suspenseful. I'm not sure if I ran into a bug, but I set the crystal back on the base and went back to cryo-sleep, then the screen went blank. Is there more after that?
Other small nitpicks: It'd be great for more continuous movement by holding down the arrows, right now it feels like I move faster if I hammer the arrow keys, making it tedious. Also would prefer to go through doors without having to press space! But otherwise good work :)
What a phenomenal interpretation of the theme. I love clickers so I had a blast playing this. It felt like just the right length and had just the right amount of story, great work!
Thanks for commenting on our Epoch game :)
You have a nice idea here, I enjoyed experimenting with different combinations to discover new ones! Got stuck at 17/30 after getting the golden circular thing and the black goo thing. I wish the items were labeled, and that there was a way to clean up the work area once it got too messy. The animated portion above the work area is a nice touch, but for a while I thought I had to drag some items onto the caveman or the boar. Overall great idea, would be cool to see other epochs
Love this so much! The art and music worked wonderfully together. I enjoyed solving the puzzles and the light combat. What an adorable story too, I laughed at the ending. Congratulations on the well deserved scores!
Congrats on the top 10 in innovation; I really love this concept! The puzzles were challenging and I enjoyed having to strategize what denomination and size coins I will need to solve each puzzle. My biggest gripe is the stacking mechanic; a lot of times I know how to solve a puzzle but I'd keep falling due to the circular colliders, which would be frustrating. But overall I had a lot of fun, great work.
Very polished and complete game! great pixel art and music. Loved the puzzle mechanic and the implementation of a high scores system. Currently stuck on level 15, but each new animal introduction helps keep the puzzles fresh, never getting dull. Well done!
This was an amazingly polished entry! I loved the balance of coin collection / noise generation to put a spin on the stealth genre. I beat one of the levels thought I got caught by the laser, by making a mad dash to the exit before the 10 or so hammers got me :). Does the high score system work? I saw an interface that listed the top 10 players but it was all blank.
I loved the visuals and the theming of the game. The hammers with ears got me laughing out loud. Very well done! HammedRobbery.png
Cute and creative game mechanics. I felt that the blue guy was a little too slippery and he kept missing the buttons when red would push him off a platform. I did like how resetting each player to their starting position became part of the level design, and it felt really clever. Nice work!
Simple mechanics that make their way into nice complex levels! I had fun with this one, nice twist on the classic sliding puzzle games. I got as far as level 7, whereas the other levels were more puzzle-like, this one weas purely timing and I got frustrated having to re-do the whole level because I missed the timing by a hair! Great work!
Pretty sweet game! The table flipping is pretty satisfying, and the bossfight is hilarious! I did get a couple bugs: every time I clicked the down arrow on the start screen the game would crash, and if I press space during the boss dialog the text boxes would shift to the top left of the screen.
Great work! Wish there were more levels!
Great work, I liked the short tutorial in the beginning and allowing you to choose a powerup and skin before you begin. The music was nice and atmospheric and the art was minimal yet charming.
Very cute concept, I'm impressed you essentially made a single-player Mario Party! I wish there was a way I could play the minigames I haven't tried, rather than having to go through the whole game again. Overall lots of fun!
I am so glad I found this game! I read the title description and thought "I HAVE to play this." The concept was one of the most clever I have seen, and the levels do a great job of introducing new mechanics. I liked that level 4 misleads you into thinking you need to manipulate power to jump up from the right, when it's more of a back and forth. I also enjoyed the levels where you have to counter-intuitively get hurt as well.
Some feedback : I wish there were walking and picking up animations for your character, rather than put the animation efforts into the animated tail on the back of the coin. Both those animations can help with reading the gameplay better. The hitboxes felt a little off, and I was also able to solve several of the levels by wall-jumping unintentionally. Physics could be tweaked some more too.
Overall, great concept, well done!
Nice clicker game! Very polished art and music. Good use of the theme. I didn't see any reason to buy the 100 cost building though, it didn't seem to provide any benefit over the 65 cost and just took up more space.
That was a really charming game with a bittersweet ending :) Loved the presentation, the gameboy aesthetic worked really well.
Great work and level of polish for a compo game! I ended up getting into a good flow by putting the speed on 3x, waiting for my population to grow, and then pausing and building what is needed. For the most part, the building types are grouped on the screen correct? The first 4 are residential, next 4 are commercial, and the rest are factories?
I ran into a game crash when I tried to bulldoze a road though!
Good basic framework for a limited-ammo platformer. You can try working the ammo/health reallocation UI into the gameplay itself, like making it a shop area.
I had a lot of fun with this one! I had fun managing the resources I get from planets and trading them in for fuel/provisions. I wish I found more opportunity to spend lives to feel more in line with the theme. I think I just didn't run into enough inhabited planets? I also agree that the icons were hard to see. Also really enjoyed the art.
Great work, you pulled it off well especially with such a large team! I like that you took the time to include an in-game tutorial, and the tongue grabbing mechanic was fun to play with.
Great work! Awesome screen transitions and overall polish.
Nice pun. Pretty straightforward gameplay, just wish I had faster walking speed!
I had no idea you could script games in Photoshop, very impressive! I found it funny that you could compliment the sheep's ears even though it has no ears. Congrats on the Innovation win.
Neat entry with a unique concept of taking away the player's senses. I wasn't too sure of the difference between the second and third sacrifice, as with both I could just spam the attack button to "see". Combat could be more difficult, and the spikes were annoying in that they hit even if the player is barely stepping inside of the tile; I got hurt from spikes way more than any enemy. But overall I had fun with this and I wanted to keep playing to see what was in store for me.
Great idea using the snake mechanic to create a puzzle game that fit the sacrifice theme. The puzzles were fun to solve, but were frustrating when one little timing mistake like running into a wall too early would cause you to have to start the level over. It feels like bringing the chalice back to the entrance is a bit overkill, as the puzzle is already solved and the only thing left is to navigate back through the castle that you've already navigated before, only with extra risk of hitting the walls. I think the game can benefit a lot from having music that went with the beat of the knight's movement to help with the timing better. Overall good work!
Pretty fun and challenging, I played through about a dozen times. It seems like every enemy on the map has aggro on me as soon as I start the game. Even if I stay still and kill all enemies in view, a bunch of archers will come in and start shooting, giving me very little opportunity to harvest the blood of the corpses. I think it can be more strategic if enemies had a shorter aggro range, and if they don't start shooting arrows until they appear in the screen, it would improve the gameplay feel a lot!
My favorite part is shooting incoming arrows with blood to deflect them and seeing the red deflected arrows kill nearby enemies; that was a cool touch!
Such a simple concept but great execution. There was a surprising amount of strategy involved, I lost a lot so many people the first time, but the second time was able to strategically sacrifice smaller groups of people. I wish the art was a little more aesthetically pleasing, I almost skipped this game.
Nice job, felt very strategic. I played through a couple times, I like how there are different results from each scenario. Sometimes the village is friendly and sometimes they just take two of my people for no reason haha. This was a fun entry, good work!
Found this game on /r/celestegame and was pleasantly surprised to see it was made by you! Loved the Celeste influence, and good amount of content for a jam. Only nitpick was the color of the cat blended in a bit with the background when the second to last color was removed. But otherwise great game!
So charming, the music and art just tie everything together. The physics gameplay is fun, loved all the fun interactions such as throwing people into mines, chopping up birds with the propeller, drowning people, etc. Great work!
This game has so much personality -- from the phenomenal pixel animations to the ridiculous voice acting! Also nailed it with the theme; fantastic work!
Cool game concept and great polish with the art, animations, sounds, and transitions! It took some time to get the gist of the game but when I did I had a lot of fun with it. I do with the chests could open and provide a little more reward, maybe sometimes they can replenish some shovel points? Overall great work and great interpretation of the theme.
Great work, I loved the board game feel and the range of actions you could do to affect opponent hikers. I initially thought the game was turn based, so I would only choose 1 action per "turn" (spawning a tree, moving a goat, etc), which made it really challenging! I agree with Shawn above that allowing the player to spam those actions made it a bit on the easy side. But overall it was very fun, loved the low poly graphics. Would love to try a multiplayer version as well.
After dying half a dozen times I finally did it! Loved the humorous story and the pixelart is really well done. I wish I had a choice to restart from the beginning and not just from the last checkpoint. Overall, a solid entry that stands out from the others. Great work!
Wow the polish level on this is fantastic! I just wish there was a clear marking on the track showing where the lap starts/ends so I can plan out each lap accordingly. Also, in some stages the car starts out facing down, or left/right, so it takes my brain a second to map the arrow keys to those directions. If the car starts facing up in each lap it would be easier to get right into the race. Overall, a wonderful entry, good job!
Very innovative gameplay! It would be cool to see my created anagrams as new bound books or listed out as well as the point values of each one!
Awesome concept, I love watching the planets orbit when I collect them. However, every time I reach level 6 I encounter a bug where planets don't appear at all even though it says "0/2", and so I can't ever get past. blinkyway.jpg
Great storytelling technique, it's interesting learning more about this dream world through the newspaper stories that come in and manipulating the public image of Oniria based on what stories you put out there. I'd love to see some art of this world and the Intellituna species!
I think a small UX improvement would be to show which page slots are taken up already during the placement sequence, as well as removing placed stories from the list as @lyxil mentioned above. Overall, amazing work!
Love this entry, the pixel art is crisp and the concept is fantastic. I agree with the previous posters that the helicoptor mod is devilishly difficult, brought back flappy bird memories... Nice polished work, I can see it going places. I'd play a fully fleshed out Metroidvania world with this bot and dozens of crazy mods.
Had a lot of fun with this one! The shapes are evil; thanks for making it so hard to fit them together nicely haha. In your screenshot it looks like building types can take different shapes? Or you can break down buildings? Thanks for making me laugh with the "help" button. Also ,love the pixel art.
Nice work!
I like the concept, great art and music. I wish there was a bit more warning before the tides roll in, I find myself panic-building walls when it does and then I close myself off and can't get back on land. Do the castle walls forever withstand the ocean or they have hit points before they break?
Overall, a fun game with lots of potential, great work.
My favorite from this jam! Saw several Twitch streams of this game and finally got around to playing. The concept is so unique and fun; I can see this extended to a full-length game!
Awesome to find another game that combines the same two genres we picked! But in a completely different and unique take.
I liked the sense of weight and scale you feel as the kaiju, and destroying things was very satisfying (maybe a little too satisfying). That being said, it was hard to get a feel for what the goal is and how to determine what building type gets rebuilt when I destroy a building. I also wish the kaiju could move faster!
YES you combined 2 genres that I can literally play forever! thanks for the infinite mode :D
Surprisingly fun little game! I really liked the mining and resource management aspect of the gameplay. Sccanning for asteroid signatures honestly was kinda tedious so instead I focused on dodging and flying really close to the dotted asteroids, racking up a lot of scrap and lasting a while! I think this game has a lot of potential; good work!
Wow I genuinely got chills when the whispering started... Great atmosphere! Would love to see a recap at the end of all the questions you got right/wrong.
Really liked the way you combined the two genres in a way I haven't seen yet. I agree with others in the need for a crosshair on the cursor to indicate that the gun aims at where the mouse is aimed. I can see this expanded with more complex level designs, more weapons, and enemy types. Great work!
Great little game, and simple intuitive controls. The voiceovers are hilarious, good work!
Nice concept and clear UI and minimap system. I like puzzles but this felt a little unfair at times; are the levels randomly generated? I got to a level where all the gates are green but I only could pick up 1 green bullet, making it impossible to solve. I think with some clever level design this could be really fun! Also I was confused with the RC car control scheme, I feel that twin stick would work better (like Binding of Isaac). Good work and lots of potential!
I stayed for the whole ending :D A nicely done, well-polished game. Great to see another husband/wife team, keep up the good work!
Played the web build, it was fun! I did find that the mouse aim was a bit clunky (probably because I was playing on touchpad). I expected your character to shoot out colored balls so you can build platforms (if the colors don't match) and break bubbles if the colors match. I like the creative scoring method with strategically waiting to kill the enemies. Overall nice work!
Fun concept, and once I got used to the controls I was able to get into the flow of the game. I agree with one of the commenters about braking decelerating the bike rather than sudden stop, and I think the motorcycle should be able to accelerate a bit as well. For the bike side, I'd love to see some trick moves, and for the metroidvania side I want more weapon and enemy types. Solid entry!
I can't figure out where to input the words? Sorry! Can I get some help so I can play and rate?
I had fun with this one! I eventually figured out that the car doesn't get hurt from touching enemies and that I can build towers infinitely (don't need money or resources) I just planted myself right in front of the enemy spawn point and spammed space, T, and U and then let the game run on in the background haha! I think you can incorporate more racing game elements, maybe you can drive over powerups or have obstacles you have to drive around?
Fun idea and cute graphics! I found the ticket effects to be kind of unpredictable and I'd end up just using one ticket each round instead of setting up multiple as I imagine the game is intended. I agree that there should be a description for each ticket. Great work!
Nice idea with the theme and I can see a lot of potential with the mechanic. I definitely could identify with the main character and am very interested in seeing their story play out!
I like the idea of collecting cards through observing people and cards falling into 4 "suits". I'd love to see more card mechanics in the future, such as an option to look through your deck or reshuffle but with a penalty. Even encountering other people using their cards back at you. Like I said, lots of potential, can't wait to see a post-jam version! Nice work!
Beautiful and relaxing game! All the elements (art, music, game design) worked together to contribute to a soft, serene atmosphere.
Note: I also got the "out of memory" bug after playing through several times. I am playing on Chrome if that helps!
Very cool wobbly effect that really contributes to the dark. moody atmosphere you were going for. I just wish the effect started later in the countdown, by level 4 it seems like the screen gets so shaky at 50% that I can't see where I'm going and have to go by memory. Still, there's a lot of potential, great work!
Wow, loved the gameplay and level design; I couldn't stop playing! Made it to the end with 97 deaths. The controls are tight and every level had me at the edge of my seat, just barely making it on time. That shows exceptional time spent by the developer testing and refining each level, amazing work!
I like the VVVVVV inspired gameplay and the pixel art. I wish there was a more gradual difficulty ramp-up-- like have some easier levels that slowly introduce a new obstacle and eventually move up to the spikes and turrets and turning in midair mechanics. Otherwise really well done!
Nice arcadey gameplay, I just wish the controls were swapped, I'm used to using WASD to move and arrows to shoot (like Binding of Isaac). Clean, crisp pixel art and effects. Great job!
I love the originality of the mechanic that fits the theme perfectly! The different drone types are fun to play with and explore the map through their different respective abilities. I just wish the difficulty ramping was a little better, I picked some pretty difficult paths early on with the 2nd drone and got frustrated trying to dodge the bullets in one of the rooms that I got stuck there for a good while. Also a sort of minimap would be greatly appreciated for remembering which room has what obstacles. Really nice work!
Straightforward and perfectly fits the theme. I agree with above posters, it could be more fun if you incorporate a strategic element rather than just speed and trial and error. An indicator for "you got the colors right but the order is wrong" would make it more classic Mastermind. Nice work!
A simple and straightforward speedrun platformer, I dig it! Nice precise platforming physics and the level design was thought out, with just the gap sizes between platforms and multiple paths for a bit of exploration despite the time limit. Some of the background elements are the same color as the spikes, that threw me off a bit but didn't take away from the gameplay. Overall, gameplay, art, and music all meshed really well together, and you hit the theme to a T!
I liked the silly dialogue, that and the images/music gave it a lot of character. Toward the beginning my main strategy was to go with the person with the least obstacles in their path, and that worked pretty well for the most part. I wish there were more different card types that played with the different character traits, and the randomly picking cards got pretty frustrating, although it opened up more strategies (at one point I picked a person with a lot of obstacles and low motivation because I had a lot of cards that doubled the speed of the slowest contestant). Overall, it was really fun and unique concept!
Loved the concept. It got pretty evil once I lost my ability to move left, wasn't expecting that! Very arcade-y and fast-paced and fun. Great work!
Interesting and unique concept! It was hard for me to realize that the blue boxes were the goal at first, since the loading next level screen seemed like a game over to me. I did get stuck on level 4 I believe, where there are 2 flames on either side of your path. When I try to walk between them, my health gets drained? Otherwise this game has a lot of potential and I can see it being really fun with more mechanics, maybe an enemy that you can hear walk around you with 3D sound. Great work!
Lovely art, catchy music! I love the rhythm/shooter gameplay and the fun, emotive character designs. As mentioned by others, I really couldn't focus on the shooting and the dialogue at the same time; maybe stop incoming enemies while dialogue is up? I was also getting significant lag after the first level, not sure if anyone else has encountered that. But otherwise really enjoyed the game, great work! Also, super excited to play a game by Rocky Hammer; I follow your work on Insta π
Very polished, fun, and well designed! I always appreciate the cues that makes the game easy to pick up and play, which not a lot of games do in a game jam! Like having the crosshair indicator on the hot air balloons, or the sound of the bullets bouncing off the side of the rook, and the circle that appears when you are in range of an absorbable enemy. The energy absorb mechanic is really fun. Are you continuing to work on the game? I'd love to play an update with more levels!
This was really well written! I chuckled when I cast "Polyglot" on the river. I'm not familiar with Twine, but I loved how you allowed the player to keep track of what spells they cast and their past activities through the sidebar! I felt encouraged to explore and experiment with different spells. I also liked the puzzle-like aspect of trying to figure out what order of spells to cast to win. Overall, a really fun and well-done experience!
I had to read the comments to learn how to play, but once I did it was pretty fun. It's important to think of usability, and testing your game with at least 1 person outside of the team is vital so you can observe how people learn to play your game!
The buttons on the crafting menu have no indication that they can be clicked; just giving them an outline and a hover state will make it more understandable. Also try having an indicator on the buildings that you have enough resources to build. And mirroring what others have said, showing your current resources on the main game instead of having to go into the equipment page will make it much more intuitive.
Overall, with some indications and instructions the game would be really fun! The comic at the end is great too. Good work!
Interesting interpretation of the theme; I see both the robot character and the tiles are in ways "running out of power" and having to balance going faster (which drains your battery) or slowing down (which makes you more likely to fall off the end of the path) is quite a unique mechanic and pretty fun. It's a bit frustrating when you don't know how far behind the end of the ground is though, and I've had it sneak up on me a few times when I thought I was doing well. I also encountered the bug where the ground would hit itself and you can't move forward.
Great art&music and just the right amount of trial and error needed to solve the time loop. I agree that the theme didn't feel as well incorporated as it could be, and the art on the overworld map just didn't have the same level of polish and aesthetics as the rest of the game, but everything else is top notch. Awesome work!
It took me a while to understand what was happening with the lack of feedback, but once I got into it I was hooked. Lots of fun and good use of the theme!
Great game, unique gameplay and fits nicely with the theme.
Just beat the game! A massive amount of content, very well done.
That many-armed boss was a bit annoying when he would paralyze you with his shot and you were surrounded by hearts; it made moving near impossible unless I spam the dash button repeatedly. Also, I kept wanting to hit spacebar which would scroll the webpage down.
Otherwise, amazing gameplay. The music, art, and setting worked really well to set a mood and tell a story. Wonderful job!
Great art, and polished gameplay!
Fun! Those poor ants..
Poor cows! I like the simple 3D graphics, very cute. Would love to play this on mobile!
Always look forward to your entries, Arkeus! This one was a pretty engaging, classic dual-stick shooter, and I enjoyed it a lot :D
I laughed out loud at that lose screen! Looks great and sounds great, and fun arcade game play. Awesome!
I like the idea! And the effects are nice, kind of reminds me of Game and Watch.
Neat little toy. I would like to see more silly tortures I can do to these poor little Weebums in the future!
haha, I didn't read the instructions the first time through and ate every orb with my head. But the subsequent plays when I tried to eat the orbs with my tail it turned out a lot more difficult than it looks and I ended up having a lot of fun playing both ways!
Also, I am a fan of this clean, crisp aesthetic and soft colors. Great job!
Amazing shadow/light effects, I enjoy the little aesthetic details, like how the player slowly becomes the human again if he stays in the light too long.
I hit a bug at the beginning of the game, where I didn't bother to press space on the first "press space to close" popup. Once the new popup appears telling me to press space to flip, I could not flip and had no choice but to die.
Finally, I love how you got the goat in there. I can't wait for the post-compo version!
Great game! I like the puzzle mechanic. The levels were difficult but fun to try and figure. I didn't realize I could use arrows to scroll the map at first, derp. Glad you took the extra time to add more levels!
Party mini games! Woot! I like the soundtrack and the 8-bit graphics. Some of the hitboxes are tough to hit (balloons especially) but after practicing with the training a bit I got the hang of them.
Great mood, and characterization. Even if he is a personification of the Black Plague, I definitely feel a little sympathy for him. I also like the parallax effect on the background. Wish I could preview the 3D effect you scrapped!
I also wish the fox would jump higher, I keep getting eaten by the chicken on the third egg! Played maybe 20 more times and I am not sure how to get past it. :(
The game was really difficult for me, and the controls were a bit confusing. Why not use space to spawn bombs (since we're using spacebar for cutscenes anyway)? The art and music are good, and you guys were able to get a lot of content and polish in. Great job guys!
I wish there was some sort of goal in mind, maybe have a castle at the end with an HP bar, or something to be working toward. It would be cool if I could upgrade the enemies I send!
I am a little confused about the balancing; so the longer I wait the more money I have, but also the more powerful the towers become? What's stopping me from waiting until my money maxes out and spamming the strongest enemy?
Nice job!
Haha! Very unique mechanic, and I like the crisp, clean aesthetic. The moustache pulling and cutting effects were superbly done.
I'm not sure if it is a bug or not, but sometimes when I pull a moustache out a mirrored moustache would appear from the same hair? Also, I can't really tell what size a loop would need to be in order to capture a coin.
Overall, very innovative, clean, and solid gameplay.
I like the grainy film effects as well, but the flashing was straining my eyes a bit. Wish there was more to the gameplay! Maybe don't cap the speed at 60, and give better feedback for when you come within range of killing a townsfolk rather than a tiny exclamation point.
That ending sent chills down my spine. I like the shift in perspective and the story that was told entirely through speech bubbles
Great, polished art and UI! I only wish the controls were more precise; I found it really hard to navigate the sharper turns.
Solid game, very clean and I would love to see this expanded! Maybe more weapon types, smarter civilian AI, and other ways to collect resources rather than only bashing things with a bat?
I love the humor too! Great job!
Nice concept! I wish there was a little bit more challenge though. I started placing boulders in the bottom right corner and nothing could ever get past there since everything had to go through that point.
Interesting. I wasn't sure what the to do as the white player, but the fact that this is online multiplayer is awesome!
Neat game! I liked the graphics and basic game play. I hope you keep working on it!
Well designed game with strong strategy/defense components. I loved reading the little descriptions of the heroes! The gameplay got a little slow at times, but I found myself playing it over and over to try to survive all the waves.
I am loving this art style: it's cute, minimal, and consistent! I think the bank confusion came from the feedback the player receives upon reaching the bank. I expected to carry it over my head or see it disappear. Though I noticed the second time through that there was a "loot collected, now carry it home" message. Overall, a neat and polished experience. Great job!
CUTE MEATBALLS SCOTT!
I beat the knight on my third try; I liked stategizing the placement of huts/fences. Great job!
Fantastic game with a minimal art style and game mechanic. It is really easy to pick up; even without reading the instructions I figured out what I was supposed to do. The extra level of interaction in the post-compo version with the clicking mechanic is perfect. My favorite Unity game yet!
Great concept, I love the idea of collaborative and emergent gameplay! The main character dude weirds me out though, I think it's the anatomy, especially the hips/knees area. I agree about the controls and usability, but otherwise a fun sandboxey game!
Very refreshing art style, I love it! Only complaint I have is I wish there was a color distinction between the text for picking up carrots and picking up turnips.
YES! I BEAT IT!! Pretty challenging, but a lot of fun. I think the replay value is due to the well planned out level designs and good coding. Never once did I feel like I died because of bad controls or bad level communication, but because of player error (jumping too soon, etc). It forces the player to memorize and really understand the level layouts the next time around.
I don't think level checkpoints are necessary. The player is forced to replay a level until they beat it, and the feeling of accomplishment they get really pays off. Kudos!
A solid defense game. Controls are smooth and weapons upgrade at a pretty good pace. I like it!
What a totally psychedelic game! I found the gameplay to be tough but unique; I eventually got the hang of it and reached the 6th ish level but can't get past it. All in all, a pretty unique game and awesome attempt for your first game. Space out!
Solid pet game! The art and sound are charming. I think I broke him near the end when I spam clicked food all over the screen xD
Pretty solid gameplay with the variety and depth of enemy stat combinations. I never could reach overdrive mode, but it was still fun to play!
I reached my second stage of evolution before dying. I think the game has a lot of potential; the characters and environment textures are great! As others have pointed out, the gameplay seems slow. Perhaps make the first stage of evolution go by quicker (kill 5 boars instead of 20) and have the player movement be faster than the boars (so you can outrun them!)?? Just random suggestions. Great job guys!
Fast-paced office beat-em-up action. I love it!
Wow! I loved this. The puzzle mechanic with the protein pucks is very original. After I reached the last stage of evolution, I tried nearly a dozen times to fly through that massive spike puzzle at the far left but still haven't gotten through. Wonder what's at the end!
I tried so hard to get through the green scan-lines style level... but after dying nearly two dozen times I had to give up :( The jump height could maybe vary based on how long you hold down the button?
Neat concept though, I always love to see multiple art styles in one game!
Fun and sandbox-y, it was fun to wall-jump and slide around, but I agree about the lack of an overall goal. Still, very well rounded and polished for a 48-hour game. Keep it up!
Haha, I finally got to the grasslands evolution because I was lucky enough to have an expanse of empty desert for a few seconds... Way too difficult, but with some balancing it has potential!
Always look forward to games from you Arkeus! Very polished and love the sheer scale of the game. Only complaint would be the collisions, I keep getting caught at the corners of objects. Overall, fantastic job!
I loved this entry, the breeding for stats aspect made it very engaging and the gameplay different with each play-through. The quirky, pastel-toned graphics and minimal audio really added to the mood! Will definitely be playing it through to reach floor 10 :D
I'm not too sure how the food chain equates to evolution? Also, I got stuck on the snake level as well, but eventually freed myself. Wasn't sure what to do after collecting all the plants in the worm level, as the controls were frustrating. But the changing gameplay styles kept me interested until that level. Keep up the good work!
Good concept! I agree with others that the controls are frustrating, and the objective of each stage should be made clear. I got stuck at the 16 bit stage, and would love to see the evolutions past that.
The art is breathtaking, very nicely done!
LD59 — Signal (4)
Gasp Away! by Emsea 2026-04-28T03:27:14Z ♥ 1
Such a funny, unique interpretation of the theme. I enjoy games with simple mechanics that are difficult to master. I did have to read the comments to fully understand the UI but once I did it was pretty smooth sailing! I feel bad for all the seagulls who died of smoke inhalation though..
The Depths Listen by Forik 2026-04-28T02:27:02Z ♥ 1
I watched the CoopCouchShow play this. The mood was very well done, the realism and the effects added to the feel. I figured out one of the puzzles before the streamers did haha, felt clever.
Cable Connector LLC by Jezzamon 2026-04-22T02:40:51Z ♥ 1
10/10 humor, loved it! I just wish there was a bit more feedback such as hit effects, HP bars, etc. Subtitles could also be helpful as I have no clue what our protagonist says in the beginning haha. I love that you basically got a whole metroidvania open world and boss fight in for a Compo. Nice work!
Petalgrams by chelC 2026-04-22T01:05:06Z ♥ 1
Wow!~ I love the mixed media art style, it really stands out and gives it a unique voice. I will admit I find the language of flowers mystifying (despite being named after a flower myself hehe) so it was really challenging getting the orders right. Also wish the interactions were a bit clearer. I wasn't aware I had to have 6 flowers in the vase to submit at first! Overall a spectacular job! βοΈ