Tiny Economy by Hawkin 2024-10-14T12:20:31Z ♥ 1
Hi - I didn‘t finish anything this time so I can‘t rate but maybe help with some feedback: The visuals and calm music are well chosen. I also love basically every game that goes for the hex-grid aesthetic instead of the traditional squares. But my main criticism is that it feels to me like a puzzle game with a way to easy puzzle. As far as i understood you gain „production“ of each resource for each tile thats associated with the resource in its connected component (or did i miss anything?). I think some more rules and thereby created complexity would do wonders for the enjoyment. But granted - I can‘t easily come up with good ideas at that end myself. Btw. nice cheeky additional theme incorporation there „you may not even see them“. I guess these people have some giant houses an must live in constant terror of their mega-sheep xD
LD58 — Collector (20)
Overemployed Empire by JOrbits 2025-10-16T21:13:51Z ♥ 1
Such a great game! And a goal I can really get behind.
I managed to apply for every job pretty much immediately and only got fired once. The challenge would be a bit higher with one or two more mechanics for keeping a job (i'm sure there was no time for it though) sprinkled in.
But seriously even though the gameplay is simple there are so many lovely details that it doesn't get boring at all (also you are kinda stressed - who figured?). I love the ultra confident tone in which we write the letters. The OS aesthetic was great, you even have a background colour option.
And finally the ending being part of the upgrade system is a really clever way to tell us what we are working towards, and the upgrades themselves were also cool (though the no timeout one is a bit extreme imo).
Hottentottententententoonstelling by Wouter52 2025-10-14T20:25:10Z ♥ 0
That was really cute. We did a lot of drawing games with friends during covid so the chaos is kinda familiar xD
Btw as a German both VAs have clearly a dutch accent to me (which is also cute)^^
Bolt Action by recursor 2025-10-14T11:31:14Z ♥ 2
Ok so i managed to beat it. But its sooo hard - I beat the last wave by letting the turrets shoot each other mainly and then 1v1ing the last one. I feel like the controls kinda work against you as a player. The main idea of a fast paced bullet hell with the ability to grapple away, damage enemies with it and having to collect ammo out of the air is great, but every single one of those mechanics could use a lot of polishing here. So let me quickly write a very critical novel about it.
Player Movement:
The player is very slow and floaty and that makes calculated dodging incredibly difficult. Your best strategy is to walk in big circles and conserve momentum this way. But this makes the whole movement more tedious than fun. I want to dodge and outmaneuver my enemies not just exploit them by running away and knowing they won't hit me.
Enemy Movement:
I found out a that enemies don't need to be "smart" in the sense that they move toward the player if they are ranged. If all enemies (that can move) move straight at you, you end up with a big clump that is slowly following you and that's just not very engaging. Its fine for the slimes, but the drones should probably just move very slowly or even randomly.
Collisions:
Once i got stuck on an enemy it was game over. I would just drop the physical collisions here, i see no benefit in your game for them. I like the knochback on the slimes because it frees up movement again. Then there is the issue of the enemy hitboxes. I am sure i have missed so many shots that should have hit. Just make them a bit bigger than the sprite. And for the player make it a bit smaller. Just for the better feeling.
The Grapple:
I practically couldn't use the grappling for anything else but snatching projectiles out of the air. Mainly because its so slow. It would need to be way faster to make dodging with it worthwhile. And once you actually use it to dash, you are so vulnerable that you will generally take damage. Therefore invincibility during the grapple dash would be a great solution too. That said, grabbing projectiles works fine and is a good mechanic. Its not easy due to the offset, but that is fine and a nice challenge.
These are my main issues. The thing is that many of those can be eliminated with changing a few lines and numbers around. I don't want to hold time issues against anybody in a jam so not getting to implement upgrades is fine. I know this whole comment sounds super critical, but that's just what i do best! Criticizing is easy praise is hard. So to end on the truly positive: No game this jam gave me such a challenge and relieve to actually beat it like yours did. Cheers!
Card Economist by coatline 2025-10-14T10:52:32Z ♥ 1
I got them all! Screenshot (15).png
Or did I...?
gallery.PNG
Is there a secret that I missed? Its kinda interesting how easy it is to capture my attention with such a simple game loop xD
As you can see I really enjoyed it for its length. Though as others have said, the controls are a bit off. May i suggest:
Left click -> take/use if in hand
Right click -> throw/sell
The game world right now is a bit empty, maybe integrate the gallery and stocks-window into the environment - and probably the shop too. All in all i really enjoyed my time with your game.
Btw. I can reliably reproduce the bug that @recursor described by exiting the fullscreen on itch. In fullscreen the bug doesn't happen for me and even goes away.
Astrocracy by slay a stone 2025-10-13T21:54:50Z ♥ 2
It took me a while to figure out what i actually had to do to get stuff to work. The X/Y resource indicator is pretty confusing. You naturally assume that you want X to be higher and not lower. I personally see no reason to not just say 20/20 when you have 20 of 20 available. After I got that the game was a lot less confusing, and building things up for more and more numbers is always a solid baseline.
I was missing some more intricate processes. Each resource was pretty much linearly producible. It would be cool to have more dynamic "puzzle" like decisions to make. The biggest bottleneck for the last upgrade was pretty much money. And the best way is to mindlessly build compartments. Your only real "precise" instrument is the park, which is nice, but i wish there was even more. Especially to make the cool hex grid really worthwhile.
I feel like the tutorial could have included the activating of tiles too, but in the length of the jam its cool that you even have one, so that's fine.
Concluding:
(-) Doesn't use tile placement much and doesn't have many options for the player to choose
(+) Has Hex Grid aesthetic, tutorial, good Basics and Theme
DEEP FROST by Kalbshack 2025-10-12T17:14:53Z ♥ 2
Really nice idea for an upgrade system. Would be nice if there would even be a bit more to buy (like boots for faster movement, jacket for slower freezing etc.). Right now i have unlocked everything after the second trip already and then i'm only searching for the artifacts alone, which is a bit less fun than upgrading stuff.
Wavelength Collector by andriybyelikov 2025-10-12T16:16:32Z ♥ 1
I have no idea how you did this, and as someone with no idea how to implement this myself, chapeau.
Though now i have to somehow rate this in a fair way with the other games and that's hard...
Mars Rovers by Blazerker 2025-10-12T15:03:19Z ♥ 1
The camera "shake" on drag is really cool - but also way to strong. It gets a bit nauseating after some time. The game itself struggles a bit with speed. Even though i get to the solution of the puzzle quite easily, the execution takes so long that i grow impacient. And if i then realise that i have to look at the action 5 times in a row it doesn't help. A fast forward would help greatly.
The sound grows a bit repetitive. I think the cuts between each clip is a bit hard. Maybe letting them last into the start of the next action would help. Also one trick i have learned with one-play sounds especially, is to pitch them randomly up or down. This way it always sounds slightly different each time.
I have to say that the UI looks great! Really nice work with icons and responsiveness.
Arena of Battleships by Planetary 2025-10-12T15:00:56Z ♥ 1
That was a really fun game. Though i didn't really change my ship after level 8 or so because the strategy became unbeatable. I first maximize collection rate with six collectors behind a wall of armor, then spam as much missiles as possible. That did overwhelm each enemy ship because they go for shields quite early and don't attack for some time.
I the game idea is great. I have no idea how well the weapon systems are balanced but it felt pretty good. I just exploited the ai a bit. It might be fun vs other human players. It wouldn't even have to be real time. I follow a game on itch called [fool king](https://lootdonkey.itch.io/fool-king), which uses a really clever system for a sort of "faux-multiplayer" that could work great for your game. You progress battle for battle and fight the loadouts of other players at this point. I can see this work great with the battleship theme. And a big plus would be that you could watch the whole battle play out without stress in clicking upgrades all the time.
Monkey Business by Marcus Otterstrom 2025-10-11T18:54:27Z ♥ 2
The redness as an indicator for how long you are allowed to be spotted is a great design choice. I hate it when stealth games let you fail from being seen immediately and in the time of a jam a proper "escape" sequence would have probably been overscope so thats a good call.
I did't feel like the game was too hard. Once you onlocked the other cage thats a pretty safe hiding spot. This doesn't quite have the same chaotic energy as untitled goose game, but i think it might have been the inspriation.
Claim thy Land by ranejeb 2025-10-10T21:06:36Z ♥ 3
This was really new. The "combat" system is really cool and it's impressive how well it works within just the time of a jam. I think the combat would work even better as a kinda rougelike deckbuilder, because right now there it's really hard to reliably use any synergies because the options are so random, and you have no idea what the opponent does so you need to be a bit lucky sometimes.
I found it to be a good strategy to farm gold in the easy early fights and later on go to scale people and strength quickly. I think there are slight balance issues in the jam version, but you seem to have adressed balance already in the post jam patch. Also good job on the sound effects.
Paper Airplanes Collection by GeorgeBurg 2025-10-10T14:22:05Z ♥ 2
Well - I knew exactly two of those paperplanes! The first two ones xD
Its not much of a game but a visual tutorial. It definitively gets you in the mood for some real plane crafting again.
I think though some of the folds are quite hard to see with some of the colours and the perspective.
Drunkink by voidsrc 2025-10-10T14:17:44Z ♥ 2
The game’s integrated UI is neat. How did you implement the star system? does it simply check fill vs negative fill area?
Planet Extraction by Aviv Levy 2025-10-10T14:11:21Z ♥ 0
So i think i solved the game: To get the headquarters as fast as possibly you build in turn each of the collectors until you have 5 of grey and green and four of purple. You DON‘T want to get drones - they are a waste of ressources in this scenario, as you can just do one circle mouse motion to do their job anyway. After you got this setup you click the purple stuff to keep up or overcome the production of the others until you have enough.
There is no mathematical formular or anything but 5-4 seems to be the point of deminishing returns for how long the wait time seems to be till the end.
Predincament by Threeli 2025-10-10T14:05:13Z ♥ 1
I think there is not much left to say but anyway: Its really cute and the art is unique, but there is not a lot to do. I gathered that you had many more ideas in mind, but not enough time. That happens - i’m happy you finished what you did and maybe you keep enough motivation after the jam to expand a bit (though i myself always ~want~ to keep working on a game, just to get a new idea an abandon the old project)
Limb by Limb by Electric Sun 2025-10-10T13:53:50Z ♥ 1
This interpretation of the theme is unique. Did you immediately think of collecting your own body parts or how did this come to pass? I am generally curious.
Anyway - there are some gripes i have with the gameplay: I hate the keybind choice!!! Most people are at this point just too accustumed to wasd to ever switch back to arrow keys. And even if we go to use arrow keys - why would i ever need a jump button that is on different part of the keyboard? Just let me use the up-key! I constantly switched shooting and jumping by mistake.
This is by far my biggest problem (as this unhinged paragraph probably showed) but there are some other minor ones too: The edges of platforms feel very unforgiving with their collision especially when jumping late or from below. The bossfight is really hard - i could only kill it when it got stuck in a wall. After the boss an default checkpoint would have been great. And the insta death from the teleport into wall is a bit too punishing for my taste.
Ok now i wrote a lot of negative things, but mainly because the feel of the game was actually great as it had the mood of one of the early metroids, and the points i raise seem to be easy fixes. To me the fun i had was just always slightly lowered by the frustration over the controls.
The size of the world and the depth of the mechanics is truly impressive for a one dev entry! I liked it a lot but i am just reaaaally nitpicky.
Monster Lake by ghost-in-the-toast 2025-10-10T13:24:18Z ♥ 2
The game loop worked really well on its own, with all the upgrades being worthwhile and the little "sidequests" are also a great addition. Though im not a fan of rotated pixel art - it didn't bother me in this case as it didn't feel like it clashes with the artstyle overall. Also the shopkeep has an awesome look.
My only critiques really are that after all that attention to detail and quality, the missing ending really catches (pun hehe) you off guard (i didn't have time for an ending either xP) and that the collectibles respawn (which slightly annoys the completionist in me).
Finally i wanna really commend you for putting yourself out there with the voice acting! Its so rough and clunky but that's what makes it so charming. And i actually burst when i heard the fishing song (looping it afterwards was also definitely a bold choice xD) - for sure the funniest moment for me this LD so far.
Trading Postage by Istaera 2025-10-10T13:07:59Z ♥ 3
This was the most fun game i played yet this jam. You perfected what many me included often struggle with: A fun, rewarding and self sustained game loop.
That said you also really deserve the five star rating for theme - as the collector aspect is integrated into setting AND mechanics.
I think i played this for up to 20 minutes and didn't get totally annoyed by the music which is also always a plus. The choice of having something "classicy" als further fits the setting and mood.
Also i think this could make for a great board game if you want to go in that direction. I can easily see my boardgame friends enjoying it and there are so many options for stamps and even more mechanics in a game for multiple players (stealing stamps, auctioning etc). If you ever try in that direction leave a post here!
Sherd by xlambein 2025-10-08T22:16:59Z ♥ 1
184s - Got stuck on the edges a few times (like the mouse leaving the embedded area).
Mission Ares by Winter2277 2025-10-08T22:08:11Z ♥ 2
Ok - terrible confession: I completely missed the sun/shadow mechanic! I just stumbled my way through every single level without understanding the core puzzle principle xD
I was quite confused as to why the rovers sometimes seemed to drain and sometimes not - and the power exchange pads were quite random to me too, but it somehow intuitively worked when i put in the solution. This is completely on me - I just restarted it to see if it's really that hard to see and there is even a tutorial screen that i must have promptly skipped.
I think this shows that the puzzles are probably leaning a bit on the easier side, which is always the better decision for a jam (imo).
The planning movement ahead of time idea is neat and the presentation/ui works mostly intuitive. There are some small annoyances: The order of the starting positions are not always matching the order of the ui, and removing commands doesn't automatically switch back to the rover in question, so i often times entered them for the wrong rover first after a change.
The graphics are simple but charming - and the cute bopping of the rovers didn't go unnoticed.