roadtrip by caryoscelus 2023-10-07T08:38:51Z
I think if there was some kind of interaction and chit-chat with hitchhikers, it would make the game more fun. A road trip can be a great setting for a story!
Foon → Ludum Dare Explorer → Users → woona
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | FM Escape | jam | 533 | 3.43 | 3.20 | 3.63 | 4.08 | 3.20 | 3.19 | 2.82 | 3.41 | |
| 2025 | 58 | Collector | Creepy Collector | jam | 124 | 3.91 | 3.83 | 3.87 | 3.93 | 3.93 | 3.67 | 3.92 | 3.86 | |
| 2025 | 57 | Depths | π₯ | Crab Royal | jam | 629 | 3.27 | 3.45 | 2.61 | 3.82 | 3.41 | 3.13 | 3.26 | 3.35 |
| 2024 | 56 | Tiny Creatures | Bug Bounty | jam | 151 | 3.98 | 4.00 | 3.13 | 4.19 | 3.41 | 3.54 | 3.20 | 3.64 | |
| 2024 | 55 | Summoning | Salmoning | compo | 62 | 3.89 | 3.88 | 3.51 | 3.65 | 3.65 | 4.34 | 3.84 | ||
| 2023 | 54 | Limited Space | Auto-Pilot | compo | 117 | 3.78 | 3.73 | 3.68 | 3.90 | 3.53 | 2.93 | 2.37 | 3.39 |
I think if there was some kind of interaction and chit-chat with hitchhikers, it would make the game more fun. A road trip can be a great setting for a story!
Nice game, I really enjoyed how it looks and how jumping feels! The game ran without any issues for me.
It would be curious to see some hardcore levels designed around tiny playable window that really test your puzzle-solving skills. π
I'm glad I played it. Thank you!
This is a hardcore game! I really wanted to get better at it so died in a variety of ways: to a gnome falling on top of my head, after sliding from a platform even though I was standing perfectly still a moment ago, and because you can't change your direction mid-air (which makes the game even harder giving how few platforms there are).
I love how the game looks with it's retro graphics and audio! Great job!
Very impressive game with creative use of theme and game mechanics! I got to the part with artifacts such as rings and cups but didn't grind any further.
I encountered a couple issues (they were already described in "known issues"), a performance drop when the jar is full of items, and things were getting stuck sometimes. I had an urge to hit the phone real hard on the side like you would hit a jar but that didn't help. π
Question: do you have to swear for each coin you produce?
Cool game, I liked the dark mysterious atmosphere of an alien world.
Shooting is always fun, especially when combined with flying. I only wished there were more moving targets and fewer stationary ones. Felt unfair shooting at dummies who can't fight back. π
Great job!
Very fun! I love word games and enjoyed playing this one very much.
Maybe it would be even better with some challenges: like fill the square using no more than X words, or with Y threshold for word disappearing. I think that would increase replayability.
Good job!
Very nice looking game! I enjoyed the vibe a lot!
The controls are a little difficult to master, as others have said already. Also, occasionally tugboat clipped through the ships in the harbor. You could also push the ship out of the dock after it turned green. I don't think there's any penalty for that.
I laughed when two colliding ships disappeared in red smoke. This was unexpected. π
Great job making this game!
Awesome! I got to the 'true ending' but I wonder if there are any little secrets I've missed. I think the mechanic to obscure some textures has a lot of potential for hiding secret levels and secret characters. And you've used it very well!
I hit a friend once accidentally when clicking around in the settings (because when you click on checkboxes, shooting happens anyway), but other than that, the game feels very polished, I didn't encounter any issues.
I love the game! Great job!
Good game
I think it would be more engaging if the guests had more character to them with some art or more unique dialogue, but the idea of managing an hotel is quite fun.
Good job making the game!
Very fun game! I found the puzzles quite simple, I didn't get stuck on any level. I was already familiar with main mechanic from some other game, but still it was fun to use because of good visuals and level design. Also, it was nice to include glitch mode. Great job!
My only complaint is that soundtrack is very short.
Very impressive! I loved the music and the puzzles. I think escape room genre really fits the theme, too.
The only thing that I think holds this game back is that jumps feel floaty and physics are a bit unpredictable. It would be okay if physics weren't required for solving the puzzles, but most of them are built around physics which is a bit annoying.
Also, I think there is a missed opportunity with command-line interface. I tried changing some numbers, expecting to break the game, but I think you can't really input any commands other than those provided in messages. Or maybe I just couldn't figure out any other available commands.
Despite that, I loved the game and had a blast playing it! Thanks for making the game and sharing it!
I loved it! What a touching story to read and a fun puzzle to solve. I didn't encounter any issues and had a blast playing the game.
My strategy was Venus Saturn Mars Mercury and I finished off with Earth. But it took me 4 tries (I think) to come up with this strategy, the boss fight is quite tough.
I guess the game doesn't fit the theme that well, but there are some hints to it and you've done a great job nevertheless!
Looking forward to Star Phantasy XV
Great game even though it's not scientifically accurate! I felt that it has enough depth even with such simple mechanics. There are several different enemies and a lot of upgrade choices.
Had a lot of fun playing the game! Great job!
You shouldn't put too much explosives into a car. It's dangerous.
It's a solid game, I didn't encounter any issues. I liked the graphics, sounds and level design even though it's not exactly a game for me.
I didn't finish all the levels but I found an alternative ending!
Great job making this game!
image.PNG
It's a very nice game! I liked pixel art style a lot, especially different poses and outfits of passengers. It would be even more charming if some objects were animated, but it looks beautiful as it is.
It's a bit sad to see a cow labeled as just 'luxury food' but I guess that the reality of the shipping industry. π Thanks for sharing the game!
The main character is adorable! π
The game is so short that it's difficult to leave proper feedback, but I liked the art and didn't encounter any issues. Good job!
Very nice game. The music is chill and sets a peaceful atmosphere. The only thing that broke the vibe were very loud notification noises when the queue is full or plant is dying.
I love Grandma, her garden and the game! Great job!
Good game! There was a lot of variety to gameplay, but I don't think I grasped all the mechanics. For example, I couldn't understand how to change lines (from yellow one to blue).
Also, it seemed strange that you can travel to next station on the line or to the final station at the same amount of time.
Despite that, it's a fun game! Great job!
Awesome game, I especially liked the music!
At first I kept going off screen (and the game didn't really end there a couple of times, it didn't register me leaving the playable area). Then I realized that you have to go really slowly. I also found it a bit weird that you don't actually need to get into orbiting trajectory, just to stay in the highlighted area for a few seconds.
Great job, I had a lot of fun playing the game and figuring out its mechanics!
I'm glad I played this game! I hope all the bananas and lemons featured in the story are doing well!
Great job, the music and art complement the story really well.
@quasilyte Thanks for playing! I hope you had fun.
I agree that there's a lot of room for improvement in the game, starting from QoL stuff like rearranging your ships after placement and a proper tutorial/instructions to more variety of enemies and more levels.
It's my first time participating in LD and I hope it will serve as a lesson to better manage my time and scope and not to neglect player experience.
@stmate03 You've got a keen eye for bugs. π All of these are solid suggestions. Some of these were on my list during the jam, but I didn't manage to actually implement them unfortunately.
Thank you for playing and leaving feedback!
@plepletier Thank you for playing and leaving feedback! I totally agree that the game would be much better with more enemy variety. In the current version, different enemies have different hp and sprites, but all of their attack patterns are exactly the same. But potentially, there could be different attacks both for enemies and for player fleet.
@perfectsquare Thanks! I'm glad that UI was intuitive enough because I didn't manage to add a tutorial or even tooltips. π
@frogman Glad to see Earth is saved by your effort! Yeah, I didn't really spend much time testing or balancing. I just added as many options as I could and hoped that the game would balance itself. π So it's easy to lose just because of a bit of bad luck with ship rolls and especially with enemy attacks. If it was a longer game, I would definitely need to balance it more carefully. Thanks for your feedback!
@steffo Thanks a lot for your feedback! It's very valuable to me. I totally agree that more attack patterns and more quality of life features would make this game feel more complete.
As of right now, the game is a little bit barebones, more of a prototype checking if auto-battler mechanics work well with polyominos and a challenge for myself to make a playable game in just 48 hours.
I think income mechanic would provide an additional strategic trade-offs if the game was longer. For just 5 fights it wouldn't affect strategy I think, but if there were more than 20 fights, it would enable more different strategies.
Thanks for playing!
@lachlan-james Thank you for playing and for leaving feedback! I'm glad you had fun with the game.
Re-arranging ships is a great suggestion. I thought about it during the jam but to implement it properly, I would have needed to consider all the edge cases, maybe even make a ship 'inventory' system, so I didn't manage to implement this feature because of time constraints.
As for expanding the grid, I should have added buttons to the edges of the grid. That would be a lot more intuitive I think.
Also, I should have added tooltips with detailed information about the ships. That way, there would be no room for confusion what each symbol means.
These 2 features wouldn't take that much time, so I have no excuses here. π
Initially I thought there would be no audio at all because I have no experience with audio. Adding some sounds generated with JSFXR was a last minute change.
Hopefully, I'll learn by my mistakes and will hone my skills before the next jam.
Thanks again!
@germdog53 Thanks for playing!
Yes, enemy attack patterns are randomized. Firstly, it's a coin toss for attacking rows or columns of your grid. Then, a random row/column with at least 1 of your ships is chosen.
@mz-eth Thanks a lot for your kind words. I'm glad you enjoyed playing the game!
Thanks you guys for playing!
@ellaris I agree with you that re-arranging ships between rounds and more special abilities both for playable ships and for enemies would enable more strategies and make the game more fun. As of right now, there is not much strategic variety, but I thought it would be enough to entertain for 5-10 minutes. Thanks for your feedback!
Awesome game! I love the particle effects even though then make the screen a little busy at times.
I couldn't get the high score because I was bouncing off blue cubes but had a lot of fun playing the game!
Combo sound effects are hilarious. I think I found a bug once when killing one cube counted as killing multiple, and the combo guy was yelling 'Super kill' until the end of the game. π
Great job!
Awesome! I really loved the art style and the music. It fits the space theme very well.
While managing resources and pushing your luck with more crew is quite fun, I wish that the game was more challenging. I was able to maintain huge stockpiles of all resources without any difficulty and even reached the maximum of 999. Maybe, I was just very lucky with events, I can't say for sure.
Some kind of a final challenge after 200 days would make it more fun, too. As of right now, the game ends without any climax.
Still, it's a great game. Thanks a lot for making it!
Such a nice game! Reminds me of being a kid and playing Old Maid with my friends. π But I couldn't even imagine you could make Old Maid game look that beautiful and polished.
I don't really know how it fits the theme of limited space, but it's still awesome! Great job!
Awesome game! I'm really glad I played it.
I think it conveys the feeling of being stuck, of your thoughts wandering in circles without any hope of breaking out of the loop. Unless you change your perspective and see the world from a different direction.
I don't really have any criticism, I loved the game! Great job making it!
Mind blowing! This is like five dimensional Tetris where everything is on fire. π I didn't really follow what was happening on the screen, just tried playing a normal tetris game clicking on +food occasionally. It was fun while it lasted.
I think it's difficult to combine a game requiring you to focus really hard like tetris and a thoughtful resource management game. Good job doing it!
Great game! I liked the sound effects that helped immerse myself in the game.
As for the theme, I didn't really feel like my inventory space was limited, I felt that my time and light resources were limited.
Couldn't really get the highest score, but at least I found a way to get out of bounds (didn't figure out what how I did that though, but it's second web build). π
Good job making the game!
oob.PNG
Very realistic! The sheep are very dumb in this game and make it quite challenging.
I played through 15 maps and I think I've seen most of the content, but I wish there was some kind of endgame. As of right now, I couldn't find a way to lose or win.
The game's color palette combined with audio feels very nostalgic to me. Great job!
Very nice game, balancing right between frustrating and satisfying. I really liked the production quality, graphics and music. Feels polished and well-made.
While playing, I could imagine the pain of the people squeezing into tight corners to push that giant wardrobe. π
Great job making this game!
Good game! I especially liked how dinosaurs look.
The only suggestion I have (that's not just adding more features) is moving the health bar somewhere and make it more bigger and more obvious when you take damage.
Great job!
I had a lot of fun playing the game! You had a great idea to include a map at the start of each level so dead ends don't feel cheap.
I think being unable to see the surroundings for a few moments and creepy bugs chasing the player make it a really scary game.
Good job!
I liked your take on the theme and the way you figured out the edge cases with these mechanics. Once you figure out how pushing works, you can send many robots to their doom. π
But I felt like in some situations I was heavily reliant on luck, especially in the end game when the playable field forms a single line and there aren't too many moves available. I guess the best strategy would be to eliminate everyone before getting to the end game.
One small gripe is I couldn't find a way to deselect a tile to remain stationary on this turn if you already selected a tile.
Overall, a good puzzle game perfectly fitting the theme! Thanks for sharing your work!
I hope the cows and horses didn't get injured.
My strategy was throwing all off the items off the screen simultaneously and seeing them glitch into one mess. π It works well if you're ~~lucky~~ skillful enough.
Overall, a funny, even though a bit annoying game. Great job!
I liked the minimalist design, but I didn't really feel in control. I mean when I survived, I didn't really feel like it was the because of my skill as a player, but that I just got lucky.
Maybe if the red dots left trails behind them, it would be easier to predict their trajectory, but I'm not sure if that would help or hurt the game.
Great job making the game and thanks for sharing it!
I liked the crime theme a lot. I was surprised by having to dissolve bodies in acid.
The puzzles weren't very challenging, they increased in size but not in difficulty. I wish the levels were smaller, but harder.
Despite that, I had a lot of fun playing the game! Thanks for making it!
Cute game and story! I really like the pixel art.
I felt that things happening on the screen were a little bit disconnected from your inputs, but despite that it's a fun game! Great job!
An interesting concept but I feel like you needed just a little bit more time fixing bugs. Sadly I couldn't get to see the ending because of the crashes.
Despite that, shooting at robots is always fun. I felt that the game is a little bit too punishing when I had to wait around corners to wait for my health to refill even though I've killed all the enemies already.
The mechanic with managing 3 health bars is quite interesting. Usually in shooters you're deciding which weapon to use, but here you're deciding what kind of protection to equip.
Good job making the game!
Very impressive! I liked how you managed to make so many mechanics to work together. Also, there are so many units moving on screen and the game ran without any issue.
Some stories from my playthroughs: I managed to soft lock myself by having too many energy consumers running around and then my generator bots getting killed at the entry to my base. So the energy balance became negative and I didn't know of an easy way to fix that and had to restart. Next time, I was more efficient with my energy and switched to spamming Titans after stockpiling some iron. It worked well and I managed to beat the enemy (on easy).
Overall, I had a blast playing the game and figuring out the best strategy! The thing I liked the least was the theme mechanic of limiting build spots. I felt there were not enough opportunities for building static defenses.
Great job!
Very stylish and fun! Music, gradient background and arcade-like scoring make for 100% coolness.
I think first thing I would touch is the scoring system, I went AFK for a few minutes and got back to see +100 000 points. π
Thanks for sharing your work!
I found a game a little bit too stressful for my taste. Depressing theme, sad music and very tight time constraints on each turn.
Also, when you leave some people behind on the shore, the next turn they multiply and get on all the ships, so you can't really auto-load people and have to click around a lot (to prevent them from multiplying).
Despite that, I think this is one of the most unique games thematically in the jam and I'm very glad I tried it! Thanks for sharing your work.
Very challenging and well-designed puzzles.
My only gripe with it is that you have to think all of your moves in advance before removing any tiles. And then just execute the solution. Usually in puzzle games when I'm stuck, I'm just fooling around messing with different objects and seeing how they work together, but here I needed a different approach.
But that's my only criticism. Otherwise, the game is perfect. Great job!
Great game! I especially liked the character art and animation. It really makes the game feel alive (even though most characters are already dead π).
The only thing that bothered me was the controls that are a bit frustrating to use. There is too much momentum while tethered and the movement doesn't feel precise.
Thank you for making the game!
It's a very cute game! I wish it was a little bit more dynamic and there was more stuff to do, but I liked it. Good job making the game!
I liked the puzzles! Even though they were easy, it's satisfying to slowly progress through the level and capture trees from the opponent.
I think the game really lacks an in-game tutorial. There are instructions on the web page, but having contextual hints would really enhance the experience.
Great job! Good luck with your future projects!
Great choice of color palette and great job with the atmosphere. I loved playing around with different items and didn't know what to expect next. The puzzles are easy enough to figure out even without any hints, but thanks for providing a walkthrough.
Amazing experience! Good luck with your future projects!
I really like minimalistic graphics with a lot of little things happening in the background. Funky music helps to create a light-hearted mood, too.
The level is huge and it takes a lot of time to collect the candles there! I'm not sure open map fits this game well. It seems that you have to go back and forth a lot, carrying platforms of needed size with you across the screen edges. Also, too often something important was off screen like a platform you're moving, the cat or even your own character (I mean I could see their leg but still...). I think I would prefer if each level was separate and zoomed out so I wouldn't have to fight screen edges.
Still, the game is very impressive and fun! Great job!
The story is something I didn't expect at all, and I didn't expect a herding game, I thought it would be a fishing game. I think it's a weird mix of different ideas, but it works well and fits the theme nicely.
I liked the bright colors and animations. Everything is animated so the game feels dynamic. Movement works well, too.
Great job! Good luck with your future projects!
I like the variety of different monsters and humans, all requiring slight changes in strategy. I wish my guys didn't run off the screen completely ignoring the enemies right next to them though. That's a bit frustrating.
The game is a lot of fun! Great job!
I love the humor and voice acting.
As for some feedback, I would prefer if keys for actual choices (expel or summon) were different from keys for progressing through the game, I think I accidentally summoned someone once or twice. Also, I couldn't figure out on which side were my hardcore dudes during battle, I think it was left side, but not sure.
Great job! But... where did you get my hardcore picture?
I really liked the vibe of a library, so many old books and cryptic drawings. Great job with presentation: the game looks and sounds look amazing!
I tried to figure out the solution myself, but had to look up a few hints because I just couldn't get that you can invert runes... Still, it was very enjoyable to figure the game out and thank you for including the solution, too! Good luck with your future projects!
I loved the art! Chuthlu is adorable and I really appreciate the variety of different ghosts and props.
I didn't understand at first that some obstacles kill you and some can contain a hat. But now as I look at them, they don't look so dangerous, they have a different color and shape.
Other than that, I liked background chanting. Well done!
I love your unique take on the theme and how two music tracks contrast with each other. It makes the game amusing.
The game looks nice, the sprites are well done, but the game feels a little bit static, nothing moves apart from DDR runes and heart particles.
I found the challenge balanced in the first 1-2 minutes, but afterwards, I didn't feel any ramp up in difficulty and there was no time limit visible. Is it possible to win?
Overall, amazing game! Good luck with your future projects!
I like the variety of summons and enemies, all animated. Sadly, the background is quite plain, but I guess that's the price to pay for all those sprites.
After a while, entering the same keys again and again gets quite repetitive, but until then it's a very fun game. Also, I felt that a lot of the action was happening off screen, which isn't good. The game is already zoomed out, so I don't know how to fix that easily.
Great job!
Simple but effective! I like that the difficulty ramps up with time as the monsters spawn faster. The only ways I can think of to make the game better are adding more content: more maps or some special abilities.
Great job!
Lovely game! I really appreciate the variety of different spells, animals, enemies and upgrades.
I would prefer if tutorial messages didn't obstruct the list of spells. At first, I didn't even realize that it's there. But once I figured out how to play, it was very fun!
Great job! Good luck with your future projects!
I really liked the puzzle mechanic. I don't remember line of sight mechanics utilized like that before, but it seems so obvious! And it fits the theme very well.
The game could use some polish: an undo button, a level select screen (and an ability to skip levels for people who got stuck) and some eye candy. But the game is fine as is! I really appreciate the addition of the level editor, too.
I played through the entire game, I would reorder some levels because the last few were very easy, but it's okay. Great job!
Wow, such an ambitious project! It's amazing that your team managed to pull off a game so huge in so little time. So much extra content that makes the game more charming. I especially liked the secret audio track.
Maybe, a few in-game hints would be nice. I didn't realize at first that you have to drive out of the garage to start actually playing. And maybe some people are going to miss some keys for unnecessary things like emotes and radio.
Great job! Good luck to your team in your future projects!
The title describes the game quite accurately.
I managed to bake a serial murderer's grumpy flower cake. But with this job teaching schoolkids, anyone would become as bald as a skeleton and a serial killer.
The game is goofy and fun. As others said, maybe it's a little bit too frustrating, but I appreciate it as is. Great job with the soundtrack, art and writing!
I love pixel art and animation in this game. It looks very cute and something on the screen is always moving.
Also, I also enjoyed the variety of things to do and variety of opponent's attacks to dodge. There isn't much strategic variety, but you still have to keep track of many things and move out of the way when needed.
Overall, congrats on making a very polished and fun game! Great job!
I really like minimalistic style with low resolution, simple shapes and particles. I think it really makes the game stand out, it looks so clear and cool.
I got a little bit stuck at level 2 because I couldn't figure out that I could place walls. I kept trying to go left around the lasers but kept failing. Fortunately, I figured out the way to change platforms with E key. After beating level 2, the game was a breeze. I appreciated variety of different levels and challenges.
Great job!
I enjoyed meeting all different characters and reading through the story. I like your sense of humor.
I didn't get past level 5 though, maybe that's the end, if so, then maybe you should have indicated by opening the credits. I would also prefer if it was possible to progress the dialogue by clicking or with a key. Other than that, I have not encountered any issues.
Great job!
Great job with character design and animations! There is a variety of enemies and they all look so goofy, I love them.
Gameplay is very easy to understand: just run around from enemies and collect droplets, but the upgrade system is quite complex. I really appreciate the amount of different upgrades, all with different effects and icons.
I didn't really like that droplets disappear so quickly, but I can see that this mechanic is there to make the player attempt riskier moves.
Overall, it's a very fun game, I had a great time with it!
Amazing game! I loved the visuals with a lot of moving parts (not just the body, but eyes and the crowd) and I loved progressive audio with many instruments.
The game worked very well with PS4 controller. Sometimes the movement felt a bit janky but with how generous the game is with scoring, jankiness just makes it funnier!
Once again, thanks for making imprecise poses count, a lot of games in this genre are so difficult it gets frustrating, but this one turned out perfect for game jam.
Great job! Good luck with your future projects!
Great job with the training animations, I found them very funny. The game is quite easy, it's easy to understand what to do, but the final boss completely destroyed me without giving a chance to my team, even though all of them had high stats.
I would prefer to have all stats on the same screen to compare them and make selection of next job easier.
Nice game! Good luck to your team with your future projects!
@hangovergames Thanks for playing! I'm glad you found the game pleasant.
@oadt Thanks a lot for your feedback! I'll try out your salmon game, too, when I have some free time. As for my game, it was intentional to make the puzzles as accessible as possible, I'm glad the difficulty was okay for you. Thanks!
@quasilyte Thanks a lot for your feedback and for your kind words! I'm happy that the puzzle difficulty is alright and there aren't any critical issues.
It's true that the puzzle game isn't very innovative in general, in fact I wouldn't be surprised if there are similar games in the jam!
Actually, Godot engine has an out-of-the-box feature to evaluate math expressions, so I just used it ^_^ https://github.com/woonaftl/ludum-dare-55/blob/main/scripts/level.gd#L93
The game looks and sounds great! I really enjoyed seeing all different monsters and exploring my realm (together with the crusader). I like the idea of being a bad guy and summoning various abominations.
But I think that if the game was longer, it would get really repetitive. Also, if you're trying to win, you're concentrated on casting as many spells as possible by providing all the correct inputs and this way you don't really pay attention to the actual battle. So if you're planning to take the game post-jam, you'll need to find a solution to these problems.
Great job! Good luck to your team with your future projects!
Very fun! Even though there is just one level to play, I liked how many different puck abilities there are. The game also looks pretty with stylish opponent character, visual effects and transitions.
It's a little bit difficult to distinguish red and blue pucks at a glance. Other than that, I had no issues.
You should be proud of what you did in such a small time frame. Great job! Good luck with your future projects!
I like that there are many game mechanics interacting with each other. But it was difficult to figure out how to play: I think the game would really benefit from some in-game hints or even a tutorial.
Also, the game froze when one of the passengers tried to leave the vehicle while I was driving.
Still, it's always fun to run over some bugs! Great job!
I love the art style, the game is very colorful and pleasant to look at. I also appreciate different songs and palettes for different levels. And the cutscene is a great addition!
I didn't figure out immediately that you have to listen to the bark volume to determine how close it is. But once I figured it out, the game was very easy to complete. Maybe some distracting noises would make later levels more challenging.
Great job! Good luck with your future projects!
I appreciate the amount of different summoning mechanics! It's a bit of a shame that tutorial books are obstructing a big part of the screen, so it's difficult to see battle going on.
I think the game would benefit from introducing mechanics step by step. There is a lot of stuff to do, but you throw everything at the player at the same time. For example, first you teach the player how to use left click summon. Then let the player switch summoned monsters. Then, teach the player to draw circles. And so on, and so forth.
By throwing too much stuff all at once, you make the game seem complicated, while in fact it's fun!
Still, great job making it! You managed to make so many cool features!
Great job with animations and shaders! I appreciate the variety of summons, enemies and structures, too. The game looks amazing! And it runs well, I didn't have any performance issues.
As for the gameplay, I didn't really feel like I'm in control, my dudes managed to get things done by themselves. So I explored the world while they were fighting.
Great job!
The game looks very cute, but it lacks in gameplay as I didn't find a way to win or lose.
Congrats on submitting on your first LD jam! Good luck with your future projects!
Very fun game. Maybe a little bit too easy. Once I figured out how to deploy my dudes, the enemies didn't really pose a challenge. Maybe the game would be more challenging if some enemies could 'lock' your elements or make cooldowns significantly slower. Or if you had to counter some enemies with opposite element.
Also, I really like the UI, all buttons and icons are big and it's clear what they do. Great job!
The game looks amazing and has a lot of content: different cards, different maps and different strategies to try out. I like that I had to balance different resources: faith and souls. Also, there are many strategic choices to make: I could send dudes to capture neutral houses, enemy houses, keep them to gain faith or sacrifice them.
Overall, the game is a lot of fun. The enemy is kind of a pushover, he managed to beat me only when I encountered a bug and couldn't select anyone.
There is almost no in-game text, but the description on the web page is quite detailed, so I had no trouble with figuring out how to play.
Great job! Good luck with your future projects!
It is fun trying to use visual programming to figure out the best strategy for each opponent. But I found myself not knowing exactly how my ship will actually follow the instructions, especially with moving. I think a huge improvement would be some kind of a sandbox: seeing your ship moving while you're changing movement instructions. My ship kept going off-screen!
Other than that, I liked the variety of weapons and opponents. Very fun and there is a lot of space for different strategies. Great job!
Oh, I see! I thought inertia was by design but didn't notice bugs because exact information about movement is obfuscated and I didn't test the game thoroughly.
Just another thought, maybe inertia could be tied to ship class or there could be different engines. So, for example, you can have more inertia, but more health or more speed as a benefit.
Great puzzles! The game reminded me of crypt of the necrodancer boss fight, but a lot trickier.
I really like minimalistic graphics and audio design. It fits pure puzzle genre well and allows you to design a lot of challenging puzzles. I went through all of them, including encore. I think the difficulty is just right: puzzles are tricky, but solvable and I'm sure there are different approaches to all of them.
I think everything fell right into place in this game. Great job!
Very unique take on the theme. I haven't heard about cargo cults before. I liked the vibe: palm trees, chill music, dudes dancing around the pile of boxes resemling an airplane.
The physics and scoring worked fine for me, but I would maybe prefer if airplane shapes were a little bit smaller. I got just below 90% and starting from scratch didn't feel that good.
Great job!
What a wholesome story! The ghosts weren't scary at all, everyone is so nice. I like the vibe of old manor, I wish there were a few more dusty rooms to explore and some dark secrets to find but appreciate the game as is.
The soundtrack fits the game very well, too! Good luck to your team in future projects!
Seeing a zebra o crocodile appear out of thin air is funny. I wish there was something in game to keep me going, like a story. You could also add an in game tutorial to make it more clear what we're trying to achieve.
I think the animal & food mechanics are clever and unique: I don't remember seeing them anywhere else. Great job with coming up with all these ideas and putting a game together! Good luck with your future projects!
Very creative! I loved all of the puzzles, I think the difficulty is just right. I really appreciate the amount of different spells and mechanics.
I would prefer is gravity rotation was a little bit faster, because I think it takes too much time at the moment. I kept confusing directions of gravity rotation...
Great job! I had a lot of fun! Good luck with your future projects!
I really like the cute artstyle and how many different creatures there are. I love the music too! The characters and backgrounds look amazing. But creatures being stacked on top of each other makes them look a bit janky.
After 5 waves or so the game gets a little repetitive, there's not much going on... I wish there was more strategy to choosing the right creature for the wave. For example, pigment X could counter pigment Y and so on.
Also, I could spend more pigments than I currently have, going to -1, but that's a minor bug so it's okay.
Also, you should definitely link your itch.io web version here. It worked flawlessly for me. I think it's still not too late to update your game's page. https://sakeiru.itch.io/judith-against-the-fierce-demonic-caramel-eaters
Great job with the game! Good luck to your team in your next project!
I like the idea of a strategy game set in a maze. Maybe it could be expanded by blocking some pathways occasionally. I think more abilities would also add some strategic depth and make the game more fun.
Still, I enjoyed the game, played through it a couple times ramping up difficulty. Great job!
Well, what seemed like a bad day for Armin at first, ended up with a great feast! I liked the story: it reminded me of a crazy d&d campaign: a bit weird, but funny.
I also like that the game is quite forgiving. I may have hugged a zombie once or twice... And there is freedom to explore, even though the world is not too big, it's perfect size for game jam.
Great job! Good luck with your future projects!
I liked how short the levels are and how they explored all the possible combinations of game mechanics without much repetition. I think I solved some of them by accident though. The difficulty curve is well done, I didn't feel stuck or big spiked in difficulty.
My favorite game mechanic here is making spikes walkable by covering them with a corpse.
Great job! Good luck with your future projects!
Lovely game! My spider feasted! I love the 3D scene, it looked detailed, camera transitions looked great too. Also, web making mechanic works really well, it was probably pretty difficult to program it in such a short time. Great job!
I wish there was some kind of tutorial because it took me several tries before I understood how to cook and eat bugs. And the game lacks an ending or scoring system.
It's a very fun game! I really enjoyed seeing all the designs people came up with and got to level 90.
While playing, I got an idea: what if power ups were trade-offs instead, so every squad will be at a similar power level, but those with many fights behind them could get very specialized...
It's amazing how much stuff you managed to make in such a short time: graphics editor, planet scene, battle scene and multiplayer stuff. Great job!
Great job with UI, the game feels really polished except for one error with Zurich which really got me thinking before I realized it's just a bug.
The gameplay loop is fun, it would be cool if there were more different map-related puzzles, but for a game jam it's perfect.
I would prefer if there were more lose conditions other than fuel running out. But to be honest I can't think of any that won't drastically increase the scope of the game... Now the game ends abruptly when day 8 begins but it feels anticlimatic, I was just getting started exploring the map! π
I like the graphics: a bee, the environment, lighting and shadows. I had some issues with depth perception though but that's probably a skill issue. π Great job!
I liked the story and your take on the theme. The boss fight was fun too, with several different patterns. I had some audio issues playing in Firefox browser (screeching). Still, these issues didn't prevent me from having a good time.
Hmm, but what the government is really hiding from us? Do they see us as tiny creatures regardless of our stature? The story in this game runs deeper than I can really comprehend...
Great job! There is a lot of variety between different creatures. I really enjoyed looking for different strategies... Oh, who am I kidding, I just bought 9 wolves and destroyed everyone... π
I really enjoyed the game, loved its chill vibe and the art style. Reminded me of my childhood when I used to cut out pictures of different animals.
Those are some heavily-armed bugs... I really enjoyed the game, especially trying out different strategies of bug killing. Putting a row of magnifying glasses on top worked quite well for me.
The game feels polished, there could be more quality of life features and a better tutorial, but I played a tower defense game before so I knew what to do instantly.
Great job!
Loved the game! It's very easy to pick up but difficult once the hospital gets crowded with patients. My personal best is 196. My strategy was hiding in the corner not letting anyone touch me. π The variety of upgrades is great, but the game is so fast-paced, there is almost no time to even think about special ability timings. (That's probably a skill issue)
Obnoxiously loud coughing and cursing adds to the experience. π But I couldn't understand how the ammo supplies spawn, are they random?
Well done!
What a strange game! I liked grotesque-looking characters and interiors. They work well with the story. I wish that the game was a little bit more engaging and you had more stuff to do other than carrying babies around.
Congratulations on making a game that really stands out!
Very fun minimalist game! Picking too many speed upgrades makes it a little bit difficult to aim though.
Great job!
I loved how lazy the humans are. π Not even bothering removing a dead mouse from a table.
The game looks and sounds great and feels very polished. I wish there was some kind of an ending or a scoring system so I would know when I beat the game and how good I was.
Good luck to your team in your future projects!
Great job with modeling and animating the main character, it looks really cute. Jumping around feels fun but it's the type of game I would prefer watching than playing. π Still, it's very fun and feels polished.
My only complaint would be that distant objects look very blurry, maybe you could tone down post-processing a little bit...
I found the puzzles and platforming very satisfying. It's a little bit on the difficult side for a game jam probably, but it was just right for me. I managed to collect all 6 coins and found my way to the exit.
There were some issues with controls in Firefox but I switched to Chrome and it worked fine. Also, it's a shame that there are no controller mappings, the game would play really well with a controller and it's very quick to set up in Godot project settings...
As for the game itself, I liked puzzle and level design. It looked too zoomed in with the character that moves so fast, it's difficult to react to what's happening on screen. But fixing that isn't easy I guess.
Great job!
Wait there are 9 coins? They must be very well hidden! π I played full screen 1920*1080.
Great job with the art, the forest looks alive and the main character is just adorable. I really liked swinging on the tongue!
Also, the tutorial is very well done. The game has some unique mechanics, but they're introduced one by one and it's very easy to grasp.
But the game is a little bit strange in terms of challenge. It's easy to just hop to the next level consuming just a couple insects so hunting down every insect is unnecessary. The only way to die is the bird, but it appears out of nowhere. What I mean, it lacks game-y features like score or death because you failed at platforming.
Still, a very fun, colorful and unique game!
I really appreciated how many creatures there are on screen and it was satisfying to nom them. π I wish there was some kind of an end to the end, for example, if some bombs actually exploded not in food but in bullets.
Also, I would prefer if the controls were a bit different: W, S for forward, backwards, and A, D for turning. With momentum, it felt like I was playing a racing game with weird controls.
Still, it's a very polished and fun game with minimalist look and design.
It's always fun to shoot stuff. π I found it funny that sometimes I had to choose between increasing damage and increasing damage.
Overall, it's a simple game but feels polished and fun. Great job!
I liked the game, filling the area with corals is a lot of fun. It's a little bit weird that when you restart the game after losing, you don't start from scratch. Maybe it's too easy to cheese the game right now, with multiple restarts and a huge stockpile of shells.
Still, it's a lot of fun! Great job!
Great implementation of a classic solitaire game! I loved the audio very much and the game feels just very polished and pleasing to look at. It even has quality of life features like auto-completion and undo. Very impressive for the jam! Great job!
I would play more different solitaire games in this aesthetic.
I liked that even though the game is very easy to pick up and understand the mechanics, you have to make a lot of decisions (team composition, enemy choice, action choice) and find the best strategy. Great job!
That's a lot of levels! And then there are even more levels! That was a very pleasant surprise.
I think I passed some by using some shortcuts instead of facing the real challenge, especially once teleporters became available (like in levels 18 and 19). Also, in some levels I really wanted a pause button just to look at the puzzle and figure it out without everyone running around.
I loved how little creatures look like, they have very cute and charming, it's fun just to look at them moving.
Great job! Good luck to your team in your future projects!
I like how strange this game is, with unusual crafting stations and music. I wish there was some feedback on the result of the mixing and of course I would love to see the finished plush toy...
Still, great job! Good luck to your team in your future projects!
@zimonitrome Thanks a lot for your kind words! I'm glad you liked the game and managed to beat it!
Thanks to everyone for your kind comments! They mean a lot to me. π
@winter2277 The coins expire just to avoid issues with performance. π I didn't want to have too many nodes at the same time. As for a full version, it would be cool, but with my short attention span I can't work on the same project for more than a couple weeks...
@bork-bork I think I took the theme too literally and made all the sprites tiny. π
Thanks to everyone for playing and commenting!
@firellon Haha I didn't even think it was similar to snake. Maybe if your gang followed behind you in a conga line π That could be a fun game mechanic too.
@mahobear8 Yeah, it's so easy to make tiny games like that in Godot, and I can also get away with writing shitty code
@quasilyte Thanks for posting the gameplay video! The bomb and magnet were last minute additions to spice up the game, so I didn't polish or test them properly. Also, I'm happy to see that different people liked different units. See you in the next LD! π
Thanks to everyone for playing and leaving comments!
Thanks a lot for playing and for your feedback!
@captaindreamcast Thanks! I didn't even think that attachment to the characters would be that strong. I had an idea to insert some banter between characters to improve the story and make it more like a party RPG. But given how frantic the action is, it's difficult to find some spare time to insert the dialogue...
@andriana-mantidfly Thanks for pointing out long scorpion fight. It's probably because I didn't playtest and balance the game enough... THe scorpion could be killed in a few seconds by a large high damage team or you could grind this fight for several minutes if your team is small...
I think the idea of a board inside a board inside a board works well and I liked special moves to snatch some wins. It's beautiful how simple this game is. Great job!
I really like ASCII art! It has a lot of restrictions, so it's difficult to make an entire game with it. Great job!
Also, great idea for a scoring system, it really made me attempt more risky moves, just to get more points. My PB is 1187 after playing a couple of times.
Sometimes the enemies get sneaky and hide behind the wall and shoot you. That's the only issue I found.
Good luck with your future projects!
Haha the game is not as easy as it seems at first. Timing on some of these jumps feels really tight!
Well done!
Good game, I like the contrast between peaceful colony builder and frantic action. Maybe the ant colony part would be easier to learn if you introduced the mechanics one by one. As for the action part, I wish the arena walls were visible, I kept hitting the invisible walls.
Great job! Good luck with your future projects!
The game felt very polished and fun, you scoped it really well. Also, you got the difficulty right: the last 2 levels were quite challenging. The timer added to the tension but I never actually ran out of time, it's pretty generous.
Great job! Good luck to your team in future projects!
Great job! I really liked the concept of looking for toys in different places. The toys are really cute!
I couldn't get past the music box. Just couldn't figure out what do I need to do there and after some clicking around, the mini-game broke.
Good luck to your team in future projects!
I love character designs and animations! Cute and relaxing game. It's not challenging but a nice break between other hardcore jam games. π
I think you could have made map boundaries watery, so the map would be an island. It's just weird to see straight lines on the edges of the map.
image.png
I really liked opening the cards and trying to think ahead of time what would be most useful in a fight. Getting First Aid as the first reveal doesn't feel that great though. π
The battles felt a little bit drawn out. I was getting to rounds 12+ with several guys at the opposite edges of the map trying to shoot each other and missing almost every time. I think it could be fixed with more deadly units or better accuracy, or with more aggressive opponent.
Overall, it's a great strategy game! There are a lot of moving parts involved and a lot of thinking about a perfect strategy for this particular situation. It doesn't fit the theme but I guess you didn't intend to.
Well done!
Great puzzle design! Many of them really made me think. It's a little bit painful to complete them without an undo button, but the levels are small enough.
Great work with the art too! Tiny aliens are really cute and I love the color palette and scene transitions.
I liked the unique concept of the game and level variety.
I think that having so imprecise control over the creatures makes the game fun but also frustrating sometimes. Also, even if I managed to get all the creatures to where they needed to be, I felt like I just got lucky.
It would be cool if there was some kind of ending scene after the final level. Maybe something similar to main menu animation, it added a very nice touch.
Great job! Good luck with your future projects!
Great job! The game has some balancing issues, I only bought the most expensive creatures and it worked surprisingly well. π
The 3D scene looks interesting, there is a lot of stuff going on in it. The music is great! As for the unit models, they look fine, but animations are probably unfinished. Overall, congrats on completing the game!
Good luck to your team with your future projects!
Great job! I loved playing as a cat and exploring a haunted house! I think it would be even cooler if there was some kind of a treasure hunt or a puzzle inside the house that the player has to solve.
I found 2 endings: a good one and a bad one. Are there more?
I loved the retro aesthetic. Everything fits together nicely! Great job!
It's a very fun game but I had some technical difficulties with controls and had quite a journey. I couldn't figure out how to dash on the PS4 controller, so I switched to keyboard. Then I kept pressing Ctrl+W and closing the tab with the game. π I did it 2 times before I realized what was happening. Here the saving feature really helped me out! Then I realized that the frog can double jump so dashing upwards isn't necessary to complete the game. I tried playing on keyboard but after playing on the controller I think the inputs broke. So I continued on the controller occasionally pressing Ctrl on the keyboard.
Still, I managed to beat the game and had a lot of fun. Great job with the levels! I wish there was some kind of an ending at the end of level 3.
Cute game and it works well. I wish Gilbert had a little bit more tricks because right now you can win with one precise shot.
Well done!
I liked the idea behind getting your team bigger. Sadly, there are some technical issues: sometimes characters disappear without any chance to get them back (they fall down through platforms). Also, the gun boss disappeared too...
While I like the art, it's very difficult to distinguish background from foreground. Also, the projectiles are tiny, black and very difficult to see.
Still, well done submitting a game!
I really liked the art style and color palette! Background looks awesome. Characters stand out well and have great designs. Platforms are okay too, but not as good as characters.
In terms of gameplay the game really lacks a little bit of polish. Sometimes double jump doesn't work (that's so frustrating!). Spikes are hard to notice in comparison with regular platforms.
Are you supposed to jump on top of monsters to kill them? That damages my character but the monster dies, I found it a bit strange, but maybe just because in other platforming games it works differently...
Great job finishing a game! Good luck to your team in your future projects!
Well done! I found the story interesting and funny. The platforming sections are quite simple but satisfying if you manage to get to another bowl of soup.
Sometimes it wasn't obvious if your character can stand on the platform. I think that's because background is as bright as foreground.
The tension before the race began was exhilarating, but the snails turned out to be so, so slow! It's a fun game and it felt polished and scoped well for the jam.
Great job!
It's funny if you like poop jokes (I do π)
Great job with the character design and with audio! Also, you've done so much to make the game replayable, with character choice, random opponents and random questions. It would be cool if there was a little bit more interactivity with the crowd.
Also, if instead of going for random questions, you made the set of questions pre-determined, I think the questions could build up into some kind of story. As for random questions, they feel... well random. π
Still, I really enjoyed the game. Well done!
Looks gorgeous and mysterious. So many different backgrounds and character poses!
Character concepts are really cool, I wish the story told us more about the characters, who they are, their personalities.
Good luck to your team in future projects!
I love the idea of combining deck building with action. I think combat is a little bit too fast so I just used whatever cards I had. I think combat would really shine with more content and more strategy: certain cards countering certain enemies but I understand that adding content takes a lot of time...
Apart from that, there was almost no incentive for killing enemies, they don't stop you from beating the game I think. But I still had a lot of fun playing!
It's a fun game and I made it to the end. I would prefer if movement had some acceleration mechanic because I found it difficult to align myself right above 1-tile wide pit to fall into it.
Great job with balancing the difficulty: the game seems difficult but there are a lot of heart pickups and overall it's manageable.
Great job with the art and character design! But you should have provided instructions on which keys to press, because it's quite difficult to grasp how to play. I think it's A,D to move, Space to clean, but I could have missed something.
I enjoyed the variety of mini games. It's usually more fun to play these kind of games with some teamwork, but it works as a race against the clock too.
My only criticism is that it's a little bit annoying to wait for a second after a mini-game is complete. I'm kind of in a rush! π
I liked your iterative approach to level design. So many solutions become so different just because of one extra block or row here and there. Personally I would prefer if there was more difference between space and wall. Right now it's black vs very dark gray which is difficult to see.
I love the diffing mechanic in a racing game. It would be even more fun if the enemies didn't get stuck so often, right now there is almost no challenge.
Great job with the jumping mechanics, they allow for precise control. The game is quite difficult so I didn't reach the ending but that's just a skill issue.
Great job with controls and level design! I loved the twist and your sense of humor. I gave up and couldn't get out of the pit, but I had a lot of fun while trying!
At first I didn't realize that purple things are interactable, maybe you should have made a very simple introductory level that cannot be completed without interacting with it... so it would be more obvious.
I liked how many different mechanics there are in the game and how they interact with each other. I think the game is more on a difficult side though, it's quite difficult to get enough money to get good cards and the oxygen resource is very limited.
I also love how weird the game is thematically. π Great job!
Good game! My dead body got to the surface but it counted as a victory. π Thanks a lot for making some checkpoints, otherwise I wouldn't been able to make it. A couple issues I found: ghosts camping at the last checkpoint, replenishing on checkpoints takes so long that it's easier to just die and respawn.
Also, I think it would be cooler if there were different enemies and challenges in different layers of the ocean.
I loved how you used sounds to create an atmosphere of being on the ocean floor. Exploring the depths is fun and the ending is perfect! The only thing I didn't find enjoyable was adjusting the focus, I couldn't figure out in which direction I should adjust it so just did it randomly.
Still, a great game! Congratulations on finishing it and adding so much content!
It took me some time to figure out the rules, but overall it's an enjoyable game. The idea to make a single path is interesting but it could lead to a situation when the player soft-locks themselves if there is no way to grow the path.
Great job with drawing the forest, it looks cool!
Exploring the depths in this game is really fun! The amount of content surprised me and I even managed to find some secrets. The only thing I would add is more danger on the ocean floor: maybe some traps or enemies. But even without danger, new upgrades, secrets and the story keep the game going so it's very fun!
Great job with recreating alien underwater atmosphere! I liked the fact that there are different enemies at the later stages of the game. Maybe you could have even introduced them a little bit earlier to spice up early game. Especially since you don't really save your progress (or at least I couldn't get to the stage where I could save).
@quasilyte Thanks a lot for your feedback! I'm glad you managed to beat the game and didn't encounter any major bugs.
It's a shame that we didn't even think about mine chain explosions while developing, I think it's a great idea! Should have focused on that, together with some performance improvements (but sometimes it takes long to find the bottleneck...)
For audio, I used Reaper and Surge synth. There is a big collection of presets in this synth. Other sound effects are mostly voice recordings with some Audacity editing.
Thanks again for your detailed comment!
Great job with the story and art! The game is very enjoyable but there are a few bugs: the heart stops moving down sometimes, probably it's tied to moving backwards. And also, after interacting with the cat, the camera is not centered on the playable character...
I liked finding all the little secrets and references! The only thing I would criticize is the choice of font, because it gets really blurry and difficult to read.
Great game! Spooky and fun. You have to think twice before going into a tight corridor, because there may be no escape, but it just makes the game scarier!
I think it would be fun if there were more tasks to do aside from catching fish, or if there were some changes in map layout between runs.
I like the aesthetics and the story but the game becomes trivial if you just dig a one-tile wide tunnel. Monsters come only from one direction and cannot possibly hurt you. I don't know how to fix that easily though... Maybe if some monsters (ghosts) could walk through walls? Or maybe if green tiles exploded and also destroyed neighboring tiles?
Still, a very enjoyable game! I liked it a lot!
Great game! It reminded me of Heroes of Might and Magic combat where turn order is determined by unit stats.
I got to mission 7 and my entire army got destroyed by a troll. I liked that the enemy is unpredictable, but it seems that they make a lot of suboptimal moves. Having a morale mechanic and enemies running away is a great idea too.
If the player loses a lot of units, it's very difficult to come back. You can't really pick your fights so each battle becomes more and more difficult. This can lead to a situation when you start a battle knowing you don't have a chance to win it.
Also, I couldn't find where to see current hp of a unit (could be useful with the troll, I didn't even know if I was close to killing it or not) and I couldn't figure out the turn order mechanic (couldn't guess who will take a turn next).
Overall, a great game with a lot of strategic depth. π
Nice game! I didn't realize at first that purple and red orbs were necessary to upgrade. I thought they were projectiles and tried to dodge them. But once I figured out that it's possible to upgrade, the game became much easier. It's probably a bit too easy... There is a lot of space to maneuver and there are no dangers other than fishes.
I appreciate the amount of content there is in the game, especially when it comes to story. I wish there was more variety in combat mechanics and level design. But the story is great, I like all the different villains, just the ending where Brennan is left by his family felt a bit incomplete like you could have gone even further. π
I liked the game but I think there are some balance issues. I think it's weird that most buildings on depth 1 use lumber that can no longer be gathered. The player doesn't know that in advance and probably doesn't stockpile that much lumber...
I would also prefer if building placement was more strategic: maybe there could be adjacency bonuses or distance to main building could matter in some way.
The trees and farms look great!
I liked the game, played up to level 10. Great job with art and character design, the fish are really charming.
I think the game could be improved a bit. You've made it so the obstacles are visible but really hard to see. I understand that it's because the light doesn't reach the depths of the ocean. But the player has to really squint to see the obstacles that they need to see to complete the game. You could have either: * disregard the theme and make the game more bright and colorful, so the player could actually see all the obstacles * or embrace the theme and make the game pitch black aside from a small circle of light around the player, it would make for a hardcore game though π but squinting won't help you!
I liked the game, it's clear what to do, controls work fine and the challenge is just right. Got the ending after my 3rd attempt (I was just exploring ways to die in this game π ) and I think it's a lot of fun.
Oh, I don't have any critique to be honest. π I wouldn't change anything, I would just add more stuff.
Great job with art and sound. I think you nailed the underwater atmosphere.
As for the gameplay, it seems to me that the biggest challenge is unwieldly controls of the bathysphere. I think the game would be more fun if you either: * made it possible to control by holding the keys instead of tapping them and made the game more fast-paced * or made the puzzles more difficult, so the challenge would come from figuring out the solution
It seems that the bathysphere can take a lot of damage but I don't think there is any way to know how much hp you have right now.
Wow, this game is amazing! I managed to actually forge all 5 painting correctly with 2 misses. Great job with pixel art and music. Even looking through all those newspaper articles is fun.
The only problem with this genre of games is that criteria for success or failure is unclear. For example, I cut out a cruise ship, a girl and a fish tail, and get 3 misses, then I cancel, do exactly the same and I get a successful forge. So it doesn't feel like I actually succeed through my skill, it feels I just randomly guessed correctly.
Anyway, this game is really well-made and I had a lot of fun playing it!
I like how the world looks and how goofy the characters are, including their wobbling animations. It would be a good fit for "Night is coming" theme but it works for "Collector" too.
It would be cool if there were more guidance because the game has a lot of mechanics, and goes between different modes very quickly. The day and night cycle is so fast that I just didn't feel that I have enough time to figure out things, to explore and collect stuff...
Also, it took me a lot of time to figure out that during the night, you actually have to move away from your camp site to progress. So I just stood clicking on those sheep for minutes. Maybe it's because day and dusk progress by timer but the night progresses by player action.
Anyway, that's a lot of criticism, but it comes from a desire to improve things! It's a fun game, great job!
Wow this game is so lovely! Super polished, cute and fun!
I loved how quick the progression is, each cycle I was able to buy something new and be surprised every time.
Also, it's great that I can just hold the button to collect apples and don't have to click like in some other incremental games. Great decision!
Awesome game! I collected all 4 trams! I loved how the police cars pop when I rammed into them on a tram! Also, the town feels alive with so many things going on.
It's a bit weird that while you can run over people, the player character cannot be run over. It breaks immersion but I guess I won't complain. π Also, I was a little disappointed that tram can go anywhere, not just on rails, tram behaves just like a car or truck. I think being limited to rails would be an interesting way to stand out from other GTA-like games.
Also, sometimes, it's a bit unclear if a thing is an obstacle (building) or just a decoration. Maybe you could have added an outline to obstacles or better mark them visually otherwise.
Honestly, you had me at "I'm never drawing this much again". π Awesome game, loved every minute of it!
The arrow above the stool was really hard to find for me, I spent like 10 minutes looking for the club everywhere... π Before and after that, it was smooth sailing for me.
So while having a detective vision which shows states of the room in the past and the future is a really clever idea and solves some problems of this genre, there is still a possibility of an item or an area that you totally miss while staring at it until you mouse over it.
Most of the objects in the game actually played some part in the story. But the drunk guy, the janitor and the man with an expensive burger didn't play much of a role. That's okay, just something I wanted to point out.
Also, it's possible to grab music sheet for a second time, but I didn't find any application for it, not sure if it's a bug or a well-hidden secret.
I liked how many different upgrades there are. Running around and vacuuming things and watching numbers go up is fun. Overall, it's an enjoyable game, I cleared the last 9 wave and got all the upgrades.
It's easy to understand the basics, but if you asked me what every upgrade that I bought does, I wouldn't be able to tell. π Maybe some descriptions and clarifications would help, there is a lot of empty space in the UI to add them.
Also, a bit more enemy variety would improve the game, I think. Or maybe a day/night cycle with some waves during daytime and some waves during nighttime.
Loved the game! Especially good work with UI and animation. It's easy to learn how to play, understand what's going on and there's feedback behind every action (animation + a satisfying sound)
I played until the end, the final boss with 30-something hp took a long time to beat. The game balance felt a little bit out of whack though (probably not enough time to properly playtest the game + the map and rewards are procedurally generated).
I ended up filling my entire inventory almost immediately at start. I had 2 trains and 1 additional dice and just spammed basic punch, dodge and reroll, no enemy stood a chance... Because of that, the game felt a bit too easy, I just had to follow an algorithm without much thought.
One way to fix that would stop the player from stockpiling lots of rerolls and then having really long turns. Maybe rerolls could take inventory slots or there could just be a hard limit. But I just had one run and maybe I just got really lucky, just sharing my thoughts...
Loved the game! The collecting game is a little bit too easy though. I think it would be even more fun if there were more objectives: for example, you had to also dodge bullets at the same time as collecting souls.
Or if you couldn't just mash and kill all humans, for example some humans could be demons in disguise. π
Still, I had fun playing and listening to the story!
Nice game! I love trading games where you have to buy low, sell high, and slowly become rich.
I think for this kind of game, graphics for each item are important. Being able to see your entire collection is a part of fantasy. That makes it feel more like a game and less like a spreadsheet.
Also, it would be great if I could actually see my collection when choosing next request. I mean, I could keep track of my collection with pen and paper but it's a bit too much effort. π
Very cozy game, looks really good. I really liked the playground with a lot of different objects. Character models felt alive and cute.
I collected most of the items (2 left) but got stuck between rocks. π₯² A way to teleport back home without restarting from scratch would be a nice addition.
I liked the puzzles with matches, they felt simple yet original.
Fixed camera angle felt frustrating at times, sometimes the player character was obstructed by other objects, or it was just difficult to see where you're going when going sideways.
Wow this game is full of shit! I managed to complete my collection, and thank god I can't smell it.
Having to rip open packs manually in early game is kind of too much effort π for a clicker game, but it's okay when it becomes automated later on.
I really liked the color palette and how consistently it was used, all audio, satisfying door break effects and interactable credits where I could pop the devs. π Boss intro cutscenes are also really good, had me laughing, great writing and delivery.
The only thing it lacks to make the game feel even more polished is an interactive tutorial and more clever boss fights with multiple stages.
Wow, what a fun game! I managed to complete in on my second try (the first one was like 5 turns long, so it doesn't count)
My final board after 33 turns:
eccentricity.png
I liked that I had to balance a lot of resources: primarily money, energy, heat, board space. I completely skipped the batteries, but would try a battery build now that I know how the game works. I didn't use heater item too, it seems counter-productive. π Anyway, it was fun optimizing and finding the best strategy.
I think it would be even cooler if you could place buffs on specific rows or columns, so item placement matters more. For example, -10% heat from items in a row, or +10% energy, small buffs like that. π
Wow, I managed to collect 5 out of 6 thingies before something got me. π The sad thing is I saw the last thing already, but didn't manage to get it. π₯² This game is really scary, with spooky sounds, alien terrain and sonar. Not seeing anything means you never feel truly safe (unless you know the game really well I guess).
I think sonar is a cool game mechanic, but I can't see myself playing this game for too long. I think it needs some more relaxing sections in between more stressful sections. For example, safe rooms where you can hide from monsters. With that, you can probably get away with making monsters even more dangerous.
Nice game! I played till the end of day 10. My score wasn't that high, around 4600, but I figured out how to play and collected correct taxes from 1 person.
I think this game feels more like a job than a game. It's fun watching a simulation of a town, and it's fun watching animation of the tax collector. But all the tasks you do are collecting information, calculation and presenting your results. The game lacks decision making.
Maybe if you collected the taxes too well, the people would lose the homes and go live on the streets, or change their diets to something less expensive. That could enable some decision making I think.
Also, I found it difficult to read long text messages because they're in all capitals. Maybe you could have chosen a different font that's easier to read.
Nice physics game. Surprisingly robust given the high number of in-game props and just 3 days to develop. Jumping and throwing everything around is a nice touch.
Progression with unlocking more rooms works okay, but I would love to see more gameplay variety, for example, objectives like "put the fridge in the kitchen" or "water your plants", or maybe an in-game story to make things less monotonous and more fun.
Love the game! It's a bit of a shame that it's not possible to play the card game or upgrade your shop. On the other hand, the wallet stealing game is very enjoyable and I love the art and sounds.
In my card game shop, players were seated one at a table and they were waiting for an opponent for eternity. Why? Because it made stealing their wallet with all the cards easier. So my card game store has a great reputation in the neighborhood: I never got caught, nobody played a card game here and everyone lost their wallet. π I don't even care about your cards, I'm here for the money.
Great job with visual and audio design! I completed the game, it took around 4-5 tries, most of my lives were lost on boss.
I liked the puzzles, they weren't too difficult but encouraged use of different abilities. I especially liked the puzzle where I had to stop moving platforms with an EMP pulse.
I really liked small hints near interactable objects. They really helped me remember what each key does.
I didn't really enjoy fighting the boss, because I couldn't understand his moveset. Sometimes EMP worked on the boss very well, but sometimes not at all.
I also couldn't understand when player character dies, it definitely has something to do with enemies attacking me π but I don't always die when attacked. There is no health indicator or anything like that. Maybe showing it could help players understand what is going on.
Wow, this game is hardcore! I managed to beat like 5 levels (I skipped some) after lots of tries.
I love the movement in this game but it may be a little bit too hard to get the character moving. For example, if you lost all your momentum and just hang on a tentacle, you might as well restart because you are very unlikely to build that momentum again.
I mean, all precision platformers are like that: first you plan a route, then you execute your plan perfectly. Having single screen levels really helps to plan ahead. But in some other games, less momentum-focused, it's a bit easier to just wing it and recover from your mistakes, I think...
Another mechanic that adds to gameplay focused on routing even more is having to activate all tentacle-grabber-thingies. Even if you managed to propel yourself to the exit but missed one, you didn't beat the level. I think it could actually be fun to play this character but in bigger levels, with fewer constraints and spikes, just flying around and having fun.
Also, I think jumping and throwing a tentacle could be separate actions on different buttons. Sometimes I found myself wanting to throw a tentacle but can't do that because I'm stuck to the wall (and jumping off the wall has higher priority) which is a bit frustrating, because it's hard to move away from the wall with slow lateral acceleration mid-air.
Anyway, I actually really liked the game, just sharing my thoughts on it! π The game already feels polished, unique and clearly has a lot of thought and talent put into it!
Cool game! I completed all 20 waves.
I think the fences break the game too much: you can surround yourself with them and the monsters can't get to you. Usually in tower defense there is either a path that can't be walled or monsters can chew through your defenses
I think drop rate balance is a bit off too. I didn't really feel excited when I got another essence thing of any kind. But getting more stone was really powerful.
I really enjoyed the game, and I think it does the fantasy of being a child really well: being given a task that you don't really understand, but do anyway and the adults will hang it on the fridge no matter how you actually do it. π Honestly, I didn't feel that way for a long time, so thanks for this experience!
I loved the drawings made by others too, most of them are much more detailed than mine π
Wow this game is based on true events. I love the mosquito animations and the background, but the hand looks a bit unnatural.
Fun game! It's easy to grasp and even though it seemed rude at first, it was fixed with peace and a handshake. Thumbs up for your game! π Rock on and create more powerful punchy games in the future!
Nice game! I got to 15138 wealth with 5 different red artifacts, but I am unsure if there is any content beyond that.
I think it would be fun if progression through levels wasn't just increase in numbers (damage number and number of enemies) but also unlocked some new gun types or new game mechanics. Otherwise, it feels a little bit too repetitive.
Another idea is to add a button to pull things towards you so you don't have to turn around to grab loot every time.
Also, there is a bug if you try to buy a weapon while having a weapon installed already. You lose your money and your weapon. π₯²
And I had the same issues with audio as comments above (played in Firefox)
Good game! I managed to beat all the levels, but it wasn't that hard because I think there is no way to fail in this game.
I think you waited a bit too long before introducing enemies, you could have easily introduced them in level 2 or 3. And another enemy type with maybe a different movement pattern would make a game more fun!
Cool game! The Grim Reaper is so hot. π Great work with characters and environment. There is a lot of stuff going on in the background, you managed to create the chaos really well.
I managed to get to stage 11, here are my stats: Screenshot 2025-10-09 190555.png
The only thing I disliked about the game was button mashing. It really felt so annoying to me, especially because the timer is ticking. Would be cool if I could challenge another Grim Reaper for a bullet chess match instead. π
Good game! My final score is 200/228. Didn't have enough time for that last portion of $$$.
I think this game really lack audio and visual feedback. With a sound effect of money collected and some animation and with some car noise and with satisfying effects when the car crashes into something it would be Really Exciting Tax Collecting. π
Also, it's kind of annoying when just before you arrive at the house, they suddenly evade the taxes and you end up with less money than you expected.
@pandaray Thanks for playing! Yeah, in hindsight, I should have also color-coded these icons.
@jamesxm Thanks for playing! I kind of made it too easy on purpose. π My goal was to make it so anyone can beat it in 5 to 15 minutes and see all the content to make a fair rating.
@recyx Thanks a lot for playing! No, it's impossible to use it, it's just a joke and a newbie trap.
@quasilyte Wow thanks for detailed analysis of game balance! π Yeah, adding a button to view items you already have while shopping was in the back of my head, if there was another day of dev I would add it...
@quasilyte Now that's actually a smart idea! Thanks a lot! Even though it's late to change things, it could help me in the next jam.
@artalasky Thanks a lot for playing! Yeah, the score counting rules aren't explained properly, I could have done a much better job doing it, for example displaying actions one by one, kind of like Balatro does it.
@artalasky
Thanks for your feedback and suggestions!
Here's a calculation example just to clarify things:
item 1: β οΈβ οΈβ οΈβ οΈ + πͺ²πͺ²πͺ²πͺ²
item 2: β οΈβ οΈβ οΈ + π»π»π»
item 3: π»π»π»π»
and let's say enemy fears β οΈ and ignores πͺ²
Result would be: (β οΈβ οΈβ οΈβ οΈ x β οΈβ οΈβ οΈ x 2) + (π»π»π» x π»π»π»π») + (πͺ²πͺ²πͺ²πͺ² x 0)
so 4 x 3 x 2 + 3 x 4 + 4 x 0 = 36
Again, the UI doesn't do the best job of showing this, and I didn't really want to write a wall of text explaining all the math in-game...
@bloodbane Thanks for playing and for your feedback. Yeah, the game was heavily inspired by card games. π
@yarkin Thanks a lot for your feedback! I'll definitely consider expanding the game a bit now that the jam is over. π
@haayaargh Thanks for your feedback! You're right, when I was making the game, I thought that having to use all the available slots every turn somehow added more strategic depth to it. But now I realize that it's more of an annoyance and this limitation doesn't make the game any better.
I really like the color palette and creature design. The game looks a bit weird, but intriguing and appealing. UI, on the other hand, looks last a last-minute addition, without any theme and with overlapping bars. But it's to be expected from a jam game. π
There is a problem with creature sprites overlapping, so it's really difficult to guess how many enemies there are on screen. Maybe they need some kind of tiny colliders to separate the creatures a little bit. That would make melee creatures less powerful though.
Also, in this kind of game, you probably want to introduce new creatures every fight or every other fight, because defeating and recruiting new, more powerful creatures is the main way of progressing through the game as a player. So if it was a bigger game, you would either need lots and lots of creatures or some other way to progress (like items, skill trees, etc).
Nice game, you can never go wrong with a game about shooting robots. π
Shooting feels good, but I didn't feel like the enemies became any stronger. I mean, they don't come in an enormous horde so that I had to run away from them. Instead, I had to look for them.
Another thing I would do is either spawn the enemies off screen or alternatively make them come out of some buildings, or come out of spaceships, because right now they appear from the thin air.
Great game! There is so much hidden beneath the surface: many characters, a secret cult and a lot of bills and subscription payments. π
There is a lot of variety in terms of stories but the gameplay feels quite repetitive to me. Maybe, if the game had unlocks to make the gameplay more engaging, like more movement options or some character customization, it would be even more fun.
Nice game! Huge respect for making it in Bevy!
I completed all the puzzles. I think the game does a good job of teaching itself and the puzzle complexity progression is good.
I quite like puzzle mechanics and it's fun watching little robots move and every part of your plan fall into place. But I didn't really think while solving the puzzles, every solution is very obvious. I think that's because every path is linear, you just send the robots where they can go, wait on wired tiles for a while, then continue going. I think for a good puzzle game there has to be more freedom: not just one possible right solution, but 100 wrong solutions and 1 right solution.
Also, I think the game would look better if there was more contrast between light and dark areas, and maybe more cold colors in the color palette.
I love the comedy and drama in this game! Good thing it doesn't task you with slotting all 8 billion trophies
The only thing I would change is hiding inactive buttons (skate, car and a rocket) before you actually unlock these things because they kinda spoil the surprise. Otherwise, the game is perfect. I love the music and sound effects most of all!
Great game! I like how many different moves there are, including defense and rolling. But button mashing works just fine against the AI. π
It's kind of a missed opportunity that pee and poop are both human-like and don't have liquid-like abilities. π But it's fine.
Very fun game! I didn't manage to get all of the achievements (4 left), but I enjoyed the game a lot!
I don't really have any criticism or suggestions, player character controls great and there are a lot of funny little secrets and Dark Souls references to find.
Btw, the game behaves really funky with a PS5 controller, it's like ground turns into ice! π You should really try it out yourselves! I thought I needed the controller to enter the Konami code. π
Nice game, I managed to beat it on third try after I found the perfect strategy. π I liked the concept of an incremental where you can actually lose. And the money-printing theme works well here.
I really like that I can just hold the mouse button to mine $ instead of repeatedly clicking. It seems like a small thing, but it makes or breaks the game in my opinion.
I didn't really use the market though, just bought the upgrades. And I think some enemies will steal your money even if all security upgrades are bought...
Cool game! I liked the variety of different guns and monsters. And it's always fun to shoot bad guys!
I think it would be even better if different guns shot at different enemies, closest to the gun and not to the player character.
Also, there's not enough visual feedback when player or enemy was damaged. For example, they could flash red or white. Right now there is a sound effect and knockback, but I think you could improve the game here.
Another thing I noticed is enemies just appear out of nowhere, they could come out of doors or portals so the player prepared for their appearance and it wouldn't look so weird. If you want the enemies just spawn in, you can add a short spawning animation, like an interdimensional portal opening or something like that.
And I think there is an issue with game balance. Defensive stats are outclassed by just more guns, more damage, more knockback. You can just stand at one spot and watch everybody around die, so there's no point in lifesteal or regen right now.
Still, I really enjoyed playing and managed to collect 5 different guns and beat the boss!
Wow this is the messiest house I've ever been to in my entire career as a WonderBot. That bed was so dusty I coughed my lungs out cleaning it.
I really liked unlocking more movement options as the game progresses: going into the air, starting with clumsy jumps then a jetpack π If only there was a way to open up the windows and fly away into the sunset.
Great job making the game, I really enjoyed playing it! My only criticism is that it lacks a proper ending. I unlocked all the upgrades but the house was still soooo messy. But without any upgrades left, I wasn't feeling like cleaning it anymore... π Maybe a progress bar (XX% cleaned) would help, and after it's filled you could show some kind of a victory screen. Or after unlocking the final upgrade.
Great game! I managed to beat 12 missions out of 14 on normal.
It's relatively easy to understand the basics and the difficulty curve is just right. There was a difficulty spike on the mission where you have only one unit available, but after trying different strategies I managed to find a solution.
I can't really judge the balance based on just one playthrough. In my run, the 9-element Pirate absolutely carried me and dealt consistent damage every turn. The Sorceress is kind of insane with that attack range too. I couldn't find a good use for vampiric items that decrease your regen, but I'm sure they can be made powerful, I just couldn't find a good synergy.
I think creature crafting has great potential as a game mechanic either if you decide to expand this game or put it into a different game. The tactics part is pretty standard, reminds me of Heroes 3. Turn order was a bit unclear sometimes, a bar like in Heroes games would be perfect I think.
It would be cool if economic/adventuring part of the game was expanded, maybe with some element trading or element crafting, to get those perfect creatures that wreck everything in battle.
It's kind of a bummer when you have some elements but can't make any creatures out of them just because there are not too many creatures in the game. But it could be fixed just by adding more content and I mean there's more than enough content for a game jam now. π
Great game! It's more annoying than fun but I guess that was the goal. π My high score is 286.
Sometimes it was unclear if I could drive on this tile or not, I seemed to drive on top of building walls sometimes. Also, some I couldn't pick up big pile of garbage blocking entire streets. I guess it's by design, it just feels weird not being able to collect garbage as a garbage collector.
Still, I loved the vibe and interactive menu was a nice touch!
Very cozy game, I really liked the character designs and I would love to learn more about them. I didn't really complete the game, but I visited all locations and crafted several new stones.
UI feels a little bit cryptic. You have to guess what the item is, how to use it, and what each button does. I think some tooltips and brief item descriptions as you pick them up would explain a lot.
The visual style is very cute, but very thick black outline on everything is a little bit distracting when playing on a big screen. It feels more like a mobile game, and giant buttons (exit, inventory, help) support this feeling too.
Another point is you don't have a clear goal in this game (like earning more money or upgrading your character or whatever). I think in such a game you're supposed to express yourself, be creative. But there are not enough game mechanics (or maybe I didn't find them) to express yourself. You can collect stones and display them at home, but that's not enough for a 'creative sandbox'-type game.
Anyway, that's a lot of criticism, but I'm just sharing my thoughts and giving feedback to make your game better. I actually really enjoyed playing the game! π
I loved how my truck slowly turned into an eldrich monster. π Driving and collecting feels good, but crashes lack impact. If the crashes were properly implemented, the game would be even more enjoyable.
The controls and goals are easy to understand, but the depot was a little bit difficult to find, I stumbled upon it randomly.
Sadly, I didn't complete the game because it froze π₯² but it was fun while it lasted.
A cute short game. π I really liked the level decorations.
I understood that I need to catch ghosts and sell them for $$$, but it wasn't immediately obvious how to catch them. Then I read comments and figured out that I needed to use 123 keys on the keyboard. Maybe you could at least put this information in a game description.
Apart from that, I would love to see some kind of a story or progression through the game. Maybe the player could start with 1 item and buy second and third items afterwards.
Nice game! I got to room 3, but didn't clear it completely, because the game got a little too repetitive.
I think it would be better if everyone moved a little bit faster in game. Also, while you carry a scammer to the exit, there is no real danger. So catching a scammer is challenging, but carrying him through empty rooms is not, I think there should be something to spice things up.
Good game, but I couldn't finish it. I cleaned all the desks (took some time π), then walked around with the mop and with the vacuum, but I couldn't figure out what to do with them.
The desk cleaning mini-game would be okay once, but doing it so many times is kinda repetitive.
I think for this kind of game visuals are very important because they're meant to provide feedback to the player and make cleaning satisfying.
Great work with the environments, sounds and level design! I didn't manage to beat the game. π₯² Maybe it needs a little bit more hand-holding to appeal to more casual audience.
I think the idea with two screens and two levels at once is very novel and crazy enough that I didn't see anyone try it before this way. It needs a little bit more to really lift off in my opinion. For example, if it was a first person shooter, you would have to:
1. be constantly aware of enemies and obstacles on both screens 2. not shoot a friend on one screen while shooting an enemy on another
Or if it was a pure puzzle game, a step towards the solution on one screen could be a step away from the solution on another screen.
Right now, it's more of an exploration game, and while it's fun to explore two worlds at once, splitting the screen breaks immersion which is important for those kind of games.
Anyway, it's definitely an idea worth exploring more!
Great job with the art, it's very colorful and still consistent. There are a lot of different characters and locations, and I liked that we moved around the city a lot, meeting different people.
It would be cool to return to same places afterwards to meet old friends again or I guess meet them somewhere else to learn more about them.
The story feels melancholic. Some dialogue options felt a bit forced, like 'I would never say any of these'. I didn't really like that there's a 'true' ending and 'incomplete' endings, but it's just personal preference, because I like when all endings are equally worth pursuing.
Still, a very enjoyable game!
Nice game, I love minimalistic look and I enjoy messing around with the physics. It's a little bit too repetitive though and given there is no way to fail a level, it feels more like work than a challenge.
I love sharks, the art style, and slowly getting richer and richer. π I finished a collection of 8 different legit cards but the game didn't really acknowledge it, so I thought it's endless and finished playing there.
It gets a bit repetitive after a while, so maybe a different activity between days would be a good addition.
I really liked the game, especially the design of a collector monster and the general spooky vibe. The premise of collecting people into glass jar is something I've never seen before.
I managed to beat the game and it's fun to see all the new cards and collect them. But I think the player doesn't really have to follow a strategy. I mean I just played all 4 cards I had every turn and won. Maybe there should be more cards that benefit from staying in your hand?
Good game! I managed to make all the recipes, sometimes with lucky guesses, sometimes by brute force.
I love how the game looks and how interactive it is, so many things to touch or throw around. Recipe art is great too.
Gameplay is very simple, but in a cozy way, it's not annoying or anything like that.
I really like the visual style, with single hue levels. It was always clear to me where I can jump and where I cannot which is important in this genre.
I didn't beat all the levels, I got stuck at the blue world on a level with "space x2 to double jump" hint, but it's just a skill issue.
The moveset and level design are pretty standard for platformer games and tested my skill at performing all kinds of moves.
I didn't really enjoy controlling the character, to be honest. I think the character has a very high horizontal speed, but needs slower acceleration. I kept pressing a directional button for a couple frames and moving farther than I wanted. Also, the character kept "sticking" to platforms without falling which was a bit annoying too. But other than these 2 issues, controls are good.
Also, while I liked the music track, maybe it's not the best fit for a challenging platformer?
Nice game, it reminded me of labyrinths I used to draw when I was a kid! I couldn't actually complete it, because I got stuck at the beginning of stage 2 (the desert). An option to restart the stage would be nice.
I'm not entirely sold on the idea of grid-based 'move on step at a time' movement in a fast-paced game like this. Maybe if movement was continuous and not tied to the grid, the game would benefit from that.
Great combination of familiar genres, and the game feels polished and well-made. Platformer controls are good and I learned how to play in an instant.
Would be cool if there also were some action mechanics commonly seen in platformer games like surprise enemies jumping on you out of blocks or other kinds of traps.
I got 2820 points and killed myself at the bottom of the level: there was nowhere to dig. And it's a good thing, who knows how long would I play if this game was endless. π
Hmm, it seemed like I managed to skip the entire game when I played it. I walked around the house, interacted with everything I could: read the news and basement notes, slept a couple times. After I left the house, the game ended.
So I can't really judge the story or gameplay, but I liked the environment and sounds, it feels atmospheric.
Cool game! Painting the world is very enjoyable and platforming feels good! I got to the point where I became white and can color the entire map. I guess it's the ending, but maybe there are some secrets left somewhere.
I think you've done a good job teaching the game mechanics. They are quite novel, but I didn't have trouble understanding what to do.
To be honest, I'm not really sold on the idea of a platformer where I don't see where I'm going. But I really liked the process of painting the world with different colors. Maybe, it's worth considering showing obstacles with black and empty space with dark gray even before you pass through the place coloring it into different colors? Just an idea. That would require redesigning some of the puzzles though...
Another idea is instead of allowing the player to hold 2 colors, allow them to choose any unlocked color at any time. Sure, carrying that red from the very top to the caves felt satisfying, but saving at a wrong checkpoint or accidentally replacing red with a different color = lots of backtracking, and while you backtrack, you feel very dumb (definitely didn't happen to me lol π)
Now, I know that both of my ideas actually ruin some of the puzzles and make the game less smart, but I think right now there is a dissonance between cozy painting the world into different colors on one side and hardcore falling through the void back to the start on the other.
Still, I liked the game very much, just sharing my thoughts!
Great game, I like how minimalistic it is, and how few variables are used in many ways. I didn't survive for more than a couple minutes though, but that's a skill issue.
The camera felt a little bit too zoomed in, I didn't see the full picture of enemies coming towards the snowman. Also, it would be very cool if colliding with an enemy at high speed had some cool effect: dealing damage, or pushing them away. Still, a very enjoyable game!
I liked the story and the game is well put together.
The game would be even better if there was some variety to combat: some ranged or area weapons, consumables, something to add more tactical depth to the game. Right now, combat felt too repetitive to me.
Still, I got to the ending and my pirate crew retired to life in luxury. π
Very cool game, I especially liked the 3D environment and models. It's very colorful, stylish and consistent.
As for the gameplay, it took me a while to figure out, I had to read the instructions on the web page, but it turned out to be pretty simple: just match bullet colors with slime colors and shoot them one by one.
I couldn't figure out how to win, but I killed a bunch of slimes and after there were no one left, stepped of the platform into the void. π
Overall, I think it's a good bullet crafting mechanic, it would be nice as a part of a bigger game. On its own, it gets a little bit repetitive going in loops crafting, shooting and crafting again.
Nice game! It was a bit unclear at first how food collection mechanic works (to be precise, why sometimes food counter goes does) but eventually I figured it out and managed to beat the game.
Maybe you could have inserted more in-game floating text tips (similar to press F to drop in level 2), for example at the start of the game a tip "LMB to break the can, E to grab food" would help me out. I mean, you already use these types of hints, why not go all the way?
Also, I think the game would be more fun with more dangerous monsters or animals. For example, a mouse feels like an annoyance rather than danger. Especially compared to a dog. So I think outwitting and evading threats would make the game more exciting.
Nice and simple game! I think you managed to balance the difficulty just right: I felt the time pressure but still managed to complete every challenge first try even though the time was running out.
Maybe, you should consider using the same color palette for all parts of the game. Intro part seemed black + red + orange to me, while the action part is mostly black and white.
Great job with art and audio! Clicking got old after a while but I managed to get to the ending. π
There's a lot of attention to details: the background really gives the vibe of a dorm corridor with walls colored like a cigarette. The characters are distinct and memorable too.
Would be cool if there were more game mechanics though, maybe picking up random objects from the ground and throwing them. Or at least enemies coming from behind sometimes?
Great selection of radio stations! Works like a charm! The tool is already great but it would be even cooler with some customization and maybe an audio visualization.
The game felt immersive and very polished. I really liked how the scene was set up, great job with props, interactions and audio. I found all the signals and got the true ending.
The idea with putting subtle hints on the game page is genius. π
Good job! I tried out all of the games but didn't complete all of them because I think I already played all of them 25+ years ago. π
In some shooting games I couldn't figure out how to shoot, displaying control scheme would be nice, or just using the exact same control scheme in all of the games.
Great job! This tool feels good to use and I love your selection of drum samples! The image is maybe a little bit too bright, with a dark mode it would be perfect.
Great game! I beat the hard mode but the enemies are quite aggressive so it required a good strategy. The best way to win that I found was cut away a part of enemy drones somewhere on the other side of the map. They won't build tower to save their drones and will hit the drone limit so you can have a big advantage.
I enjoyed the game very much, it's easy to understand what's going on and how to play, UI looks clean and the powerups are a great addition.
Loved the game and got to the hot chick heaven even though it took some trial and error. The game feels challenging but fair and everything feels right at its place even the story.
I think it's difficult to make the 'signal reception meter' work in a platformer game because you still need to get to the exit. So in the final 2 levels signal meter doesn't even matter, you just need to get to the exit. Just a random idea: maybe signal meter could unlock some special abilities for your character, but to recharge them, you had to get higher in the level.
Good thing I didn't have to crack AES! π Jokes aside, it would be more fun if the messages were longer so the player could analyze them and find more clues inside. Brute-forcing isn't very fun but looking for clues is. I completed the game but I had to ask my boss for hints several times.
I think he best feature to improve the game right now would be to add a log with all previous messages from the enemy and all the hints from your boss.
Good game! I managed to send one package and get some upgrades, but got stuck afterwards with a broken screen.
It's mostly clear what to do, but you can miss one thing and get stuck (for example, I couldn't find where to fix the screen). Messing with a signal to get it right was probably the best part, getting the necessary items felt a bit repetitive in comparison. Audio effects felt a bit random, and there is no sound for most in game actions.
Good job! I enjoyed the interactions with the aliens and the Crat. I played until 25k score. The shooting game is okay but I mostly camped at the corner because chasing the enemies is way too dangerous. Also, after getting enough rat-launching speed upgrades, the sounds get really loud. π
Great job! It's easy to understand how to play but it quickly gets very challenging. I survived for around 3 minutes and I especially liked the Don't Doze Off module!
One suggestion would be to include hints on how to use new modules that you just bought on the modules themselves instead of in a text box on the left. You have to play very quickly and there is no time to read the text.
Great job with visuals and audio! The game feels very spooky! There is enough variety in terms of challenges even though all of them are just clicking around.
Personally, I would prefer if there were some calm moments and not just constant rush, but constant rush is okay for a short game, too.
Loved the game! I loved how much detail there is: the crowd, the officer, particle effects, sound effects. It feels finished and polished. The game itself is very simple but silly and fun! The tutorial does a great job explaining how to play interactively.
I wonder how the game would change if you just had a gun and could should anyone on screen instead of predefined targets. π
Great job! I especially loved the cat mascot! I completed the game, got to the end of stage 7 but that required a lot of shuffling packets between different folders to keep their timers going.
It would be cool if there was an interactive tutorial. Current tutorial looks very scary and complicated but the game is actually very simple.
@quasilyte Thanks for playing and completing the game! I agree that traps sounded better as an idea compared to actual implementation.
Yeah, the trap detection is only based on proximity, walls don't matter. And trap locations are randomly chosen from a pool when level loads.
@nullval Thanks for playing! Sorry I did a bad job explaining how to play in-game!
It's actually impossible to completely shut down the traps, you can just detect their location using your receiver and plan your route to the exit around those traps using your knowledge about their locations. Each trap has its own channel and emits signal based on proximity to it.
Trap locations are randomized and chosen out of a pool when the level loads. Channel frequencies are randomized too.
Good game! I survived for 50 waves and decided to stop there. π I like the idea of moving your cursor to enable buildings but with enough upgrades you can enable almost everything anyway and there isn't enough building variety for it to be meaningful.
One thing that I didn't like is how projectiles disappear when the target enemy dies and lack of animations in general.
Still, the game is easy to learn and very enjoyable to play!
Good job! I played to the end and didn't have any issues!
The idea with unconventional controls is unique but I can see how it can become annoying after a while. Also, you can cheat by just holding space for as long as you want. π Would be cool if there were some moving obstacles to dodge so it's not just a maze.
Loved the game, it feels very polished! Great variety of mini-games but what I liked the most is the visual style and mood. It really gives off the vibes of old TV.
As for gameplay, I'm not a big fan of job simulator type games, but I played a couple runs and found the game quite enjoyable and full of surprises.
Good game! I really liked how many little details there are in Babushka's house. It looks nostalgic in a way.
As for the gameplay, it's easy enough to get to the roof, but getting all your stumps there is a real challenge. I think the game would be even more fun if there were more story interactions instead of physics-based challenges.
Great job! I played until getting the hive core in jam mode.
I loved exploring the world and collecting resources. The world feels huge and there are so many interactable objects everywhere it's a wonder how it even works. π Very impressive! I really liked visual style, audio design and little interactions with Marvin. It always feels like something is going on because of the radars, the things go visible and then fade, so the game feels more dynamic.
After a while the game got a little repetitive. There are almost no enemies anywhere until you find the hive so the game is mostly just driving around and placing structures everywhere. I couldn't find use for most resources, I was mostly limited by stone and time.
Good game! I solved all the puzzles even though I needed all 3 hints. I liked how you can interact with things in game, it looks satisfying.
Would be cool if puzzles were connected with each other in some way.
The game is very fun. I really liked building the economy and watching my base grow. I also like how vital the radars are, if your radars are destroyed, you're basically lost, it links to the theme well.
It was easy to learn how to play but decision making of managing different resources and choosing what to build next really made the game stand out to me. I also really enjoyed the variety of different units. Overall, stylistically the game reminded of Dune. Sounds and music are very fitting too.
But the enemy felt more like an afterthought, they spawned at edges of the map (which felt like cheating) and mindlessly walked around.
Great job! Very trippy! I found some upgrades, but probably not all of them because I couldn't find the ending.
I really enjoyed running around the mazes while being chased by a dinosaur with limited movement options. But after a while I learned how to avoid the enemy completely and was mostly limited by very slow camera rotation even at 3 power.
Great job with the scene and audio, feels very immersive. I've completed the first few puzzles but got stuck on the one with a signal with multiple symbols. The instructions feel a bit cryptic.
Also, I think the first person camera rotation is a bit too much. In the game you just interact with the terminal and keys, there is no need to move the camera too much: the most important parts become invisible.
Love the visuals, great job with character art and animations! As for the gameplay, I would prefer if there was a little bit more variety in terms of enemies and different strategic options.
Good game! I managed to survive for 5 days and I have enough food stockpiled to keep me alive for a few more. I love the minimalist look and meerkat animations.
The game lacks a tutorial but I figured out how to play somehow by clicking everywhere I could. π Since the game is fairly unique I think the best thing you can do to improve the game needs is to add an interactive tutorial.
Loved the art! The game has a very spooky vibe! Would be cool if there were more different endings.
I liked how cute the animals are! I survived for 30 rounds, I guess I got lucky π The game seems to be entirely based on luck with very little strategy involved. I think the font is too distracting and difficult to read.
Good job! I played until the end and population at the end was around 12 000. I liked how funny some outcomes were. Overall, emojis and outcomes felt a little bit random and I didn't feel attached to any people in the game, they all were just a number. π
Great job! It's easy to understand how to play and the game is fun. I managed to complete the game with 1 mistake. Audio and visuals are just perfect for this kind of game.
It's a good thing that the characters don't switch shirts and don't wear masks π so I could completely ignore the hat swapping.
Good game! I liked the surreal look of the forest. The main challenge was navigating with fixed camera angles. I even managed to get lost and go off screen completely.
If you want to improve the game, you can add short cutscenes with camera panning from the old position to the new one, so the change is not so abrupt.
Loved the game, especially the music and! Overall, it looks very polished, the levels feel different from each other and there are so many animations. The main character is very charming.
As for gameplay, it's mostly just avoiding trains. I found freezing not very useful because it's difficult to aim and it's very unforgiving if you miss the E press. I think it would be better if instead of losing health, the frozen trains just unfreezed.
Good job! The game works fine and I got to the end through trial and error.
If you want to improve your game, you can add more interactive elements in addition to text and buttons.
Great job! I liked the visuals, music, sound effects and voice intro. But I found the gameplay a bit too repetitive, basically the same combat repeated over and over again until the boss encounter.
It would be cool if there was more strategy to your actions, for example different enemies can have different elemental weaknesses or some moves can protect you from enemy attacks.
I got there in 6 minutes! Great gane, I really liked the way ship systems function to always keep tension high while I actually felt in control of the ship and the situation in general.
The CRT shader makes the game hard to look at for long, especially coupled with the fact that you need to pay attention to obstacles that may appear any moment. So I would tone down the effects, or experiment with other effects that aren't so harsh.
Good job! I liked how the scene is set up and how many interactable things there are.
The rules are quite complex though. I think it would be cool if the first message was just 'make this color' to make sure that player understood how to play. And only after that introduce more complex messages.
I've completed both levels. It's a fun platforming game. Great job!
The only issue that I encountered is that sprites don't match with colliders. It would be great if you added a specific outline just for surfaces player can stand on, to make them more easily visible.