Temple-based Sacrifice by Aurel300 2018-12-21T14:30:31Z
Good job ! That's a lot of work done in 3 days. I feel like it's just a little bit weak on the theme part, it's not obvious right away that it's a game about sacrifice.
Foon → Ludum Dare Explorer → Users → Yorsh
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥇 | 2025 | 57 | Depths | An Angler's Light | compo | 4.39 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2025 | 57 | Depths | An Angler's Light | compo | Fun | 4.25 | |
| 🥉 | 2025 | 57 | Depths | An Angler's Light | compo | Audio | 4.27 | |
| 🥉 | 2025 | 57 | Depths | An Angler's Light | compo | Graphics | 4.57 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Dr. Cool Whale Against The Electronicles | compo | 19 | 4.12 | 3.97 | 3.97 | 4.39 | 4.45 | 3.68 | 4.25 | 3.70 | |
| 2025 | 58 | Collector | Veggies Clash | compo | 52 | 3.71 | 3.57 | 3.52 | 4.20 | 3.57 | 3.33 | 3.62 | 3.26 | |
| 2025 | 57 | Depths | An Angler's Light | compo | 1 | 4.39 | 4.25 | 4.20 | 4.32 | 4.57 | 4.27 | 4.05 | 4.30 | |
| 2024 | 56 | Tiny Creatures | Cheeese Watch | compo | 19 | 4.21 | 4.25 | 3.92 | 4.15 | 4.33 | 4.07 | 4.22 | 3.91 | |
| 2024 | 55 | Summoning | Nose Deep In A Book | compo | 110 | 3.70 | 3.40 | 3.96 | 4.14 | 4.17 | 3.54 | 3.85 | ||
| 2023 | 54 | Limited Space | textures_failed_to_load | compo | 7 | 4.32 | 4.18 | 4.42 | 4.32 | 4.32 | 4.11 | 3.93 | ||
| 2023 | 53 | Delivery | Ultimate Pigeon Post | compo | 60 | 3.97 | 4.00 | 3.39 | 3.69 | 4.22 | 3.50 | 3.74 | 3.44 | |
| 2023 | 52 | Harvest | Death In Time | compo | 69 | 3.81 | 3.47 | 3.62 | 3.93 | 4.42 | 3.60 | 3.63 | ||
| 2022 | 50 | Delay the inevitable | Into The Light | compo | 37 | 4.02 | 3.80 | 4.17 | 4.18 | 4.55 | 4.18 | 4.01 | 4.02 | |
| 2021 | 49 | Unstable | Potion Trouble | compo | 115 | 3.82 | 3.71 | 3.16 | 3.71 | 4.47 | 4.11 | 3.16 | 3.56 | |
| 2021 | 48 | Deeper and deeper | Last Breath | compo | 177 | 3.79 | 3.32 | 3.58 | 4.35 | 4.32 | 3.51 | 1.81 | 4.30 | |
| 2020 | 47 | Stuck in a loop | ShortRails | compo | 116 | 3.78 | 3.50 | 3.59 | 3.94 | 4.51 | 3.00 | 2.44 | 3.34 | |
| 2020 | 46 | Keep it alive | Life On Mars | compo | 63 | 4.03 | 3.87 | 4.07 | 3.87 | 4.03 | 3.75 | 4.03 | 3.70 | |
| 2019 | 45 | Start with nothing | Create! | compo | 261 | 3.39 | 3.67 | 3.50 | 4.07 | 3.59 | 3.66 | 3.13 | ||
| 2019 | 44 | Your life is currency | Torture For A Living | compo | 238 | 3.36 | 3.36 | 3.60 | 3.20 | 3.44 | 3.07 | 3.33 | 3.08 | |
| 2018 | 43 | Sacrifices must be made | Il Était Un Petit Navire (There was a little ship) | compo | 297 | 3.30 | 3.25 | 3.62 | 4.00 | 3.17 | 3.27 | 3.15 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | It's Always Your Turn | compo | 256 | 3.52 | 3.31 | 3.52 | 3.65 | 3.34 | 2.25 | 2.92 |
Good job ! That's a lot of work done in 3 days. I feel like it's just a little bit weak on the theme part, it's not obvious right away that it's a game about sacrifice.
Great idea, unfortunatly you can just spam left click to win (and it crashed at some point), but with some balancing it should be really good. Graphics are great too, nice job.
I really love this game. Also, wow that's a crazy amount of stuff done in 48h ! It's really beautiful, the audio is great, it feels great to play, the people gets excited and runs around when you shoot, I love the score screen with the names and job of targets...too much good stuff.
The only thing that is a bit lacking IMO is a bit more depth in the "When and where to shoot" aspect. Maybe I missed something, but I just aimed and shot the target asap (still fun tho), without caring too much about the people around (since there are always pretty much the same number of people around). I think making the civilians a little less homogeneous could make the player care more about when to shoot (or make some color more valuable than others).
That was fun and challenging, really good job. Everything is smart and well done, impressive.
Solid game overall.
I'm not a fan of being punished, by loosing karma, for playing as intended tho. It's a bit confusing, at first I was like "uhhh, I probably shouldn't have done that ?".
@nekonyo Indeed, that's a bit weird. I've seen it for other games tho, so maybe it's just a common thing for exe in .zip. First time it happens to one of my project tho, idk what I changed. I'll try to add one of those antivirus protected links (no idea if it actually does something tho).
This said the main reason not many people are playing it is that I haven't been playing many games myself for now.
@nekonyo I see what you mean. I kinda ran out of time at playtest time. Thanks for trying it out :)
It looks and sound really good !
The idea is a bit too "safe", it fits the theme tho.
I feel like the jumps are too fast for the slow move speed. I think the character could have been a little bit more floaty.
The game kind of freeze a little bit when the character kills himself, I don't know if it's intended or if you are reloading the scene or something, but imo it should be smoother. I think it's important that the main mechanic feels good.
About level design, it looks like you made it so that the second jump is impossible to make, and you have to sacrifice a life to make it. That's great to teach how to use the new mechanic, but if it's indeed the intent, you should make it obvious that you can't simply make the jump and you should find another way. Also I tried jumping on the enemy ghost thingy, maybe it's me being dumb, or it could also be more obvious that you shouldn't jump on it.
I was a bit confused at first because the web version kind of bug on my browser. I tried it in local and it works perfectly, that's fun and smart. Well done.
It looks good, it sounds good, but it doesn't feel really good to play (and that's a shame because it could have felt great).
- Jumping is really inconsistent. There is a short hop and a full hop mechanic going on (I don't know if it's intended), but it's kind of random (it doesn't seem to relate to how long I press the button). - I understand what you went for regarding the theme, but I feel like it's a bit weak. - For some reasons it's sometimes hard to go from one map to another.
I would focus on making things consistent and smooth, even if it means keeping things really simple, next time.
Great game ! I feel like it's just a little bit lacking on the "feel good" side. IMO you could have went for just 3 weapons, but add some "on hit" effects. Also I could have used some more time between waves to buy a weapon.
That's a crazy amount of work done in under 48h !
First, it looks good. However, it's really hard to tell what is what outside of trees, houses and villagers. At first I randomly clicked things cause I had no idea what was what. I would make the resources much more obvious, even if it doesn't look as good.
Actually that's the problem I have with the game overall. As I said there is a lot of stuff, like menues, tutorial etc. and it's really impressive, but it doesn't bring much to the game IMO. I think you should have focused more on the gameplay, and make it feels as good as possible, and make it as fun as possible. IMO everyone can make a menu or a tutorial, what I'm much more interested in is the gameplay (maybe it's only me tho).
Smart idea, it works well and it's fun.
It looks really good and it's fun !
There is one thing I'm not a fan of tho is that you can't do anything when you don't have to throw something away. I feel like it breaks the flow of the game, you are playing and then you have to stop playing, and then play again. I think being able to move items around and prepare an item to throw would feel way better.
Great idea! The game is smooth and works as intended, it's fun to play. Good job.
It's simple but it plays well. The idea of eating yourself is fun and interesting.
The only thing I would change is making everything do more damages. Being face to face with an enemy and shooting until one of us die isn't that great, so making you able to one shot or two shot everything, but everything also doing more damages to you would make the game funnier IMO.
It's smart but it's confusing. I wasn't sure what reserve does, or even why I died sometimes. Also I'm still not sure I understand how the score system works. I think that for this to work well, you need to make sure every animations and every bit of UI helps understanding what's going on, which is really hard to do in such a small time. IMO simply "destroying enemies also destroy tiles" was enough for a ludum dare, then if you have some time left you can add polish to the game.
My point is, it's a good idea but imo too complicated to make it works well in 48h, and too complicated for players to understand in few minutes. This said, it's still fun and it plays fine, so good job overall.
That's a very smart take on the theme, and incredibly well executed :)
Really well made ! The voice over is incredible, art is polished, feels good to play... The only thing that bothered me is the transition between rooms. I couldn't figure out fast enough where I was most of the time and ended up getting hit. Making the character stand out more (like Link being the only green thing on screen most of the time), or making the camera move from a room to another could really help.
Looks like the jump physic depends on the framerate, so I can't jump high enough (or I can't control the jump as much as I should) to reach the platform on the right with the dead one. Looks and sounds great tho.
@marc-grabow I'm actually banned from the google play store, so if I manage to get my account back maybe. I mostly presented it this way cause I figured it would work best as a mobile game (now that I think about it, the animations should be at the top of the screen cause right now you would have your thumbs right over them).
@marc-grabow Ahah no I don't always make trashy stuff, I simply made some free tools for competitive Smash Bros (google bots didn't like it). I've heard that once banned, if you create another account they'll ban it again, so I would have to hide everytime I log on the play store which would be super annoying. I've good hope to get my account back someday tho.
This is genius.
Great mood, looks and sounds great, and while simple I love the gameplay. The only thing that bothered me is a weird lag/freeze/jump thing happening when moving the mouse in and out of the ship (when I get the option to use the scope).
@onnofal I tried to record the issue, but now it works perfectly, so all good !
I love the animation of the character ! I would like to be able to click to add tasks to the calendar in addition of the drag&drop system. Also I think that making all the corners of all buttons and panels round would match the style of the game way better (I'm not an artist tho)
It's great. Beautiful and very polished. One little thing is that I find the sprites lack a bit of clarity : you don't get a clear idea of what's going on on the board at first glance (if you see what I mean).
Great work on the sound, graphics, and overall mood ! It's also an interesting and unique take on the theme.
I'm not a fan of the gameplay tho, looking for stuff is always boring to me (this said others might like it). I would also change the default unity button, first it's ugly but more importantly it makes me feel like i'm in the Unity editor instead of playing your game. Even a simple transparent white square would do a great job there.
Feels super good to play, and it looks and sounds great ! Impressive stuff.
I found a bug by playing the consume an item card on, I believe, the item spawned by card that makes you draw. I could still play other cards but the card played wouldn't go away (and I couldn't draw any new card)/
It's simple gameplay-wise but it feels really good to play, and I had to get the different animals to see what they looked like in the store. Solid entry, nice job !
Hey that's not that zen, that's some hardcore watering we are doing here ! I liked it a lot tho. It's beautiful, the plant must have taken a lot of time to get right I suppose ? I also like the cute ending. Max grade in graphics and mood at least, favorite compo game so far :)
It feels super good to play, and it's really polished. It's not crazy innovative but it does have its unique mechanics. Great work !
That's a nice game ! A lot of stuff for a compo game.
It has lasers going everywhere so that's cool. Manual fire has the potential to feel better tho. First making the visual effect start from the bottom of the screen so it would look right without having to move the camera. Then not having to preshot stuff to hit, which is always complicated in 3D given that depth is pretty hard to estimate. First person lasers are always hard to get right in my experience, that's not an easy task in 48h.
@jpv Yeah I agree, it's probably not too much a matter of time, but more a matter of missing the good idea gameplay wise at the start.
@matt2728 hmm maybe it turned out ok, I tried to fix it in a hurry before submitting so I wasn't sure. There is still kind of an ugly yellow-ish tint to the scan effects but if it's all that went wrong it's fine. Thanks for your feebback I'll remove the scary warning.
Glad you liked it !
@sokette Hey that's a satellite ! I should have included a voice line about this now that I think about it.
No idea what's this pink triangle you are talking about. Pink is the color when a material couldn't load in Unity, so i'm guessing something is incompatible with your browser or it's just a one time thing that failed to load for some reasons.
I didn't find the gameplay that fun, but I think it delivered what it wanted to, just not my taste.
Other that than it's just so charming, I love the mood, the animations the art style the sound the feel etc. I'm taking notes.
It's a nice idea and fits the theme. I feel like the enemies were too strong, as soon as one was close enough from a food I would just give up this one, other than that it's engaging and works well.
It's beautiful and very polished, great job. The monster eating the baby animation and sound are especially nice.
The only thing that bothered me is picking stuff up when I don't want to. I believe it could work as it is if you were locked into moving along the grid (it would become part of the puzzle). Since you can move freely tho (which is probably better) I would prefer to pick up and throw things by pressing and releasing a button.
Well uhh, It's not very engaging gameplay-wise obviously, but I still really like it. It feels really good and it is beautiful. Spending time on nonsense is probably what lead you to making such great stuff, but I hope you can balance your time just a tiny bit more toward "Finishing important stuff" next time so I could give you 5/5 in everything :)
Also, if you haven't seen it already, here is another really well made tamagotchi game : https://ldjam.com/events/ludum-dare/46/save-dave
Simple game but it feels great to play. The only thing is that I would make "intervene" on a button as well, to avoid doing it by misstake.
So everyone praising the art style, but to me it's the weakness of this game. It's hard to tell where you are going to land, and it's hard on the eyes (too bright) and on the brain. I only played the first few levels because of the reasons above, but the level design looks good and it felt pretty good to move around, so it's a nice game overall (plus it looks like there are quite a lot of levels for a 48h game)
The mechanics are introduced at the right time, just when you are getting comfortable with the old ones. It's hard.
I made it to the end, that's really good ! Physics and controls are great, the sound is great, and there is quite a lot of content.
A little thing : some levels end up being more or less randoms, I took some elevators while praying nothing would hit me instead or figuring out the patern, because figuring out when to go is not clear enough imo.
Great level design, and by great I mean I hate it.
It's simple but relaxing, I like it. The sound effects however don't really match the mood and are way too loud. In my experience (as someone who doesn't know anything about sound) when going for relaxing stuff, just record youself doing pretty much anything that makes sound and you get much more natural and organic sounds.
The game feels polished and complete, and is fun. The difficulty goes from easy to very hard too fast imo. I also find the cage interesting since you can push the rocks in, but I find it too hard at the moment. If it were something like 3 times as large, you could reliably send rocks by bumping them in the right direction, instead of simply trying tp send them in the area of the cage and hope for the best.
@verttixpertti I see what you mean. This said I think that if it's too hard, players won't bother unless it's right underneath and you can slow down a rock and let it slide in, then wait for it to come back. While satisfiying indeed, I believe that being able to bumb multiple rocks in a row right into the cage accross the screen, maybe even with a combo system, would be even better and kind of addicting.
In any case it's an interesting mechanic with good potential.
It's a nice idea, and the game is cute. It lacks a bit of polish tho, but that's always a struggle when going solo.
I love the retro style but I did struggle to understand what was what, and where I could walk or not. Once I figured it out it's nice and fit the theme well.
It feels soo good to play, nice job ! The difficulty is also well adjusted, it's "easy" but it pushes you to make misstakes. I made it to 120 :)
That's nearly perfect for me. I'm just going to talk about what I didn't like as much since everything else is just 5/5.
The gameplay is good enough for a jam, it's nice but it's not breathtaking. I think that it could be smoother if the wind kept pushing forever or something. Again, it did not deserve the game at all.
Now, the only real thing that I found is that the tumbleweed is just a static mesh rolling, and it shows. Since it's the main character, I think it would have been a good idea to allocate time to improve it and make it have some physic instead of something like the end cutscene (which is really cool, but no one would have complained if it didn't exist).
Strong atmosphere, the freezing to death mechanic is interesting and works well with the enemy, the ice and the destroyable platforms. Plus there is quite a lot of content. I also love the story elements here and there. The controls are a bit too strict for my taste tho (this said I do suck at platformers).
I love the aesthetic, the concept and the polish. I also made a train game, but I prefer yours to mine tbh.
I feel like the only downside is that you can break the game by just stopping all trains of one color, let the other color pick everyone up and the inverse the process. The major issue with this is that once you know that, it's hard to play legit since there is no definitive line between "cheating" and playing fair. I guess you know minimetro, I'm thinking of something similar where more people get to the gare over time.
Incredible work for 2 days ! I loved the animations, sound, the short story (just the right length for a gamejam) and more than anything else the intro.
The only thing that bothered me is that if you start holding down while the character is moving, he won't crouch when he stops.
It's so polished, I love it (especially since I could polish my own game as much as I wanted to, I'm in a kind of polish loving mood). Graphics are really good and have a strong identity, audio is powerfull and fits the game as well. Gameplay however doesn't work as it is, but it could be great with more work I believe.
I never managed to make my Unity games work with the full screen button on itch, do you know any resources that helped you or a secret setting to turn on ?
Fun and complete game, and you took the time to add a tuto in game. I simple whish there were some inertia on the ship so you would be rewarded for having good trajectories.
That was nice. It's short but it's a pretty good thing for a jam game imo. I would have prefered to aim with the mouse tho. The 3D and audio were very good.
@gamefriend I wanted to balance the volume at the end and forgot/had no time anyway. I've found that menues being interactable are great for jam games. It would probably be kind of annoying in a game you launch everyday but it's perfect for a game you try once or twice. Usually it's also very easy to make by copy-pasting parts of the game. Thanks for the feebacks!
@tjm Hmmm in my head it was not running over the lady but picking them up, but now that you make me think about it I should have placed them on the side or something. Also yeah that's me being stupid, you should be able to change a track even when you don't have any left, that makes perfect sense.
Thanks for the precise feedbacks :)
@joonamo Ahah you are supposed to pick up the ladies. I promise they move to the side last second.
@kuro Uuh to be honest it could have badly crashed it wouldn't have suprised me. I somehow totally forgot to handle the situation when you try to go off the map. That's embarrassing. Well I'll have to make a post jam version at some point to fix this. Thanks for the feedbacks!
It's amazing. Everything is great and works together. The only downside to me is that it's missing a goal or a direction to follow or something(maybe I missed it) to make it more fun imo.
I love the mood of this game. Everything is coherant, visuals, sounds and gameplay works well together. The game is fun and easy to understand.
It could have used more feedbacks on clicks, or when dropping stuff in the soup etc. imo.
Simple but nice game. I feel like you should have either went all in with the 8 directions or allow 360°. Being able to aim in 360° but the character moving in 8 directions was quite confusing and hard to use.
Fun game with a unique take on the theme. Great job!
Nice art style, the game feels dynamic. I would say that the background is a little bit too present maybe, idk something is just a little bit off with it. Also the pick ups are kind of hard to get cause the ship moves soo fast, but that some small details. Nice one !
Looks great and the feedbacks are amazing !
Really polished, it was a very fun game! I became intengible at some point, I'm not complaining since the last level looked quite hard for mortals.
Very fun game. It's just a perfect jam game, everything is very simple yet result in a very fun time. I love it.
Very unique game with very smart design choices. Also one of the best take of the theme in my opinion. The character is just amazing, so much energy for so little details! I'm always looking forward to your games, I find them very inspiring :)
That's the kind of genius idea that let you spend 1h on gameplay and 20h on fun "pointless" effects. I'm jealous. Also the result is amazing.
Nice one ! Interesting idea to go for a classic and make it works with the theme beautifuly. It's also nicely polished. I believe the difficulty curve could use a bit more work, and it looked like I got stuck at some point, but overall it's very well made, especially for compo.
Amazing game! The take of them theme is sooo good, usually it doesn't affect the gamepay much, only the setting, but in this case it does and in a very creative, funny way. The only little detail that took away .5 in fun is that some parts are a bit tight, I like when the level design is a little bit more forgiving.
The controls are weird. Pretty much everyone would have went for arrow up/down. The way you did it is way more unique and fun to play with. This game has it all, graphics, sound, a kind of story, everything is well made.
The only thing that should have bothered me is the options in the menu. Usually I find that it's a waste of time that the dev should have spent fixing other issues. Except here I don't have any issue to complain about, so why not making a great menu too eh ?
Cute game ! Good idea to make stuff you found already colored, it looks nice and it's clear. Interactive menus are usually a terrible idea imo (cause they are fun the first time, annoying after that) but in a jam setting it's just great, as most people are only going to play the game once or twice. Well done !
Simple game but complete. Levels are interesting, plus making mutliple levels is always a challenge in compo, congrats !
@hilkojj @snesgaard Uhhh that's a weird one, I'll see if I can provide a version that works well on firefox and/or linux for future testers. Thanks for the feedbacks !
@tinykidtoo @stewmega Thanks for the feedbacks ! Yeah the sharks are really hard, with more time I would have liked to improve the positioning of the sharks and the way they trigger the attack (it's kind of tricky to get it right because of the perspective).
@dodidouda Oh yes that was probably not the best game for you to play^^. Glad you liked it anyway! I'll add a small tip on the LD and itch pages to explain a bit how sharks work, I can totally see it taking a few tries to understand otherwise.
@jryzkns It's simply eggs breaking, but it sounds much more dreadfull when played over a shark bite^^ Glad you liked the game!
@paulloz I should definitely have done that, will think about it for next time! I believe the shark was hidden but a rock, It doesn't happen too much but I couldn't get 100% rid of it in time. Thanks for the feedbacks :)
@felo07 Actually you have to swin around the sharks that are in the backgrounds. Once they charge it's over. It's kind of confusing tho, with a little more time I would have liked to either add some effects to make it more clear, or better allow to dodge by going far enough quick enough. Thanks for your inputs !
@fueelin Yeah the girl says "Ahhh, finally you're here to play with me...". The sound is indeed too low, I never know how to know how loud something will be :s
Glad you liked it tho !
It looks great (effects are really good)! Combats are fun and dynamic. I'm not a fan of the pushing cubes around mechanics tho. But nice work overall!
Strong graphics and overall dynamic, it really makes the game super fun to play. Gameplay itself is also pretty good, driving works great. It's a blast !
Small detail : I believe that you could move the cam a little bit forward when tilting it forward, to show more of what's coming up and less of what's behind already. It would make spotting obstacles behing hills much easier probably.
bus.jpg
I love how the game feels, it kinds of reminds me of the old fire emblem. The mechanics are super simple yet have some nice depth to it. The levels are just the right difficulty for a jam imo, and the length of the game is perfect as well.
The black emptyness on the sides is probably the best you could go for given the time available for the jam, as it's not bad at all. In a perfect world it still feels a bit empty.
That's just amazing. I was smiling like a kid playing this. I lvoe the art style, the mood, the sounds, the theme, the mechanics...Nothing bothered me in the slightest. 5/5.
So it's 2am here, please explain why it is so hard ?! Nah really the gameplay is amazing. Level design is top notch. I love the graphics of the ship, spawn and fire. I feel like the environment is missing something to feel great (visualy), but it's still fine.
Sooo we played it some more with friends trying to go as far as possible in a few minutes. It kind of grew on one of them and they completed the game, then the New Game + (gave up on the New Game ++ tho).
Well made and levels are interesting. It's kind of a basic take on the theme tho, but it does work.
Damn the story hits hard, I love it. It's absolutly beautiful and feels really nice to play. It's lacking a bit on the innovation side of things to get the perfect grade imo, but it's pretty damn close.
The physics is really nice, the game looks great and overall is very, very solid. I struggled a bit to figure out that I could double jump (cause I'm fairly dumb), maybe add it on the LD or itch page ?
I like the mood a lot. Love the planet (Juptiter surely ?) in the sky. I got kind of lost multiple times because of the lack of details in the environment/water, taht's something to think about for next time. Audio is really good. Nice work for a compo !
It looks pretty nice and has a fairly strong atmosphere. I did not really get what to do in the shop/menue tho, neither if my attacks actually do something to the monsters. I believe some small effects to show the area of attack and a little bit more explanations on the ludum dare page would do the trick.
That's really, really good. Everything is well made and polished. The take on the theme is great. It's short and intense which is perfect for a game jam. I love all the little "pointless" interactions with the environment, it really makes or breaks this kind of game.
Fun game and cute idea. The combat system is very interesting. Good work !
Solid game. Level design especially is really good, audio works well with the gameplay to creates a very scary mood. I like the combination of destroyable walls and unkillable enemies. Only downside is that it's lacking visibility for me (too low contrast or too foggy or something). I don't know if it's a lack of time to find the correct lighting settings or a design decision, either way I would have loved to see the level better (like vermintide, where you have no trouble to see the level but still feel scared af).
Physics need little more tweaking but other than that solid platformer. Graphics are simple but very effective.
Really nice idea. I love the two factions fighting each others and that you have to hide from both. The game is also really, really well made (some controls or enemy detection could probably be improved upon, but for a game jam it's quite perfect as it is).
I would say it falls into the very basic "each level is deeper than the last so here is the theme" which could be used to make every single game in existance fit the theme, BUT this one really emphasis the transition between the levels. It does bring something to the atmosphere and pace, so while not being the best fit to the theme I've seen, it's still nice and by far the best of this kind of take on the theme.
Good audio and nice overall polish. It's cute one, good job !
I love all the details you managed to squeaze in this even tho it's a compo. Also it's pretty unique, meaning you had to experiment and stuff, which also takes time. All this to say i'm really impressed by the quality of the game. One of my fav :)
Fun idea, the different unexpected items I bumped into add a lot to the experience imo. Small little details : sometimes it's a bit hard to click the root when I want to expand it, an artificial slightly bigger hitbox would have been a nice touch I believe. Still very much playable and enjoyable!
I struggled a bit with some camera transitions, but otherwise the game is very well made! It also has a fairly strong creepy mood wich I liked. I think you could have let the player remember the code and enter it in the right order using the colors of the paper it was on instead of the character remembering it for us, but that's a detail.
Nice a complete game, eveything fits together nicely. I couldn't find the hyper drive tho, either I did not understand a mechanic or I'm just dumb and forgot a path.
Cute game, just the right lenght for a jam game imo. Nice addiction of the secret room, I thought it was a bug and was happily surprised. The jump physics feels a little bit off tho, while it gets the job down it's not perfect either (for example you fall super duper fast when you don't jump).
What an intro ! The game is simple, but it feels really good to play, thanks to the sound feedbacks and the character sprites. A simple improvement would be to add some particle effect when a block is destroyed. I believe it would add on the game strenghts while not being too much time consuming.
Really great game, most fun i've had in this jam ! I love the graphics, sounds and feedbacks. The only little detail that bothered me is that it's a bit tricky on AZERTY, if I switch to QWERTY then the QTE part is confusing, but if I stay AZERTY then it's the diving phase that becomes confusing. I would have liked to be able to use the arrow keys for this reason.
We played it a bit more with some friends, it appears the speed at which you loose diving power is tied with the framerate. My friend playing on 140Hz had a much, much harder time than us at 60Hz. It seems that the web version is limited to 60fps, in any case it seemed consistant. Just letting you know so you can make a post jam fix :)
Impressive implementation of all type of movement mechanics, crouch, jumps, wall jumps... I kind of struggled with the range of the attack tho.
Excellent game, especially for a compo ! The only thing that bothered me is the sound, the biiip is kinda annoying. Other than that everything is super well done. The easter egg is really well thought (couldn't find it, but I didn't fell frustrated after checking the solution. It's hard but fair). That's top quality compo game right there :)
Great idea ! It's an amazing take on the theme, and the mini games are fun and interesting. Try to free an hour or so for some sounds (even mouth-made !) next time, that would add a lot to the mood I believe :)
Pretty cool idea given the theme. I expected the floor to be slippery, it could have added a bit of chaos and difficulty. The volume of the audio is probably a bit low, I didn't even know it had wind before reading the comments (you don't want people to assume there are no audio). Solid game, good job :)
It's looks and sounds amazing, and the gameplay is equally good. Event space in the background looks amazing. Very good game.
@octahedronsoftware Thanks for the feedbacks. I should probably have made the controls snappier indeed, since I made them early I got used to them as they are and didn't think about it.
@moomka thx for playing, glad you liked it. Last time I did a very dark game, so this time it's a very happy one :)
@jeremyfa Thanks for playing ! I prefer my games to be hard and quick so it doesn't take half a day to reach a challenging point (faster playtesting for me during dev and for you guys during rating phase), but maybe this one is a bit harsh ? I couldn't playtest it too much so it's very possible.
@irwatts Glad you noticed these little details :) Yeah reading the instructions isn't ideal, but a nice tutorial was out of budget on this one !
@fluffygamedev ty, glad you liked it !
@niterich Ahah thanks, for this game it was only things I've done multiple times before, so I ended up thinking very little but doing a lot of stuff. I should have made the pedestal highter so it becomes obvious that you have to take the stairs, that's a rooky misstake on my part (or make it smaller and accessible from all sides).
@jeremyfa Ahah no worries, It kind of made sense anyway, I assumed you gave a very specific example with a different kind of game^^ Thanks for the link, very fun to try a game with the same take on the theme but a very different game !
@zantze @ttu-hasan Glad you liked the game, thanks for playing !
@zsharpfire I was worried about that as well, I wasn't sure if I would have the time to make enough stuff to make it fun. Good job on your typing skills, that's not an easy wodr !
@heremeus Hey concotion brother ! I must try your game then :)
The fact that it only mute music is intended, I figured that you can mute it with your OS settings if you want to mute everything, this way you can mute the music if you have your own and still have the sfx. Maybe a full mute is more usefull ? The music coming back is weird tho, thanks for letting me know.
@lb01 I actually un-optimized last minute cause it worked fine on my pc, so I boosted everything on the web version to try to reduce the differences with the desktop verion. May not have been my best move, sorry^^. Thanks for playing !
@lesinvisible For this game I was fairly confident everything would workd as expected from the start, so I went a bit ambitious on the graphics (turns out I had trouble with my mouvement controller on slopes eheh). The sound tho turned out much better than I anticiped. Glad you liked it !
@trexxak I may come back to this little one someday to release it as a full (small) game, we'll see. Leaderboards are a neat thing to add, sadly that's the first thing that's left behind when time goes tight^^
@maus-games Ahah, they have a scary looking attack animation that I wanted them to do after a while, but couldn't implement it in time. So they just walk around a be cute forever.
@jayjack Yeah my HTML versions always suck as for some reasons they take forever to build on my pc, so as soon as it looks decent I don't bother optimizing too much. Glad you had a good time on the desktop version tho !
@fabula-rasa @goddoesplaydice Thanks for playing, happy to hear you had a good time :)
@c1fr1 It happened to me too once :(
My character controller wouldn't climp slopes nicely, so I quickly designed a fix, but it ended up behaving weirdly with the pedestal in the middle for some reasons. I'll have to fix this after the jam. Thanks for the feedbacks !
@adrenallen Yeah I wanted to add special effects to the tears and toad, but ran short on time sadly :( For the effects that are actually in game, you can use the roots to kill monsters, and crystals simply spawn underneath you and break when picked up (thus you can pick them up to clear the way if they block you). Thanks for trying the game !
@dcrdro Negative effects would be a cool addition to a post jam version if I ever do one indeed. For the game goal, I much prefer to have some sort of ending at some point rather than a simple scoring system, but the scoring system is like 10 times faster to make :D. Thanks for the feedbacks and ideas !
@rayqdr That was my goal with the game, glad you liked it :)
@flying-dog-fish well played, thanks for playing !
@ismael-rodriguez I should have probably dropped a shader or two to save time for some kind of explanations/tutorial, but I couldn't stand those trees and grass staying perfectly still ! I may come back to this one after the jam to add a little something to do, but that definetly wasn't happening during the jam^^
Using the wave-shape-thing (no idea how to call it in english) of the music to create the middle area is genius ! That adds a lot of energy to the game.
Amazing game ! It's a really cool concept, and very well executed. The end is very cinematic, that's impressive. Mechanics are easy to understand and well introduced.
The little detail that bothered me is that it can be hard to know the depth of a platform in relation to where we are sometimes.
Funny that someone got the exact same take on the theme than me, I expected it to be a bit original. I wonder how many of us there are now.
Anyway, the game is great. It's very well polished, especially for a compo. The typing game works great with the potion idea, the graphics are amazing and the music speeding up adds a lot. Impressive stuff !
Great feedbacks, I loved the mix cowboy+alien dark weapon thingy. Imo the levels get a bit rapetitive after a while, but overall it's super nice.
I loved Below the Ocean last ludum dare, and I love this one as well :)
I love the idea of this game and the mechanics used. The only thing I struggled a bit with was to aim correctly when throwing, but everything else is super clear and smooth. The visual and audio feedbacks when clearing a level or doing stuff are just amazing. I have to study your style, it's really inspiring !
@ismael-rodriguez
> like maybe holding the button down turns it into a straight show in any direction
That could be it yeah ! An horizontal throw would have helped a lot in the situations I struggled.
Great game ! It looks great and very coherant, the music is great plus it speeds up with the gameplay.
The time shift mechanic looks amazing but doesn't seems very usefull to me, as everything is slowed down. I would love to be able to slow down only the bird, or only the cloud, but both at the same time doesn't really create new opportunities.
Had some weird stuff happen while playning (stuck in bird view during my turn or under the level, stuff like that), but that's a nice base you got there. Making an AI in a jam gam is very ambitious, and yours work pretty nicely. The graphics are also really sweet.
Feels very complete, good job. The tentacle friend is really nice :)
High quality game, incredible stuff ! The controls didn't really click with me tho, maybe WASD to move and arrows to pickUp/throws would have worked better ? (Now it creates other problems for people that don't have arrows, so idk really).
The potion throwing is a cool mechanic. It took me a bit of time to get the hand of it, I believe it would have felt more natural for me to press the button once at approximately the right time rather than hold it. Once I got it right it's really cool to play with tho. Also the sprites of the characters are cool, and voice acting is nice. good job :)
Simple but interesting and engaging mechanic. I find that the visuals and the audio works well together. Great game !
I love the idea ! I did not get very far as I didn't really want to bother with reading code atm, but still very interesting. Alos fits the theme perfectly.
You don't need many pixels to have amazing game feel apparently :)
Very well polished game, I had a blast playing !
It's a bit hard for the first few tries. Otherwise the graphics and sounds are nice, it has a lot of energy. Cool game !
Great game ! It's very well designed, everything makes sense and is easely understandle. Really clean on all aspects, congrats :)
Fun little game. It needs some sort of feedback for when a level is cleared, but other than that feels pretty complete. Controls felt great too.
Very complete game, congrats ! I love the music, voices and end level sound, they go all together very well (I like the others a bit less tho). The gameplay is pretty good, it's the right length for a jam game and the last level especially flows well.
What a mood, what an energy for a compo game, that's insane !
About the audio, You may be a bit harsh on yourself. Maybe one or two audioclips are a bit over the limit to pick from freesound, but stuff like animal sounds you are not supposed to go around the street trying to find chickens to record for you jam game anyway (I usually pick stuff from random asmr videos like "relaxing chicken sounds 40hours"). Maybe with one or two clips replaced by mouth-made sounds you were all good imo.
@jakefriend ahah I see, makes sense then. I did underestimated my own SFX needs, thought I would need 5-6, I had to make about 20 in the end...
Nicely polished game, it feels super good to play. The visuals reacting to the music is great and adds a lot to the mood. The use of the theme is a bit on the weak side tho. Also I would add something about what I'm assuming is a post-jam version, it's not super obvious what's up with the different versions atm.
Damn your game is very close to mine, as we both did a overcooked inspired/potion game. Even then it gets very different in game as yours is more about planning and mine is more about chaos.
It's well put together, good job ! It's veery charming, the feather pick up animation especially is great ahah.
You could probably remove the "full screen" button on itch, as the one we actually need is the one from the Unity build that is actually underneath and gets hard to click because of it.
Cool game, it has a strong identity with the music and the graphics ! Good idea to have to rebuild part of the level between rounds, it's interesting and fits the theme.
Very easy to understand, yet gets challenging fast. The art is amazing, as well as the sound and the idea. Excellent work !
Maybe that's just me but I kept being confused with the stomach and heart icons, maybe their shape are a bit too alike or something.
Interesting word play with the theme. It also go a nice mood, and the thunder effect is top notch. I think the stabilizer could shoot less bullets but be stronger with some sfx, to add a bit of *humph* to the shooting part.
Really interesting puzzles. The different mechanics are cool and very well introduced. Graphics are clean and controls are obviously simple but do work flowlessly.
I wasn't paying attention to the timer too much, I'm assuming you gain time each time you finish a level. I would say it's a bit of a weaker take on the theme imo, but still makes sense and works well with the puzzles.
That was really really clean overall, could be a biome in the witness easely.
What a game ! It looks crazy good, it plays crazy good, it's very original and fun. I also loved the choices after each floor. Insanely good.
Gameplay is simple but works very nicely with the theme and the mood you created for the game. It's really enjoyable to play, I had a great time.
Good idea ! It looks great and is fun to play. Congrats !
Cool art style, strong mood and interesting idea. The UI elements are really good. I feel like the game is lacking a little something to feel up the time where nothing is really happening, maybe another mechanic or discussions between passengers idk.
It's super crisp to play. Jump is kind of weird/unique but it works really well imo. Sound and arts are very well made too. I don't know how I feel about the gem mechanic, it's interesting but I've been missing a lot of them which make the game really hard in the end.
Cute game. The gameplay goes well with the mood to create a chill experience. I feel like there were a bit too much of weed, takes away a bit of the calming mood tho.
Really cool take on the theme, the monsters are really scary. I really, really want to delay them :) The game is super deep and insanely polished, great job !
Really interesting one, I like the little evolution cards. It's a cool way to make the species evolve depending on what's needed at the moment. I liked it a lot.
The story is really long for a jam game, impressive ! It's well written and engaging too. Good idea to go for a minit-like game for this theme, fits very well imo. The level looks great, I think a cute animation for going from tile to tile would have added a lot to the game tho (I mean maybe a slightly shorter story to save time for making an animation would have been worth it).
@badoomtch Glad you like it, thanks for playing !
@crishnate Yup fair point, it's definitely lacking some sort of indication there. Thanks for the feedbacks!
@nathan-wiles Well there isn't much to explore at the moment ahah ! [Scene.jpg](https://i.imgur.com/7WYDi8s.jpg)
Thanks for playing :)
@cogcomp There is a score on the phone at the bottom right of the screen in case you missed it, but maybe you were thinking of something else ? Glad you like it and thanks for playing !
@elena-s Mouth-made at 1am, I'm surprised of how well this sound effect turned out actually ahah.
@cogcomp Ah yes I get it. There is something like a point each 4/5 seconds also, but it's way less impactfull than the bites. I wanted to balance this better but forgot tbh.
@bottled-up-dark-peace I saw while searching for you on the discord that you're going to publish them on your channel, I'll make sure to check this out ! Thanks for playing !
@angiemon Yeah I remember you ahah (The full unity project is available if you really wanna dig the bulbs btw). Thanks for the feedback !
@ismael-rodriguez Thanks for the feedback ! Great idea, I could see this working nicely with some camera movement in between the different levels.
@nenechico It's a small cutscene to show that the mosquitoes are drawn to the light (one die, so the main character/mosquito realise it has to save the others from it). For the mosquitoes going to a light when you bite, it's a very late addition to avoid being able to cheese the game in some way by sitting on the human hand forever with all the mosquitoes. I figured it would be justified by the mosquitoes avoiding the hand movement or something, but not perfect I agree.
@ubershmekel That's indeed something I can improve on. I tend to change plans when I get inspired to do something else mid-project, but don't always have the time to figure out the best way to explain them in game. Thanks for playing, glad you liked it !
@jovialknoll Yeah I tried to prevent hanging on the left forever by doing so that biting the human makes the mosquitoes stop following you for a moment, but that still kind of works. I completly agree that it ideally needs a mechanic to force the player to move around more. It's just the kind of game balancing issues that can eat a lot of time so I'm mostly hoping that it'll be good enough as it is ahah.
@jackaljk Glad you like the phone ! It's always hard to tell how worth it can be to spend time on things like that compared to a simple UI text overlay.
@someone That's a very good score congrats ! I indeed wanted to do something when the player hit the light initially, but I ended doing other things that felt more important.
Strong magical mood, graphics are very nice. The concept really fits the theme and works well. Good job !
PS : I don't know if you are aware of this, but the thing the count the most to get ratings from others is *Karma from feedback given*, which is the likes you get on your comments of other games. I'm telling you this cause it appears you are rating games without commenting (or at least getting karma for it), which won't do much to promote your own game.
Very well made game ! I love the (I'm guessing) thoughts process that lead to this : Delay the inevitable->Delay the explosion->split the explosives->Scissor character. The faces on the enemies are great and adds a lot to the game imo. Effects looked great.
Having played both the original version and the current html one, I would say that imo the updates made post jam are a bit much. The original version was really fine as a jam game, adding juice, indications balancing and stuff is just overall polish (which to me should be made before the deadline). Now that's just my personnal feeling about it.
I would remove the full screen button of the itch page. As long as you enabled the full screen button in the unity build (which you did), clicking on it will make the game full screen already. The itch one just sits on top of it and does nothing helpfull (as far as I know). I also add 60px in height on the itch page so that the unity task bar at the bottom is displayed properly.
It looks amazing and feels great to play !
Idea is also interesting, but I feel like some values/shape of the level could be tweaked to better work with the original concept. Since it's hard and fast, I didn't really care about the timer on the ball at all (Maybe that comes with practice tho).
Great idea, loved the humor. Its fits the theme really well too. I had a lot of fun playing this !
I really don't like auto clickers so can't tell if the gameplay is good or not, but it looks amazing and it has a really fine relaxing mood that I enjoyed a lot. Not sure what's inevitable tho, I'm guessing people being jealous of the tree and attacking it ?
The FPS aspect is well crafted and feels very good to play (and the punch mechanic feels great too). The zombies looks really great, and I feel you can very good at this by abusing the punch mechanic. I found it quite hard tho, there is always a zombie coming from somewhere I wasn't looking. The pack of zombie that spawns after a little while is scary af !
It's just ready for production to me, it's that good.
EDIT : I'm going to loose way too much time on this...
Fixing art
I love the idea. As a game it's lacking a bit of clarity about what's going on and how to impact the world, but it's a neat sandbox world. Congrats !
Game looks really amazing, love the cold effect when going into the shadows. It's really fun to start as a box and find stuff on the way.
The very much copyrighted music tho idk. Don't get me wrong I love the tracks chosen, they work very well with the mood but I would say pretty much every game would get much better if they used a Queen song or something.
Neat game, it looks great and the gameplay is deep and interesting. Small details : Houses of each faction could look a bit more distinct, and I wish I could know in advance which building is going to help with what (I took one randomly each time I had to choose, but I may have missed something).
The town looks amazing. The mood is really good overall. I liked how the different mechanics worked together. The only small drawback is that sometimes I lost without being sure what's killed me.
Simple mechanic but it's interesting and works well. Ends up being super fun. I also really liked the art style !
Click to like
It's super sweet ! It looks & sound amazing. Controls are great too, it's easy to pick up while being interesting.
I always went to the closest objective and cleared the game easely, I would have loved to have a mechanic/level design that makes it just a little bit trickier/makes me care more about the path to take. This said it's fine for it to be super chill, I had a great time playing it.
Wow that's a lot of text ! Great job on making it makes sense despite all the possible choices. I liked the idea of being the side character who can't see anything of what's going on, it's both unique and smart (less work!).
I love the VS Fighter theme. Everything works together really well and the game has soo much energy ! It's also well balanced difficulty wise. Cutscenes are really sweet too.
I didn't really care to choose between ice and wind cards, as they end up doing pretty much the same thing (buying time). They could have been a bit more different, but they still adds variety so that's the most important.
Clean and super fun game !
The idea is just way too perfect for the theme ! It's very well executed too. Level and characters could probably be a little prettier but it has so much juice it makes up for it. Also the arts of the UI are great.
Damn timings felt tight but actually very doable in the end. Graphics are cool and works well with the very action packed gameplay, congrats.
Really interesting game. So many different interactions possible and little drawings on the left, it's impressive.
Maybe the currencies on the left could be a little bit visible, cause I took a bit of time before noticing them. This said it's maybe very obvious and I'm super blind.
Very good idea, fits the theme perfectly. It's super fun and well made. Good job !
I hate making driving games, everything is so much harder to do that it looks like, so good job completing it during a jam. Length of the game/difficulty are well balanced and the art style fits the game. Congrats !
Lovely graphics and very good gameplay. It reminds me of a boss of Shantae, I'm guessing it's inspired by it ? Either way I love the concept of the circular area with a boss in the middle, it's a cool concept that should be used more often. Also sandworms are cool now thanks to dune, so that's a plus.
I love the limbo art style. It fits well the kind of gameplay of gameplay you went for. I get the idea of the JL spam, I'm not sure if I like it or not tho. I noticed some parralax effect going the wrong way in some cases, but that kinda adds to the mood in a way :)
Ok so I have the opinion that making a dynamic top down shooter with cool graphics and sound is cheating, cause it's like the "easy"-guaranted success...yet I can't stop from loving them every single time. And this one is just super, super good ! The controls are perfect, graphics and sound are amazing and have very strong identity. It's also very well paced and balanced. So overall great idea perfectly executed :)
Simple but sweet. The mood is quite strong.
Simple concept but well done and it fits the theme well. The graphics are very good, especially for a compo game, I really like the visual ideas you went for.
The two little thing that bothered me gameplay related is that you can kind of cheese the game by going into a single direction and just pay attention to what's going on forward. It also doesn't seem to get harder (or very slowly).
Overall very strong entry for compo :)
The water shader is really cool ! Very relaxing experience and the fishing mechanics is interesting. Not a fan of the sound effect of waves, feels like it have too much high frequencies or something. Overall very good game !
This game is great ! Graphics are really good, it's hard to make things as clear as they are in game with so few pixels. Procedural levels and progression are good, especially given that it's a compo.
It's really beautiful. Environment is ok, but the characters and effects are really amazing. It's nice that you don't have to pick up everything. Music and sfx really adds a lot to the light mood. The dash is maybe a bit stiff, it should probably be shorter and faster, but keep momentum at the end or something ?
Really fun game ! It's a very ambitious project for a jam, but you managed to make it work + the map is really interesting. Graphics and audio are also great. Impressive on all aspects !
Really amazing gamefeel, great controls, beautiful and dynamic graphics and FX. It feels just a tad classic in the gameplay, I'm missing a little twist or something to add a bit of depth to make it perfect. This said it's still ridiculously well done for 72h !
Interesting gameplay, cute graphics. It's fun and dynamic.
Very well made ! The game feel is really amazing. Graphics are very clean, especially texts and particles. I think the distance bonus is a great idea, to make it more interesting than a classic typing game. My only issue with gameplay is that when you are doing fine, you only have one word to type, and you have to type it to trigger a new word, so it kind of take away the distance bonus effect. It's probably better to go slower at first to let a few words spawn so you get better bonuses, but then it kinda punish players for typing too fast.
@chum-chum @ben-burnes Thanks for the feedback ! I felt like killing people by misstake would be a fun part (and added challenge) of being Death itself. I think it's mostly lacking a bit of feedback and gizmos to better grasp when you are about to kill someone, so you feel a bit more in control.
@brandann Yup I also wanted a little more of chasing, but it was hard and very time consumming to try different values of speed, terrain size, number of villagers etc. to get the it just like I wanted. I ended fairly happy with the current settings so I went with it, but that sure would be something to work on. Glad you like the art, thanks for playing !
@maymay Glad you liked it ! Yeah it's the end sadly, I would have liked to make a 4th level but I needed 25h days for this ahah
@frib That's also what I had in mind at the beginning, but it would have taken too much time to do properly sadly. Thanks for the feedback !
@pincushion @jcg Thanks for playing, glad you liked it !
@mastoast Thanks ! That's what I intended originally, first try is for scouting and getting to know the map, then you can try actually try to get a good score, a bit like Neon White. I couldn't find the time to really think this through tho.
@muriel Thanks, I'm glad you liked it !
@zubspace Thanks ! I'm glad you liked it. For the gameplay, playing the level a few times to scout then perform well is the intent, but I had no time to really polish this gameplay loop (and maybe even then it's not your cup of tea).
@joel-davis Thanks for the feedback ! It was a struggle to decide between going cute to contrast with the death aspect, or full dark, with graphics more like Don't Starve. 100% agree with you about the camera. Tho I did try a manual-rotating camera first, which kind of worked better in some aspect, so maybe something to find mixing the two as well.
@cogcomp I actually just published on Steam a rework of a game I made in a jam a few years ago, so that might happen at some point ahah. I'm glad you liked it !
@googlypoo Then intent is indeed first try - Scout, second perform. If you are going for the perfect score in level 2 and 3, you don't have much time to spare actually (only 10sec at the beginning of level3, misstake on my part). I had no time to guide a bit more the player, it's a bit lacking in this area indeed. Thanks for the feedback !
Wow amazing work ! Feedback, scene transitions and graphics are 10/10 and working well together. Gameplay is simple to understand and super fun. I love it !
Really nice compo game ! Graphics are nice, it's smooth and overall well done. I like how other zombies becomes a threat, that's a nice twist a few levels in.
Lovely game, it's fun and relaxing to play! I like the idea, and it's very well made, audio, graphics and controls. I never needed to care about water tho, always had plenty somehow.
Quite a complex game for a compo, nice work ! I feel the world could be a little bit more aggressive, but IA is tough in a game jam. The board + card system is cool and easy to understand.
It took me good 3mins to figure out I was playing the dual hand fish thing, and not the head-split-in-half alien, but once I got them going the hands are super cool to move around ! Crazy art style, I love it.
Very good feedback and juice everywhere. Graphics are nice, controls feel good. Difficulty feels off for this kind of game, feels too easy.
Really polished and complete, well done ! All the menues and tutorial are really nice too.
The art is unbelievable. The overall mood is just perfect, it's really chill and sweet, easy perfect grade. It's maybe lacking a little bit of feedbacks when clicking on things, stuff like that, but I'm nitpicking at this point.
Gameplay is simple but works well and goes really well with the tone of the game. Very nice !
I love relaxing game such as this one. Every year I want to make one myself, but for some reasons I end up having puzzle game ideas instead...
It's neat and works well. The 4 chapters are the perfect length for a game jam game. Also, drawing mechanics are not that easy to build in 48h, congrats !
I liked the destroyable castles a lot. It's fun to take them down, great work ! I whish you could kill the defenders by making them fall (maybe if their velocity greater than a value they die ?).
Well made game with amazing level design. Some parts are too hard tho imo, and the intermediate checkpoints should have a sprite or something, so we know where we we'll be respawning. Cool music and graphics, and god bless that spamming the interact key allows to skip the growing animation !
Interesting game in 2 parts. The sandworm is really nice, and the controls are sweet. I died once but didn't see what killed me, maybe i'm blind or it's a bit subtle, or both ? City builder looks good. I'm not sure what I'm doing tho, it's maybe lacking some feedback to help understand what's good or not. Making 2 different game in one is hard in 48h, congrats !
Looks amazing ! Controls are great and it feels good to play. It's classic Platforming 3D but very well made, especially for a jam.
Fun game ! Level design especially is on point all along. The secret cave for example is simple yet fun and challenging. Well done !
Fun game and well balanced in difficulty. It's easy to understand yet interesting to play. Also fun (?) fact : just replace fishes by pictures of people and you get one of the most inappropriate game ever made.
Fun game ! it's very complete, I enjoyed the small story and the rythme created by the 3 phases : Harvesting - Paying entrance - Dancing.
Sweet game ! All those resources are nice, and the progression is cool too. I'm not a fan of the attack tho, too little range, and when spammed it doesn't register all the hits, which feels a bit weird.
I don't enjoy clickers too much but it looks great and is really relaxing for a while. Cool game :)
I'm a bit confused about corn, I figured they are not doing anything to the farmers, they only act like decoy right ? Mechanics are interesting nonetheless. Graphics and mood are great. I love the layout you went for, with the grid a little bit down to the left, and UI on the right.
I really like the mood and graphics ! The gameplay is also very well made, it's old school but works very well for a GB game. The item to craft doesn't make much sense to me story wise, but it's well designed visually so it's easy to figure out how to craft it.
Fun idea ! Great audio and amazing voice acting ! Gameplay is uhh, probably close to the sort of thing I should be doing right now but I hate doing ?
It's hard to rate the graphics, as the sandwich is top notch aaa graphics, while the fields and character not so much. I really enjoyed the sandwich being created live idea. I just whish that once you reach the top, it starts another column until the whole screen is filled !
Really nice game ! It's classic but it's well done, the mechanics are fun and gently introduced in smart ways. The one thing that could have added a lot for me is more animations on the character. Imo you could have saved some time by making less levels or simpler menues. I mean those are cool features to have if you can, just less impactfull on the overall game I believe.
Neat idea, it goes very well with the theme and gameplay is original. Graphics are cute too. Congrats !
Simple but well made and complete, even with a cool tutorial. Well done !
Short and sweet story. Would have loved to milk a flying cow, but that's for next jam for sure.
Cool idea, good controls and I like the design and animations of the character. I see you lacked a bit of time to polish everything out in the end but still a good work !
Really well done, amazing work ! Especially for a compo, it's really clean. I don't know how well the concept hold when you get good at the game, but at least on the first attempt it's really easy to understand and very fun. Graphics and feedback and incredibly good for 48h !
This game has potential. Controls are nice and graphics are simple but clean. Some stuff are confusing tho, for example "jump" being kind of a restart, and the stuff you should pick up looking exactly like the enemies, just smaller. I'm wondering why you otped out of graphics ?
@nodra I get it for audio, but I think your squares and texts are already enough graphics. Usually people opt out when they mostly use free assets. Doesn't matter too much tho tbh.
You probably already noticed, but I get a 404 when trying to play in browser "Uh oh! If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
404 Not Found"
You got a nice base there, that's already really nice. I liked the mood. I would have made the selected action, like water, a bit more obvious. I struggled a bit to harvest stuff at first cause I was still in water mode without knowing.
Cute little puzzles. There are quite a lot of levels, and mechanics are gently introduced. Nice work !
Wow the mood is really cool. From the very first UI screen of the game it hooks you in the world of the game. Superb shaders and animations. Please let me know if you have made any devlogs ! Gameplay wise it's neat, probably a bit slow for my liking. I would probably have prefered smaller fields. The way you allowed for one or two players is very smart.
It seems like all your updates have been made during the jam ? It's a bit confusing for me atm, I would make it a bit more clear so people know what they are actually rating.
Camera needs some work but otherwise fun game and well made. Graphics are cute and the track evolving each lap is neat.
Really nice art style. Gameplay is nice too and works well most of the time. It just felt a bit random on the number of enemies, some games there are no one, and some others there are way too many in the start.
Quite fun, you got a nice mood going. Visuals and sounds work really well together, good choices. UI doesn't resize correctly when not playing full screen and end up taking a large portion of the screen.
Very strong mood and superb graphics. I especially liked the camera effect when hitting the ground or a wall. There is a lot of content, it's impressive. Maybe a speed boost of some kind could have been nice, most of the time the next item is a few meters away, but sometimes going from a place to another takes a while.
There is quite a lot to do here. The random events are interesting. Power is maybe a bit too punishing at the beginning tho.
Really strong mood, everything work well together to create a lot of tension and dread. Graphics are really nice too, 1st person dialogs are especially great.
Gameplay wise I feel like the game ask me a to answer or do a lot of things, but in the end only a few of them are meaningfull choices (either the best option is very obvious, like better weapon, or no way to tell which one goona be better). I think I would have liked either less interactions or more meaningfull choices, but that may very well be my own taste not shared by others.
Very complete game for a compo, nice job! I really love the movement of the legs, that's a smart way to animate this little guy. I think it would have made more sense (gameplay wise, not real life wise) to display the piece you are about to drop on the top of the pile, so we can see it.
Music speeding up and slowing down with gameplay is a very nice touch ahah. The game is simple but works well, well done :)
It looks like a sequel to your previous LD game with the cute fishing, it's a fun idea.
Some aspect are really really good, and some others feels unfinished. Art is beautitful, I especially like the scrolling ground. Good job!
Really solid game, graphics and sounds are working well together. It feels great to play and feels very complete.
Flying enemies can be a bit too punishing imo, when it starts going wrong and they attack from an awkward angle, they hit you again and again.
Good job!
Mechanics are incredibly fine tuned and feel great. The pick up is wobbly enough to be fun and manageable, and letters just stick together a little but not too much. The ring having 2 purposes is clever. The design of the hand is fun. Music is very well made too.
I feel the scoring system could maybe have been explained at some point, it took me a few tries to get it and I could see someone not understanding something and thinking it's bugged.
Great job, incredibly complete and polished!
@antti-haavikko Oh each one is absoloutly self evident. I meant that for the first tries, you have to make assumptions of how it works for a few things, before actually knowing. This is what worries me, as I feel that sometimes someone will stick to a wrong assumption forever, even if it's obviously wrong.
At I first I assumed the game was about fitting everything in the plate, and (as a non native english speaker) that rings were some kind of onion rings that I missed (given that it's a game about food, my mind went straight to food and not the bell thing). Once again, I figured those out quickly then, but I have PTSD of players telling me a game is bugged when it's actually just missunderstandings ahah.
Arg Gary won't stop talking!
The game is really funny, I really love the idea! Writing is great too, and graphics are amazing for a compo. Those screenshakes feels perfect.
The only issue is balancing (tho it makes sense that it's the lowest priority in compo). The name of the game is amo and that's it. I feel like I'm missing a slow and/or hard way to kill enemies for free, so when I'm in control I can save amo (and only use them in critical situations).
Good job, great entry!
PS: The end is also really fun, I played until my fps died.
@rustywolf Yeah, I really should have taken the time needed to add input buffering for the skills. I wasted a bit of time in the second day that could have been used for this instead sadly. Thanks for playing !
@jclardy I'm glad you liked it, thx for playing!
@silkworm-sweatshop Yup that's actually something I struggled to balance on this game. Even more so that I couldn't decide what I wanted this game to be about. At some point I only wanted the game to feel great to play with no real challenge. Then I added a score system for no good reasons really, so from there I had to balance the difficulty a bit more...Should have sit down and think about it before doing things. Thanks for the feedback!
@matthewdrake @d3kryption I'm glad you liked it, thanks for playing!
@candlesan Well by playing the music without the melody for a bit, then only the drum, then everything at once I think it gets to maybe 10sec or so, that helps. Tho it's still a miracle that it's good enough cause that was some very last minute work ahah. Thanks for the feedback!
@corporation I had no choice, all pigeons I asked told me that they are the number one enemy.
@ljg @pdotjpg @deadlycupcake Yeah I knew while doing them that I should make sure to only show them once, but figured I would do it at the end when the game is all nice and playable. As if that moment ever happens during a game jam ahah. Should have done it right away it would have taken like a minute to do. Thanks for the feedback!
@anguium Thanks for playing! That was my goal so I'm glad it worked out in the end.
@rngames I quickly made the projectile using the fire explosion particles (or the smoke, can't remember exatly) so I had something to work with...then never came back to work on them again. I should have totally spent a little more time on them. Thanks for playing!
@callbackthefunction I'm glad you liked it, thanks for the feedback!
@aune Ah screenshake was something I had planned as "very important", but still had to left behind because I struggled for a bit with my level building workflow. I also had some sort of *Ori and the blind forest* dash move planned that would have worked a bit like your idea, but that was way way too ambitious given the time I spent animating stuff. Thanks for the feedback!
@coderaurus I struggled to find the best control scheme so much, I changed it back and forth at least 3 times. There was probably something better but at some point I just decided to stick with one cause it was driving me crazy.
Ahah yeah announcer ended up much better than expected, given that it takes like 30 sec to make I should have made a bunch more.
Actually you can press space to click the button, but it's really not obvious. Thanks for playing!
@belle @luumi I'm glad you liked it. Thanks for playing!
@conduit Thanks for the playthrough, it was fun!
@purpledartfrog I considered changing their palette at the end, but I was running out of time, liked how they looked and figured it kind of make sense for cat to be sneaky anyway. So I didn't bother, but I would have done something about them with more time for sure. Thanks for the feedback!
@toc To be honest that's not my prefered kind of game either ahah, I'm pretty bad at them. Thanks for playing!
@f1krazy Yup I got kind of confused when doing the scoring system, cause the game didn't really needed one actually. For some reasons I did one anyway. So it exists but it's not really doing anything...I couldn't have made it more complete as you guessed, so I think I should have saved time by scrapping it and improving other things instead. Thanks for the feedback!
@olddog Yeah I agree, it's missing visual cues when air jump is available. I think I could have made one in under 5 minutes but I had my mind stuck on other things at the end. I'm glad you like it, thanks for playing!
@local-minimum That would be the last level actually, so you've seen everything. Thanks for playing!
@bluedandelion Oh thanks! I'm glad you liked it, thanks for playing
Very sweet game! Gameplay is simple but fun and original. Levels are interesting, and well balanced in difficulty (a bit on the easy side because of the high number of checkpoints, but it's much better this way that the other way around). The intro and outro are great. The rope works great.
Maybe some animations of the bee in game would have been nice, but it already looks fantastic at it is.
Unrelated to the game itself, I think your game window is way too big (on itch). My prefered way of doing it: * In Unity->Player->DefaultCanvasWidth/Height 1280x720 * In Itch -> 1280x760
This way, the user can play in a small 16:9, or hit the fullscreen button and go back to 1920x1080.
Damn it looks cute but it's surprisingly hard! Funnily enough, we have the same take on the theme, but ended up with very, very different games. Graphics are amazing obviously, and the level is interesting to fly around.
Sweet game! It's very well made especially for a compo, and it's even polished. The only issue is something very common for jam puzzle game: Most of the time it's easier to try something and see if it works instead of solving the puzzle using my brain. Not that it's a terrible thing, but it usually feels better if I solve the puzzle by being smart.
It plays well. It's simple but works great. I would say that the characters assets are in a completely different style from the rest. It can be good to mix styles but it looks a bit weird here imo.
Good job !
Classic game but well made. It's nicely polished too. I don't know if it's intended, but I don't seem to be able to go down when I'm a the very top a ladder.
I knew from the first level that it was going to be great! I love the chill mood created by sounds and FX, little things like checkpoints are so satisfying. The little robots are unexpected and very interesting to use. Even the finish screen is well polished and original. It's pretty much perfect for a jam game!
Wow that's such a nice entry! The mood created by the excellent visuals and music is very relaxing, which goes well with the gameplay. The puzzles are very well made, simple looking yet not simple. Contrary to most jam puzzle games, it feels easier to think the puzzles through rather than try every possible options until one work. The only detail I could see improved is the way the music stop for the little jingles.
Nicely balanced overall (except when you can't buy bread anywhere). Graphics are great, and it's very pleasant to play. Good job! To push it to the next level, I think what's missing is feedback. Some (subble given the artstyle) particles here and there, things like that.
Amazing game ! Puzzles are surprizingly hard :o but very well thought.
Graphics and animations are very good. It's very rewarding to deliver a box and complete the level.
Some mechanics are a bit tedious to perform (like switching boxes order). It's not a big problem, but given that you made so many levels, I think you could have focused on less levels and a little more QoL improvements here and there. I would have prefered one puzzle by level, cause having to redo the first puzzle each time to attempt the second one is tedious as well.
Finally I found an exploit (I think ?). If you put a box under you next to a door, you can pass over the door easely. It's not game breaking but allow to cheese a few levels.
Overall it's very very good, I'm just nitpicking cause I played it for a while. Great job !
Pizza, pizza, pizza...Those little guys are stressfull.
The base mechanic is simple but with the pizza stand moving around and multiple scooters to manage it gets complicated and fun really quick. The difficulty is well balanced. Graphics and animations are really cute. I just wish stuff were highlighted a bit better, it can be a bit hard to see sometimes (things like the selection outline, the customers...). Great job and very nice entry!
I liked the mechanics. It's a bit tedious to navigate the menu back and forth after a while, but it's still great to play. It looks and sound nice too.
Throwing boxes is fun! Bonus boxes are good idea. Good job.
I really like this game a lot. It looks simple, but you managed to make it original, fun and deep enough with really good level design and interesting mechanics. Graphics are also simple but it looks good in its way, and everything super clear. Not much audio, but what is there is great. It's maybe missing a little bit of an ambiant music.
I feel like the difficulty is very well balanced, it's on the hard side, but it doesn't take ages to complete a level. I think you didn't need so many levels to be honest (I mean it's cool tho, I'm not complaining), you could maybe have entered Compo with a few less levels?
The rope goes a lil crazy when you go too fast, but since it's not something you want to do anyway it's ok. Other than that it's well made, congrats!
It looks great, artworks are really nice.
I ended up not carring which character to pick for each quest, as they all seemed to do it well enough. So probably a bit too easy/unfinished in this aspect.
@coderaurus Yes good call, I usually end up making games too difficult so it's better to make them too easy for a jam.
Simple but cute and fun. Very complete for a compo game. Maybe another button for the defensive actions could have been nice too, cause atm spamming left click ends up working fine.
Indeed for the music you should make it yourself when entering the 48h - Compo. You can use free stuff for the 72h - Jam only.
Wow what a beautiful game! The idea is also very good, and is a very interesting take on the theme. Levels are interesting and well made. The one thing that I could see being improved upon is adding trajectory guides (idk how to call these, like when you are aiming in Worms) when throwing the baby. Other than that it's a perfect jam game imo.
It's a weird one cause there is so much going on :o Everything is very well made tho, and work together to create a very strong and unique mood. It's the perfect length for a jam (although it kind of end out of nothing). I like the gameplay slowly turning into a bullet hell toward the end, it feels nice to play. The projectile graphics are a bit underwhelming tho. Good job!
Very complete game, congrats! Maybe the prices increase too fast, so you are kind of forced to buy some stuff instead of doin git your own way.
Amazing game! That's the next level of polish and great game feel right here. I stayed in the first level for a few minutes just to inspect the jump height, speed, sfx, fx and the pixel art. Everything is simple but super effective. Congrats!
I think it would be cool to add the patchnote of the post jam version tho. The itch page also looks great btw :)
Really well made. It's difficult but doable in the end, nicely balanced. Congrats!
Very complete game! The map is simple but does the job. The car controls are a bit weird, you usually can't turn when you don't accelerate.
Good job!
Oh god how fast can these guys shoot!
I like the movement + shoot mechanic. It's made a little bit hard because of the enemies, but it's fun.
@potatocouch It's fine imo. As long as you don't add stuff or improve arts/music. It's mostly up to your own judgement and what you prefer. I usually prefer to let the game exactly as it were after 48h of work, even if it's not perfect. But this time for example I too had to change a text on my game that was really bothering me.
That's kind of funny that you have made a great menu but no game. It's a great menu tho, fun and dynamic.
For next time, I wouldn't worry about menus that much. If you can save some time at the end to make it, great, but if not it's ok to just start with level 1 directly.
Looks great! Neat idea of gameplay, simple & fun. It's also a cool take on the theme. Game design wise, I think the player has too many HPs, and it becomes too hard to avoid projectiles very quiclky. So I ended up not caring too much about dodging things and just fire at them. This said, if you don't have the time to balance gameplay, it's better to have too many HPs and enjoy firing at things. Great entry, congrats!
Very complete game! It has good gameplay, interesting mechanics, good visuals, good audio. Everything is well made. The mood is especially strong. It reminds me a lot of Roguelight, which use the same idea : https://managore.itch.io/roguelight
Fun one! It's short but not too short. Everything works well, SFX and music are nice. The boss fight is intense but not too hard.
I just find the falling rocks to be hard to predict, the shadow comes late and is hard to see. I think a warning sign underneath the rock, or a much more visible shadow would have been nice.
Good job!
Very interesting game! It looks and feels great to play. The boss fight (star thingy) make good use of the window resize mechanic. The take on the theme is perfect. Maybe a short sentence under the upgrades to explain would have helped, I was a bit clueless sometimes. Amazing entry!
Cute game! It's super tiny so well in the theme. Levels are overall interesting, and there is quite a lot to unlock. Graphics are sweet too.
About music, sadly you are not supposed to use AI generated stuff in compo *"NOTE: Please submit games built with AI generators as Jam or Extra games, and not the Compo (we’re still working on the new generators policy)"*. So maybe you can opt out of audio when the ratings are up ? Good choice tho, it fits the game.
Good job and thanks for the game!
@rose Oh I didn't know that, so yeah that's confusing then. I whish I knew that before, music is not my favorite part ahah.
It's cute and pretty! It's a nice idea for the theme. It feels great to play. The jam version is a bit straight forward. It likes the new ideas in the Post Jam version, tho it's still lacking a bit of depth imo. Thanks for the game!
Looks amazing and the audio is fantastic! It's very impressive for a compo. It feels nice to play, and I like the take on the theme. I feel like it's maybe missing some meaningful choices for the player, but it's probably very subjective. Thanks for the game!
Simple but fun little game! It tried with keyboard first but I couldn't get my head around the controls, it works nicely on controller tho. I whish I could aim with right stick. Good job!
Interesting idea! It leads to some cool puzzles, and quite a lot of them.
It's a little buggy at times but nothing major except the tutorial. I moved at the start and broke it. Also, it's a little bit weird that you have to overload your memory in the tutorial, I got stuck a while cause it made no sense to me. The issue is that some people will probably just assume the game is broken, leave harsh feedbacks and move on. So my advice would be to warn about the ig tutorial and add a text tutorial on the ludum/itch pages, cause the rest of the game deserves to be played.
In the end I got stuck at the one with 2yellow, 1 red 1 blue 1 green, idk if it's a hard one or I'm dumb. It was fun, congrats on the game!
@lettas Ahah I'm glad you reached the end! Yes I agree with you, you should be able to retry a puzzle quickly. That's kind of a golden rule, I should keep it in mind while making levels. Thanks for playing!
@brainles-etertainment Thanks for playing! Oh and, maybe the disk 2 already exists somewhere...
@john-gabriel Ah yes it has a little something of evoland in a way. Thanks for playing!
@stmate03 Thanks, I'm glad you liked it!
@checkyourgages Maybe the menu on the top right ? Thanks for the feedback!
@owlycode Thanks a lot! Actually I'm currently working on improving my audio skills. Yes I definitely should have done this, and it takes like 20sec so no excuses.
@sabasa I'm glad you did, thanks for playing!
@jacobwinters I'm glad you liked the concept. That's what I aimed to do with this so I'm happy to hear that it works as intended :)
@dhavavamba Yes, I went for a classic shooter gameplay as a simple way to explore the texture mechanic. I also considered doing a very simple platformer instead at the beginning. With more time, I would definitely add more ways for the texture mechanic to affect the shooter gameplay. Thanks for the feedback!
@paul-maxime Congrats on figuring the end out! Yeah I'm working on improving my audio skills, also I did rush the sfx a bit cause I made too many of them probably (there are like 15 different or something). Should have focused on fewer, better ones I think. Thanks for the feedback!
@bumble I'm glad you liked it, thanks for playing!
@silkworm-sweatshop This level is lacking in level design, so it can becomes easier to just brute force it. Congrats on figuring the ending out!
@zundou Thanks for playing, I'm glad you got to the ending!
@masterofcheese Oh I've got to try your game out then. So for the texture loading, it's mostly shaders. All the shaders have 3 states: Full White (no alpha), Glowing purple-ish, and colored. Then I assign to every object a group (FX, Level, Player, Enemy0 etc.). When unlocking a texture, it triggers an event so all objects of this group update their material to the correct shader state. If you want more details, you can check the source code in Assets/Scripts/Game/RAMManger & RAMInteractable and Assets/Materials/SpriteRAM.shader.
@mao Yeah except the one with all the digits, where I added enemies everywhere for some reasons ahah. Thanks for the feedback!
@ismael-rodriguez I should probably have spent less time on pixel art and more time on playtesting, that would have made more sense ahah. Thanks for the feedback!
@zitronmommy @lee-martin-77 @noya Glad you liked it, thanks for playing!
@woona I had some secrets planned but it was the first things to get cut when time went short. For some reasons at the time of the jam I couldn't think of any easy way to disable shooting when clicking menues, although it's very easy...Congrats on reaching the end!
@loveapplegames I could have added a little bit of a museum thing at the end with the different sprites. Well, with a little bit more time, but it's a neat idea. Thanks for the feedback!
@agrmayank I struggled a little bit with the camera in the end but ran out of time to make it better. Glad you liked my take on the theme. I figured a game jam would be the best time to go for something more developer oriented, as it's going to be played almost only by devs ahah. Thanks for playing!
Really cute game! The levels are interesting and it works nicely with the theme. The last level felt easy (I assumed last level would be harder) otherwise it was well balanced. Sound and graphics are great and work well together. I would have liked to see a bit more movement in the environment (a 2/3 sprites animation in the water, or even the flowers), I think it would have really pushed it to the next level visually. Congrats!
Very complete game! It's beautiful and sounds amazing. The mood is really there. Controls feelt weird at first, but it does feel retro (which is probably intended) and I got used to it pretty fast (Thanks god the frequent respawns tho). I especially liked the boss fight being part of the platforming, felt very natural to play and kind of epic. I didn't feel a very strong connection with the theme tho, especially since the auto scrolling actually didn't pressure me that much. Most of the time I wasn't paying attention to it at all. Thanks for the game!
Fantastic game! It's super chill and puzzles are interesting. Graphics are great, the animation+sound of stressed rabbits are especially good.
The only detail that could have been improved imo is that sometimes it's a bit tedious to move them around. Tho the few solutions I have in mind can quiclky become time consumming, so you may have been wise to just keep things simple for compo.
Anyway, very nice job!
Really fun! The feedbacks are very nice, the game has juice! Audio is also great. Well made game, congrats!
Very cute & fun game! The water mechanic is interesting and creates some nice puzzles possibilities. Graphics are well made, and music is great. I feel like it lacks some harder levels toward the end, as most of them are pretty straightfoward.
Good job!
Smart and fun idea! I don't know why some people are bothered by the controls, left and right made sense to me (I mean, left for left is kind of straight forward).
Wow that's a very good idea. It's also almost perfectly executed. I say almost, but taking into account that it's a compo, it's perfect for me. I felt like when I had to play too close from the edge (the top mostly), it wasn't as enjoyable, that's all.
Side note, the early part to introduce the mechanic, before you get control of it, is really nice too. That would probably make a cool game as well.
This game is fun! Really cute game with a very interesting mechanic. It works well on so many levels: it's a way to attack, but at the same time it can be used to drag the human away from danger. Enemies are nicely made, I especially like the spiral movements of cats. Graphics are clean and those mouth made SFX are amazing.
If I had to nitpick, maybe the take on the theme is a bit light. I mean the limited space is more a gimmick here that doesn't have too much to do with the main mechanic.
Amazing game, congrats on your first Compo!
@doot Oh wait that makes way more sense, how can I be this dumb?!
Amazing game! The art, the audio and overall mood are impressive. I like the take on the theme, and gameplay woks great. It's not the most innovative game out there, but thanks to the theme it has a little twist in gameplay that does change how to play. Congrats!
Damn those those things tries to jpeged me at every corner! It's a fun little game, I like your upgrade mechanic (although I ended up not being limited in space as I finished the game before getting too many upgrades). The sprites are nice too. Good job!
Cute game! It's complete and feel nice to play, and has a nice mood. It's lacking some meaningfull choices I would say, as I mostly placed units all the time without caring too much and it worked fine. Thanks for the game!
What a nice game! Very simple gameplay, but very fun and fits the theme perfectly. Audio is great, and visuals are cute. Fantastic job!
Cool mechanic that works well with the theme. It's simple graphics wise, but it communicates very well what's going to happen. Good job!
Nice and chill game! It's a classic mechanic but it fits the theme, and it has a good mood. Good job!
Great game, especially for a first LD!
It has some very good stuff, and stuff I'm less a fan of. The graphics, especially texts and post processing are great (post process could have been toned down a tad tho). The idea is really cool, and displaying the keys at the bottom is very helpfull and adds to the overall look. Finding new keys is super fun.
The platforming and level design are fine and do the job. But not as good as the rest, so here is what I noticed. There is friction while jumping, so you slow down against walls (a physic mat with friction 0 would solve this). If you land while holding the jump key, it jumps again immediately. Imo you should only jump on the key press down (GetButtonDown instead of GetButton). There is a bunch of stuff that kills/deal heavy damages that isn't super visible, I died a few times without even seing what killed me.
In any case, it's a great game overall. Congrats!
Simple but fun game. Graphics, especially the characters are quite nice and cute. Audio is great. I would have liked that your take on the theme affects gameplay as well. Good job!
Cool idea for the theme. It's fun and well made, congrats!
Really fun game! The start without the power ups is a bit painful, but it makes getting the powerups more enjoyable. Your steam game looks nice too :) Good job!
Fun little game! Levels are cute, I like the added animals and details. Nice idea for the theme, I just don't feel like fighting for spaces too much given that I end up parking them all. Overall a nice complete game!
Nice idea, it's fun to greed as much as possible without getting it. The black area doesn't counting as a hurtbox is a bit counter intuitive imo. Good job!
Fun game! Interesting puzzles, and pretty hard actually. Levels are well designed, congrats. The could have used a tad more pixels and a little bit of feedbacks.
Congrats on your first entry! The illustrations are nice. The hitboxes of walls seems a bit bugged.
Damn I wanted to do something like this (tho my idea was less fun), but decided not too cause I don't know much about web, and I was scared it would take me way too much time to set up a server and whatever is needed. I'm curious what you used as a server?
Anyway, the game is very fun and matches the theme perfectly. It's a great idea, and you made it shine with the perfect levels for this. It's also the perfect length. Very well executed!
Really strong mood with this one! It's really well done, the little drawings to do are a nice idea and work well. The riddles are really nice, and fortunately for me don't rely on word plays or sayings that a non-native speaker couldn't understand. The first page is rough, then it gets easier and easier to figure stuff out. That's very satisfying.
My game is based on the same idea (reading book to draw symbols), but somehow we ended up with very different games, that's nice.
Perfect execution on your idea, great job!
Art is really great, the summoning animation especially make the cutscenes dynamic. The game overall feels really complete and polished. Great mouth made sound effects, it does the job. While I didn't find the puzzle mechanic to be amazingly fun, it's still pleasing and relaxing, which is easely good enough for a compo game.
Amazing entry! Perfectly polished, it looks amazing and the audio is all around fantastic.
Here are two details that wasn't perfect for me: * The board is using the letter's mesh as raycast targets, which makes it annoying to click on some of them, like the I (especially when you want to go fast after some back and forth). A larger transparent target would make it perfect. * The story is really nice, but imo the clues about who the killer is are too rare and subtle for most of the game, then we get some really meaningfull ones right before the end. I think I would have preferred to be progressively convinced of who the killer is, instead of a twist at the end.
@alexrose damn ok I get what the inspector was saying at the start with the notepad now. I thought I had to click something to add it to the notepad, then when it obviously wasn't the case I forgot about it. Well, I went the hard way. So yeah it's perfect nevermind ahah.
Classic gameplay but it's well made and very complete. I like the multiple environments. It's maybe lacking a little bit in diversity in gameplay, so maybe less levels but more diverse would have been nice. Great audio too.
Very neat little game! You managed to create a strong atmosphere with such simple graphics. The game feels complete and polished. It's not very ambitious but that's not necessarily a bad thing. It was fun to play, great job!
Very nice graphics, the cat artworks are amazing. the game is chill and relaxing, tho I personally prefer these kind of physic based games to have a bit of a time pressure. Also the LD page is beautiful. Great work!
@andreas-decker I'm glad you liked it, thanks for playing !
@dasilvacontin The hold thing is not explained at all indeed, I forgot about it. Tbf, I kinda rushed the game design as I changed my mind a few times, so if most of the game is understandable it's already a miracle :) I'll add a little additional spoiler warning for hints too. Thanks for the feedback !
@mdotedot Yeah I had planned to have a little bit of progression. Like some part of the library would be locked at first to be less overwhelming, but I ran out of time. I'm glad you liked the rest, ty for playing !
@locksmitharmy Yes that's actually a good idea, keeping it in mind for the day I make one. Thanks for the feedback!
@pimeko @dams333 Thanks for playing! I'm apparently good at moaning like an old man, that's going on my resume for sure.
@sariiger @cogcomp The start can be rough yes. It's kind of intended (so it's satisfying when you figure it out), tho it was hard to balance how much the player is going to struggle at first given that I finished last minute and ran 0 playtest ahah. Thanks for the feedback!
@two1san I checked what the character does quickly, it does have something in common yeah. Thanks for playing!
@jonathan-vinesar Sorry to hear that, this concept was way too hard to balance correctly alone so it's unfortunately going to be frustrating for some players yeah.
@civ92 @sver Thanks for playing, glad you liked it!
@jean-francois @atomicptr @hendrik-schnutgen Yeah the start can be confusing. I lacked time to polish the game design enough. Thanks for the feedback!
@kirass Well, other than the voices in my head, I worked alone ahah. I'm glad you liked it!
@k-toll You should be to make a rune opposite even in the middle of a "sentence". If you input a "down", it'll indeed draw it as a dot in the current rune, but it should move at the top of the next rune if you follow it up by a "up". I don't know if it makes sense. Tho I did allow to reverse the action and subject for these two as you noticed, so it's fine either way. I had a few other things planned, I even made a full dog model, but ran out of time to add them in the end sadly. Thanks for playing!
@denvil I should have thought about it! I actually didn't think people would not check the books, but now that you say it I realise that it's very possible that some (most?) players assume it's only for scenery. Thanks for the feedback!
@andrewkennedy Yeah it's always stressful to make those indeed, it's very hard to tell without playtests what will make sense or not. And of course, I cannot free some time to send it to friends, as I majorly overscoped like most of us. Thanks for playing!
@xeltide Ah yes with only the first book it's tough ahah. I'm glad you liked it!
@vivid-hallucination You are right, the order was something I was worried about. It was hard to explain it in the books with just drawings, and at the same time it could be very frustrating and confusion for those that don't get it. In the end I decided to let it in, but that's something I would have focused on improving with more time indeed. Thanks for the feedback!
@ollie-d @woona I'm glad you liked it, thanks for playing!
@sheepolution Yes it's lacking a few things, like an introduction task that would be very easy, so the player could figure things one at a time. So it ends up being rough at the start. Hope it was fine nonetheless, thanks for the feedback!
@ismael-rodriguez Yes I agree, I ran low on time at the end and got a bit confused with the level design. Next jam I have to focus on reducing the scope slightly so I can playtest at least a bit. Thanks for the feedback!
@ategon Thanks for playing! Yes no problem. I joined the server during your stream, it looks fun. I have actually been doing something similar with friends a few times.
@dishwand Yes, plus the game really lacks a very easy (one word) first quest to introduce the mechanic gently. For some reasons I went with the 2 last quests being nearly the same anyway ahah. I'm glad you liked it, thanks for the feedback!
@digitaliliad It's really tough, so good job again! Thanks for playing!
@andriybyelikov I wasn't sure if I should keep the rune order or remove it. I ended up keeping it, which in the end just made things even harder than they are. The idea behind it is that in the "fix" book, you can see the broken object symbol before the fix symbol. Tho, as everyone is a deep state of confusion at this point, its the kind of details that shouldn't matter
I would love to improve it and make it a full-short indie! I'm already working on a fairly ambitious game tho, so that's not happening before a few years ahah. Thanks for the feedback!
It feels really good to play! The graphics are great, sound is amazing, it's very polished.
The game loop is a weird one. It is a great idea, especially for the theme. Now, it kinds of doesn't work well for me in its current state tho, since it seems much easier and more effective to summon a few cheap ones at a time. I think the issue being that the game discourage you from spawning many gladiators (timer not really getting faster, and it costs points to spawn), when it should actually reward you for spawning more of them (because it's more risky). At least that how I felt with a few tries.
Either way, it's overall an amazing submission. Congrats!
Cute and charming! The main puzzle mechanic is simple and fun. I like that you went for easier levels, but a lot of them, that you can play in quick succession. It goes well with the look and the audio. As usual, it's wonderfully polished!
Wow nice mood you created there! It's really nice that you can skip everything fast to get back to a choice, the counting of tries is a nice addition. It's a bit lacking in audio, tho the silence does fit the darkness.
Graphics are a little bit weird: it looks kinda nice, but at the same times some things are a bit ugly, like the paint on the floor and the font. Gameplay is simple but it's fun and it works well. Congrats!
Nice gameplay loop, it's quite fun. It gets brutal pretty fast, but it's actually better for a gamejam game imo so it doesn't take forever. Graphics are cute too.
Really interesting game! It's an nice idea that fits the theme, and works wonder for a short game like this. The music is great and changes slightly over time (I think?). On their own the sprites are average, but with the smart use of the shadows from the fire it looks much better suddently. Congrats!
It's short and fun! The controls are what make this game imo, the fury time is both fun and interesting to play around. Sound is very nice too, I really like whatever is going on with the audio when you are in fury. It's just lacking some feedback and animations here and there, like stuff happening when you complete a task, to be well polished. I guess you were a few hours short for those. Great job!
Classic rythme game but with some neat ideas, like the lives being the villagers. It looks nice, and the audio goes well with the art to create a nice mood, good job!
Interesting idea, and the game looks and sounds great! I wonder how it holds on when you play the game well, and what the best strategy would be. Really nice polish, especially for a compo!
Amazing stuff, everything is so well made! Arts is beautiful while goofy. Music getting crazy over time. I really like the idea of cards that you can loose permanently. King is kind of a bitch tho.
The little mini games are fun. It has a nice progression. Graphics are cute, obviously some animations would have been nice. Congrats!
Wow really nice mood. The effects are awesome, I really like what you achieved.
There is no real gameplay, but that's no too much of an issue for me. Tho instead of trying to add stuff to do, maybe you could have made some sort of introduction (could be a few voice lines over the radio while you search for the thing, or whatever). Could be fast to make but add a lot to the experience imo.
I had to go so I couldn't play it too much yet, tho I can already tell this is amazing. It feels perfectly polished. The main mechanic is really interesting, what really makes it so good is the little force you get when throwing/catching the javelin (The javelin throw by itself is nice, tho I've already seen it used before). The levels look like they can be traversed in multiple ways, going from easy-ish to fancy. I think the theme is there but it's not the best take I have seen, so that's probably the weakest aspect for me. Still, the rest is so good that overall it's perfect!
Nice idea, it's short and sweet. I think one more level would have been the perfect length for this.
I don't know if I'm worst at relationships or at typing, but one thing is sure : I would be a single level 1 squeleton. Great idea for the theme, being from the point of view of the summoned monster is smart and it creates an interesting gameplay. Congrats!
Nice graphics, the game works well. I find that the things spawning randomly at the top is fine, but it could probably have been a more interactive mechanic.
Really fun game! It feels really polished, graphics and sound are really great. It's easely one of the best take on the theme for me, because it somehow manages to use the theme both for the deck building part and for the playing cards part. It's all very connected to the summoning aspect, nice job. It's also challenging but fair. One of my favorite submission!
Sweet short game. Too bad it doesn't have audio, it would have added a lot. Good job!
The different mini games based on the "where wally" is a great idea and works with the theme, plus there is a mini story going along! Act IV is a really nice addition, it's probably easy-ish to make but adds a lot to the experience by ending on a high/surprising note (so that's really worth the dev time probably). Congrats on this very complete game!
The web version doesn't seem to load for me on chrome. It's kind of weird as it's stuck on 0% of the Unity progress bar, so I'm not sure it's on your side. Edit : Itch works, its this page that doesn't.
I really like it! It's simple and fun. Graphics are nice and it has a nice mood. It feels great to play. Music is really great, did you make it?
Fun platformer! It's very complete, and great in many aspects. It has good art, good levels, good audio etc.
The jump doesn't feel really good tho, it's lacking a few features that are really important for platformers. Usually you want to add gravity on the way down to make it snappier. It's also best to have a bit of buffering and coyote time. We all made a first platformer without them and realised how much these features improve the feel of the game.
Also, I think you made too many levels for a gamejam. Don't get me wrong, it's not bad at all, it's great even, but maybe it would have been better to make like half of them and use the time saved on other things.
Anyway, that's a great submission, good job!
I like the wind mechanic. Worrying about a ship on one side, only to discover that I messed up all the ships on the other side is really fun. Graphics are really nice too for a compo. Great job!
The game looks complete, that's already really nice for a first submission! Graphics are pretty good and the music is cool. Moving around was a bit tedious for me, movements are not quite perfect and the platforms not being traversable don't help.
Some anomalies were probably too obvious, some other are hards (probably fine tho). I don't know how well you want to balance things like this in an Exit-8 like, felt a bit too unbalanced to me. I whish you added a twist on the gameplay, but it's a complete game that's quite fun. Congrats, it's a great first submission!
Classic game, but it's complete and work well. I liked the environment around the arena. Tho I think you could achieve a more unique style with 2D sprites (can be bad, drawn in a few seconds in paint) instead of primitive shapes, especially for the characters.
That's a clever idea, it's super fun. It's just perfect for a few minutes game. Fun take on the theme, goes well with the humor of the gameplay.
Nice game! Gameplay is really unique, that's a cool idea that goes well with the theme. I don't find it particularly fun to play even tho it's innovative and well made, it's probably not my taste. Great art style for a compo, looks relatively quick to make yet it has a very clean and finished look. Great job on the game!
Fun game! The introduction of the mechanic is really funny and well made. It's a great take on the theme. Graphics are cool, tho I would have loved to see the gun. Level design is pretty good for a compo. Platforming controls are pretty basic and could be improved, but it's still totally fine for a jam. Congrats!
@jezzamon Ah it's also possible it was simply not my preferred feel for platforming but intended behaviour nonetheless then, but here are some ideas: * It felt a bit too floaty, usually the fall is faster than the rise which doesn't seem to be the case here (tho the floatiness makes sense here given the setting). * Short hops are usually cool (short press on jump gives smaller jumps). * I believe there isn't any coyotee time, tho it feels fine on this aspect as it is so probably not really needed (or just a little bit). * I think I had some times while playing where I would have liked some input buffering on the jump.
Now obviously for a compo you can't do everything. I don't mean to say that without these controls are bad.
Nice exploration game. It feels complete. Music is cool (tho too quite, I thought it had no audio at first). It feels nice to level up. The pace is too slow tho imo, everything takes a long time to do. I struggled to understand why I could dig things or not at first, the water bar UI is not that clear at first glance. So it's lacking a bit of fun for me, but the rest is well made, good job!
Wow amazing game! It's very, very polished. Strong mood, excellent graphics and sounds. This looks like the work of a small studio for the jam category, being 1 person in compo is insane. Also it has nothing to see with your LD54 game I remember playing last year, it makes it even more impressive. I'll probably come back for a second attempt later. Congrats!
Looks and sounds amazing! Gameplay works well once you get the hang of it, creatures have interesting patterns to figure out. The dungeon is too big imo, I felt like I was clearing way too many rooms before finding a room with something meaningful in it. Overall a very solid game, good job!
Very sweet game, very relaxing. It has some very small issues as others said, but the game very much succeed at what it's trying to do. Graphics and sounds are really well made, especially for a compo. Congrats!
Really interesting game! First of all, the mood is really cool, those spiders in the dark lights are creepy. The music tracks are really amazing and really adds to it. Art style is really good and goes well with the game, as individual art assets looks fine but not great on their own, but together it looks great. Gameplay wise, it's really packed with ideas! I love the switch in gameplay when you find the sword, you feel powerful. It's overall pretty hard (which I like), but also a bit frustrating (which I don't like too much but it might be intended? If not, less content but more polish would be good). Great game, congrats!
Really fun take on the theme! It makes sense, it's original, and it affects gameplay. It's fun and well balanced in difficulty imo. Music is really cool and goes well with the tone of the game. The art style also goes well with the game, tho it's lacking a little bit of colours or something, (maybe brighlty colored people?). It lags slightly, which is probably due to the high number of characters. It's probably easely improvable, tho I 100% understand that it's really not a priority for a jam. Really great game overall, congrats!
Chill game! It's very well made, it feels good to play. Graphics and sounds are cute. It's lacking a bit of things to do in my opinion, but that's already really good for a jam. Good job!
Amazing game! I'm really bad at these kind of games + not a native speaker but I still enjoyed it a lot. Feedback are great, graphics are beautiful. It's a great take on the theme and a nice twist on word games. A run is maybe a bit too long imo. Fantastic work!
@claudeliu I'm glad you liked it! I just tried yours, it's indeed pretty similar ahah. Let's hope not everyone went for the same idea, that would be akward.
@brotherbrody I agree, I increased the move speed toward the end but it made the flick a tad harder to hit than intended. Thanks for the feedback!
@mavvy Ahah yes I love to go just a little bit further of what is needed. It's probably not the most efficient during a jam tho. I'm glad you liked it!
@henk Congrats, that's about mine as well! Yes I considered doing these cursor things, but I wasn't sure how it would behave in the web version and was too lazy to try ahah. You are right tho, I'll probably make a small post jam version then.
@silkworm-sweatshop I agree, I initially wanted to draw a warm parquet floor. I got worried it would be distracting so I went for a low risk grey thing instead. Thanks for the feedback!
Very well made! Puzzles are interesting, mood is very chill and relaxing. Congrats!
The creature design and voices are top notch and immediately creates a really cool mood. Houses are fine although I don't think it really add to the visual appeals either, it's really mostly the creatures doing the heavy lifting. I like the gameplay in two phases. The light ray focusing a single dude works, although it could have been interesting to have it roam on its own and kill creatures in its area. Good job!
Very cute and very chill! Puzzles are well balanced (or maybe slightly too easy). 8 puzzles like that are the perfect length for a jam game imo. Sounds are very nice and gives a lot of personality to the game. The puzzling mechanic is not very innovative but it works. Great job!
Really fun game! Graphics are cute, sounds are cool and music is awesome. Controls are neat and intuitive, I really like the feeling of picking up a guy, giving it a tool and putting it back in. It's probably a bit easy as long as you pick a bit of everything, but for a sweet and short playthrough it's totally fine. Also really well polished on top of all that. Great job!
Cool small game! It's short and sweet and works pretty good. Graphics and sound are nice. Foot behave strangely sometimes tho. Good job!
Couldn't get pass the first shooting, it freezes and crash :/
Very cute! It's both simple to understand and fun to play. The use of the mixed colors (orange, green...) is really smart, and it really adds a lot to the gameplay. Graphics are great, and very time efficient I assume. Maybe it's missing just a little something (idk what) to the water/bridges to elevate the game from good looking to beautiful. Amazing game!
Cool game! It feels pretty good to play, it's short and fun. Graphics are nice (I love the overlapping sheets, I may steal this in the future ahah). Music is great. Gameplay is simple but interesting.
I find that there are some discrepancies in quality in between things of the same kind. Eg the flash on hit is great, but it's lacking some simple particles & sounds to really make the hits feel great. Enemy death anim is really cool looking, but the gun fire anim is meh. Looks to me like you spend too much time on some specific things trying to make them too good, and then run out of time to polish the rest. If you can fix this, your next entries will really feel amazing to play. Now I don't mean to say that it's bad now, it's really good already. Congrats!
Really cool idea! It's sweet, looks fantastic and music is amazing! It takes a few runs to understand what you are doing but it works well when you do thanks to the diverse classes. I think the communication is a bit too limited tho, but overall you managed this complicated idea very well!
Really cool game! It's beautiful, music is great, I especially like the added instruments when reaching the goal. Puzzles are interesting and well made. I find the puzzle mechanic to be a bit tedious after a while tho, but that may just not be my taste. Really nice polish, everything looks and feel great. Great work, congrats!
Impressive polish, especially for such a small team. The one detail that looks a bit rushed is the line showing the mouse drag while aiming. Other than that everything is pretty much perfect: amazing art style, feels great to play, sounds is top notch. The fact that you can load multiple little guys in the slingshot really separates the game from others planet-gravity games that I've played in jams + it works wonder with the theme, so great idea. 1/5 because of the line thing (just kidding).
The game is complete and works fine, congrats! Graphics are cute, sound does the job. I got stuck multiple time at the start, it seems that if you don't do the correct build order you get stuck, that's an issue imo. When you get how things work, the game kinda plays itself but it's already pretty good for a jam. Good job!
Graphics are amazing, good sound choice, and the overall mood is fun and engaging. Gameplay looks cool, but I gave up after a while cause it's way, way too long to gather fishes imo. I click once, then wait a minute or more before doing anything else. So looks like a fun game, but can't really tell atm. Other than that, it's very well made. Great work!
Really cool take on the theme, it's fun and original. It's really funny and beautiful. Gameplay works and is fun. It's not very clear what's going to make you loose or not before it happens, tho it's not too much of an issue given the mood of the game. The game clearly achieves perfectly what it's made to be, congrats!
Uhh additional feedback tho, why does the name and thumbnail have nothing to see with the actual game? Maybe I'm missing something cause I'm confused. In game it's Tricky LD creators with cute creatures, here it's mini beaker with a poker coin or something like that.
@justine-d Ah yeah makes sense then! Tbh I didn't pay attention to the game's name and the thumbnail before playing, I picked it randomly. It's probably the case for most players given the format, not sure you can really do something about it. Good thing is that the early credit joke works just fine either way imo.
Now something that could be more annoying for you is that no one's gonna recognise the fake name afterwards. I mean if people are looking for it on itch, or some content creator checking LD's winners, things like that. Would probably have been better to have a name the work with the joke and is recognizable.
What a strong mood! Same as other comments, not sure how the flashlight works on the gnome. Cool art and creepy music. Congrats!
Small advice for Itch, you should export the build with a resolution of 1280x720 so it displays nicely in windowed mode, then we can put it full screen 1920x1080 with the built-in button (in Itch I set the resolution to 1280x760 to include the unity bar at the bottom with said button).
Interesting game! Graphics are good, music is cool. The controls doesn't really fit the character (why would he slides like that?) tho it does fit the gameplay by making it more interesting to move around. Feedback on bringing back cheese to the forst are really nice, tho it's really lacking on the recruiting part (not sure when/how I recruited them cause no visual cues I could notice). Other than that gameplay works well. Congrats!
Sweet game! Art is pretty good, tho I think it would look much better if drawn at the right size (the line art is scale up/down here and not consistent in between objects). Gameplay is simple but works. I agree with a comment above, first level is a bit too full of stuff, it's better balanced in later levels. That's time you could save to work on particle effects next time for example. 3levels feels right for a jam. Congrats on making a complete game!
Looks very pretty, music is superb. It's an interesting idea of gameplay, tho it's a bit restrictive to be only limited to a small circle, sometimes I would like to push someone with a different angle (I understand it would raise other issues). It looks like each time I drop a butterfly I'm on a different instance, idk if it's intended, something is weird or every butterfly ends up moving in between. In any case, great job!
It's short and sweet! It's obviously not very innovative but for a first entry it's probably better to focus on making a solid, complete game as you did. Congrats!
Classic gameplay that works well. Story is nice and rythme is good. It's lacking a bit of audio feedbacks imo. If you wanted the player to be carefull with the movement, more inertia and less speed would fit more the mood you were going for I think. Nice job!
Really cool one! Maybe it's a bit slow to uncover stuff (or I'm just bad), but it has depths, that's for sure. It feels really great to play, with a lot of attention to details. Congrats!
You came up with a great puzzle mechanic! For some reasons at first I assumed I could only place stuff in the middle grid, I got mind blow when figured how it actually works. Graphics are beautiful and go well with the music to create a chill mood. High quality on all aspects (weaker on the theme tho). Congrats!
Interesting mechanic with the pulse! It both looks great and can lead to cool gameplay ideas. Graphics are really really good, especially for a compo. The security drones are a bit weird, cause it makes us not want to use the pulsar, which leads to some weird moments or wandering around in pitch black trying to find a path. Audio is overall great but some stuff is a little bit off like the doors opening (maybe a bug).
Impressive work!
Amazing game! It's fun, it's dynamic, and it gets competitive with the leaderboard. Audio works really well to add energy. Gameplay wise controls feel great.
Two minor issues: I find the blind jumps (when trying to land on road you can't see) pretty annoying, the camera should either zoom out or they shouldn't happen at all (by level design). Given the time constraints, maybe no holes after a big jump would have done the tick. I often get slow downs on landings, even on *perfect*. The boost most of the time makes up for it but I would love to keep my momentum, it would feel better I think.
Got a pretty nice run in the end :) run.png
Very great game! It's beautiful, feels good to play, and the different buildings are interesting and all makes sense in some situations. Congrats!
The improvement you did in the post jam version really improve the game. BUT that's an issue for me. That's over the line of fair play, as most players will just launch the html version without noticing the updates. As it's just a fun event, it's not the worst thing in the world...just, doing things in the time limit is the point of the event, so it's not cool to not respect it imo.
It's maybe lacking some twist on this classic gameplay (maybe something that would connect with the theme a bit more) but it's complete and works well. Congrats!
I honestly find little appeal in click/idle games, but other than that it's well made. The mood is cool and chill, graphics are cute. I'll let the others comment on gameplay. Good job!
Amazing graphics and overall mood, also thanks to the calming music and sounds. I hate to tidy stuff in games, so gameplay is really not my taste but it's obviously really well made and I have no doubt that other people will very much enjoy it. It's perfectly polished too, congrats!
@aleksey-salion Ahah yeah, I quickly recorded a bunch of weird mouth sounds and ended up with this beauty! Thanks for playing!
@qhboiboi I'm glad you like it! I have been pretty efficient with my time on this one yeah. Tho I'm not taking enough time to playtest and iterate on gameplay at the start, cause I wanna add a lot of things and polish.
@the3rdhunter Thanks for feedback! Everything indeed happened to work well together without too much struggle, so I saved some time for polish.
@dingbat I'm glad you liked it, thanks for playing!
@ntmalichi Hmm maybe you can get stuck in some weird state if there are some frame drops or something. Good thing that it's not game breaking tho. I was pretty efficient while working on the game as it's all pretty classic stuff that I have done in the past (no new weird feature to figure out how to make), so I could focus on making it as polished as possible. Thanks for playing!
@freamdev Thanks for the feedback! Yeah I agree. I considered doing a see through shader for preys at some point, but felt like it was out of scope. However in the end I had about a spare hour to polish stuff, so totally should have done it at that time.
Really cool mood! It's visually stunning. For me gameplay is kind of lacking an intent, like am I chilling building a city, or looking for something? This plus some missing feedback makes the gameplay a bit unwelcoming imo. Still a great entry, congrats!
Great game! I love the mood, the post process filter works wonder. The different scenes are all nice, with interesting camera angles. Story is nice too, and voice acting on point. The one thing that I got stuck on is that it wasn't obvious to me that I could (and had to) talk to the middle rat at the end. I assumed I had to find money or paperwork. My fav game for now, well done!
Really cool game! It has a very polished look and feel. Idk how balanced things are, but the multiple ways to score look interesting. I got 90. Great work!
Great mood! Cool idea for the theme to be stuck in an elevator. Puzzles are overall nice and it's fun to play. I found the 6 dot vector one to be a bit confusing, given that even with the hint I struggled to see the shape (kind of tried different things with little confidence). At one floor I found the solution and cleared the floor before even having a look outside, which is a bit of a shame given how nice it looks. Having more puzzle elements being in the outside environment would probably prevent things like this from happening. Congrats on the very nice game!
Really fun! The tutorial leading straight into a crazy hard level is surprising, but not bad at all. Graphics are simple but fit really well. Idk about the Z+down input, maybe down while airborn could be enough for the dive. Great work!
Cool concept, art style and sound work well with the gameplay. Controls feel a little heavy/slow I'm not sure but it could probably feel better in some way. Level up system is a nice addition. Great work!
Really cool idea! To be stuck in a room with the squad taking risks is a smart way to keep the scope small. Gameplay feels good, but it gets boring when you get farther. It's missing some way to speed up known paths, or have some puzzle to figure out in the mean time maybe. The screens graphics are really nice, audio is great. Stickers are a really interesting idea, it's fun to use and useful. Congrats!
Cool game! It kind of plays itself, meaning that whatever I did tended to work so I didn't put too much thoughts into placing stuff on the map. Graphic style is sweet. Great job!
It looks great! A single, quite polished fight is a very fitting scope for a jam, good choice. I think it suffers from the game design side: The hitbox of the sword is weird, sometimes I'm right next to the boss and it misses, it lacks a more visible anticipation for the fire balls and other small things like that. I would have probably preferred if the boss attacks had more anticipation, but the player had much less health (that may be my taste only tho). Congrats on making a neat, complete game!
Very complete game! Graphics and feedback are on point, gameplay works really well, and there is a little story with a fun ending. The boss are fun too. Amazing polish.
Finally a great take on this (imo worst ever) theme, most games are either not very related to the theme at all, or just happens to take place deep below. Your idea is both original and match the theme perfectly.
Level 2 felt kind of overwhelming, suddenly there are *() and (() and )* things happening with timer. Tutorial is a bit light, some explanations on the game page just in case could probably help.
Congrats!
It looks really amazing! Great work with the lighting. I found the gameplay to be rather boring tho, I'm missing a mechanic/twist of some kind. Really cool UI. Great job!
It's surprisingly fun! Music is really great. Intro is also really cool (although tutorial was a bit too fast I had to restart). I like it to be hard given the context, tho 90s per run may be a bit long for this (not sure, cause at the same time the satisfaction to beat it gets greater then). Demon artwork is really nice, weirdly the environment (while fine for a jam) feels of lesser quality. Maybe less time on the artwork but more on the rest would have been slightly better. Great job!
Fun game! I the idea that you first wanna grab fishes nearby then mostly avoid fishes to go deeper very interesting. Like many other games where you fall fast, it's a little hard to react to whatever suddenly appear at the bottom of the screen. I think that in the context of a jam specifically, you may want to make the story mode shorter (<5min) so that everyone get to experience the full game, then the endless mode is a neat feature for the fans. There are no credits for the music, did you make it? It fits the mood.
Really nice environment. It's cool to move around with the graplin. I was feeling maybe a bit too lost (it fits the mood, but just a bit much imo). Nice entry!
It's really fun and well made! Graphic style is simple but effective. Music is really good, and the slow down when dying is great. It's cool that it's hard immediately, so that you don't have to play 5min to get to the hard stuff every time.
I don't like the moving obstacles, since it's hard to tell exactly the depth difference with our duck. You can kind of feel the depth difference by playing for a bit, but to me it feels like I'm getting better at dealing with the issue (like you would get used to play around a bug). For a perfect audio grade, I would have loved sound effects in addition to the music (wooosh when passing close to an object, moving obstacles making noise etc.)
Great job!
Really well made! Gameplay is (mostly) classic, but it works well. Graphics are really nice, and the different musics are great. I think leveling up gives you a power up and an HP, but when you loose that HP you loose the power as well right? Great job!
Classic gameplay but with an interesting twist. Graphics are simple but work well. Idk if it's intended, but the framerate kind of drops when moving, it gets hard on the eyes after a while. Game length is perfect for a jam, and last level is tough. Maybe some small animations on the rocket or better flame FX could be nice. Great job!
That's a really interesting game! It looks very nice, everything works well and is fun. The end is a strange sift of tone that didn't really work for me, although it looks great. Congrats!
The ability to put stuff in the containers is really fun and make the gameplay works. Graphics go well with the game. A level 2 would have been nice. Great job!
Cute game! Its strongest aspect is the mood, everything work together well. Graphics are nice, I like your take on a Limba style underwater. Animations of the character are a bit lacking imo, it works but could feel more alive. Good job!
Small game but it's complete and feels great! Graphics are really nice, it got nice audio and mood. The gameplay works really well, it's simple and fun.
I think it's a rare case of the content being just a bit short. I would love to see either multiple levels, procedural generation, a bigger level, stuff to find...Tho it's still much better to have a great game with too little content than the opposite.
Great work!
Amazing game! It's very polished and very high quality on all fronts. I love the sound and voice acting, but graphics are very nice as well. Interesting gameplay too.
Cool game! There are quite a lot of mechanics for a compo. Cute pixel art too. Good job!
Great idea! Dragging the window around feels great, and the game is well polished. Congrats!
It's actually very fun to present the player with puzzles in a game just for them to take them apart. Art is beautiful, just like music (and sound effects as a hole). Neat story and twist. Very well done!
I like the mood of this game. It's chill and looks great. It's lacking a bit of uniqueness imo, it's a little bit too much like scrabble in the end, although it going through a door is a nice challenge. Great work!
Nice mood! The gameplay is dynamic and fun. The fight is a little punishing maybe. Well done!
Cool Monkey Island kind of duels! The game is well polished and feels complete. Maybe it could have some small added depth with the 2 first fight options (before final challenge), but it's already fine as it is. Good job!
Very interesting concept! It's simple but challenging and fun. Graphics are clean, and the game feels well polished even with your really short time constraint. It's just kinda unclear what you were going for with the art style, the background make it looks like it could be submarine themed or something, but the UI looks more flat design-ish. Still a very solid game, and very impressive that you could do this in such a short time. Good luck with next fest!
@mdotedot @jk5000 Yeah controls are not ideal. The controls I thought about initially just do not work in real life, and as I was kinda stressed about the scope I just went with whatever made sense at the moment. Thanks for the feedback!
@frogman I was indeed scared that the game would be frustrating if you were to fail a few battles early on. Since I couldn't playtest that much (stupidly big scope), I figured I much prefer players to find too many cards than too little. It's always the lack of playtests at the root of all issues ahah. Thanks for playing, I'm glad you liked it!
@linus-lindberg Well tbh the scope was too big, you did the right thing to give up on it imo. It turned out fine in the end but I had to give up on things and rush others, like sound (all audio have been made in about 1h right before submitting...). I much prefer to have some time off at the end to add fun little features and interactions. Thanks for playing!
@mamboman Well then it's the true experience! I think to remember that no one really knew the rules of card games when we were really young either ahah. I'm glad you liked it, thanks for playing!
@willops Thanks, I'm glad you had a nice time!
@artificer Well it's mostly that I should have thought about the controls a little bit more, I just rushed to dev stuff instead like an idiot ahah. I think I could have come up with something better, but maybe not. I'm glad that they do work well enough for most people to enjoy the game. Thanks for the feedback!
@dhim It's very possible that some of the card's power didn't work properly for the *"late game"*, I mostly playtested the start (and not nearly enough still). Thanks for the detailed feedback!
@antned Ah yes I can see that. Given that I had only very limited time to spend on VFX, I was worried that the battles would just be too confusing if going too fast. That's why I slowed them down quite a bit, but with better polish they could easely be twice as fast. Thanks for the feedback!
@pincushion I'm glad you liked them! One of the first thing I did was paint the Hot Karot card, cause I figured that if the cards were cool, just owning them would already fit the theme and be quite fun. Thanks for playing!
@notime4games This game has been very beneficial for my confidence in my painting skills precisely because of the amount of art I had to produce. I didn't expect to be able to paint fairly decently that fast, but now I guess I can. I'm glad you liked, thanks for playing!
@jaco-van-hemert The heart of these issues was the lack of time for playtesting. As I couldn't make sure that the game was not too punishing, I preferred to make it very forgiving (which is the lesser evil I believe). There are a few cards that can't be found on the ground tho, but maybe like 3. My initial idea was actually that cards on the ground would be rare after the initial ones, thus making duel risky cause even duplicates can quickly be depleted if not careful. Thanks for the feedback!
Really charming! That's a very well made game. It's sweet and simple, it looks great and sound is almost perfect (it's missing a bit of sound effects that's all). I had a great time, amazing job!
Cool small game. The mechanic works well and is fun. A time limit would have been a quick way to make it more engaging. Sound is very low volume and seems to stop after a few sec, maybe not looping?
I love the mood! It has a strong dystopian feeling and overall looks amazing. Gameplay feels great, and while incremental games are not my cup of tea, I had fun for a little while on this one. Fantastic work as usual!
Cute idea. I don't know which assets are from you or not tho, given that most of the UI are free assets. You should enter the jam category if you whish to use free stuff found on the web (combo is hand made only). Either way, the mood is nice!
I like your initial idea! I tried something like this in a past jam, and it's super hard in a jam cause 3 things: You have little time to polish it (and it needs a lot of polish), players will only be spending minutes on the game, and players that wouldn't normally be interested in this sort of game will try it. This is why I think you went for something too hard/complicated even if you managed to polish it exactly as you wanted.
Here, what I think would have helped: Rely less on understanding text (learning 2 things at once is hard and confusing). Starts with matches with one card, so players have a chance to figure out what cards are better than others, then move on to two cards etc. Don't hide the board after match end, so players try to figure out why they won/lost.
That said, it's well made, looks cool and clearly a lot of thoughts went into it. Congrats!
Really nice and chill game! It feels great to play. The small puzzles are fun. Well done, congrats!
Great mood! Graphics and audio work well together to create a tense/sad atmosphere. It's too short to really make the story and setting work imo, maybe something like 3x more content would have gave me time to appreciate and feel invested in your story.
Cool idea and well made! The game feels very complete and has all the most important features of deckbuilders, that's a lot of work.
Given the time constraint of the jam, I think you went for too many keywords and card effects. Imo it would have been better to have less of them, but focus on making them easier to understand in a few minutes. This said, outside of a jam context it's cool to have a lot of diversity.
Great work!
Cool mood and music. Toad is scary so that's nice. Lighting is lacking tho, it's very hard to tell what's going on sometime cause everything is brown.
Nice game! Combat system works well. Coins are a bit slow to appear, I forgot a lot of them. It's cool that levels are different. Good work!
Solid game! It's well made and works well. It's little bit too repetitive for my taste, but the upgrade tree is nice. Good job :)
Great game! It's fun and looks great. The music is very nice too. It's lacking a bit of sound effects maybe. It's kind of classic bullet hell but still have some unique settings with the clock. Overall very complete and well made, congratss!
Stealing the stamps feels amazing! Cool idea to give hints at the interesting letters for following days. Great happy music too. Congrats!
Fantastic game! It's such a great idea, so simple yet it's perfect for the theme. Gameplay and graphics once again simple but exactly what was needed to make the idea work. Music is real nice, a little more sound effects would have been great tho. Really love how the skateboard is introduced, simply by putting a trophy ridiculously far and letting the player figure something out. The end is perfect. Amazing game!
It looks amazing, I love the style! I almost went for the exact same take on the theme actually (changed last minute for trading cards). The end of duel SFX is very nice. It's lacking a bit a variations between fights but that would be hard to do in a week end. Good job!
It's really cute! I love the mood, graphics and audio are fantastic. Also nice itch page btw. I went for the exact same take on the theme, but in the end the games feel very different (so many details make games unique). Great work!
Interesting take on the theme! Very well made, audio and graphics are really nice and work together to create a strong mood. Congrats!
Amazing game! It looks and feels great. The difficulty scaling of each day is perfect, it gets to the point in a few seconds but doesn't becomes immediately impossible. The 10 days countdown works great. Enemies are all interesting. Maybe some balancing issues with the available level ups, the one increasing money being so much better than the others imo (and coffee being very weak to me). Other than that it's just perfectly done, congrats!
Looks great! Nice idea to go for a small nostalgic game like that. Music is very nice too. I love the option and back buttons in game. I think it's missing a background, at least a gradient or some vignette (anything else that the base Unity skybox). Tho given how the main menu is polished, I would have hoped for an artwork (it's highter priority than the menu imo).
It looks great! Good work on the VFX. Sound effects are well chosen too. Gameplay is cool, the UI is well made and make it easy to play with commands. It's a bit lacking on the level design side imo. I was hoping for some situations where the first solution that came to mind wouldn't be the correct one, especially in the last level. Other than that everything is very well done and just works! Good job!
It's a little bit awkward to get started, but everything works fine after that. It's a sweet game! Good job :)
Interesting setting. The different mini game to violently ripp of the kid's teeth were nice. I would have like a bit more sound effects to make the game feel more alive.
It's really fun! It's simple but works well. Difficulty feels well balanced as well. Well done!
Nice game! It's well complete especially for a compo. I would say lighting (and maybe a toon shader) is the main thing that could be improved to have a quick jump in overall quality. Great work!
It looks great and plays well! Imo it takes too much time for the ball to stop or reset tho, I would like it way more fast paced in a FPS game.
Great works on the cards, they look and sound great.
I'm not a fan of the little *current action* panel, I took a while to see it, and something is off about it, it looks like you have to drag and drop things on it or something, I don't know. Same goes for the 4 other panels of its kind, I looked at same at first, but not much was going on so I stopped paying attention and looked at the bars on the sides instead.
That's a very interesting game ! It has a unique look, a cool mood and it feels very polished. It's a bit confusing at start but it kind of goes well with the vibe. I love that the reveal effects count is show as a trail, cool idea. Great work !
Amazing game! I was already sold on it being a jam game, didn't notice it was compo at first. Mechanic is interesting and fun, level design really neat. Graphics and sounds really great as well. If I'm nitpicking, maybe it's a little bit behind on the mood side, as it maybe lacking a bit of its own unique mood. Congrats!
Nice concept! Music is cool, and the mood is well done. It's a little bit weird to need multiple lines given that you can just go into the correct direction from the start, I believe it would need something like not being able to locate the signal when too close. Congrats!
@torte478 Uh oh. It works for me tho on Chrome and Firefox (windows). Are you using another OS or Browser? Also could be Itch having troubles to handle LD uploads maybe.
EDIT: My bad I forgot to put the page public ahah
@torte478 Thanks for playing, I'm glad you liked it!
@william-corrin Yup I should have tested the visibility nearby walls, it didn't even occur to me. Thanks!
@domenixius I initially wanted to use the color for some elemental modifiers like fire, so I actually actively avoided using it for other stuff. Agreed for the pink alarm clock, it's not pinky enough and about the same shape (I wanted to make a microwave with animations and sound effects initially, but as I ran out of time I went for simplicity). I actually noticed it and then forgot about it ahah. Thanks for the feedback!
@rafa-fiedo Nicely done! Ideally I wanted to send a wave of the first enemy, then a wave of the second before mixing them together. It would have been easier to understand, but I had to keep the simple enemy spawner I made early that mostly spawns more and more enemies over time. Thanks for playing!
@liam Agreed the mid ranges are hard to hit consistently (especially when it turn to chaos). It's lacking some feedback (or a simple text that displays the frequency). I'm glad you liked it!
@jacky-san Yup I kept reducing the enemies spawn rates again and again, yet it was always too much. Pretty sure I would have kept reducing it for a while if I had more time to playtest ahah (I was a bit scared to go too low and no one spawing anymore). I noticed the issue with the 3 choices, tried to fix it once, kept happening anyway so I accepted that it's a feature now. Thanks for the feedback!
@rubatotree Thanks! I would have liked to spend more time on audio tho but I'm glad you liked it. Split can be tricky yeah, I really like these kinds of buff that aren't straight up better (I think that's the first one I made actually).
Fun game! Gameplay works well, graphics are good. There are enough levels to so that it doesn't feel too short. I think a different screen after beating the last level would have been quick to make while making the end more satisfying.
The challenging game design goal in this kind of puzzle game is to make thinking more effective that randomly brute forcing levels. Here it's a bit in between imo. So pretty good but not quite perfect yet.
Nice work!
Very nice game! Looks really cool, the face of the totem at the top really adds a lot. Gameplay works well. Well done!
Amazing game! It feels very good to play. I liked that I had to figure out what to do a bit. Graphics doesn't look all that impressive from the outside, but when playing it just works perfectly. Great take on the theme as well. Fantastic job!
Excellent mood! Graphics are really good, the shader, the vfx and the overall layout are really well made. Sounds are well chosen (assuming it's free sounds). Gameplay is solid, doesn't feel really deep but at the same time it does work well for one or two tries which is enough for a jam. Congrats!
I'm impressed! It's very, very elegant. It's a simple concept, both in gameplay and in visuals, which not only work well with the theme but is also fun and looks great. Music is amazing too.
I checked out some of your other submissions, great work overall!
Nice little story! Gameplay is pretty cool, I really like that you get more spirits after you bring back family members. Graphics are nice, it creates a nice mood. Could have bit more sound effects to play more with the mood. Well done!
The little riddles are very nice! I got 4, I think I missed one with the illusionist. It makes for a compelling gameplay, of the right length for the jam. Graphics I don't like that much, but the music is great. The manual is very nice but I would have preferred without IA. Not that IA cannot sometimes be a fun tool to play with, but in a jam it's about what you are able to make so not the place imo.
Fantastic game! I really love the decrypt mechanic, it looks cool and feel great. I believe it would have been slightly better if we had to release the click before it validates the correct tune. Really nice story, perfect length. Cool art style. Congrats!
Love it! It's simple and yet very effective, both in gameplay and graphics. I'm usually against using copyrighted material but here it's really needed for the concept to work so it makes sense. The effects on audio work very well. Congrats!
You could finish the game at your own pace and join the jam in the extra category when ready. I think it lasts until the rating period ends
Fantastic game! It's really well made, graphics, sounds and game feel are all amazing. Gameplay is fun and interesting. It's maybe lacking some diversity in the levels (tho not even sure a relaxing game would really need it). Well done!
Great game! The mood and graphics are really nice. It feels great to play. Audio adds up nicely to the atmosphere. The little (confusing) story is a cool addition. The enemy attack indicators are too hard to see imo, it would makes it even better to play if they were more visible. Well done!
Fun game! The death giving you very strong upgrades is a little bit weird, I would have preferred getting better mostly cause I did better myself, no so much cause the game got easier. Graphics are very nice and it's a complete game. Congrats!
Nice little game! The different steps are great, doesn't need more imo. It's lacking a bit of a mood tho, maybe make this happen on a computer screen, but you have a small room around or something if you could have worked on it an additional day.
Nice game, it feels great play! Graphics are great and audio is very nice (the end of level jingle works very well). It's a little bit weird to make it speed based after a while. It does feel like the base gameplay needs a little something more but that wasn't it imo. Nice work!
Faces are really great, both well done technically and with a cool art style. The desk is great looking too. I love your concept of asynchronous multiplayer with the drawings. Would be great to not send to the server drawings that are unfit (like too few strokes). Some simple sound effects would have really added to the mood. Really good work!
Fantastic game! I love the take on the theme, signal is 100% of the game while creating an interesting mechanic. Graphics and sounds are good, and the game feels very complete. Maybe a little more feedback and visual effects such as particles could add a bit more juiciness to the game. Congrats!
I like the idea! Enemies are maybe just a bit strong to really pay enough attention to the signal. Audio is nice. I would remove the full screen button on itch, the UI elements break in full screen.
It's really well made! It looks great, music is nice. It's very well polished too. Gameplay is nice, but the signal theme of the game does not change the Balatro gameplay in a meaningful way, so it feels a bit like Balatro with a different card skin. Overall great job!
Great complete game! The mood is really well done. I really love the enemy attacks, it's simple but works perfectly. It's well balanced, just hard enough to create tension at the start without being overwhelming. The little escape sequence at the end is a nice way to end it. The weaker aspect is the take on the theme imo, as it doesn't really impact the gameplay. Congrats!
It looks great! The different screens are really cool. Game design wise tho I would have focused on less screens but more thinking required. Cool way to deliver story elements. Nice work!
It's amazing! Really cool little story with nice puzzles. I tried to do a game like this before, ended up being way too hard for players to figure out the language. Yours is very well balanced, it wasn't obvious at first glance but not too hard after a minute. Also great idea to add a little bonus game by reusing the mechanics. Congrats!
Really cool style you went for ! Environment assets could be a little bit more polished but it looks great. Levels are nice, and it the right length for a jam. Thank god for the screenshot showing to you can send a signal from standing on the golem, I probably wouldn't have figured it out otherwise. Great work !