This game is completely hilarious and I love it! Good job making this in 0 hours!
John Wuller
Creator of
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If you want, you can a Scratch project an executable here: https://packager.turbowarp.org/
I love the game and the concept, but my only complaint is that the gravity feels a bit sluggish. I wish you could press a button to quickly increase gravity. I also wish you didn’t have to start at the beginning every time you lost a level - maybe you could just restart the individual level?
Great game overall!
I like the game’s art, but it took me a while to figure out that I could use the robot as a shield which I could punch thru. I also didn’t realize until reading your comment that you need to push the robot off the edge. I think the game has great potential; I just wish the mechanics were explained in-game.
I really like this game! I didn’t understand it at first, but after playing it once or twice, I was able to get a hang of it.
I feel like the upgrades could have been better explained, but putting a full explanation would have brought the game to a standstill the first time you opened the shop. It’d have to be a careful balance.
Overall, great game!
This is a really great game! It has a unique idea, and I really love the robot, its expressions, and its voice lines! I feel like I need to say this again - the robot is amazing! Its voice lines are incredible and I think pretty much everything relating to the robot is incredible!
That said, I have one major complaint. Often, I’d end up in situations like this:
and every time I’d try to hit the box, I’d accidentally hit the ground right in front of me. Beyond that (and the sometimes sluggish platforming), the game is very well done! Great job!
Hey Owen! Thanks for the in-depth review and the positive feedback!
I agree that the infodump at the beginning wasn’t the best idea. We were running out of time and needed to quickly put an introduction and list the controls, so this was the quickest way I could come up with (you’ll see my last game jam game has the same problem). A better tutorial would have been nice, but we didn’t have tome to implement it. We could have put the controls in the description, but just because the controls are in the description doesn’t mean everyone will read them.
When you miss a control three (I think) times with the same agent, you’ll lose because the agent is too suspicious of you. Given more time, I was planning on making the agents interact with each other and share their individual suspicion levels (notice that you have to salute the agents but they never salute each other), but we didn’t get around to that. Do you think it would have been better to just have one one overall suspicion level for all the agents rather than giving each agent their own level of suspicion?
I really like the concept and the individual games (though I couldn’t beat 4 no matter how hard I tried). I accidentally quit after 4 and didn’t end up playing 5. I feel like there’s something off with the platforming controls - he slid around a bit too much after landing. Great job with the games!
Also, I found your secret!
This is a crazy, long story, but hear me out:
I saw this video while scrolling and thought that your name looked familiar. I first checked your channel to see if I had seen another one of your videos, and I see that as a fellow viewer of Jonas Tyroller, I had already watched your Will You Snail review.
Then, I realized that your channel profile picture reminded me of one I had seen a certain Scratcher use. Sure enough, I had run across GoldenEagleStudios when I was preparing to teach a round of Scratch classes during Covid (I’m 2br-2b both there and on Itch.io).
So, coincidentally, we’re both game developers who used Scratch, watch Jonas Tyroller (and apparently Dani also), and can code in Python.
Any chance you’re thinking about participating in the Wowie Game Jam this weekend?
I really liked Brackey’s 2d Unity tutorials - they gave me a good feel for how to use Unity.
That, and Jonas has a lot of good game design videos on his channel which I’ve found super helpful.
Good luck! Even if y’all end up using Scratch, you can use something like TurboWarp Packager to convert it into a Windows, Mac, or Linux executable or to embed it in Itch.io.
I really enjoyed this game! I like the theme of being a snail taking revenge on the gnomes. Even if I didn’t think the poison powerup was as useful as the others, I think it added some good variety to the gameplay. I also really liked the music from the game.
It wasn’t the most intuitive at first that I could only reroll the die when I ran out of ammo, but it became clear on a second playthru (along with noticing the sound effect and the indicator in the top right)
Beyond that, this was a really fun game!
Thanks for the review! Glad to see you enjoyed it!
The difficulty does increase, but only by spawning another farmer every 30 seconds. As the game goes on, the farmers have a random chance of being created either faster or slower, with the range of speeds being increased more and more as the game goes on (i.e. each farmer starts with speed c + randomBtwn(-farmersSpawned, farmersSpawned) or something like that). So the game does get gradually more difficult, but that’s not made clear to the player. You’re right tho - that’d probably be something good to emphasize should we choose to continue working on the game.
Thanks for the feedback! Good luck in the game jam!
I really like this game, especially given that it was a last-minute game! The art and animations are amazing!
I’m sure you know this, but some sound could have added significantly to the game. Something else that would have been helpful would be giving the player’s hitbox curved corners, especially on level 3 right before the second die. Another thing that could have been really helpful is coyote time for the jumps.
Also, personal nitpick - you said wasd move, but neither w nor s actually do anything. That’s still probably the best way to have said it (if you said ad to move, that would have caused more confusion), but there’s just a little bit of annoyance on my end there.
Besides that, given your timeframe. the game was really well-made! I loved getting Poker Times - it always felt so random. I also loved stacking powerups (jump boost + speed boost + low gravity = feels OP) Great job!
I like the unique idea, but the presentation really isn’t there for me. It feels like you don’t really have impact on the world around you - you don’t effect the world, it doesn’t effect you. Plus, the gameplay doesn’t change that much - after all four children are on the screen, nothing changes. I’d be nice if there were more you could do beyond just move - maybe also add collectables so that you’re encouraged not to camp in one corner for the entire game?
Another thing that I didn’t realize made such a difference is sound. Even if you just grab a soundtrack from Opengameart.org, that makes a huge difference in your game. Try playing one of your favorite games without any sound and you’ll see what a huge difference it makes!
One video I love referencing is this one by Jonas Tyroller where he goes over some game design principles and ways to help improve a game. Maybe you could take a nugget or two from his video!
To conclude: I like the idea of the four children you avoid, but I feel like there was a whole lot more potential here you could expand on should you choose to do so.
I like the concept, but I wish I knew a bit more about Bob and why he's trying to blow us up. Great art and music, but I can't control the player with my mouse - the camera keeps jumping around and I can't do anything. It's best to keep the mouse still, but any movement of the mouse gives me problems. Also, I'm not really sure how the random words are supposed to be used.
I just tried for the first time. I used Wine on Linux, but it worked great! My only complaint is that, as a noob, the "causal" difficulty was near impossible on the levels with the snowflakes. The level with all of the flaxes took 75-125 lives. Besides that (and the small error log that I can send you if you want), it works great!




