So fun and great art! I felt very betrayed by shrimp I thought it was your companion in the first level
ACartlidge
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what fun! I managed to beat it, on the last level I noticed that i could skip the glass entirely if I just used as much space as possible on the initial platform and the middle bit, I felt like that was intentional and I had fun "breaking" things as intended. And the music was awesome, I never got tired of it. I was amazed how fast the odd controls felt intuitive. One thing I feel like you teed up but I never saw was a reason to use the backtracking or windows, I was anticipating levels where you had to enter and exit a level repeatedly (eg to go back to get a key). I assume that was a scope thing. Anyways, awesome work, I had a great time playing!
Love the art! The car was frustrating to drive so I decided to leave the city and the pizzas behind and just drive, it was weirdly fun! But more practically, I feel like the slide levels of the car normally are the slide levels it should have when hand braking, the amount of "oversteer" at low speeds was I think too high. But really nice work overall!
This is a nice idea and looked cool! I had the same performance issues as others though. I think something like this could certainly run well in the browser especially at such low resolution, so I think there must just be something else misbehaving making it lag so much. But overall really nice work!
Very visually striking! A very cool atmosphere and I like that (I think) the levels were proceduraly generated. The sound was a bit of a miss though. The footsteps when you were moving were really fast and the same noise over and over with no variation, so it was pretty annoying. And then the lack of sounds for attacking or hitting/being hit meant there was feedback missing for the player. Dropping the footstep sounds and adding slash/hit noises would greatly elevate the game!
This was fun! I beat it. The amount needed to win seemed very overwhelming at first but form maxing the first 2 upgrades to having enough to win was only maybe 3-4 min so that was managed well. Obviously the next thing to add would be something like an auto clicker and the other key bits of idle games, but this is a fund start! Nice work!
This was awesome! It's such a nice looking and well thought out game. I did feel like it was a little unforgiving, there would be instances where my character couldn't attack anymore in the air, or I'd just barely miss a enemy, or I'd hit two inputs in barely the wrong order (eg down and attack) and attack sideways instead. I think if you gave a bit more leeway to the player then compensated with harder puzzles that would make it really cool. EG if it ws really reliable to do the climbing thing you had at the end of the first level, you could increase it to 8 enemies and players would feel so cool doing it! Overall this is really cool and an awesome first jam entry, really well done!
I beat it! Some nice pieces here, I think the most obvious improvements if you wanted to pursue it more would just be adding a couple levels, and then maybe adding some story (why are you in a maze?). Also it's not typical to share your entire project and make people run it that way. For your next jam trying getting a web export to work. You'll get a lot more feedback and it's very easy! The docs are here: https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html . Nice work and congrats on your first godot wild jam!
Super cool! I was amazed how much you managed to add, between all the weapons and the proc gen it feels like its most of a full game! I assume this was part of the plan but it wouldve been cool if you had to unlock the weapons by playing, I think I would have played a long time if I wanted to get a laser to put on my car or something.
This is really cool! Obviously got the blue prince references but in a cool freaky setting. It reminded me of the old arcade game CarnEvil in vibe a bit. I agree with the other comment the controls were really tough, intuitively I would assume I would just drag and drop pieces into place, figuring out start building was a button and then i needed to click one piece then a spot were both by trial and error since there wasn't feedback (e a highlight when you click to room). Super cool, feels like a hidden gem!
Thanks for playing! I had no clue how to make the AI harder initially, but what I settled on was improving their reaction times and run speed. So in the quarters they only update their target position every 1 second or so, in the finals it’s every 0.2 seconds so they’re way better at hitting you with slide tackles. Also they go from running slightly slower than you in the quarters then get faster every round. It was my first time making any kind of meaningful enemy AI so there’s a ton to improve but it was so fun to figure out! Maybe I could have just had stats for the AI with 3 stars for speed and aggression just to communicate what was happening better.
moorv moorv! I love the unique take on the theme. I was wondering how driving backwards would be different gameplay wise, but it is! The handling definitely doesn't just feel like a car with its mesh flipped backwards, it was super slidey, so that was fun! The web export sound was pretty nightmarish tho, at least playing on lower spec laptop. One QoL thing that would be nice would be more wayfinding, I got flipped around so hard that after resetting I had no idea which way was forward anymore. Nice work!
I beat it! Huge congrats on your first game ever! This was a very unique idea and the game generally played well. I somehow managed to soft lock on level 2 when I played the first time, the second time it worked fine. Also the star background was super distracting and made the game hard to follow. And it's nice to be able to hold the shoot button to auto shoot, it was hard to keep smashing the shoot button all game. Nice work overall!
This gave me a wave a nostalgia reminding me of the old toy story gameboy game, i dunno if you were inspired by that at all. But it was super fun to smack everything! I also spammed meow even though it didn't seem to do anything. I was sad it didnt seem possible to loaf in the beds! Also noticed a typo on the game page, it says left and right arrows are jump, I was confused why every button was gonna be a jump before playing lol. Nice work!
nice work! You've got all the pieces of a classic retro game here. I think the idea of a game like old zelda but with an abundance of different gear is pretty cool. I had the same bug initially as the other commenter, it seems if you go into the dungeon with your base gear you soft lock. On my second try I went around getting different swords. One piee of feedback on the swords, it was impossible to know which was better than the other, and you couldnt swap equipment, so it felt bad to accidentally downgrade your sword and only realize when you went outside and tried to hit an enemy. Inventory might have been a lot to add but a game jam friendly approach might be just show the power above the sword so you can decide to skip it. Overall nice work!
This was fun! I loled when your teacher turned into a monster, I really didn't expect anything unusual during the tutorial. I got ~23k points. I agree with the other comments that the reading was a bit hard, and also it felt like sometimes the footstep audio synced with when I needed to hit A/D and sometimes maybe didnt? Idk if it was meant to be a audio cue or not. Overall really nice work!
This was cool! I was able to understand what I was meant to do - check the plant features vs the features in the guide, and then check the map coords to figure out where the plant was actually from, if any of that is suspicious or doesnt match up reject it. I think it was a few too many steps and I found myself asking myself why I would bother doing all that. I think the plant guide with the features is stronger/more interesting than the map half of it, the map felt a little like busywork arm. The vibe and graphics were so so cool though, I really wanted to get immersed in the world you made. Overall really nice work!
Wow this one was really impressive! You had me swinging back and forth from "this is too hard only a genius could solve this" to "...and that genius IS ME!!!" every minute or so. The levels that had rotation also scratched a brain itch, the feeling of everything rotating around and eventually clicking into place was super satisfying. I think is this my favorite game I've played this jam, awesome work!
Art is definitely a 10/10 I loved the potatoes and the background shader. After I bought a few of everything and some upgrades it wasn't clear if there was more to do that would show up later or not. Maybe there was and I got impatient, but if not I would have liked a bit more to do or a set end point. Nice work!
Def bugged on web, you can't upload a new version but since you can still eit your page, you may have success changing the viewport dimensions or clicking the checkbox to add a full screen button. I downloaded it to try it out and the ambience and graphics were very impressive! It was genuinely creeping me out, nice work!
This was fun, I managed to beat it! I found the beginning quite difficult when I started playing, but once I picked up the tempo and also picked poison trail earlier it became more manageable. The art was super cool too. I assume it's just for time but my two biggest requests wouldve been some kind of hit sound or animation (for you and the enemies) and holding to fire (my hand hurts!). Awesome job!
This is super creative! I feel dumb because I looked up how punnet squares work for my game but was too confused, and now it's back to haunt me lol. I think for something like this where it's complex, just some feedback on what happened after the fact (eg a text popup saying "turned blue!" or w/e) would have been helpful to start piecing together the rules. Nice job!
Really impressive work, felt like Super Mario Odyssey plus Powerwash simulator! The visuals were really nice and the music was a bop. I was especially impressed by the mutat-o-tron cutscene, I'm curious how you set that up. Experience-wise I thought the game was a nice package with a beginning middle and end, and I had fun spotting the crack and smashing the tower. The only critique I'd make is maybe for a 3d platformer there's a better camera than a fully mouse-controlled one, vs a more mario style camera. Great job!
Really clever! 127 clicks. I spend the first half of the game not knowing you could move the blocks around after dropping them and it honestly was fun, I was being all strategic about how I coul use the little starter gumdrop to bonk other shapes into each other. Really nicely polished and designed game, awesome work!













