Loved the art style! It reminds me of Yoshi's Island.
actuallyalys <3
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It was fun to see someone who had a similar idea, but took it in a very different direction. I did enjoy the dialog, although it could use a proofreading pass. Since the dialog mentions getting paid it would be interesting to do something with that. Maybe you could spend it on your campaign in a variety of legit or not-so-legit ways?
Very fun concept, with great visuals and audio to match. I think it all comes together well.
I personally didn't find the AI too easy to cheese past the first upgrade or so because they were coming from too many directions. So if you make the AI better at not getting stuck you might want to compensate by reducing how fast they spawn, at least at until the second upgrade or so.
Clever concept and pretty fun! I liked the visuals. The title screen kind of reminded me of a DOS-era game for some reason. I also noticed the issue with getting stuck in walls. Also the shift + scroll seems to work inconsistently.
Kind of misleading to list it as a macOS and Linux game when it's a Windows executable. It does work in Wine, though.
I enjoyed the dialog. The exact mechanics/controls would probably benefit from further polish and playtesting but it's so creative, and for a jam game it's polished enough. I do think it was good there were no enemies to start. I think I would have found learning the movement frustrating if I had kept dying.
If anyone's interested in last-minute testing. Big Leader of Home Valley
Thanks for sharing! I was aware from past experience and seeing similar picks about the need to allot time to such things but I think having set times is good since I tend to underestimate the time those steps will take.
As for me I felt behind since I started an idea and then trashed it, started a prototype, and only got working on the actual idea yesterday. Now that I write it out, it seems pretty reasonable and not much of a delay at all. Anyway, I made good progress today. It would be cool to get playtesters a day or two before submitting, although I imagine people are going to be pretty busy with their own games.
Looks like this has been answered before: "Any engine/coding language is fine!" https://itch.io/jam/theveryseriousjuniperdevgamejam/topic/6374695/what-game-engi...
I'm curious how the doscember community and jam organizers feel about updates after the deadline. I'll probably keep working on it after the deadline—I actually thought I had a few more weeks—but I don't know if I should hold off on publishing them until Doscember is officially over. Regardless,, I'll keep a version of my game as it was at the end of the jam available for download.
Huh, it definitely works on Linux, as that's what I developed it on, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus (i.e., where one of the directional arrows would be). I don't know whether that's the issue or if it's broke on your machine for some reason. :( Sorry either way.
thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.
yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.











