What a cool experience. The environment and atmosphere are sublime, and limiting the entire play space on the boat really captures the horror and helplessness aspect of the game.
akoreyu
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Insanely cool concept that draws from a universal experience that most people probably have had at one point in their childhood. The limited character controls, ambience and sound design, and the post-processing effects really help each other shine to create a genuinely unsettling experience!
I love the low-angle perspective of the child and the eerie, constantly following gaze of the adults. Both work really well to capture your intended aesthetic and goal. 2D assets in 3D is always a difficult look to get right, but you guys nailed it on this one
Thanks for playing the game and I am glad you enjoyed it :)
Some gimmick and coin combinations being useless or really bad was actually an intended design choice. We wanted to give a sense of like "good combinations" so that players are like "man i wish I had [this coin] with [this gimmick]." But I can see how that approach can be frustrating haha. Thanks for the feedback
Hey ShineZ, thanks for checking out our game and I am happy you enjoyed it :))
I love the idea of doing mult for the biscuits. If we can figure out our spaghetti code and were to continue developing, creating even more crazy fun mechanics and coins that make the player go to obscene number of biscuits would be a lot of fun haha.
I am glad you enjoyed laundering some biscuits using coins haha. I will make sure to extend your kind comments to the artists :))
The game is definitely gambling inspired, but we tried our best to give the player much more control and room for strategy with the gimmicks and retosses. I agree that the game needs a restart button (and a whole lot more stuff like win states xd).
Hey, thanks for playing the game. I apologize if the game objective wasn't clear (it's an issue we been running into with a lot of players lol). But you are supposed to score WITHIN that percent range of the Goal. So, as per your screenshot, being WITHIN 25% of 155 would mean you have to score between 116.25 and 193.75 (Rounded up of course). And within 10% of 155 would have to be scoring between 139.5 and 170.5
I know it's an abstract mechanic, since most similar games are usually just "score above this value," but we liked the idea of getting as close to a target number as possible so that the gamba is more strategic and you can't just press the highest number buttons.
Absolutely love the aesthetics and the bat theming of this game. I think you guys nailed the visuals and gameplay loop of using sound to carefully navigate through a dark cave. I just wish there were more berries or something to collect throughout the levels that made the player take detours into unnecessary and risky paths just to get some collectibles along the way (something like Celeste's strawberries?)
I do think the experience is wholly different. I think Like a Record was more like meticulous and overly strategic (almost impossible to wrap your brain around). I think this game is far more approachable and I love the Buckshot Roulette esque vibe with your opponent sitting against you face to face
Haha glad you enjoyed the gamba :) We tried to hit that sweet spot of controlled gambling, where there is more skill expression and strategy than just pure RNG. Also, judging from the playtesting just being able to get to the point where 25% range becomes unavailable is really good haha. The game definitely is a little heavier on the math side, I blame myself for being a nerd
What a simple but insanely addictive premise with flawless execution! I love how you have expanded on the trope of Russian roulettes in such a fun risky way haha. The game is so easy to just pick up and play, and adding multiple duelists with different behaviors was such a good idea... Altho I have a sneaking suspicion that all the duelists in Wickenburg are just Cheaterton wearing different names
The ending sequence!!!! Hahaha, I feel bad for anyone who got skill issued and could not see that. Love games like these, where the theme is embraced wholly into like all parts of the game. I think you nailed the enter the gungeon inspiration. Especially love the reloading risk mechanic, but just wish the payout was bigger for hitting the sweet spot (maybe like the Rad Gun from Gungeon? haha). The art and SFX and the overall aesthetic is very cute and polished
Wow what a unique submission. First RTS I have seen not only in this jam, but in game jams in general. Love the overall concept of controlling ants to go steal some biscuits; it fits the theme perfectly. It was difficult to control the ants from harm when they would pick up a biscuit and just book it though. Other than that, a really good entry
Am I gaslighting myself or couldn't pick other decks? The backs of the deck in game always looked like Guardian, and the card selections seemed identical. Nevertheless, amazingly polished game that hooks you in for multiple rounds. I think the match and reveal mechanic fits the theme perfectly! Looks and plays like a full game, not a jam game.
Only nitpick with it is that the game on start is a little overwhelming. Starting off with a smaller board and fewer cards and ramping up the complexity and difficulty over time would have definitely helped me understand the game (and my deck) better
Very endearing and cute art. I love the lore you have built around the characters as well haha. I think the rhythm game mechanic is solid, but just wish you integrated the theme into the mechanic as well. A way to do something harder or additional notes or beats or anything to score more points? Waiting for part 3
Thank you so much! I agree that there is definitely more that needs to be done with the win and loss conditions, being able to retry rounds, and as well as more things to do with biscuits you earn. We are tentatively thinking of doing a post-jam update regarding all those issues :) Either way, thanks so much for your insight and kind words
Super polished game with amazing visuals! The shader really brings a beautiful unique aesthetic to the game. I also really do like the risk and balance of the entertainment meter vs your HP. One nitpick is that, although the dialogue box is well made, too many dialogues during the game is distracts from the gameplay and visuals a little bit.
Amazingly fun game with a unique concept. I just wish there were more unique interactions with playing certain cards together, almost like with balatro hands. I understand that the marks are what gives that functionality, but lack of combos make the start a little slow. Aside from that nitpick, amazing idea with even better execution! Great work
Really cool game with amazing visuals and execution. I loved knocking enemies into each other. I liked the overall idea of risking opening boxes for items that had either positive or negative impacts. However, with so many item slots, being able to just remove the item for a few coins felt like it negated the risk factor. I also was not a fan of how insanely bad some items were. Loved the items that had both positive and negative effects like the +25% everything coin that lets you get more money but take more damage. More items with hybrid pros and cons effects like that would be fun I think!













