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jestersuit games

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A member registered May 29, 2024 · View creator page →

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the control feels good and the chain reaction is goofy and fun. gotta be honest i’m having a hard time with the camera control though, however the fact that this 3d game is build within 72 hours it was so good!

gorgeous 3d work, not seen many 3d entry that is running smoothly for a gamejam. the puzzle is also quite interesting. reminds me of the witness to some extent.

since this relies on one throw, having path prediction feels important.

nice art, interaction, and puzzle concept! it’s not immediately clear that the order of these tiles are affected by the last sweeps nearby. however it’s a nice challenge after overcoming that little hurdles.

the twist is definitely unexpected hahaha, cool art! if there is path prediction this would be perfect.

fun yet challenging. with improved UX and UI i think this has potential to become a big game in puzzle space. reminds me of replicube x conway’s game of life.

hahaha, the humor was great. the soft glow, chromatic abberation, and the visualization of earth was all coming together nicely. good experience!

it is a little buggy that i can’t place the tnt sometimes. however it’s always nice seeing things blow up and make chain reactions.

solid puzzle! i feel like the difficulty curves can be ramped up smoother, and some quality of life feature such as rotating in opposite direction or reset states. overall good head scratchers with mesmerizing visuals! (i especially liked when the lights are merged together making a very bright light)

congrats on submitting, though!

this game has certain level of polish that makes it fun and engaging to play. the enemy telegraph, the chain reaction, the sfx. it’s all so good!

mesmerizing swirl in a tactile gameplay that is not only fun but also exciting on what potion will come up next! Cool experience!

mesmerizing swirl in a tactile gameplay that is not only fun but also exciting on what potion will come up next! Cool experience!

challenging game! i kept getting out of rhythm and clicking on the bomb that change into forbidden ones in the next turn. fun idea!

when the balls are just far and few, it was so painfully slow, but when reaching certain amount of balls and speed, it started to feel fun. and i think i broke the game (lol).

some idea to make this more interesting:

  1. sfx on ball bounce
  2. sfx on bounce count
  3. add ball count
  4. combo point multiplier

the bullet ricochet and friendly fire was so chaotic and fun to watch, i overthink too much on the shooting angle instead of letting it go haywires. fun game!

fun, calming, and satisfying. it will be successful as mobile game for sure.

fun little plaformer, not sure the what is connection with theme. the camera also need some tweaking as it feels to zommed-in and hard to predict / expect where the enemy will come. congrats on submitting it to the jam!

Fun puzzle with unexpected timing complexity. i have to delay some movement to make sure they intersect in a node. clever puzzle design and difficulty curves, including the tutorial which is paved nicely. it’s easy to connect the dots afterward wink. and it comes with level editor! wow!

very interesting premise and it gets hard really quickly! would be nice if there is an indicator that the box can be pushed, and the multiple boxes can be pushed at the same time. otherwise the puzzle design itself is really potential. well done!

i understand the vibe and atmosphere, it’s the calm before the storm kind of thing. when the swarm of drones start attacking it’s start to get frenzy and fun! however the inbetween feels quite empty with less interactables. Maybe because the map was too big for its own scope. I appreciate you produce this level of quality during a short jam period. kudos!

very clever gameplay, especially like that the enemy destruction also destroy walls, making it a challenging puzzle elements. the upgrades and the roguelite progression feels really nice. very on theme!

a lot to juggle, and i don’t seem bright enough to understand what to do when destruction is imminent. however i feel like the rotation feel is really, really satisfying, paired with the sound effect making it like a real tactile rotator. kudos on making this experience!

clever puzzle design here! i take it as butterfly effect of what we did in the past and it affects our future as well. it felt like an instant classic with well designed difficulty curves.

Not quite sure on the mechanics, but i really get the connection to theme. it’s fun to watch the knight fighting. the sound effect is nice too.

Music is well done and the story is quite intriguing, albeit too long without enough visual companion. Not sure the connection with the theme is, but nice job with this entry!

wow, very polished, good humor, and a lot of content for a short jam. good art and story.

satisfying! but felt a little too random on how the chain will capture the enemies. Perhaps adding a little bit control like directing the chain twisting and turning will make it feels more strategic.

polished! control feels a little finicky but once you get it it feels satisfying to see enemy getting slashed in chains. wondering why the attack path do not take the shortest one and proportionate to the damage? i think it could make positioning more strategic for the play.

innovative way to do classic action platforming. i wish the control can be more intuitive. nonetheless, good concept!

simple yet mesmerizing. i especially liked the chaos of ricochet line visualization. also the variety of gimmicks and the way it combines (portal, glass, explosive, etc) are top notch puzzle design.

fun, tactile, interesting premise! i had fun anticipating the chain of booms. I’m confident this can be a bigger game if continue developed.

cool experience, the light shader seems to be broken in my machine (Chrome, Mac OS) but i got to try it in different machine. the atmosphere, creepy feelings were delivered well. The visual and audio complement that awesome-ly.

physics is definitely tricky to control. i wish there is some kind of arch indicator on where the ball will land. kudos on submitting the entry!

initially it’s not immediately clear which object can burn and which can’t. after several round it’s start clicking. nice game!

it’s satisfying to see the bombs chaining after upgrading with perks. cool idea!

camera feel a little awkward at first. i think it would be even satisfying with cam shake and sound. also showing where the last we aim before reset might be a good idea here.

it’s a brain frying moment trying to keep up with all the relationship tangle. definitely unique experience!

intriguing idea! not immediately clear that we play as the cloud but once we go over the tutorial it’s fun to play.

classic sokoban with clever mechanics. need smart positioning and clever timing on when to light the charcoal. good game!