Wonderful art, and fun merging gameplay. I just wish the enemies were scaled or the levels had some more meat to them. I understand that balancing and progression is one of the things that are hardest to get right in a game jam, though. The game looks very good and with some TLC updates after the jam could be great!
AsaraBaenre
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This was SO good. I loved the silliness that each time you got to the 5 Rings part and was looking forward to what effect you'd put on there next. VERY fun, and would play it over again just for the hilarity of it all. I'm sure I can beat my score... also one the best count down theme interpretations I've seen.
BAWK! I played all 10 levels, a few of them had me scratching my head. I really liked the bawktracking, and it added some interesting puzzles to the levels. Could definitely see this being a bit longer and published on the switch or something. That final level had just a BIT of excessive bawkkaw though, but it was also a laugh moment since it was just so absurd. Good puzzling, good entry! Nice interpretation of the theme for counting forward and BAWK.
Nice little matching game. I felt so bad for the animals at the end who had been waiting the whole time but their partner just never came! The whirlwind that came through and shook up the order of animals was really great, because it moved some of them around so I could reach at the back. I'm not sure if you made the assets of the animals yourselves, but if you did, great job!
Oh definitely. I read somewhere that to make a good jam game you take your original scope, cut it in half, then cut it in half again and that's likely where you end up in the time you have XD It definitely felt that way. But that's what it's all about! Scope creep hits us all. Still, good to know I didn't actually miss anything, and looking forward to coming back if an update comes out!
Thanks for playing our game! I'm so glad you enjoyed the hand-grab, we had a lot of fun making it and getting it to feel right. We're thinking of releasing an update after the voting period that fixes some of the frustrations we've heard about the feathers, so it's not completely on you haha, there's some wonkiness beyond the wonkiness we intended. Thanks again for your play and feedback!
Thank you for playing our game! We're glad you enjoyed it! We wanted to do something different, and bounced around from different ideas (carrying a vampire down some stairs, a vampire who was sad and you had to cheer him up, etc.) but then settled on this one. We also wanted to make something just silly and fun so when people find the game goofy it feels like we hit that target! Thanks for your feedback :D
Fun little Wario-Ware inspired concept. I would have loved more variety in minigames, but of course there's only so much you can do during a jam! The arrow firing one was the one that got me, I only managed to get that one one of the times that I tried it. The "scares" in the bathroom image made me laugh as well. My game sat up in the top 1/4 of the viewport but was totally playable.
Art was really really good, I loved the pixel art for all the little dinosaurs. Movement and platforming felt really nice. I'm not a fan of platformers, but I did like this one. The movement and flapping/flying/wall jumping worked really well together. If this was a larger game, maybe a metroidvania it would be one I would actually play. Was there an overall timer before the escape level, or did that trigger because I failed a delivery? Very good entry for the jam!
Fun concept. I've also seen the ideas you all had mentioned in the comments as wanting to get in and I think the game has a lot of potential. I'd love to see more dialogue and maybe little boos (and more puns) from the audience. The puns within the game were very funny though, this fella is totally not a vampire at all and we should all vote for him.
Like many of the other comments I also micromanaged this fella so he couldn't complete his weird little ideas. It didn't matter. He did it anyway. I wasn't a huge fan of the music, but I also have a feeling that I wasn't SUPPOSED to be a huge fan of the music. Would have loved other things to do with him, and maybe other ways for him to get in trouble if you DID manage to keep him away from his fate.
Need more horde-movement games in my life. A little morbid, but that's fine. I wish there were more levels or a higher number of sheep we needed to get through, since I did hard mode and had my flock multiply a couple of times and then that was enough. Good use of the count down to mean both sheep remaining, sheep sacrificed and the count down to survive. Art style was consistent and the horde movement worked well and was responsive. Great job!
Nicely polished and very, very good art. It took a moment to figure out how to go up and down the ship, but I managed it in the end. I think it got a little too chaotic, and I wasn't sure if I was re-building parts of the ship because they were broken or if I just had the option to choose another build. I also wasn't completely sure if the audience's ideas changed through the game (and that's why I had the option to rebuild). The little alarms (or snores? I'm not sure what the high pitched noises were) got a little grating at the end when everything was going to chaos, but that just added to it, honestly. Great entry, I loved it! (Also, excuse me just how much mischief can these lil' guys get up to? Who put the rockhoppers on building duty? Haha!)
Very cozy, and cute. This little fella has a ROUTINE and he wants to stick to it. I got really good at counting down by the end of it, and did notice a bit of forgiveness in the timing. I ended up with a perfect score of 100% by counting down and clicking JUST before I thought I should. It was interesting to have the visual and audio things that accompanied each situation be a little off timing to mess with the timing, so I did end up looking away or unfocusing to count but still.
Very fun art, and I love typing games. I think I'd like to see a bit more interaction with the countdown other than a bunch of timers (maybe a countdown to how many bucks/words per cowboy?) Other than that though, well made, fun to play, the word choices made me chuckle. Intro art was fun, the music was very thematic. I agree with some of the other comments that if you're a fast typer the parry system never really comes into play. But for the time we had, great entry!
Played as a Overcooked superfan so these kind of co-ordination games are our thing! The concept and game itself were really unique and fun, and double props to get a working multiplayer co-op game into a game jam! I think the biggest feedback I have is a subjective one: it didn't feel intuitive to count down to co-ordinate, we mostly used words, and just saying "now!" when it was time to spam fwoofing the pizza until it was ready to launch. I think the driver had more of a countdown opportunity, because when I was the pizza maker I just spammed as fast as I could when the driver told me a house was nearby. Still, felt good to control and an interesting concept for sure!
I could see where the game was trying to go with the creepy-adjacent dialogue. The ending didn't quite seem to fit with what gameplay was there, I could see ways you could get there if there were more levels and time. The gameplay was good though, a lot of moments of me with my finger-gun pointed at a sheep going "Sir, you eat some grass right now! You have three seconds!" Which, I will admit also adds to the theme, if the player is counting to see how long they don't eat grass!
I appreciated the "Best Played in Fullscreen" on the loading splash. Very cute and relaxing! And oddly very satisfying, even past the initial "what will these two items become when I merge them?" The flicking felt a little unresponsive up close but once I zoomed out I was able to do a few trick shots that felt pretty cool. I think the count down theme could have been a little bit better implemented, especially since I first thought it was just a timer, but it made sense more once I realized it was the number of merges I had left! Good job!
I've had the audio issues with a few other games, it fixed for me by turning on hardware acceleration but I have no idea what the underlying issue is. I've run into it with maybe five games from the jam at this point with this issue so it's clearly something common and highly likely not anything y'all did. Just leaving this here in case anyone else runs into it to know it can be fixed with browser settings!
I had a bit of a weird audio issue with crackling at the beginning but turning on hardware acceleration in my browser fixed it (just commenting that here in case anyone else is having the same problem).
I'm a big fan of hidden object games and this one was very, very cute. I'd rank it as better than a lot of the ones you can find on Steam, in fact. Very nice art, relaxing music. The way the various layers of the background move to hide objects is one of my favorite mechanics to see in a Hidden Object so it was great to see here, even if it hid a few of the final bugs from my eyes. All around great job.
I will echo the other comments that stated that the cover art doesn't do the game justice. This game was very fun, and I could definitely see it expanding to something bigger! I'm not sure which of your artists did what but keeping the player and enemies in the style of woodcut art worked REALLY well and the UI artist did an amazing job. Everything meshes really really well together, and your sound design and choice really fit the theme as well. Great job!
I like the concept and the music is absolutely amazing! I think I got a little lost after connecting the first level of all five colors, and then a couple of second level items. I wasn't quite sure what to do after that point, and tried connecting various things but just couldn't quite figure it out. For example, what could I connect the foreign traders to? Or heck, even how to unlock the Fun bubble! I'm going to come back and poke it again when I have some more time, however, it seems to have a nice amount of things to do if I can just figure it out!
I'm getting some odd screen tearing when the game gets forced into the viewport/forced into fullscreen. I did manage to fiddle around with it and get it to behave in order to play it though. Also a very clever use of that 'infinite' pitch down sound. It causes just the right amount of unsettling anxiety for the game's theme. I'll be coming back to this one sine I've noticed you said you'll be continuing it. I do love my clicker/idlers, and I also love the theme. This one gave me some Trimps vibes, and I could see it going pretty far if development continues! Great job!
I liked the concept behind this one to have to keep fixing your submarine more and more frantically to keep going deeper. As another comment mentioned, either a bit more of a delay on the intro dialogue or maybe a speech bubble with a click would be a great improvement. I'm a very fast reader and I lost a few of the later, longer text lines because they faded too quickly. With the levels where one of the screws is missing - is the only goal for that level to place the screw and tighten THAT one, or still tighten ALL of the screws in the level? Either way, nice concept!
I do love me a Survivaton! Music is amazing, big compliments to your composer. The movement of the camera when the player character moves makes me a little motion sick, but other than that, well done! I saw from some of the other comments that you ran out of time for more upgrades and progression, but I don't think it hurts the game too much, other than making you a lil' overpowered quickly. Mechanics felt nice and clean, well implemented!
Thanks for playing our game and the feedback! The video actually helped us see exactly what was going on as well as likely with others - the hitbox for where you put the feathers seems to be a bit small based on feedback. There's a different sound effect for when you drop them and feather particles appear (which doesn't count as a 'stuff') and when you manage to correctly place the feathers inside the object. From your video, it seems like you didn't get enough 'correctly' placed to trigger the next part of the game - three feathers will trigger the button to appear.
If you see the feathers drop, it's not placed properly and makes a more of a "fwoosh" sound. From the video, it seems you're going a bit too low into the item, this is something we're going to fix after the jam voting period. The target area is RIGHT at the opening of the item, as well as slightly below it. We've seen multiple people go too far inside the item or drop too high above.
Thank you for your review and rating! We really appreciate it and it makes us happy to see people enjoying, despite the hitbox placement choices causing some trouble!
Yeah, we wanted part of the challenge and design to be that the player keeps track in their own head, while the visual change of the item's image gives a rough estimate of how much the item is filled, both to keep in line with the theme and to give the game a bit of a challenge while the chaos reigns in the background haha! We agree about the mouse controls escaping the viewport, it annoys us too. The fullscreen button (the one with the four arrows, since the other one doesn't preserve aspect ration as well) helps with that though! Thank you for playing and for your feedback!
This one was interesting and fun! It took me a few runs to figure out what I was doing, and I will admit I still haven't quite won yet, but that's because I'm very bad at chess-based and chess-related board games, and not necessarily a comment on the game you've designed yourself. Good choice of sound effects, cute assets, overall well done!
I encountered a bit of an audio bug while playing. This is the second game from the jam that had this problem for me when a game forces full-screen so far, and for yours, since audio keeps playing when my tab isn't focused, actually having the tab unfocused made it work properly. I wonder if there's a memory problem or something. Either way, I was able to fix the sound issue by making my window smaller and playing in a smaller view size.
A second little piece of feedback was that the "I feel like I could move mountains" tutorial mentions using the LMB, but it's actually RMB to pick up blocks (I had to go check the game page).
Enough about that though, the game concept was great. I'm absolutely horrible at platforming so I PERSONALLY thought it was pretty difficult, but it felt really interesting and fun. With tighter controls for jumping and like another comment mentioned a way to manipulate object in the air (though I was able to stop the silly spinning I managed to get going on the thing by shoving it up against the geography most of the time) I could see this being a really fun little game! Were the controls inspired by the switch Zelda games at all? They felt a little like that.
I also had the most hilarious thing happen when I got on top of a box and attempted to be cheeky by floating myself by picking it up while I was standing on it. That was clearly not allowed and I paid for it hahaha!
Great progress for a late start and only having 48 hours dev time! The sprint button felt a little broken (it seemed like it STARTED the sprint but didn't stay in it, maybe?) and maybe I ran out of time or didn't path optimally. I managed to get to the room past the golem by still spamming the sprint and hoping it was doing something, as well as only killing the ONE rusher that I couldn't dodge past in the first room. The concept of the ammo, health, and timer all being tied together was a very interesting one though!
Thank you for playing our game! The animation was done using the program Spine (and modelled after my own hand so I used my own hand for pose references haha) using rigging and different layers for each moving part of the hand :) A lot of work to set up but definitely allows for fun fine tuning and results like you see here! Thanks for your kind words!
Thank you for playing our game! Yeah, we're seeing now that's one of the main feedback items we're getting. I guess when you're tired and already know how it works, it's easier to overlook and/or take for granted. We're hoping to touch some things up for a post-jam release and that's the main thing we're keeping in mind. Glad you enjoyed your experience though!
