Oh damn! Just sniped the top spot at the end! I have to update the high score now :)
Avonate
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When there are many chains of the same length, then it picks the one formed most recently. If there are still multiple options, then it's basically random. I did consider doing highest scoring, but then you lose the option to try and control it a little to control the area cleared.
It might be something I look at after the jam, though I'm already planning on creating an option allowing you to move the tiles in a round then lock in (you weren't the first person to request this!), and I think this makes the chain forming logic a bit more obvious, or at least I hope so.
You definitely should get a prize for submitting just before the countdown hits 0 in a countdown jam. And congrats on your first game! I really like the concept, especially the idea of actions occurring at predetermined points on the countdown. I think it could just do with a few added quality of life changes, in the character controller and UX (e.g. coyote time and a restart button)
Fun entry! The first time I got rushed by a swarm freaked me out quite a bit lol. I like that running out of bullets doesn't make you run out of options, it just makes everything a bit more tense. It would have been nice to see a few more power-up options, unless I just didn't play long enough to see them.
Good entry! The controls are nice and tight, and the character moves really well. My only bit of feedback there is that I would have preferred if the wall slide was something you had to trigger by moving into the wall, so it was easy to cancel without having to jump off. There were bits where I felt I was locked into the slide when I wanted to drop straight down.
Genuinely a really fun entry!
Simple graphics, but how they have been put together looks really good, and gives it a lot of flair. I love the names of all the different bits, and the little comedic touches.
Love to see the sun getting scarier as you get close to the deadline (wonder who gave you that idea :p)
Interesting, I could have designed the puzzles either way but I thought it counting would be more intuitive as it's stuck to you - perhaps I should have gone the other way. And yes, there was supposed to be an animation where you'd 'pop' the slime, but I couldn't get it to look decent enough in the timeframe. Undo is a good idea as well, I never really considered it.
Nesting dolls! That's an absolutely genius idea! And your puzzle design here is top notch too, you came up with some really good ways to mix up your core concept. This is way more impressive than I was expecting to see from a jam, let alone someone doing it in two days. It's a really smart package, and the music and sound design nicely tie the chill theme together.
The only thing here I can suggest to improve is the controls, I tended to tap to move instead of holding, and that felt a bit sticky - maybe due to waiting for the doll rotation? Also, there seems to be a bug on the opening level with a keyboard, where it stops registering inputs. I tried to figure out the underlying cause but couldn't find anything consistent. The doll rotates, but won't move.
This is a really creative idea. Using this theme to link together the two characters in this way feels rather unique, and creates an interesting hybrid between puzzle and platformer gameplay. The learning curve is a little steep though, I think this game would benefit from being a more forgiving in the opening sections.
I really like the chosen art style for the game, coupled with the low light it really gives a low budget horror vibe.
The gameplay's fairly simple, but I do think the concept could be expanded on if you wanted to. As others have said, allowing for methodical movement really helps this kind of system.
There are a couple of bugs (no pun intended) but I'm sure these kind of things could be ironed out with a little more time.
Great job you guys, I enjoyed my quick playthrough!








