Instant classic runner game. Makes me think of the coolmathgames run games! The music is great as well, that doesn't make it into many jam games, much less done this well!
BobWizardLad
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Here is our one-hit one-kill top down shooter game, it can be pretty unforgiving though the levels are snappy and learnable! (playable in browser)
(Baking Hazard) https://bobwizardlad.itch.io/baking-hazard
The risk reward is good! It's really polished, but I spent a lot of time knowing where people were with the item I needed in my hand struggling to get a glimpse of everyone's faces to find out who needed what. Partially because all my passengers liked to stare into the corners of my ship =^). That being with 6 people which is many, but I think reading passengers at a glance easier would be more fun!
My team made Baking Hazard, a top-down one-hit one-kill shooter thrower =) Thank you for checking it out!
https://itch.io/jam/brackeys-14/rate/3836553
Excited to try a turn based RPG game, always love to see what people try in that genre!
You can import a web build preset (aka download something config it and it will spit out your web files) for Godot's export window; https://foosel.net/til/how-to-export-a-godot-4-game-to-run-on-the-web-on-itchio/ looks like a good guide for this. You need to hit the add button to find a preset. NOTE itch expects the game files to be zipped up and that they are called index (name in the export configs).
Shameless plug of my game, also hope this post helps you!
https://itch.io/jam/brackeys-14/rate/3836553 <- Baking Hazard!
This is a fun one! Once I wrapped my head around how it worked, the higher-or-lower x blackjack game got really interesting. I was confused for a minute, though I should have read the tutorial first! It's very intuitive once I grasp it, I wish I knew what the unicorn valuation was at the end of each round though.
It took a minute to figure out how the game worked, but it's a cool system! I like the blackjack-esque risking getting more tokens stuff. I would say a tutorial and some animations for attack, death, etc, just so that someone would know what's going on. My first impulse was spamming out the draw token button until I learned something about what it was doing XD. It's cool!
This is great! Though I think hints would make the secret rulesets more feasable, like how the rules are allowed to be structured (will adjacency ever matter?) I lost the will to puzzle solve during the OXY puzzle.
Maybe a tutorial given rule every time a new type of rule becomes relevant? Again this one is extremely polished, would have finished it with hints! The deduction is excellent!
I like the premise, I also think you should be able to have multiple stations running while you are waiting on things, or make everything shorter! I think the UI could be cleaned up with the baking ingredients as long as you always get one of each, consume one of each, and can only carry one of each at a time.
I also didn't understand picking up biscuits at the end to give to the demon, I went over to him directly then got a game over with 14 biscuits in the bank. Assuming now I needed to go get some from the counter, maybe a big arrow pointing down at it? I was engaged enough to post so props! I also really like the sumo demon man.
Great game, I got really hooked into it! Everything is just clean! Pushing to give some feedback, I think being able to hold a button down to pan the camera out a bit would make scoping out a pit to jump into feel a bit more like an informed decision. Also, having the wizard's demands be greater with time to match is something that would make it feel better to dive very deep in the level.
I died to jumping extra deep on the last request thinking i'd have more time and not fall 200 blocks. Which is epic, but that was just my experience!
First, the art style is cute! It's great to look at, through the gameplay doesn't feel great. SFX for the attacks and a goal conveyed to the player would feel great! Enemies didn't look like they were attacking me, my health going down was how I figured out I was being attacked. The animation frames look great, but the biggest thing that would make this game feel awesome would be looking at all the attack bits and making animations play smoother (probably faster?).
Keep the adorable biscuit gremlin!
The game has a great vibe! I like the audiovisual stuff, it's a relaxing game to stop and play. It's blackjack, and the cards meant to mix the gameplay up didn't have as much impact as I think they might have been intended to. Part of that may be that I didn't pick up on what they were doing, or that the system wasn't very obvious in gameplay. I didn't know the shop was a shop at first, or that they were adding cards to my deck (I think they are?).
It's a well executed blackjack game! The next thing I would do to it is make sure the player knows what the card system is so they can interact with it. Jam time being jam time, good stuff!
This is great! The card mechanics are fun, cards interacting with the environment surprised me and was exciting to discover by chance. There is enough card variety for the time within the jam and had some synergy (blast wand + wisp arrow was fun). Grappling hook was really fun! The cloud UI button effects are really nice and I love the art style. This is my favorite so far, I would love to see this as a full game!
I like the terrain destruction idea for the game, the bomb enemies and having bombs as an alt fire was fun to interact with! For what was in the game at this stage, having no directions made it tedious to reach the objective stones, but a minimap would have been overkill. Having landmarks would have made it nicer to explore. I found it easier to know where I was after finding the long tunnels I had left behind. I didn't feel like I could follow the story at all, but the gameplay concept is solid!
I like the combat system you implemented! The freelook-aiming felt unique and it felt fun to run into enemies! I do think that the map was very large and did not have a lot of enemies to encounter, at least in the first set of rooms I explored. I love the intro town; it was a great introduction and very charming!
I really like the direction you went in, I was not expecting a survival game! The theme is really fun as well. I do think combat doesn't tie into the rest of the game as well as it could. When I jumped into the hole, the first thing I thought was it would be a Stardew Valley-esque dungeon that all the combat would happen in. I hope that initial reaction gives some ideas if you keep working on this!




