This is extremely well polished, but also ends up being fairly repetetive. At first, I thought it was just a super meatboy clone, I didn't realize your other chickens would have an effect on the world, but when I realized that, my mind was a little blown with the concept. I just wish it was a few shorter levels, because doing the entire preamble so many times gets a little old, especially because the controls aren't as tight as they could be. Really well made game though.
CasperDahlinHolst
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I feel like this is an amazing idea, but that just doesn't quite work - which really is what gamejams are for. Personally, I felt frustrated just trying to make two loops go together in level 2 already. Having the game work on a "turn timer" or something like that, would make the game more palatable to me. I enjoy optimization and setting it up, but that also felt a little stressful with a timer ticking away. That shouldn't take too much away from this game, because this is really impressive for 4 days, and you should be proud.
Very elegant design, super easy to understand. Taking power-ups didn't feel that tactical, because I couldn't remember what they did from just colors. The game hits an odd, but somehow amazing, balance between intensity and calm - the music and sound keeps it calm, but the gameplay itself feels frantic. I'm not entirely sure how I feel about that, but I think that's a good thing. Really well-polished too. Good job!
I really enjoy this type of game, and also this game specifically. I'm not so sure I enjoyed the memory aspect of it, though, but I understand its interest. Losing all momentum when hitting the edge felt pretty bad on on the gravity maps - I would've wanted it to keep my momentum, but not move me out of the screen. It was also not that intuitive where the center of gravity was on the sattelite. I really liked the style and mood of the whole thing. The theme of it being fireworks was a really good idea. Good job!
There's really a lot of potential here, especially in terms of polish. I have a list of (hopefully constructive) critiques for you. Please don't take it too harshly, I'm only taking the time to write this because I think you are pretty talented, and that it might be valuable to you. I think you did a really good job with this, and I played it to the end and enjoyed it!
The attack ability: Firstly, I was confused, because on the itch page it says to "Left Click (Hold) - Charge attack" and "Right Click - Execute dash strike"... but I am pretty sure that's flipped. My confusion was furthered by the lack of cues that I was attacking. I almost quit trying to beat the game at level 3, until I realized that the charging indicator was the cursor getting smaller. This was completely unintuitive to me, and since there weren't any other cues that an attack was charging, I just thought it was broken. (and I also thought you had two seperate attacks from the description on the itch page, furthering my confusion). Since it is just a single charge ability, it may have been better to keep it on one button, and then activate it on release? This also means you can't cancel it, which could provide some interesting gameplay. But what it really is missing, is multiple cues: starting to swing the scythe behind you character, a sound when activating, and a sound that builds up until you release your attack.
The controls: It was a gamble, and I don't think it paid off. It felt like it was designed as a mobile game (it would make an excellent mobile game btw), and was frustrating to use when at the edges of the level, due to the slow-down - and in general a little frustrating because of the constant tracking you have to do. The design of the crosshair itself was pretty great though, so if I was making this game, I would definitely keep that as-is for the ability aim.
The visuals: are really great. I love your style. The vignette was a bit strong, to the point where the attack and health bar felt half-occluded. Digged the CRT distortion though, really fit the theme. One little detail was the hearts, I thought they were tongues for a solid 5 minutes.
The UI: looked great, but wasn't very functional. For one, for a game that exclusively uses the mouse, it is odd that the menu does not accept mouse input.
Audio: The choice of sounds itself is spot-on, it totally fits your style and theme - but some things really need sound. At first, I thought there might not even be sound in the game, until I was jumpscared by the murder sound. Even background music would get you a long way - but plenty of things lack cues to help with understanding.
The AI: could be a little unpredictable. I distinctly notices the AI do two different things in the same level, even though I did pretty much the same thing. Those damn things are hella complex though, and I think you've done a really good job with them in general. Just remember that good AI isn't necessarily smart AI, but predictable AI that the player can plan around.
The smallest little stuff: it was sort of odd to spawn in the middle of a corridor, with one direction being a dead-end. The projectile enemies didn't feel fun - this in general feeds into a bigger game design conundrum of how you play the game. Do you hope for the perfect run, setting it up just right? Or should there be counter-play when you are spotted? It feels like getting spotted in the hardest level is mostly a death sentence sometimes.
I hope you find some of this helpful, and not too harsh. You did a really good job with this!
This has been one of my favorites so far. Easy to understand, simple rules, and a surprising amount of content. Really good job with that. I particularly enjoyed the style and theme. I felt I ran out of coins pretty quickly, but I managed to get to the win condition (nice mech) fairly quickly, so I guess it is balanced fine for a gamejam game? Really smart to have the skip feature for that, though. There's some neat game-design here!
My god, I love this concept, and would love to see it as a full, more streamlined, game! Good job! (although, with the time I have, I couldn't figure out from the part where you had to figure out the meaning of the signs... Might also just be because my brain isn't very good at that kind of thinking?)
This is hella satifying. Such good care put into the feel of the main ability. It feels fast, fun and somehow tactile. The sound along with the trail visuals and the art on the "yo-yo" is just great.
One thought I had while playing, is that it could be even more satisfying if I could somehow cancel the spin mode, though it may be a little less interesting of a mechanic then. That, and actually hitting enemies could use more oomph IMO. Doesn't take anything from it though, as far as I'm concerned, this is top 100 material. Good job!
The atmosphere, style (love me some dither), sound, narrative is all just really amazing. Gotta be honest though, I did not get the coin game at all. That might not be the point though, certainly seems like a game that leans much harder towards a narrative and emotional experience. I wanted to see all endings though, and was a bit dissapointed that there wasn't a "true" ending... Or maybe there is, and I didn't discover it
This is probably the best game I've played in the jam, damn. You got so much out of the idea, the level was really well desiegned, and your core concept was charming and brilliant. It also organically adjusted the difficulty, by difficult puzzles getting easier, if you do other puzzles and get more staccoons. And the music fit perfectly, your game really had this well-executed cozy and silly atmosphere. Really well done, I loved it!
This has really great level design and core concept! I feel like the controls could probably be simplified, like there's no reason for "pickup" and "drop" to be different buttons, when you can't hold more than one item. It also felt unintuitive that objects didn't rotate with me at first, but I think it's the right decision in the end, because puzzle games should have constraints. I also quickly got used to it. I don't know if you can use that feedback for anything, but there it is. The polish really sent this up though - small things, like the blocks going red when you can't place them and such really go a long way. And I haven't even mentioned the style, which is great! Good job, man!
The shlorping hand is really well made, really gives the game a lot of points in the feel department. Effort spent there definitely wasn't wasted. Our games' concepts are a lot alike, and I find it a bit funny that we both decided on color-coding grow/shrink with red and blue, but swapped the colors. Wonder what drives those connotations.


