I like the concept of the game a lot. The art works was also super chill and the whole game felt really cute. The art style is simple but works and I like a levelling up system. I think the premise was slightly too unchallenging and as others mention the layout is kind of broken but not unplayable just my waves would launch slightly off from where I clicked and the line didn't go all the way across. But I had a good time and really appreciated you committing fully to a wave game.
cdcox
Creator of
Recent community posts
Quite the charming game. I love the chill tempo music and the cute, consistent clean art. Also I really really enjoy a good walk cycle and yours is fun. The water effects are cool. I feel like the premise is a little simple for how good everything else is. But it's such a cute and well polished package I found a lot of joy in it.
Great graphics and music. I love the in game menus that's always a treat. I found it a little hard to read what I was doing like both from a control perspective sometimes left right would go up down some times the opposite depending on where I clicked and also from a 'what makes this go bad' perspective. I settled on fiddling every knob a little to move up the hill until I got near 90% unless instability rose then just panic adjusted everything to see if I could get it to stop and called it there. Which seemed to work. I think like if there was more information in the waves or in some other wave that made tuning it more obvious than just watching the number would help. It had a cool vibe and energy to it and I liked the little backgrounds of each person. I really love the art it reminds me of obra dinn in the best way.
Beat the game. I'm a huge tower defense fan. Love the making the walls with fish, always a fun aspect. I love games that let you shape the battlefield. Would have maybe been more exciting as well if you varied the enemies a little more. I saw faster waves and more HP but high large numbers of low HP or mixture of fast and slow could have made things a little more dynamic. The UI was nice and well designed but a little over-reactive and once I dropped a fish into the end zone and could never get them out. But a slow open and close might have been nice. Love the pixel art work, really appealing and clean. I think the sound could have been tuned up a bit the music was fine but monkey brain loves dying sound (and maybe some death anim could even just be confetti or something). But overall this is a really well considered tower defense. I had a great time with it and every aspect seemed well considered and well designed. Great Job!
Also fish in a tower defense is a new angle and I loved the variety of their attack patterns, nothing too obvious and all took some skill to make work good.
Cool fun premise. I like when a game does a risk/reward thing and I like the idea that you only get points for the platform and that if you go to high you spawn waves faster. Given your premise the enemies might be slightly less meaty I think it would make the wave part more wild if you could drop them faster. The overy numbery style is actually pretty cool. Overall there are some good bones here.
Nice little arcadey game. The gameplay was nice and reponsive. The dash was cool and the sound was super meaty and cool. I got to like wave 4. The bloom blur was a bit much and kind of hurt my eyes/the style IMO also it felt really zoomed in for my taste. The enemy AI being so responsive was really cool. I felt like they were using real strategies. I'm not sure what I was supposed to do with money. I appreciate you let me overheal. It was an enjoyable run!
Cool UI and design. Tried it with a temp API key I deleted after. The sound design was nice as was the conversational starters. Really interesting concept, kind of a game kind of a like therapy app. I like the coloration a lot. It seems like you have a solid prompt here. I don't have many things I need solved so wasn't really for me tho the suggested replies was cool. The achievement design was pretty snazzy. Overall pretty cool always fun to see LLM projects in action.
Wow that was a beautiful game. The main character 3d model was cool and the menu was fantastic reminds me of something out of like persona. Also whoever did the music nailed it I can see why you kept saying turn up the music. Boss specific music is super cool. The gameplay was a fun idea kind of a unique take on the galaga/bullethell thing with the movement. The enemy Ai kind of glitched which in it's own way was pretty amusing watching it like stare at a wall. But enemy AI in a game jam is always a crazy lift. The boss worked pretty well and has clean AI and multiple attack patterns and was pretty brutal. Absorbing my shots was an interesting shift as usually player weapons do that. I feel the controls were a tad bit over designed. Holding space was a bit tiring and the colored shields didn't matter much but I could see the vision and how they could matter if the game got a lot more chaotic. The upgrade system is a cool idea, a little of the roguelite blood coming in and I always appreciate when upgrades are tracked at the side. The whole thing had a bunch of super polished and professional elements and overall this is a huge amount of really solid work and it made for a really enjoyable run. Great job!
PS: I never got a super wave I'm not sure how to load that bar up, maybe it was blocking?
Nice. Thanks for the reply. I understand now. I played it with that information and it was pretty cool. I really like the floating pathing. It's slow but not too slow and it has a risk reward component with you. Drop it and try to catch it or waste the time trying to get the whole thing. I managed to get 11 boxes. It's a pretty fun game. It adds a really nice resource balanced element that was missing when I didn't know how to do that. I really like it.
And yeah tutorial stuff is really hard to design even professional games struggle with that and it's a game jam so it's hard to get to stuff like that. You did include the commands on the bottom but I didn't fully understand them until your follow-up (though from some of the comments some people can't see them. It sounds like classic UI issues that involve how you anchored, different screen resolutions can cause issues.). You might just include a little write-up on the game page or on this page about how to play, I think people are generally willing to read to figure it out. I've definitely had almost the same thing happen In a different jam and people usually were willing to check the page to figure out how to make the game work.
But really it's a very pretty game and the gameplay definitely has that cool spontaneous vibe that I really dig into games where stuff is all a little chaotic so great job!
This is so amazing. The UI is so clean and colorful and nostalgic. The game is fun, right amount of weird and challenging. The music and speed are chill and enjoyable. This thing feels so professional and good. I just had a delight playing it. I'm not so good at it only got to level 6 on my best run, but the whole time I was in that 'flow' state that you only get with the best games. Really great job!
Played a bit. Really nice art style on the cut scenes and main character. Solve the scissor puzzle and then died to the doll and bells. The level art was cool. The controls were a bit floaty having to be at exactly the right angle to click things was rough. The movement felt fun and the puzzles were decent. Liked the coloration and vibe. Cool ideas that could really shine with a bit of polish! And the art and UI are really good
Thanks for the comment. Yea we went back and forth on leaving it kind of wobbly and arcadey or grounding it more but after playing it a lot hoped people would enjoy the weirdness of it.
Honestly we lucked out. We'd never made a racing game before and found out Unity has an extremely robust terrain system and someone else had written a really fun road editor and one of our team members went ham on designing roads and terrains (and crashed unity about a dozen times in the process), then it was just designing enough textures and skyboxes to fill it out. If we had to spin up our own roads system it would have been a much less productive month. Funny enough the small effects on each level: the procedurally generated buildings on L1, the billboarded cactuses on L2, and the slowly expanding middle and multiple exits/story directions on L3 were the things that causes us the most most pain.
Oooh I see yea sometimes I lost the square shape (level 7 especially) due to the view port on chrome now that I zoom it in and out I can see. I was able to guess on most levels so it's not exactly game breaking but it did mean on a couple levels I was like 'I assume it's the hole and not one of the corners'. Also forgot to mention the purple shadow with the fall is also really snazzy and idle animations rock, you almost never see idles in game jams so dig that.
The waves are lovely and the kraken mechanic is cool. I like the timing on it. The rolling waves are really well done. I wasn't really able to make the packages do anything though. Like I click them and they just kind of jump. Is there something I'm missing. I'm not sure how to channel them or move them to my boat or move my boat to them. I tried swimming to them and moving around my raft. If you can explain that command I'd love to give it another shake. The sound design was nice the music is tense. I love your procedural animations and art style though it's a really nice little game.
Played through level 9. Fun little small game. The waves were really the best part the colors and ricochets are cool and lovely and the hits feel meaty and impactful. The enemy deaths were nice too. I love a big enemy death not something you see too often. Could probably have made the game a bit faster and have it build level over level. It wasn't clear if it was getting harder or not. Also wasn't sure there was an upgrade mechanic, you mentioned it in the description, was the yellow thing upgrading me? Felt like a classic game jam game really fun to play. I also liked how my little blobby dude moved that was cute. Also weirdly your sounds were in your folder not sure why they didn't link up
PS: you packaged your virtual environment and your git file. You probably didn't need all that, not that it matters just thought I'd mention it! Also if you want your sound to play you need to actually trigger the play method on them in sound.py play method something like 'sound=self.sounds[name] sound.play()' with proper line break and stuff. Might also put like a check around it in case the sound isn't loaded so pygame doesn't crash if a sound gets misloaded.
Right now your play is a stub I think. (I have not done pygame in years tho)
Fantastic animations I love the way the little guy runs. The wave land and the kneel and waves all look really clean and really pleasant. I appreciate those little touches. It's a hard game, I made it legit to level 6 then checked through the rest. The blue jump is cool and I like the music change. The puzzles are pretty complicated and the mechanics punish missing really hard and the jumps are pretty precise. But I think people who are better at platformers could probably handle it. I liked the whoomph sound a lot and the music was pleasant and energizing. A couple times it was hard to tell where the ending was like the door didn't show up. The running mechanics feel nice and clean. Really nice polished little platformer.
Very visually striking game, you captured the vibe of a boring little takeaway shop perfectly I love the low pixel 3D art style you went with. The employee hand book is super cool and the sound design is nice. I like the little timing minigame on the microwave. The issue I think with the game is the core loop is slow and vague. Like I thin you are going for a Paper's Please vibe, but that game despite being 'boring' keeps you constantly moving. In this the flow is kind of killed as you stare at a microwave for most of the game. It's also not clear how far you are from ending each day and there is no like easy way to assess if you bought the right amount of stuff or not. I ended up losing because I tried for one of the bigger upgrades after buying what seemed like enough stuff. It's a shame because the mystery seemed really cool and I wanted more but it was just kind of slow to get anywhere with it. I think if you could find the legs and a compelling core loop that kept you more active this game would be awesome. It's got a lot going for it.
Thanks for the nice feedback glad you enjoyed it!
The UI thing plagues us constantly we really need to figure that out. Last year it actually broke our game. Hopefully this year it was possible to at least start it even at weird resolutions. But yea how we lock items to parts of the screen has issues. One thing we really struggle with on Unity.
Yea making boosting vs not boosting more readable would be a nice addition that's a good way to do it.
My bad about the pause thing. I had set it up that way during development and forgot to fix it as we got near the end but good catch.
Really fun concept, asymmetric stuff like this is really cool. I liked the risk reward of dodging in for a hit and dodging out. Takes a little too much precision and speed and is a little too repetitious right now. The hits are nice meaty the sound while a little sparse hits just right. I like the idea of enemies each causing different movement break downs or losing an ability that's unique. I think this would have been best with a controller of some kind. It's pretty hard I never made it past the third fight and felt I had to be a dodge expert if I wanted to go further. It's got a lot of polish and it's a neat core idea.
That was fantastic, the art was cute the music was fun. The game play was simple and delightful. I'm amazed you managed to balance the game so well, usually games like these are much too hard or much too easy and this was just right. The UI was really gorgeous, my only compliant was the tile status kind of pops over the game making it hard to click. Also managing to keep the color palette so consistent is great. This feels almost like a real professional game. Really great job! This is so well polished.
If anyone is wondering, space is the button to do things.
Holy shit the art here is unreal good. The mix of the game system background with the paper cut out and 3d is astounding this game is absolutely beautiful feels like a full released game. I like the gameplay, dodging the notes is cool once I figured it out. The crowd one was inspired as it was like reading some subtle and interesting cues. Also nice and forgiving. (Still got an F I mean B) Music was fun and fit well and the sound design was on point. Menu UI was nice. Really would just love to see more from this as it's such a strong start. But it's also a pretty much a perfect bitesize game jam game and you clearly polished two main concepts to perfection. Also thanks for including a metronome it made it so much more doable.
PS: you might consider a web-build or at least some screenshots on this page, your game is so cool and it'd be a shame if it didn't get attention because people can't see how cool it is.
The art is really on point that low poly vibe is nice and the character illustrations are funny and amusing and the dialogue was fun and quirky. Reminded me of like Limbus company. The wave system is cool and the boat is pretty dope. But this game is hard. You just can't dodge very well and the tentacles are so random. You also move so slowly relatively to the waves even when it was going really well I barely felt like I was making progress. Might work with like 2x the player speed or something. Still some fun bones I'd love to see them fleshed out more.
Haha that was wild. The art style had some tearing in movement but was really pretty. Actual dance moves in a 2D game is totally wilding and congrats to your animator. The dance animation looks excellent. The humor was good got a little chuckle out of me. I tried all the dances out and mostly just ended up cheating. I think this has some real potential and there is clearly some love in all the art and animation in it.
The art is super enjoyable and the kind of in environment rhythm thing is really cool I love the idea of a rhythm game making shapes on the land as you do it. It felt a little merciless a longer buffer might be good, that was some tight timing haha especially with inputs all over the screen so catching them was tricky. I like the bones and the art style and sound design is definitely there.
Wow! This rocks a whole intro animation that is like a full cartoon. So much art. I love the spell casting reminds me of Arx Fatalis. The music is cute and the whole thing has such a great vibe. The music is simple and enjoyable. My only complaint is that the platforming is a little finnicky so I'd fall off stuff a little more than I'd expect (like in the second level I had a hard time getting off the block without ending up in the pit). I am also just bad at fast multi-task platformers. The magic is so cool I would love to see this type of system in a non-puzzle game Also the UI was really clean and polished. Really impressive how much you manage to get done. (Also loved the animation the stretch when falling far was so subtle and cute).
Yea strongly agree about the terrain issue. Because of LOD clipping and the terrain being one-sided it was very possible to end up in a place where you can't exactly see where to go next and even lose the whole level especially with the fixed camera. The self-destruct button was a last minute patch for that but even then it's not great as it has it's own bugs and can be disorienting. Good point about the boost, original we used the particles turning blue that is too subtle. I think the trail swapping for a different color or a camera change would have made it much more clear when it stopped/ran out.
Thanks about the maps, we had a lot of fun with sky boxes road design.
This is great feedback. Thanks!
Terribly fun. Reminds me of those simulations with thousands of Marios running the Mario maker levels. Or like reverse lemmings. I massively applaud you managing to code that many enemies running across the screen with minimal AI and still making it performant. I got a little slowdown around level 20 but that's not too bad. The UI is lovely and the assets are clean and cute. I loved the chunky sound design. More hero types or the ability to sell blocks is all I could see improving or a bigger level over time. I dug this game a lot and I feel like it's got some legs.
The game was pretty fun! I love the concept of running around a failing ship and trying to get the radio fixed. The minigames were fun and forgiving which I love. I feel like the crisis happens slightly too often and I kept dying for reasons I did not understand. I was able to work around the Azerty issue and finish most of the puzzles. I think moving a little faster of sprinting could have been helpful. I liked your smoke effects. The voice acting is always a delight and so rare in game jams. The screens are pretty as is the diagetic UI stuff. You maybe made it slightly too shiny as in some angles the light would block the UI but maybe that was intentional. Really strong showing it looks really professional and polished and plays well.
I coudln't rate because the queue but still left my feed back. Really strong art direction! Here's a link to ours: https://cdcox.itch.io/esc-from-space-bar
Pretty cool. I really like the pixelated style. the game play is super clever I'd have never thought someone could pull a game play like that off. And it's admirable you managed to make it so I never got stuck on rocks. I lost to one mermaid, beat the second and found my way to the house. The navigation by objects is cool tho it might have been nice to have a few more. The overall vibe was super cool and moody from the hand drawn map to the cool level and monster design and the nice sound design. I did feel like the boat doesn't 'turn' quite right, like I had a lot of trouble getting it to turn and mostly was just spamming the paddle to get it to turn. It's fun how much speed you can get going in the boat, I love games that don't cap player stupidity. The siren's are cool and scary. The navigation was a little confusing and I couldn't find my dad. Overall really strong art direction and pretty solid game play.
Really huge amount of art assets I love seeing something this ambitious. FPS games are really hard mode for game jams. Also the zany sound effects and vibe is great. Beat the first level after a couple tries. Your FOV feels a little tight and the colliders are a little aggressive around the fence. I liked the fog and the swinging animation. I then got to the second which was a cool concept. Puzzles in the real world kind of reminded me of a scavenger hunt. Was a bit laggy which makes sense, online game with that many assets is tough to make run smooth. I then got stuck after triggering the gas station. They game me a crystal and my player control disabled. The second level has so many assets I really admire setting all that up that ain't easy. Hugely ambitious project great to see it.
What a delight of the game. The art style is so cool, reminds me of a children's book or comic. The idea for the gameplay is super innovative, almost immsim. Actually reminded me a lot of ghost trick. I liked setting up radios to draw people over and the in game art was clean and cute. The only issue the timer felt a little short and I felt like a lot of time I couldn't disable the NPCs with a distraction as long as I would have liked. I managed the first level, accidently cheated and won the second but had my path set up to win, and couldn't get the timing right in the third so just jumped to the last cutscene. Maybe there was some way to jump and retrigger interactions faster but it felt a little finnicky. But I'm really impressed at the amount of work and the crazy concept you managed to pull off in one month. I also love the plot reminds me a little of like Futurama.



