Sure! here it is EDIT: sorry can't make the share link work right - starts at 4:40
checkmate101
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I'll need to close this thread. Unfortunately, I have circumstances that will keep me from doing any ratings on the last day. However, I will offer this advice for free if anyone is still looking for ratings or attempting to reach their goals:
- Above are creative people who are responsive and were looking for ratings: You can play their games, rate them, and then comment on their rating page with honest, helpful feedback.
- Commenting on other's rating page is a great way to get a return rating, build some community, and get some visibility on your own game (organically too)
- If you can't write an interesting/creative comment, why would people think you can make an interesting/creative game?
Anyway, that's my two cents. Best of luck to all!
Nice work on this one! I liked the movement of the sub (I'd played a different sub game in the jam that felt harder to move). The concept and the art was nice - very well executed in a week going solo! Back to the movement - I thought the rotation was well thought through and felt like I was directing it when its nose pointed the right way. The boost feels good, and is definitely better to run away from enemies than try to face them with the light.
I did find a couple bugs. You might check your hitbox on the sub and consider smoothing/rounding it a bit. I got caught on one of the skinny ledges and couldn't get out. When I mouse over the Restart button parts of it get cut off and it says "Resta". And one suggestion - it would be cool to see my final score on the gameover screen.
Ok this is hilarious and such a cool concept. I really love the aspect of creating the board game as you play - I don't think I've ever seen this before. The art is zany and the idea fits well with the theme. Ok, bugs/feedback:
- I played on web (chrome) and the bottom of the screen cut off just enough so I could still play but not really see everything
- The green swirly tile was a bit unintuitive - I thought I had softlocked the game (screenshot below)
- I would have liked more choice/agency to get a bit of a strategy. There was some goofy interactions with the go back causing a ton of damage, but I felt a lot of times that the game kinda played itself (so maybe roll 2 dice and pick one, or have some tiles give you a choice to attack vs heal, go forward vs back, etc.)
This was so much fun. If you could add a multiplayer (even local) that would be amazing. That and I think a little polish on the art and dice faces would go a long way toward replayability (tbf, I already added this one to my favs collection)


Thanks for the comment and feedback! I think we can improve the crafting balance as you said. We got feedback from playtesting the last day of the jam that said some similar things - it was quicker to just go for the main quest rather than bother with upgrades. I think next jam I can try to get something playtestable ready earlier.
Thank you for playing the game - I'm glad you had fun.
True story, I actually avoided this game due to the reference on the dev's pfp - lol. However, this game is truly fun. I think the art is hilarious and the game works really well with the theme. The controls felt fair and the level design was really good too - coins and collectibles tell you where to go and there are a couple paths where you can clearly see the risk/reward of either. The spacing felt fair too as the platforms and enemies could be avoided with the right inputs.
Really funny to go to a new world and the art and music just change. I tried a few times before getting thru the first loop. Not quite top 10 on the leaderboard though - some of those scores are crazy.
This is very impressive. I'm shocked by the amount of different environments and mechanics. The menus were also super unique with the scrolls that open and closed. However, they sometimes will oven offscreen so that you can't actually see what's on them. I hit a bug in the overworld that blocked my progress. After doing the space and cave level at the top, the camera did not follow the player in the overworld, so I could not see where to go next. The tab menu also did not pop up after my player left the screen
Now tbf, I know I'm not going to win. There are too many other games that I recognize are better than the one I submitted - after all this is only the second jam I've been in. But it's fun to have personal goals. So 20 is a cool number to have as a goal because you are then eligible to win.
My first jam, 20 was my goal (which we got! yay). This Jam my goal was 30 ratings, which I have got too. So I hope to do well in the rankings, but my goals are met, and the fun part is trying other people's games and helping them reach their goals. And getting feedback on comments so I can learn
Why does this clicker game require so much concentration lol. The collecting coconuts manually was not fun - the collectors were pretty much required. However, once a few things got put down it was very addicting loop. I found out from reading other comments that the escape key was the cancel build - this would have been nice to know as I spent a while with a tree in my view that I couldn't place down.
However, i think you have crafted a fun addicting game loop. The art is good and on theme, and I also liked the humor at the beginning.
I also encountered a bug on hitting replay that the audio seemed to double up
I'm not very good at the game - I thought the art was nice, and the theme was well met. The systems felt deep and complex. But the planets were definitely better off without me trying to help. The perfect plant timing seemed to be very difficult to hit, and the secondary plants seemed to just always make the planet work and half the time not fix the thing I was trying to fix.
The how to play was helpful, but I'm still not sure I was using the settings correctly. I think one thing that would be helpful is if the plant would default to a secondary harvestable state rather than have to be destroyed. I guess you have unlimited seeds to try, but the first planet died before I figured out how to ship a plant without destroying. (Then I focused on helping just one planet, and it died next lol)
I still had fun
Very thoughtful entry. The aesthetic was quite good and the story was a great take on the theme of a familiar place becoming strange after loss. I think there was a lot of heart put into this one. I'm glad I tried it (@edeylimbo actually just recommended your game on one of my random posts)
If you're planning any future updates, I have 2 points of feedback
- The FOV felt really zoomed in (i get motion sick easily)
- The camera movement also felt really slow for some reason, it felt like I had to move my mouse really far to get turned to got in and out the rooms
My credentials - I beat Celeste that one time lol. Nice platformer entry to the jam - I'm glad to try it even though I did not get all the way through. I think you did a good job integrating the theme and the art and sound. The levels changing up was very interesting, and the initial story of the character being tired of collecting the same gems was also a nice touch.
I like that there were a few anti-frustration features like a quick respawn, and if you got the gem, you could just make it to the end instead of doing everything in one go. People have mentioned the controls - I did think the character was a touch too sensitive and the variable jump height was particularly tricky for me to get with a keyboard press. But I think I would have made it farther if the tops of the platforms weren't so slippy, especially on the rotation and angle levels. There should be a tiny bit of traction so the player can accurately judge the next jump without falling off
This was an enjoyable little maze game with the added mechanics each level relating to your ability to change shapes as you navigate. I'm impressed you did everything from scratch as a solo dev in a week. That automatically increases the rating by me. The inspiration is also a good one and matches the theme.
The only thing that felt weird /off to me was that the triangle is the only one that could break walls (i guess because it has points?) but it felt weird that the other shapes did not have their own innate ability beyond passing specific gates etc.



