TUTORIAL LARRY MY BELOVED.
I actually found this game on Newgrounds first, and came here once I realized it was made in the same jam I was just in! I got a good laugh on call with a friend while playing this. Well done.
COLORCLOUD
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A good amount of games about editing headlines in this jam, or maybe those are just the ones I am drawn to. This one was a wonderful example, I really did enjoy the story, as well as the options for how you could craft the headlines. Certainly feels like a choice between wealth for the entire town vs wealth for you and your family.
I went with me and the family. SCREW THE TOWN, WE'RE RICH.
Well done, lol.
The suggestion of a deeply strategic game is probably a remnant of earlier design concepts, in which that's what it was meant to be. Now, most of the choices are pre-set and asking between stark good (gain stats) and bad (lower 'em) options. The exact changes of the stats are, indeed, randomized, but the randomization is largely inconsequential in the wider scope of the game.
Sorry the nonsensical mish-mash of mechanics made it too hard to figure out what was going on. Thank you for playing, regardless!
A wonderful execution on this flavor of interpretation for the theme! Best one I've seen so far. As other's've mentioned, a trash can of sorts certainly wouldn't go unappreciated, but barring that, just making one corner of the screen the cerified paper dumbster™ works well enough, and it's hardly that big of a mark on an overall amazing experience.
Bravo and well done to all of you.
Thank you for the very kind words. I think- as the jam's deadline crept closer and closer, and I crunched and rushed everything more and more- I began to focus on all the things I wanted to make but couldn't, and my disappointment negatively warped my view of what I'd already had. Couldn't see what was there, only what wasn't.
Thinking about it, if my own worry hadn't started to really get to me like it did, I might've been able to salvage the game into something far more complete than it ended up being. Quite ironic.
I'll keep creating, regardless. If anything, this has increased that drive. Can't leave on a low note. Not again.
Glad you liked the art! :D
I put it in the yapping on my game's main page, but "spin" can refer to a form of propaganda where you knowingly present a biased interpretation of events to mislead people. It's used a lot in the corporate and federal world. Think like the term "spinning the facts".
This demo is pretty sick, but I think the dungeon it takes place in does it a disservice. It's only gray and purple. From the GIF I saw on Pinterest (WIP snake boss), and the little secret area in the dark maze which gives you a glimpse of the outside world, the art style can and is a lot more varied in other environments.
Might just be me being a stickler for graphics, but I'd say it would be better were you to make some of those wooden background details in the dungeon brown instead of purple. And add some ivy around the place. Probably wouldn't have gotten very far in the demo had I not seen the aforementioned Pinterest GIF.
--WAIT THIS WAS LAST UPDATED IN 2021 LMAO.
Dude are you making the next Hollow Knight? Well, I'll be keeping an eye out for if this ever does get released, regardless. Godspeed.
Probably a bit late since you finished it, lol, but I did go ahead and enable the fullscreen button which itch adds by default.
...Honestly no idea why I didn't add that when I first uploaded. Maybe I thought the button would clash with my elegant ui or something. v('-')v
As for my next game, I'm gonna try my hand at making a full project again, not in the limiting scope of a jam, with more diligence to not fall into the same pit I got in between this jam and the last. So y'kno, I'll keep you posted.
Wow, you actually killed it. This feels like a complete and finished title, with a bit more content, it could be put on steam.
As for balance: Going primarily for bows seems to be a pretty dominating meta. I made it through all three areas and looped back to the forest pretty easily. Very much enjoyed my time doing so, though, so it's fine.
And as for weapon ideas... you could add guns C:
All that aside, I blew an entire hour on this and that was only one playthrough, thinking about replaying and giving knives or something a go. You did amazingly in the two weeks given.
Well done!
Quite a fun arcade shooter!
Would've been nice if there was a win screen of some sort once you beat all the waves, but there not being one also allowed me to just wander around and pick up ammo until I exploded. Seeing the particle count surrounding my character balloon to ridiculous sizes gave me a laugh.
Well done!
This project's design decisions, albeit over-scoped or ill-thought-out for the jam, gave it a unique charm and aura which I have already praised quite a bit in discord servers and comment sections abound. I encourage your desire to learn better game design, but I also must ask that you work to maintain memorability in your projects.
Learning how other's make games, as well as commonly accepted practices for design are helpful, but only so long as you use those lessons to better explore the unique personality your work currently already has. If you begin playing it too safely, or too by-the-books, your upcoming games could go from being janky but interesting, to well-made but forgettable.
For you especially, I would see that as a real shame.
Granted, your final statement hints that you in no way mean to begin making drab slop, but it also attests that games have to be fun. In response, I would simply like to emphasize that the best, most unforgettable games often balance aspects of themselves which are fun, and aspects which are very much not so. This doesn't even have to be weighted towards the enjoyable side to be... well, enjoyable, as seen in Pathologic.
That's a lot of waffling to just say, in your endeavor to make better games, I ask you to never sacrifice memorability for simple entertainment.
I can't wait to check out the Director's edition, and I really can't wait for your Petscop-inspired piece, whenever it is released.
Fun time-based collectathon sporting a hand-drawn art style and some nice music and sound effects. The game has a bit of a learning curve in deciphering exactly what you are supposed to do and how it is done, but it can be picked up pretty quickly given a failed run. Two if you've got as much of a skill issue as I do.
I enjoyed my time with it. Well done.
Couldn't get past that one level with the moving spike wall, i'm afraid TvT
The game was fun though! Adorable little pixel platformer with quite challenging (to me, at least) gameplay. The visual style is pretty to look at, and I found the rain sounds quite calming, which provided a funny contrast to me constantly dying as I try and land an extremely tricky series of jumps and "zaps". Overall the experience was pretty entertaining.
Well done!
This is insanely good!!
It actually has a gameplay loop which I don't think I have seen anywhere else, which is already unbelievably refreshing, but on top of that it is fun. Like, really fun. The loop is executed masterfully, only aided by the music and smooth, simplistic yet appealing models. It all comes together to help induce a frenetic catharsis as you sort through the quickly growing pile of items. The choice to not have a goal or quota, but rather, a high score was a very good one. You allow the difficulty to scale to the abilities of each player, ensuring the game isn't too stressful for some, nor too easy for others. Perfect for a game jam in which not much testing can be done.
Only possible issue I have with the game is that it took a bit to get started, as I wasn't able to read the tutorial text at the bottom as items start appearing a bit too quickly, covering it up. I managed to figure out how to play pretty quick, regardless, as what exactly you do is pretty obvious with context clues.
I applaud your work!
Well done!
(I got 102 btw)
I made a dumb little leaf tent in my first try, and was real proud of it, until the storm started with 80 degree winds, and everything including marvin went flying off of the map.
So needless to say that was hilarious. The game was a bit difficult, and I would have liked it to not be so RNG-based, what with the windspeeds and what you get from the shops both being random, from what I could tell. But other that that it was an entertaining little experience of trying to keep a little goober from flying off the map.
Well done.
My character's tires have to have been smoothed out to look pretty or something because if I breathe on a turning key I spin out. Wonky car controls aside, this game was honestly amazing. From the grungy chill pizza making to the frenetic rush through the war-torn streets of the most peaceful area in Brooklyn. The actual cooking part is more of a nice break from the stress of the deliveries, where the real challenge lies, accentuating the games theme of "the calm before the storm".
It's a masterpiece of a game delivered in merely a week, earning you a bonus of five stars in multiple categories.
Well done.




