Thank you for playing! Always cool to see someone come back to a game after an event. Yeah, seeing SXSW discontinued sucks. But I’m going to keep creating! And keep attending the game events that are still around. Maybe we’ll meet again and I’ll get to show off another project~
CookieCherith
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This is really cute, and it got me to bust out my notebook to write out all the combinations! I didn’t end up using the poison at all really, since the only benefit I can see is basically skipping a request you don’t know how to make, but I simply learned all the recipes so I could fulfill every order! The art is really cute, but suffers from the extremely common knowledge-gap of not importing pixel art sprites properly. Make sure you select each sprite and set the Filter Mode to Point and the Compression Mode to None. This art deserves to look clean and crisp!
This is a neat little game! Here are the main points of improvement I noticed while playing:
- The camera feels really zoomed in, it’s easy to get hit by an ant before you can react to it
- The healthbar covers a lot of the screen, it might be better to make it smaller and put it below the character so you can see the ant below you better
- The ants could probably stand out against the background a bit better, you could always add an outline to make them stand out
- The candies have collision, which feels weird. And it means that if you’re walking up when you place a candy, you immediately get caught on it, meaning that going up is objectively the worst direction.
Overall, it’s a fun interpretation of the theme, and a nice arcade-style game to pass some time.
This is just super fun. I don’t have much to say, I really enjoyed it!
I did find a strategy where you just avoid picking up new weapons entirely (since you get points for breaking boxes, not picking up weapons), which allowed me to get a score of 106 using mostly just the rocket launcher >w<
The flamethrower is definitely the weakest weapon - not only does it take a long time to destroy boxes, but when you burn enemies they bounce around and can set you on fire, not to mention the fact that if you shoot it too close to a wall, the flame bounces back and also sets you on fire. I got myself killed at least once in almost every run using the flamethrower. But it’s still fun, I cannot resist.
Absolutely brilliant game! Amazing job <3
I got down to 3078mm! The background had just started to turn a bit darker. How far down do you need to go to see the void….
Out of all the cookies, the Classic Choco was the best from what I could tell. The Oatmeal Brick fell too fast to react to anything, the Macaron was good but takes a long time to get high scores because it falls slow and dies the moment it touches ice, and the Cracker having no way to slow down made it very hard to collect the gold pellets.
This game is simple, but good. I’m surprised by how long I played it for. The promise of reaching this “void” is tempting, but it doesn’t seem like the gameplay changes much throughout the dive, so I’ll be leaving it at 3000mm for now. Good game!
I’ve played Cookie Clicker, so I can’t help but compare, and the first thing I noticed in this game is that the cookies aren’t stationary! You actually have to put some thought into the manual clicking, which is a nice change of pace for a clicker game. Love that. Sadly, for me, a lot of the cookies would fly off the right side, behind the shop, so I couldn’t click them. Seems like there was some issue there with telling them where to spawn. While the manual clicking mechanic is fun, it sadly gets outshined immediately by the automated production. And once that happens, this starts to feel a bit less unique. I feel like there’s something here, and I’d love to see it expanded upon a bit more. Maybe the buildings could require some kind of manual input that’s different for each one? Honestly, I’m just really excited about the idea of an incremental game where you’re not just buying things and watching the number go up, but actually interacting with the game! And this is coming from someone who likes incremental games, too.
I’m sad to say this of all the games I’ve tried from this jam, this is the one I couldn’t finish. The level with the hands was just too much. That said, the core of this game was really fun! There was just a bit too much friction for me to finish it right now.
I’ll break my experience down into positives, negatives, and ideas.
Positives:
- The Cancel Jump move feels really nice to use, learning how fast it moves you down and figuring out the timing to land where you want to
- The fact that you can buy different cosmetics (even though I couldn’t afford any T^T) is neat, gives a bit of personalisation to the experience
- When this game works, it works well. It feels really good to get a successful run through each level!
- This is a potential negative turned into a positive: You can get stuck in the side of platforms and walls. But as it turns out, you can push yourself out, and when you do you can do a wave dash, meaning you can kind of wall jump! This save a run once or twice, and it felt really cool when I pulled that off. Maybe you could make this an intended mechanic?
Negatives:
- There are too many controls! It’s overwhelming, and they’re not super intuitive. My recommendation here is to slim things down. For example, instead of a designated “speed up” button, just have speed build over time as you move forward. The player can release the movement key if they don’t want more speed. Another idea is that instead of a separate key to slow down, just use the “Cancel Jump” key. If you press it mid-air, you cancel your jump. But if you keep holding it while you’re on the ground, you cancel your speed.
- The milk mechanic was a bit too much on top of everything else. There were a few times when I was feeling good, doing all the parkour, and then I died because I forgot and got over-milked. If the controls were slimmed down, this might be less of a problem. Right now, it kind of conflicts with what the game seems to want to focus on, which is the speedy platforming.
- The level design doesn’t seem to line up with the idea of speed. The pit of spikes with a hole that you can’t get down to unless you know it’s coming, and you have to slow down significantly for, is the first example I can think of. But the entire hand level showcased this - if you don’t slow down, then a hand can be in the wrong place and kill you no matter what. So you have to slow to a crawl for the jumps across the pits with hands in the middle, or just hope you get lucky, since there’s not much you can do to slow down or correct your path once you’ve reached a pit.
- The camera seems to lag behind the player a bit. There’s already lookahead, which is good! But when you’re going fast, you want the camera to look even further ahead, not lag behind.
Ideas:
- Make wall jumping an intended mechanic! It feels really cool.
- Focus on speed in your level design, since this game feels at its best when you’re zooming through the levels.
- Maybe give the player a preview of each level when they restart, so they can look ahead and know what’s coming, without having to find out first by getting there. I died near the end (I assume) of the hand level twice to obstacles I had no idea were there, which inevitably led me to stop there.
Overall: This game is really close to being incredibly fun! With improved level design and a tightened control scheme, I could see it really hooking me, trying to get faster times on each level. Great work!
This game’s concept is very interesting. Once I figured out all of what was going on, it started to show some of its potential. You can definitely improve it a lot with some simple polish and quality of life things, here are some that came to mind while playing:
- An indication of which direction you’ll attack in (it didn’t always seem to aim at my mouse?)
- An indication of your attack cooldown
- Enemy healthbars
- Wind-up/wind-down animations for enemy attacks (so you can react to them)
- The sacrifice menu button is really inconvenient to use with these controls - my left hand is on WASD and my right is on my mouse, so I have to move one of them to press it. If you want it to not be too easy, a key like V or T might be better, so I can still keep my left hand in-place.
- Add some kind of indication of how much it costs to recreate sacrificed limbs (which would also help indicate that you can recreate them)
All-in-all, with a bit of polish this would be a really neat game. Even with just this simple prototype, I can see the idea’s potential!
PS. You might want to set the project’s Community mode to Comments instead of Discussion Board. A lot easier to pop by and say something that way!
The concept here is fun! Movement is a bit clumsy, which makes it hard to get to where you think a cookie is before it’s moved. The number of scans and reveals you get is pretty low considering how easy it is to miss them, but I guess that’s part of the challenge. Maybe you could have the camera show the whole map? And maybe the scan arrows could persist a little longer. Either way, if the movement was cleaner, I could see this being a fun game to try to get a highscore in. PS. Make the player’s hitbox smaller! They get caught on walls way more often than it looks like they should, and you can almost get stuck in the little chamber at the bottom of the second level.
The fundamentals here are good! Feels nice to control. The level variety is about as good as it could be with the limited mechanics.
Small tip: Calibrate the volume of everything with master volume at a middle value. That way, if the game is too quiet for someone, they can turn it up. If you calibrate at max value, it can only get quieter.
The thing that stands out to me is that this game encourages you to speedrun, but doesn’t have anything in the way of routing. There’s a bit of risk-reward with mashing faster, but not enough to make it feel worthwhile to run through again for me.
It would be great to see more mechanics that allow showcasing skill, like timed spikes that pop up and down, or projectiles, or maybe two routes and the faster one is a lot trickier. You’ve got a really solid foundation, I’d love to see it expanded!
I’ll reply to this comment, but it’s really in response to everyone who’s mentioned this - when you say the attacks aren’t responsive, you’re referring to the delay before they actually attack, right? Would some sound effects and visuals help, to make it clear that the attack is charging, not just randomly delayed? Or would it be better to remove the chargeup time from the humans entirely? The goal was to give the demons a chance to dodge the attack, when you’re playing as them, but that’s already difficult with the charge time, so it might be better to not expect the demons to be dodging and allow them to focus on landing attacks instead. I’d appreciate any feedback on these ideas
Simple, sweet, polished. I had unintended twists and turns. Like finding out I could move! What will they think of next.. Though that was on me for not reading the controls. I especially enjoyed the triple dot player (spread out hitboxes, nothing can hit me >:3) and the shooting enemies (I can dodge their bullets well), but the total score system encouraged me to play with a variety of player/enemy combos. Except the flashing player. I did not like that one, not even total score could get me to play more of it. Overall, really solid game.
For a first jam with no background, it’s impressive that you were able to make as much as you did. You definitely should be proud of what you achieved.
I definitely look forward to seeing future games you create! I understand not having the time for a post-jam update.
On the note of physics, in this case I’d probably let the player pick up the boxes somehow, to sidestep the physics a bit. Don’t feel bad about the physics though, they’re always a mess, I know from experience, especially with Unity.
Again, good job doing everything you did in just a week!
Thank you! It’s good to hear you plan to keep making games. I know all too well the feeling of running up against your own limits when trying to get something done. It can be disheartening, but trying again and seeing your improvements makes it worth it.
One of the most generally applicable pieces of advice I have is to get people to playtest your game, almost as soon as it’s playable. Anyone, sometimes especially the people you wouldn’t think of. Sometimes the best playtesters are the non-gamers that struggle with the game. Try to find time to playtest, it helps with every aspect of development in my experience.
What you describe about how the game needed to be simpler is called Overscoping. You’ll learn to estimate your own skill level with time, but overscoping is kind of a right of passage for game jams, so welcome to the hobby!
Something I’ve seen done before, but not a bad implementation of it.
I did have a bug where sometimes, my previous lives wouldn’t spawn in. The boxes would still move though.
The music constantly restarting was pretty jarring, and the turret was way too loud and grating.
For a week-long jam, this isn’t bad! Could definitely see it being really fun with a bit of polish and some more levels.
The idea is cool (and you were right when you said it’s similar to our submission), but there are definitely a few things that could be improved.
This is a sokoban-style game. It really shouldn’t be using rigidbodies. I can understand wanting to use a built-in system when possible, but doing a small bit of work to make a grid-based system would make the game a whole lot better. The rigidbodies are annoying because they can move only part of a tile over and get stuck on the edges of walls and such.
Buttons should be able to be held down by the player. This one is probably simple to implement, and is very important for any game with buttons like this. Players need to be able to see what an element like this does before they get a box to it.
The blue boxes are way too prone to causing a softlock, and there doesn’t seem to be any way to completely reset a level, meaning you have to restart the whole game if you make a single mistake with them.
The level with the three boxes, three buttons and three doors was where I stopped playing. It seems like it’s physically impossible for me to get a box onto that lower button. That seems like something that would be picked up by playtesting, so definitely see if you can do as much as possible for the next game you work on!
All things considered, this is still really impressive for the amount of time you had. You should be proud of it! The feedback here is for the purpose of improving the game, or for keeping in mind to improve your next game, but that doesn’t mean the game is bad by any means.
While the core mechanic is really cool and well done and the style is overall alright, precision platformer was not the genre for this mechanic. Maybe it could be alleviated a little if the past lives had a bit of a head-start on your current life, so you could move quickly without being completely blind. But the level of precision demanded in a couple sections was bordering on rage game levels, exacerbated by the high jump mechanic being a bit unwieldy. I can understand wanting to minimise the number of controls, but I think control for the high jump could have been improved somehow. The amount of times I died because of it was far too high, even after figuring out I could hold space before I land. The final section was pretty mean. I admit to starting to get frustrated with it.
Really cool game though! To be clear, I finished and enjoyed it. Some tighter controls and maybe easing up the precision a little are my main suggestions.
I ended up getting a higher score when I tried doing a run without any restarts, probably because I was being more careful. Part of that is because your distance resets when you restart. It did feel like I was being discouraged from restarting because of that, especially since you’re already pretty powerful at the start. If you were weaker at the start, then the upgrades would be a lot more impactful and therefore something I’d want to actively take more. The restart upgrades are still a neat idea, and the procedural generation is impressive for a week-long jam. Good job overall!
Like the message at the end says, it’s clear you ran out of time with this one. The idea is neat for a short game like this, though it took me a bit to figure out what was going on. A clever idea overall. Would be cool to see a few more levels and a proper end, but this kind of thing definitely shouldn’t become too long unless you come up with some kind of twist on it.
This game feels really incomplete. The idea of rewinding time could definitely have gone to interesting places, but it didn’t. The inclusion of enemies seemed odd, since everything else suggests it to be a puzzle game. The movement felt a bit off, and the wall jumps launched you way too fast. The background is still the default clear color. Obviously this game was only made in a week, so it’s understandable why all of this would have happened. Remember to focus on your core gameplay before anything else - the enemies weren’t important, so they shouldn’t have been implemented unless you had extra time and a good reason for them to be included. The time spent on that unnecessary addition could have then been redirected to improving the core parts of the game. It’s a skill that you learn with practice and experience. I hope to see the people behind this game make some more and improve over time!
While the idea is alright, the pyhsics were questionable at best and neat game-breaking at worst. If the game is going to rely so heavily on physics that are this iffy, either the pyhsics need to be polished for this usecase, or the game needs to stop relying on physics.
I didn’t complete what I assume is the second last level because the double jumps outright didn’t work - because of the character’s physics, I have to assume. I wasn’t going to go through pushing those boxes around just to try again, so I stopped playing. I usually try to give a game a good chance and stay patient, but I just didn’t believe that trying again would actually get me to the end. A lot of what I was doing already didn’t feel intended, either.
It’s a shame to say I didn’t finish this game. I hope to maybe see a postjam update with a touch more polish now that it’s seem some more play. If there is, I’ll come back and hopefully see the end.
The puzzles were really clever, the main mechanic is on-theme and well-implemented, and most of the design is pretty good! A couple improvements could definitely be made, but I wanted to start with praise, because the game is really good for a week of development! Now, onto some feedback:
Breaking glass with velocity wasn’t properly set up before it was used (maybe a section where you naturally break some as you move between chambers?), I was under the initial impression that I had to use a laser. The part where you have to reset repeatedly to get past a turret’s bullets was more annoying that it had to be, maybe if the bullets were slower or less frequent it would be a bit nicer. I sadly had two crashes while playing - once while playing the web build, and a second one while playing the windows build. The windows one didn’t crash in the usual way - it actually led to a black screen that I couldn’t even get Task Manager open through, so I had to restart my computer. Which is a shame, because it meant I haven’t been able to finish the game yet, and I don’t think I’m going to go through everything again just to run into another crash. Maybe if you figure out why that’s happening and update the game, let me know, because I’d love to see it through to the end!
This is a really clever game! The moment that the file explorer popped up, I knew I’d be in for a good time. It was satisfying to solve each part and piece things together from the different avenues of information we’re provided. If anyone is having a hard time and the hint on the page isn’t enough, something that isn’t stated but is important is that every file needs to be in a subdirectory. I fully expect the dev to get around to making that more clear, but until they do, hopefully this can help a wandering soul that’s a little lost.
Really nice movement mechanics! When I get into the flow, it feels really nice. My main critique is that when you’re running, it really doesn’t feel like you’re going that fast. This issue isn’t present with most of the other movement though, so when I was chaining together moves it felt really fast.
Fantastic game <3 I ended up doing some runs using no weapons, relying on ramming through trees and eventually mountains to get my income, along with scrapping weapons. It was actually a really fun alternative way to play, skirting around the enemies at top speed and really getting to focus on how the buildings combo. The moment I realised I could destroy mountains easily, I felt really powerful. The biggest bug I noticed was that occasionally, the tooltip would only say “Width Expansion” no matter what I hovered over. It fixed itself after a bit of driving around and opening the build menu again, but it was annoying when it happened. I also noticed a few things with the descriptions of modules that would be easy fixes:
- The Engine module appears to have front and rear swapped in its description compared to its actual effect
- The Residential Block says it only effects Power and Engine blocks once it’s level 2 or 3, even though it continues to effect Maintenance blocks like its level 1 description would imply




















