Felt like I was playing inside a machine girl song
cornfab
Creator of
Recent community posts
Fantastic entry. I love the bossa nova and the overall style. The transitions to and from the minigames are really juicy (slick?) and this is one of the more creative takes on the theme, really well done
I have some constructive criticism if you’re open to it, only because everything was so good overall
- For the purple guy, I wish the green projectiles wouldn’t turn white, since there’s no indicator for when it’s going to happen (or i didn’t notice it)
- Turning the direction on the car was hard to read (at first I didn’t notice the arrows) and sometimes it brought me to the front when I expected to go to the back
- I had no idea what was happening with the timer in the minigames and had to read the comments here to understand the thing in the top right was the clock
- Alternating powerwashing within the fights felt unneeded since the loop is already
powerwashing -> enemy -> powerwashing. Maybe it’s because I didn’t understand the time-as-health mechanic as mentioned above, but it felt a little immersion breaking to gopowerwashing -> enemy(dodge -> powerwash -> dodge -> powerwash) -> powerwash, since the outer loop is so small
Again I don’t want to take away from the praise, great job :)
I really love the whole vibe of this game. Very green game. I’m also a sucker for the audio :)
I particularly love the shaking and line-fuzzing when you’re near enemies or take damage but it made the map pretty impossible to use. I wish I had some sort of pause or stop button so that i could take a moment to read the map without it going crazy, maybe that’s intentional?
It took me a second to figure out what i was doing. I don’t really understand the hearts, do they just stay there after you use them?
Fish fear me

SFX and art are great. I really like the way the gold coins stack. I’m wanting more enemy variety and stuff to pick up/use. Most of the stuff says “Don’t look at that” (which if that’s a bit it’s funny) and sometimes the levels would spawn doors to the outside. It left me wanting some secret zone where after you catch enough fish and get strong enough you can venture out and kill mermaids or something, but if that exists I couldn’t find it

Credit to The Mighty Palm, Game Endeavor, LimeZu, and Oryx Design Lab for various sprites
I really like the vs screen, well done! The art is really charming. For constructive criticism, I wish the player could move faster and maybe jump, because one side is basically useless with the pile of rocks there. The POW! sprites are a really good idea but if the bird dives into the pile it makes it hard to see where the rocks are
Wow you weren’t kidding when you said we made similar games lol. I love that someone else explored the same ideas. Also your art is amazing and I’m blown away that it was all done during the jam, great job!
For constructive criticism:
- I wish there was more oomph on the attack. It feels kind of hollow right now when you hit things
- I had trouble where I couldn’t switch direction sometimes when I was attacking repeatedly, which was frustrating
- I couldn’t always tell what part I was replacing - e.g. some of them show a torso but change out the arms. Maybe this is my bias from my own take on things, though
- I’m guessing you know this but just looping back to the earlier bosses was underwhelming, I was excited to see the next boss!
- For the fire guy, I found it hard to read which projectiles were immediately harmful and which were going to splash on the ground and do a fire spout.
Oh BTW, because you posted something similar- I went for the fist, then lifesteal, then the rapid attack :) The bee boss is my favorite
Haha I saw your review on Dreamsteria and had to come play your game :)
At first I didn’t see the upcoming enemy attacks at the top and I was trying to figure out the strategy but eventually it clicked. The sound bug is a shame especially if you made all the sounds :( The art is great and I like the exchange mechanic a lot
For some constructive criticism, I also experienced the web resolution issue. I think the shield and damage-through-shield icons are a bit too similar to be readable. This is super minor, but I don’t think the first boss should reduce cards in your hand - I feel like part of why I thought it was so on-rails was that I didn’t have enough options on the first boss and it would be cool to demo all the different card varieties.
Wow the tutorial took me so long to figure out but I got there eventually haha. Really cool concept, I wish it would catch the exchanged shape automatically. I appreciate the amount of visual feedback it gives with the arrows and conversions but I wish mechanically it was a little more forgiving, e.g. once I figured out how to throw projectiles into the pool I just kept damaging myself because I expected to just have the new one
The 30s increment is really interesting. I kind of expected to carry over unspent credits between shopping sessions, so I was surprised when I only got 3 every time. Maybe it would be cool to reward the player for not spending their credits?
Also some of the attacks felt like it would have benefitted from a wider aspect ratio- if it sprays the bottom of the screen there’s not a whole lot you can do
Awesome game. The art is amazing and the gameplay feels great. I really appreciated the music and how it was synced to certain story beats. Camera work was on point too. I got back up one time.
I don’t know how I feel about the magic. On the first boss I though it to be a cool ebb-and-flow of combat, where you attack on the in-between stages and cast when they’re attacking. By the last boss the gameplay loop basically just became melee ASAP hitting nothing so I could cast my spells again. I don’t know if this is really a bad thing because it was fun but it essentially just sort of became a reload-and-survive game at that point.
I’m completely in love with the art. It was cool seeing the alpha submitted so early and playing that compared to the current game
For constructive criticism I think the first boss was the hardest and I ended up glitching him out, after that probably the fish that stays on the right. Final boss felt a little weak, a lot of them you can just safe spot.



























