The art for this game is so impressive, and I like that despite the time limits you have a good range of levels with a few different mechanics in here. I didn’t find the scroll super useful though, since it takes quite a while to recharge and it’s often hard to spot the right path with it. The trap orb things though were a very cool mechanic and a nice touch to make me a bit more cautious.
Séb
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Really solid entry, I was pretty impressed by how good all the vehicles felt, though I was a little lost about what I should be doing initially. It took some exploring around each planet to figure out which I could actually solve first, but I figured it out and completed the whole game in the end. Maybe a little more pointing towards the first planet would make it smoother. Great job!
Really cool entry, I was impressed that both the combat stages and the map were quite well polished. I made sure to clear every stage to see all the game had to offer, but I think that made me a little OP at the end. I think the dodge roll is a bit too long to be super useful, I found kiting and side stepping much more effective. Would be cool to have seen some more attacks in the boss enemy too to add some variety, he went down a bit quick.
Cool concept, I know it’s not actually super similar but it reminded me a little of the LocoRoco games in terms of the vibe (collecting smaller critters to be able to do more things). I think some in-game tutorial would be helpful since I was super confused until I read through the description a bit. While I think the way the orbs connect is very cool visually, toning down the swaying a little may also make it a bit easier to control while still keeping the cool physics-y visuals. I think I got to the end (reached the square) but I’m not 100% sure. Nice job!
Really cool entry, I liked how the aesthetic choice also played into the theme. I managed to get the tower up to full quite quickly, and I don’t think I ever found the use for medicine or got many dialogues, so maybe I just played a bit too well 😅 Still very cool and I was impressed by the range of mechanics at play.
Also, I see you used Godot, so I’m interested in how you found building a low-res game with it? Especially concerning the UI, did you make your own UI systems or were you able to get the control system working at this low resolution?
I really like the wiring/connection concept, that’s an interesting take on the theme! It would definitely be interesting to see how you could add a little more complexity to the connection mechanic as the main gameplay element, maybe with some more time and a complex level you could connect multiple nodes together or something? One quality of live improvement I would suggest is being able to toggle the movement on or off rather than having to mash the button (or having the on/off switch and a ‘pulse’ button for one cycle), since the mashing was a little repetitive. Very cool entry
Really cool entry, this is a creative interpretation of the theme and I enjoyed it a lot. I’m pretty impressed by how well the tongue latching mechanic works, I feel like that must not have been easy to get so consistent. The last level was quite tricky with the timings but I managed to beat it in the end, I think the difficulty was good for a concluding level. Sound design was also very well done.
The mechanic idea and the art are very cool, and I thought some of the level design ideas were quite nice. My main issue is I found the controls and the physics a bit inconsistent, which made it difficult since you seem to be going for a precise platforming vibe here. I think with some polishing of those core systems though you’ve got a solid puzzle platformer.
I really liked the idea, it was very unique and the interpretation of connection was pretty clever. I had a similar issue to some of the others where by night two the noise was so loud that I felt mostly like I was guessing. I think the idea of increasing background noise as a method of difficulty does make sense though, it just needs a bit of balancing.
I like the variety in the minigames, the dialogue was very well written, and the pixel art style was really well done and fit the game’s vibe. I’d say the minigames in general could be improved a bit so they’re a little more engaging, they generally felt a bit slow to me, but I think the bases were good they just need a little more complexity and a bit faster pacing.
This is extremely impressive in a lot of ways, I don’t know how you managed this much within the time of the jam. I did find it a bit confusing to get going and work out the combat, but I think this is the starting point for a really cool game, there just needs to be a bit of a clearer path in the beginning I think to ease you into how things work.
Nice parkour-style game, I liked the variety and the theming of the game felt very secret agent/spy-esque, which I think made it fit in with the slick jam theme quite well. I think the camera was a little awkward at times, the cut-away thing seemed to work in some cases but not others, which sometimes made it a little awkward to control inside the cars, but generally this wasn’t a major issue. It also seemed like I could get stuck between cars sometimes by accident when running on top which was a little annoying, but also manageable. Well done!
Really clever roguelike variant, I liked this idea a lot. Shooting the cards as they fall adds some unique interest to the mechanic that keeps you engaged and feels like it gives you a little more agency over things. While the navigation between stages was cool in some ways, I think having it be ‘free roam’ didn’t add a lot and it would have been just as good if you selected the next place to go but otherwise were auto-piloted there, maybe steering to select which location to go with. I think the power ups though were interesting and interacted well with each other while being properly themed, which is an impressive amount of balance work for a game jam. Great job!
Glad you enjoyed! This was my first time ever drawing humanoid characters or doing character sprites for a game, so I found it quite a tricky and slow process. I got halfway through a proper Ollie animation before I had to stop because it was taking up too much of my time and I still had to do course design and environmental art. I definitely need to get some more practice in before the next jam.
Main tip if you want to get higher ranks is to make sure you get all the sticker spots! The game is quite forgiving of a few mistakes if you have all the stickers (2000 points just from having them all), so my advice is to not focus on those and spend a lot of time grinding, which should net you an Amazing rank.
I agree that perfect should be pretty hard to get, that makes sense and has some challenge, but I was struggling a bit just to get Ds and Cs - that may be more of a reflection on me though rather than the balance! I think some sort of reward and upgrade system would make sense, especially with the car wash theme, and would also make things a bit more varied. Still a great job though!
Yeah I got halfway through the Ollie animation before I started running low on time and had to return to course and environment design since it was still a block out on Friday… This was also why I didn’t include a kickflip but it was in my original design notes as a way to get extra points from ollies in some sections. Glad to hear you enjoyed it!
(P.S. there is a slick rank too you know…)
I really like this idea, and the art for this entry is very cool. I think it was a clever take on a tower defence-style concept, and reminded me a bit of Plants vs Zombies for some reason. Either way I enjoyed it quite a bit and thought it was very creative. It did seem very difficult to get a good rating as soon as the medium range enemies pop up, not sure if I was doing something wrong but the enemies seem quite hard to kill and keeping them at distance let’s them pool up. Would be interested to see how the balance could be improved, or the correct strategy made clearer if I’m missing something. Great job!
Managed to get to 98, not sure if that’s a good score or not but it was over 7 minutes I think so I’m hoping that was good! The art for this entry is excellent, and I liked the twist you added of the floor getting slick with sauce as a sliding mechanic. I actually intentionally tried to spread some sauce since it seemed useful for getting to the far away tables, not sure if that was the intent or not but it gave it a nice dual purpose! My only criticisms really would be that it felt like the pizzas were coming out too slowly to handle the speed of customers towards the end, which made it seem like there wasn’t much I could do to avoid losing, and that it also got a bit repetitive later on, but I think the latter is easily solved with different dishes or variations to throw into the mix. Great job!
Really nice take on the theme. I love the way you nailed the vibe of being the untouchable protagonist dodging everything and then finishing it off at the end. I found some of the attacks a lot trickier than others (leg sweep grrr) but I got through the whole thing and enjoyed it a lot. Really nicely done!
Cool entry! Being able to pick your character at the start was a nice touch. I think this was really well implemented and looked quite good, though I think more weapon variety would have helped keep things interesting. I wasn’t sure why I would choose weapons like the shotgun once the pistol was available, since the ammo was too limiting. Still enjoyed though, great work!
Very nice entry, the art style and sound work really well together, and the mechanics overall feel quite polished. It did feel a bit like going slower was better in terms of getting more coins because it was hard to see the coins ahead and get in position quickly, but I think overall it still worked quite well and it was a lot of fun. Great job!
Nice job! I agree with some of the other comments that providing some more visibility would have been good so you can truly get up to speed, and that the reverse is a little counter-intuitive, but given you started so late I’m really impressed with how much content you got in and how good the presentation is.
Nice take on the theme! I’ve always liked parrying as a mechanic so it’s cool to see a game designed entirely around it. I found it a bit overwhelming quite quickly with the amount of enemies appearing, so maybe the balance curve needs to be smoothed out a bit, but the mechanics seemed to work really well and I still enjoyed. Nice job!
Great game! I’ll be honest I was confused about the first door for a bit, I wasn’t sure if there was a control I was missing since when I pushed into it I kept seeming to move up into the ceiling and die, once I figured out how to lean into it properly it was fine though - I think the odd collision is what confused me. The art style was great and I think the mechanics overall were really good though. The forgiving checkpoints were definitely a good call for a jam as it made it easier to experience the whole thing while still having some challenge. Well done!
Wow this is very polished. It’s an interesting variation on the roguelike genre, I think the power ups you’ve chosen work quite well. It would be nice to get a slightly more complex preview though that shows how your cue ball ricochets or shows how the first ball you hit will move, it would let you set up for some more accurate shots and plan a bit better. Very impressive to get done in the time frame, great job!
This is a really cool idea. I thought the art in this entry was really good, and I enjoyed playing it, but I found it tricky to meaningfully control, so I was mostly just mashing buttons and enjoying the graphics while managing to rack up a decent score. Would be interesting to see how you can try to restore a bit more control and challenge to the player while keeping the core idea intact. Well done!







