Thanks! Unfortunately animations were a bit hard to fit in the time frame, but definitely would’ve been a good addition. Will think about how to do better hints and guidance in the future.
Séb
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I thought this was a very cool idea but I also found it very difficult and wasn’t able to get very far points wise, the connections felt quite unforgiving at times. I think going a little easier would be good, especially in a game jam context. Overall very well done though, the art and sound were quite impressive for game jam time constraints also.
This is a really cool idea, and the execution is really good (especially the visuals from a clarity perspective, but also the sound and gameplay too). I think having some sort of invincibility available on the boost would be good, since I didn’t find it very helpful later on due to the crowded-ness of the screen (if it does have invincibility then I wasn’t quite sure when/how). Also, the bomb powerup is useful but the others don’t feel all that helpful, so I think something like having different tiers of bomb spawn would potentially be more useful.
Really really well done!
I really liked the design of the loopies, and this is a pretty solid execution of a sim/tycoon style game on the theme (the way loops were integrated into the earning methods was an especially nice touch). I do think the gameplay is a little slow given you don’t have an active role, often tycoons are slow at the start but you can perform an action to speed it up/contribute which helps it feel less slow. Since you’re only passively gaining money the slow start can feel quite slow until you get enough stuff to start speeding it up. Would’ve liked to have seen some active method integrated also. Great job!
The artwork is extremely good, and the aesthetic overall was an amazing fit, I enjoyed all of the little touches in places to add nice details, especially the module animations. The gameplay loop overall is also well done, though I think that all the missions except the dangerous cargo are a bit too easy, but the dangerous cargo is too difficult till you’ve powered up your loop sufficiently. Bridging that difficulty gap a bit would improve the game (something to consider in an update perhaps). Also, not sure if I was doing something wrong, but even with all upgrades I wasn’t able to use two large modules + thrusters, which I would’ve expected to be able to given the number of slots you can unlock, so maybe power upgrades also need some balance.
An incredible entry though, don’t take my feedback as an indication I didn’t like it, more so that I did really enjoy it and wanted to share some ways it could be even better.
This was a really cool take on the theme, and I really enjoyed the execution. I think that the graph scaling made things a bit tricky but still manageable, so it was a good source of difficulty. I’d be curious about how you can potentially expand on the game further by adding complexity in different ways, since the speed was already reaching the limit for me at the end.
(High Score 183,350)
This was a really cool concept for a puzzle game, I liked it a lot! I got a bit confused with the behaviour you see in level 4 where the paper extends time for one movement but the others are short and loop within the longer turn - I think having them stay still at the end instead would make more sense, but the entire thing was very cool and very impressive
Yeah I completely understand the dilemma - to be clear I don’t think you should give direct control over the match to the player, the sort of battle with yourself auto chess style gameplay is an interesting and fun idea, I think that the options you have between the matches just don’t provide enough control to feel like you are really influencing the outcome. It’s a difficult balance to achieve for a game like this. A mechanic I saw in a different entry was instead of picking a perk when you level up, you can remove a previous debuff - it may be worth thinking how similar choices could apply here and expand a player’s options (e.g. maybe instead you can choose to remove a previous buff from one side, or maybe there are also debuff options that show up not only buffs). I’m sure you can come up with some ideas to help this balance, you have a really great starting point!
I just gave Mori a go, and I thought it was very cool as well! I really liked the idea and the puzzles, though I found the scythe a bit awkward to control which could be a little frustrating at times. I think I would’ve found it more manageable using a twin stick configuration on a controller than the keyboard and mouse, so I could use relative pointing rather than an absolute point. Still really unique and interesting though and I liked it a lot.
This was extremely unique and I really enjoyed discovering the interactions between the different characters, almost like an extremely chaotic assembly line! This has to be the most unique game I’ve played so far in the jam. Very impressed you managed to get this all developed in time, the level of polish is also really impressive. Great job and good luck, would be excited to see what else you can come up with!
Nice idea! I enjoyed the clue finding gameplay, I think you did a good job of hiding them in different places so you had to explore, but not making them really annoying and difficult to find. Would like to see more exploration in this, and maybe some more lore (I saw you did some, but it could be expanded akin to games like Emily is Away). Really nice job!
I loved the art in this game, the style was great and the monster art was super well done. The audio and SFX were also done very well, and the range of activities you have to complete gave a good about of variety to the game. It didn’t seem like there were any stakes, as far as I can tell there wasn’t a penalty for leaving tasks too long, which might have kept things a bit more engaging and tense, but it was still a very good game. I don’t think the Tutorial explains that the Tab menu is how you find out where to go (or I missed it if it did), so that may be worth highlighting more since I was confused at first in the real game. The tutorial overall though was very solid and thorough which is a nice touch that is often forgotten in a jam. Great job!
The dialogue and the story were both pretty good, I think you did a good job with the idea and the writing. I think the game mechanics could have been a little more developed though, there didn’t seem to be much point to fighting the ghosts, so potentially some rewards or incentive would be good to encourage the player to engage more with these mechanics rather than walking by them to advance the story. Very nice entry though, good job!
Thanks a bunch, I really appreciate the detail!
The asteroids bugs were very unfortunate, I wasn’t able to resolve them all which is a little disappointing, it’ll be priority 1 after the jam. For difficulty, there will definitely be variants of the games added to increase difficulty over time, not just more things but new mechanics (like initially hiding runes in pairs or buttons swapping orders in Simon Says), I intend to do a decent amount of work on it after the jam. Avoiding too much repetition is a good idea, I’ll have to add something for that too.
Thanks again!
Nicely done and thanks so much! The difficulty ramp is definitely a bit of an issue, I didn’t have much time to tune the values on frequency unfortunately. Originally the games were meant to get more difficult each phase (each game would have 3 variants with added difficulty, the base one, a harder one and one that adds an extra mechanic) but I didn’t have enough time to implement this (or the extra minigames). I definitely agree though on trying to get that satisfaction/relief moment, I’ll make sure I’m tuning towards that with the adjustments. Really glad you enjoyed!
This was a nice take on the theme, and I really liked the way it was presented and visualised. I think the lack of variety in the interactions meant things got a bit repetitive, but the core idea and gameplay loop I think is good and has a lot of promise. Potentially taking a Papers, Please style approach and having new challenges, rules or controls added in every few days would keep things a bit fresher for longer. Nice job!
Edit: One bug I found was that if the alarm was on at the end of the day, it broke for the subsequent days, might be worth fixing!
This was extremely satisfying to play, and I do enjoy the evil roomba concept. The sound, UI and effects were all well done. I think that a bit for variety in the gameplay loop would have been nice to keep it from getting too repetitive, but I do think the execution making things satisfying helped a lot here too. Nice job!
This was an extremely clever take on the theme, and a great concept overall. I liked the backstory, the mechanic idea and the art. I think that the level design ended up being a little frustrating - I felt like Nothing dying should’ve respawned you at Everything rather than at the start, it felt very hard to make progress. And I think starting in a large open space to navigate didn’t lend itself as well to a puzzle game with this mechanic.
I think the reason a lot of puzzle or precision platform games use rooms that are relatively small is to give you quick resets back to the puzzle without reducing the challenge itself, and so that they can put the emphasis on the mechanic (thinking like Portal test chambers for instance). This game is so creative, I think it would be really nice to see a rework of it after the jam potentially exploring some alternative level formats to find the perfect fit for this mechanic.