My high-score was 93! Really fun game! Took a while for me to fully understand the entirety of the gameplay, with the labels, colors, and how the inventory worked. But overall, really nice experience!
ROOT
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Thanks! I'm already working on some of these issues. I have currently an experimental patch I expect to release after the jam, that has the zoomed out camera and faster enemies! If you want to experiment it here's the link for it:
https://crootr.itch.io/balaarma-exptch
The password is "balaboy"
Intro cutscene was fire! Humorous as always, however the decision to leave to the player skip the cutscene after it was over was interesting, per say.
The game play reminded me a lot of Papa's Burgeria, and the music a lot of Frutiger Aero vibes, and the artstyle is really amazing! However as the others have already said, the gameplay is where the game has some major hiccups, the collisions in general are really funky, and the separeted menus for making the burgers are really unnintuitive, if the kitching was a single screen, with both the grill and the table together, this wouldn't be much of an issue.
And although I really enjoy your artstyle and art in general, some of the choices made here may have worked against the gameplay, like the burgers having two variations of sprites, even though they are the same, same for the toasted and non toasted buns, and the balcony being at an angle while the collision is only on the top of it.
It's a major pick for the judges I'm sure of that, but it has some rough edges that stick out a lot.
Really getting the vibes from old dungeon crawlers, but with a more modernized look. I really liked this take! Once the first ring came along, I understood immediatly what we were doing. The music is groovy, and the level puzzles are smart! I had about 2 instances where I got trial and error, but the rest was really solid puzzle design!
I liked the gameplay in general, I eventually entered a flow state when playing your game! You also understood the assignment of "If I don't have music, at least get some good SFX" and some good SFX you got my friend!
Although, i must say, the controls felt a little janky, the throwing mechanic was unique but not practical at all, I would have much rathered you had you throw exactaly where you aim or just it being more stressful sorting the disks in a more normal manner, than keeping the trhrowing mechanic as it is.
I liked the game concept, it was really good, but without actual stakes, the game became a little stale after a few minutes. Adding a quota or maintaining a rhythm with a high score would have been a good implementation. Also, the boxes don't disappear after the shift is over, and that makes the game too easy, after a while I'd just build a wall of purple boxes to kill all the ghosts and still had purple boxes to use as wild cards.
This game gives me You're Not My Neighbor/Papers Please vibes. It has quirky dialogue, interesting character design, the music is great and really makes you feel like you're inside a store.
If anything, the one criticism I can give is that there is almost no punishment for not getting the "right" choice. At a point I was maxed out on the Employee Satifaction so I just started appeasing most karens without much issue.
Other than that, this was an amazing game, also "Krakens" instead of "Karens" was a really smart move.
The game is really fun! Mixing typing with roguelike is something I've never seen before. May it be niche, but I think this would do for a great Steam game, have it worked a little on its difficult and maybe another gimmick. I just wanted to be a better typer to appreciate the game even more, but that's on me😅
I really liked how the game plays. The art is simple, but it has a charm to that. My only issues were the lack of progression and how the theme was kinda stretched to make this one fit, specially because the only gameplay aspect it affects is visually, getting the clocks to avoid aging. Other than that, I enjoyed this game!
This game really gives me Fez vibes with the music used for it and the artstyle adopted, everything is really cute! However, I felt the theme was a bit diminished, and there were a few things, like the controls with the glide are a little tacky, the Meters not displaying correctly and sfx being way too low compared to the music. But otherwise is a simple great game with a surprisingly big overworld that you need to backtrack after you acquired your abilities.
Never would I have thought that a multi-tasking Wario Ware could do for a great management game.
The style, the sfx, the references, the shitpost-like nature of the game, it all screams early Newgrounds Flash Game, in the best way possible!
Don't know if this game could become a full release afterwards, but, man, I'd pay to see it becoming true, literally.
A game with a simple premise and a great execution! Each box, with their own modifiers, and combining their modifiers created a setting so chaotically fun, that I had to force myself out of the game to go and test other games too.
This is one of the games that surely deserve a full, finished release after the jam is over!
Everything about this game is incredibly well made! The models and animations greatly simulate the ones from the old low poly 3d era. And so does the music and ambience of the game!
If anything, I think the gameplay loop of drinking water, eating and resting could have been more explored, but that would just be me nitpick at this point.
Very good game!
I really liked the gameplay! All the assets were used in great taste, including the music, art and the whole aesthetic of an old Windows management game!
If anything, I think the controls are a bit too sensible and although the old Windows aesthetic is charming, it sometimes works against its favor, cluttering the screen and making tranversing the map and the UI more tiresome. The map also feels a little too big, in early round moving Doggy Drones from one side to the other of the map felt a bit annoying.
But overall, I really enjoyed playing your game!
Yeah, the original concept was for the gameplay center around running around the city, as much more capable enemies tried to chase the player, and the player would shoot them down during their chase.
The upgrades also ended up being a subproduct of my poor management (ironic), as I wanted more mechanical upgrades over the stat upgrades I ened up with.
In retrospect, as much as I also enjoy the BalaArma I have now, I can't deny it was a major subproduct of my choice of changing my gameplay loop midway through the jam.
But, all in all, thanks for enjoying my game! It means a lot for me!





