Thank u so much!!
CutieMonica
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Really great concept, as a fan of Archipelago and someone who grew up with Cube Worlds, this appeals to me greatly. I really love the implementation, and all of the individual games are solid, though I was unfortunately dealing with like half a second of input delay that was variable and got worse at random. This made half the games much more frustrating, and made Grapple Guy feel near unplayable around the end. I would love this game way more if it felt responsive, and all in all, I still had a good time.
I swear I have seen this game in my dreams and I don't know how
The game was fun, don't know if it was just my keyboard but it kept eating my input for the double jump and making me fall to my death, but when it worked I really enjoyed making perilous jumps across the goo and getting a bit of momentum. I will say, the giant maze in the middle with no recognizable landmarks and no way to track where you are and where you've been is a massive pace killer. After leaving that, though, I enjoyed the little bit left of the game, and the music was lovely too.
Had a lot of fun, I even saved one of the boxes on Level 13, and I love the Dr. Doofenshmirtz bit too. I think it'd be nice if there were tooltips for each type of box (figuring out exactly how the blue box worked took me some time) but once you get the hang of things, this is a really solid and fun puzzle game!!
Death is very funny, and the mechanic was super creative. I love that certain enemies let you have some control over their attacks, and the music is great. I think some levels get a bit overly frustrating (especially the bridge level where you essentially have to trial and error your way through things due to massive fireball blasts and camera angles where it's near impossible to see where you are), but overall I had fun and any singleplayer game with a taunt button is peak
There are a few synergies, namely stuff like bomb cards with binary die, helping hand statue with wolf, and the common tickets that upgrade the lower single-number categories with cursed die. That said, I did definitely focus more on making sure most items stood out own their own, especially with statue base swapping being a thing once you're full on statues, but I had more items with synergies planned (like Snake Eyes or Limp Knight statues) that I would do with more time. Thank you!
I hear the DM Dokuro bells in the OST!!!!!!! Peak!!!
Definitely one of the most effective narratives I've seen from anything in the jam, I loved getting to see two different sides of things, and I do not regret playing as the rat first, it made it even more satisfying seeing how it connected to the other side. The rat gameplay could be a bit better, but for the story it serves its purpose well, and acts as a great mixup to the visual novel style. Good stuff.
Add some crunchy sounds and VFX on kill and this becomes Ultrakill 2
Banger submission, my only real complaints being the slight lack of sound effects and some enemies getting stuck in corners of rooms and making me spend a bunch of time finding them, but I genuinely loved what I played of it, it was super fun, and the movement is hella good.
It's pretty much just me and the composer, Rus, with the score sheet icons made by my partner and the box art for the shop box made by my brother, no one else made anything specifically for this game
I did consider the dialogue skipping thing during development, but I didn't know exactly how to implement it at the time, so I didn't, unfortunately. It's definitely one of the changes I want to make first, as multiple people have mentioned it
For the default engine font thing, it was mostly done because I felt the more hand-drawn fonts I use everywhere else were really hard to read at the scale the cards were at (and tbh i just liked it on the score counter, it feels like the type of font that would get used in a little electronic device that comes with a board game), but tbh I probably should've just found a more easily readable font for those
With the camera rotation, the couple of spins in the game were intentional, I just thought they looked cool, but I totally get that they can be disorienting or cause motion sickness. I personally don't really get motion sick, and none of the playtesters did, so I didn't end up changing it. Will absolutely consider toning down the rotation as well as adding a low camera movement option in the future!!
I'm glad you enjoyed it!! Thank you so much for the feedback!!
Pretty fun, the spritework is gorgeous, and the music is great. I will say that I wish the sword slashed in the direction of your mouse/where you're holding the control stick, as trying to line it up so you can actually hit the enemies felt a little bit jank. It was fun to progress through the rooms and grab the different shapes, and I like the addition of the health pickup boxes dotted around. Good stuff.
Really adorable game, love the art and the characters, though I do wish I could move a bit while shooting as stopping and starting constantly to aim at the boxes felt a little awkward. Also I had a strange interaction where i was able to move after the bird got rid of the tree, and the textbox stayed on screen in the upper right.
Still very silly and fun, and I enjoyed my time with it !!

Very fun, I really like the risk/reward of getting closer to an enemy and risking taking damage or getting into combat with another nearby enemy, tho to encourage actually engaging with those mechanics, I'd recommend significantly nerfing the ranged attacks, it feels like I can one cycle almost any enemy without having to get anywhere near them. Still very cool, and 9 seconds before the deadline is Crazy lol
Really good pitch, the music is lovely, and the game has a surprisingly large amount of content for a jam game! it'd be nice if your jump had a visual or audio indicator of how charged it is and how far you'll go with it, and there were a few times where I was waiting on a ledge for a platform only for an enemy to repeatedly knock me off of it, but I really enjoyed my time with it regardless!
First of all, incredibly well done on the art, this game looks amazing. Secondly, the idea is really cool, and a dungeon crawler strategy game like this is a sick concept, though I did find it got frustrating somewhat quickly when you're at the whims of luck for the upgrades and things move really slowly starting off. I did enjoy my time with it, and clawing my way through the dungeon by strategically placing caltrops felt really good.
Very cool concept, love the atmosphere, and I really like games that have you platforming while using the mouse to manipulate the environment. I think the clicking and dragging felt a bit weird (it felt like my clicks weren't registering half the time). Really enjoyed this one, and it was a fun 50th game to rate
Awesome short, and the artwork in the game is great, especially with the card art. I think the gimmick of getting cards for abilities is neat, tho personally I'd rather jump be a basic ability you always have, and then have the cards do pretty much everything else, as getting stuck in situations where you need to either burn cards or just stay stuck in a pit from running out of jump cards was unfortunately really frequent. It's still a damn solid base for a game, and with more balancing and designing around the limitations here it'd be a really good time.
Very cool game, the mechanics and music both reminded me of OneShot, and I enjoyed figuring out which file was correlated to which component, and having all that knowledge come together near the end to fix the main terminal. The mazes could be toned down a bit, and the clutter could be a bit reduced, so you know where to walk and where you can't walk, but it's still a damn solid demo, and I'm excited to see what comes from it.
Movement feels slick, the non-euclidian level design is really cool, and once the soundtrack gets going it's really good. I will say that I wish there were checkpoints after each wave of enemy as going all the way back through things can get pretty demotivating, especially when it's really hard to tell if there's enemies spawning behind you, but damn this is one of the more underrated games of this jam
Very neat mechanic, reminds me a lot of Link Between Worlds, tho there were a few times it would make me zoom off into space, among other things. I would like if there was a bit stronger of an indicator for when the guard is going to wake up after being knocked out, as currently you more or less just have to memorize the timing, especially if they're a little bit off screen. That said, great audio, and a very fun concept.



