Amazing, one of my favorites from this jam so far. The target locking and big eyes made me feel like I was playing some new zelda game where link could turn into an eye. I do wish that we could've used the jump more, but thats a small gripe. The simple mechanic of having the eye only shoot when it was looking at targets made the movement all the more interesting too. I'd love to see this fleshed out with more stuff like the jump. Great game!
Dalichrome
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Very well done game. From the windows aesthetic to the nice story telling as well as the fun shooter mechanics. I do have to say I really wish there were more mobility options, I felt like being left to the mercy of the directions of the enemies got eventually a little frustrating. But overall had a great time, I ended up killing 2.3 billion people and couldn't figure out what glitch txt guy was trying to tell me lol
Great atmosphere and vibe. The juxtaposition of the description of the camera angles plus the drawn pictures is awesome and then later cutting to real footage and the continuous noise from the bicycle creates the feeling of confusion that really sticks. You definitely have a skill for writing and story telling. My biggest criticism would just be it needs a little more gamifying and polishing for specifically the interactive stuff, but for a game jam, this was well done!
Lot of fun, really cool idea to kind of make a sokoban with pieces that can get stuck together. Really well executed especially with the different levels tutorializing and also with using the merge mechanic to two different cool ways with lava and the ores. Both of the final levels took me a bit to get especially 'the finale' was difficult.
Nice job!
Was looking to see if anyone made any youtube vids about the jam yet and stumbled upon your video. After listening to the vid and after playing your game, I think you're definitely headed in the right direction trying to release a lot, twelve games is a little crazy, but you'll learn a lot if you can pull it off. Practice doesn't make perfect but it sure does help a lot lol. But two core pieces of advice that'd I say to you that I learned the hard way is you should outsource as much as you possibly can so you can develop and prototype faster (use packages and work in teams with people you like). This lets you focus on things you not only really care about, but lets your skills shine and not stretch yourself too thin on stuff you suck at and or bug fix dumb issues you never wish you were coding. Aka if you find yourself hating play controllers or dialog managers there are so many packages for those things. Not saying I know this exactly your issue, its just your mindset kind of reminds me of myself when I started, so this may be projection, but I really can't recommend it enough. It has made me 20x more productive and 20x happier going through the motions with friends. Good luck on your journey!
Got my flesh harvested a couple times, before rolling a 10 hp 3 strength hercules that just stomped every cultist from the gate which quickly let flesh max and finally get cured of my blight easy style. Though it could use a dedicated map screen or some more UI to know where you haven't been yet tho. I definitely got turned around a bunch. In all, fun game and loved the aesthetic. :)
Super interesting concept, made me think of LSD Dream Simulator. I like the random generation plus the guessing/creating of the next scene? I was trying to figure out which and let master down :(
But it was cool, you should definitely take this concept further with more polish, I could see a horror youtuber playing this.
I escaped! Though ngl, I was sweating there cus I had a really big projectile but not much damage. Liked the rogue liked aspect and the vibe was really well done. Of course more control guidance (especially the door key) would've been nice and also maybe making the enemies spawn further from the doors. But overall I had fun and died a couple times before I made it to the end.
Was fun!
More difficult than I expected, definitely had to whip out the shield in the jungle area. Was really impressed by the enemy AI. Also laughed at the chicken house, and U02 bit.
Would ask though for a way to hold down the shoot button maybe and have a reload to save me from clicking.
But had a fun time! :)
Thank a bunch! The art was a ton of fun to do, especially all the hands and dialog pictures, so I'm glad you enjoyed it. For the piece placing UI, as soon as my teammate showed me how he coded the reverse pawn, I was like we need to way to convey this to the player or thats gonna be every comment lol
I love hearing that non chess fans are finding it fun, we tried to make it more simple, more fun, but also challenging? So to hear that is really awesome. And yes, coding the Chess AI was difficult. Jacob on our team spent most of his time working on that and in the last several days of the jam he was building test scenarios for board states that could break the AIs brain and tweaking it til it worked, so major props to him.
He ended up coding like a blundering coefficient even so that the early rounds the AI consistently plays bad lol.
Also thanks for playing the whole way through, we added those bonus stages for the players who wanted that extra challenge. I think Jacob set the AI to max settings for the last stage, so you beat our best stuff (for now!)
For the suggestions, totally right about the piece moves. We were thinking maybe like an extended hover tooltip would be good, or like a key press for info? And for the story, also yeah, we really planned out the first seven stages and the last three just were cobbled together at the end. Hope to address that in the post jam touch up a bit.
But thanks for completing our game and giving great feedback, means a ton!
Yes as chess players ourselves its so awesome to see that other chess people enjoyed it! And for the theme, I'm glad you liked our interpretation, we tried extra hard to embody the theme while keeping the gameplay chess which was a little hard but it came out way better than we anticipated to be honest lol.
Thank you!!!
Wow thanks so much for the kind words! As soon as I read right click to cancel, I was like yeah we should add that lol. That will definitely be in the post jam patch with some other small tweaks I'm surprised no ones mentioned yet...
Also let me know if you have any other advice, the team loved making this and if people love playing it, I don't see why we wouldn't develop it further. Thanks for playing!
Thanks a ton! Yeah last jam one of my biggest take away was how important polish was. So this jam we tried to organize it where we had like a third of the time just to test and touch it up, which worked out better than we expected.
And yeah for the en passant, we wanted to give it a stage since it became such an integral part of the game in a game about pawns. And for the style, I really wanted the whole thing to have kind of a street fighter II feel mixed a little bit of old school hip hop. Weird combo but I felt like it all kind of came from the same era, the pixel art style too, where it made it really cohesive.
Also I'm glad you liked the monkey hand, the hand variants were a right before deadline add.
Thanks for playing!
Thank you, thank you! We set out with this jam really wanting this time to build on a simple concept and take it to the extremes, and we're so glad and (shocked) that people like it so much. For design, Jacob on our team was the mastermind behind most of that including the brain breaking reverse pawn. And for the locations, we were trying as hard as possible to make the strangest funniest things that still at least were loosely related to the mechanics. Glad you enjoyed it :)
Wow its hard to say how much we appreciate this comment, thanks for playing it all the way and for the fantastic review! The whole team spent basically every hour outside work just in discord developing so it was just a ton of hard work and the talent of all my teammates that really made it possible to get it this far. And yes, Gabe, our musician, did a really great job with the sound track and that breakcore beat so I'm glad you liked it.
But for the background, it took me a while to get the right workflow, but I ended up grabbing images from wikimedia commons scaling them down to like 400x220 ish then running a custom quantize filter then palettes swapped them to the game's palette so everything looked consistent. I originally wanted to do them by hand, but there was just so much art in this project, with all the hand animations, lore, boards, pieces, tables, etc. that I didn't have the time. Though I felt that the hands being realistic actual did a really good job at tying the aesthetic together between background and foreground art, and I was really happy how it ended up.
Also I'm glad the Australia stage is aussie approved! That's probably my favorite too, I still laugh when I load it up.




