Ah, lack of direction. I was considering to add that in, but I was hoping that it would be slightly obvious. Thanks for giving the game a shot, and I hope you enjoyed!
Daq_Vid
Creator of
Recent community posts
Ooooh boy. This game was quite the interesting match.
First off, the idea of trading to meet your dad's own quota and your own just for the fun of it is an excellent way to implement the theme of "risk it". I don't think I understood what exactly happened when you ran out of stuff to get, but maybe thats just a bug on my part.
I did have a couple of comments when it came to this, because I do consider that this game definitely could have used a bit more ease to the player:
- Think it may have been more apparent if you knew what items you needed to get before you entered your last stall, because then it turned into a giant memory game of "Oh, did I buy this for my dad?"
- I also didn't really understand the reward of getting your own stuff when you were put more pressure to purchase supplies for the father. I got how they were used (aka for trade), but I think I was just confused about how they were meant to be used. Quite lost within those. Perhaps a bit more rewarding way to give the players a reason to try to "risk" getting more supplies for yourself AND your father would have been nice.
'Believe most of my feedback I provided were clarity issues. Still, the gameplay was still great, and I def see it working out better to become as good as those other games out there in this game jam.
I'm hoping you do more. This was your best attempt, and well: nothing is easy when you first start.
Probably going to have to give it a 5/10 on my part, but well done regardless! You did well!
I'll be honest, I think I made a really good decision sticking to your journey. Its absolutely insane that following what you've made for the past years or so have really shown your improvement. And its even more nuts when you've been making games through HTML instead of any game engine (unless this is different), but i digress.
So, after playing this for about 15 minutes, I can confidently say that this just had extremelyyy similar vibes to Super Auto Pets. But honestly, I think it does it slightly better in terms of the theme.
I might have to note that there isn't any biscuits involved in this game, which is fair, considering you may have taken the phrase instead of the physical object itself. But, I think what I can best say is... This game just executed super well.
Big fan of the audios, big fan of how I had to strategize what in the hell I had to do (lets forget the first 2-3 runs I did when I just ran in without anything), and big fan of just how 4 people were able to balance this all out.
It's insane to think that your team made a game that was just this great in general. Maybe I just needed to think more outside of the box myself to grant myself more ratings or at least eye appeals, but being beaten by this game will feel honorable.
I can already see a lot of potential for this to score high, so I'll contribute a bit more to its score to let it soar high!
Great work Quinten and your team. Take my stars, and a 10/10 from me!
Alright. I'm saying it:
This is getting all the stars that I could have ever given it.
This combat in particular was just fantastic. With each increasing in difficulty and being so unique, it just gave me the Mario and Luigi Superstar Saga difficulty scaling. That. was. amazing.
It's so hard to give comments, because I am wholeheartedly believing that the reason this game is difficult... is because you're actually taking risks to deal more damage or not.
Where most games (without naming a few) were all entirely luck-based, or more luck-based than skill, this game just achieves that near-perfect balance between the two. Perhaps the luck involved is your reward for completing each encounter and hoping for a good artifact, but even I didn't realize that I got something until much later.
Other than that, I love the small animations, I love the witch being able to obtain her powers, the minigames were all unique in their ways, I think this is just one of those games where I see great potential for building much later in the future.
Take my stars. Take my 10/10. PLEASE continue cooking, you mad lads!
First notes: Found a bug :D
- I was about to enter the cookie, but I tried to get greedy when the tile above it disappeared. I believe I tried to enter that cookie but clicked on the one on the top right(I was to the right before I advanced), but then missed the timer before I could enter, and now I'm stuck without a reset option. T'was quite funny to encounter.

Ok, now besides that. This game idea was very unique. Love the idea of how you used the grids and upgrades.
Energy, fighting monsters, and gaining health. I really love the act that you can use money to chain off other money tiles to get 2x or 3x. I love those visuals, and the audio is awesome. A fast way to reset really elevated it for me in terms of replayability.
Despite its simplicity, I do think it could have warranted a fun way to at least combat enemies, because it did feel a bit brutal being trapped by 3-4 enemies in one tile, where I was forced to give up HP. I guess those were what the shops were for as well, but honestly... I have barely little to no comments about how this could improve; I actually believe this has potential for a longer build outside of the jam.
You have my word if this goes crazy after the jam-development stage, because I love this idea as a whole. I'd love to see more work on this!
Great job, hope to see more of what you make! 9/10
Wow... I was expecting some kind of Balatro game. Nope, I just felt like playing in Luigi's casino.
This was great. That is all I'm saying.
Personal favorite was the tic tac toe poker game, it was so cleverly designed, and I only understood how that worked until I lost a couple hundred (oops).
Each minigame felt so tailored to their craft. Some were classics that I remember playing against friends, and now we just have a completely different one with that poker game. Clever AI's, too; they weren't playing dumb.
The visuals were stunning, and I loved how some of them had their own lines. I think one of the bugs that I wanted to note was in blackjack, where sometimes, when a card was drawn to the other guy, the card would completely cover up his score. Otherwise, I believe this is a really polished game without many bugs or problems.
One of my favorites, but that's what ya get if you get someone who loves playing card games in real life and even in games! 9/10
First of all, this game is very unique. Taking pictures to "damage" enemies gives me Frank West vibes.
I loved the fact that you could actually use the bushes for stealth. It was awesome being chased and then immediately noticing that the enemies could no longer see anything. Each enemy basically has their own HP, and grinding through the enemies was quite the fun task.
But... (And as one has mentioned), This game was extremely, and I mean extremely, grindy. While I do like good simulator games, I did find it really slow that the camera flash and just how much health some enemies had took a bit too long. Yes, there are upgrades for such cases, but that's also what I wanted to see where it could improve.
The quests next to the shop are a nice addition, but they require a specific quota of monsters that you have to search for and find, which is a bit infuriating with a lack of direction. I decided to just start taking random photos of monsters that weren't in either of the quests, which led me to waste a bit of film. Feels a bit punishing for no reason.
Regardless of that, the concept was amazing. Execution could have been a bit better for it to be a rogue-like, and maybe there could have been more direction, but please don't be discouraged! I loved how you put your effort into it, and I really loved the idea.
Good job to both of you! 7/10
This, on paper, just felt like Bob the Robber. It had the stealth mechanic, stealing stuff, maybe a lack of a way to run away from the soldiers if you were carrying too much...
I liked the animation slowing down as you carry more, and just the stealth mechanics. It was a bit confusing for me to understand what my goal was, but I just saw steal and stole away.
Audo, while simple, hit the spot for such a simple game.
I believe my only complaint would be a lack of a way to fight against the soldiers. Yes, it is a risk it for the biscuit game, but I still wholeheartedly believe that having a way of fighting back at least a little against the soldiers would have felt for a better experience.
Overall, well done. Love to see what you make next! 8/10
Veeeerrry smooth. Love the platforming and the ground pound. It was a bit hard for me to understand but that was only after I ended up reading the description.
Voice acting could have a been slightly touched upon. Not sure what it was, but it just didn't set quite well with me... It nailed the creepy atmosphere, but I feel like it could have been tuned to be more... creepier? If that makes sense?
Otherwise, the obstacles (Pizza cutter, shooting knife) were also well designed, and I love how they move as well.
Overall, good work. Glad you made this game. Good stuff. 8/10
For a game that's thought up and made in 4 days, I personally loved the idea.
Although, I do think the execution could have done better. I'm not sure what I was doing with the game, unless I really have grown that dumb. I think with the lack of direction, it was difficult for me to understand where or what I had to do.
The controls are also somewhat janky, wish those could have used a bit of work. I did beat the game, but that was difficult.
Overall, charming game, but could use a bit of work on the inside is all I wanted to note.
Wow... This actually just BLEW MY MIND.
Rhythm games was something I enjoyed a ton, and this actually takes the cake. The way the characters disappear to show they're not needed for now, the music, the hands. Oh my god, the HANDS.
This is one of the best ones I think I've played. I hope this gets more stages, this was amazing!
I... Was never aware of that. I don't even know what the "async Task Start()" is for. I'm taking a guess and saying it's the...
I just relooked, why do I have async Task Start()? What in the- Ok that's weird. I swear I remembered using some kind of ike, func start()... Wait no that's Godot.
Yeah I'm checkin' it, it's void Start(). Why did I use Task Start()??
Jeysus, thank you for pointing that out.
Wow. This is... Amazing.
I've been looking for a card game, and somehow this one hit the spot. I love the RNG mechanics, the little dudes that are just staring at you, and the unique card ideas.
I do have to note that the text is a bit small for someone to read (especially with the shaders), so it was a bit rough for me to notice what it all said. Other than that, good replayability, love the big numbers, and this game goes hard.
Well made, dude! Good luck in the competition.
Icy platforming is typically really hard to do, especially for the difficulty scaling... This one actually takes the cake.
Perhaps it's just my own skill issue that I couldn't get through the few jumps, but I like how you're forced to think ahead because of that second auto double jump.
My only complaint is the lights, because I did want to read a bit of the text, but the floor is made out of ice so I have to really skim through it.
Other than that, good game. Well done to your fellow teammates for building a really cool-looking game.
I feel guilty about not leaving my own review for this adorable game.
Tower defense with a very unique mechanic of requiring the towers to move is really interesting and something that even I didn't think about. The tower innovation is amazing, and I caught on to it quickly. The only complaint I have is that super-fast enemy. Holy, he's annoying. Other than that, the gameplay is very unique; upgrades did feel a bit unbalanced, but that's just balancing. Nobody is going to get it right immediately.
Other than the bug of the own towers colliding with each other and not moving, the enemies are adorable and the visuals are all just so adorably created. Well done!
I was waiting to notice when this gun would ever reload, until I just realized it was an endless barrel pistol. While that did somewhat kinda soil my fun time, I will still note that this game is quite enjoyable. I believe this was the first 3D game in this jam, which was really impressive to see, especially for its quality.
The audio is great; I like the theming. The gameplay is definitely simple for a rogue-like shooter, but I have no comments there.
Overall, great job dude! Good luck to the other competitors.
Hah, that's great to know.
I do apologize that the QTE event is difficult because, yeah... I didn't really think out the timing towards the keys.
However, I'm still glad you gave it a shot and hopefully you enjoyed it up to that point.
Cheers for your review, and your game is also really great, Crow! (Have a few more dices for a tip)
Other than the trick of my thinking that this is a rhythm game, this is an excellent game. I love how it speeds up, the way it flashes the directions for a couple of seconds, and even just the rhythm aspect (holds, perfect, great, good), and even the fact that I attempted to even get this to work like it was some piano tiles.
Other than those two, the music rocks, though the sfx could be repetitive, the art is SICK (Please teach me your ways), and everything else wraps up nicely.
Hoping to see this be a top 5, top 3 even!
I'm glad you gave it a shot, but I'm sorry you had that experience.
For M1, I was referring to the Left Mouse Button, and the semicolon was specifically as it was. I will consider your suggestion to maybe be able to remap some of the buttons.
The convey belt was an issue that I'd tried to look into but couldn't fully fix, so I'm also sorry that you had that experience.
I'm still hoping you enjoyed the game and narrative, and hoping that the small bugs and inaccessibilities didn't completely soil your experience. Cheers dude!













