Neat little game! Controls were a bit finicky, while I was digging and jumping I died from old age and managed to select the "quit run" option and lost my game :(. On my second run I managed to get all of the upgrades, which was fun. I really liked finding a vein and extracting it.
Dashing Strike
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Thanks for playing and the praise! Yeah, I'm really happy with how the lockpicking turned out, and how much good mastery feel there was. Normally during development I'd add a button to skip minigames with a success, but I found myself playing the lockpicking basically all week and enjoying getting better at it. Glad that the came through even in a shorter jam experience =).
Thanks for playing and glad you liked it! It's my first attempt at a stealth game, and I'm pretty happy with how it turned out. The lockpicking is inspired in style/shape from an old game Hillsfar, which also had visible tumbler matching, though I think feels pretty different in practice - Hillsfar was like 20 simple picks and time-constraint on finding the right match, none of the double-pick puzzle-y feel I went for.
Fun game! I managed to get to the end.. eventually. In the middle I spent a long time searching for one last gem/ore, before just doing a grid-wise complete search of the map, which wasn't as much fun. It would have been nice if there were a few extra gems around so you didn't have to find every single one before advancing. Definitely got easier once I had the tools to simply walk in a straight line across the map, but that also was less fun than the earlier exploring. Graphics were nice, even if the character was a bit twitchy when moving. The world an animations were great. Audio also really nice!
What a great game! The digging was really fluid and felt great, yet each of the upgrades made it better. My only gripe is that I missed some treasure under some tiny rock somewhere and spent an inordinate amount of time searching for it. Some kind of radar, or not requiring 100% of the treasures to unblock the next area, or something would have made that much more pleasant. I managed to get them all in the end though, and the fun ramped back up after a couple upgrades. The art was great, so much variety and motion!
I managed to collect 24 treasures. I tried to stop at 16, but ran into another 8 before I found my way home -_-. Really impressive world size and detail! I found (and then later spent way too much time trying to abuse) what I assume is a bug - it seems the black danger zone only respawns you on a timer, so if you take little halting steps you can move while it's not respawning and then stand still, and get across up to 3-4 of these tiles that way... It seemed like there were some places I couldn't reasonably get to / out of without abusing this though (especially on the right, there was a big harpoon area, I found a bunch of treasure, but I couldn't find any way off without walking across 2 danger tiles... quite possibly I missed something though, it's a big map!). Just wandering around did get a little old long before I got all the treasure though, it would have been good to have either some other mechanics, like buying some new upgrade that lets you get past certain obstacles, to keep it fresh.
The sound was really nice, I was still enjoying the music by the end and it was quite nice having even different footstep sounds for what I'm walking on!

Thanks for playing, and glad you enjoyed it! With my limited playtesting with other people I was worried the advanced picks were too hard, so I'm really glad to hear you engaged with them =).
My initial punishment for failing was just a bit of dialog saying they took your loot, but once I had a town level, it seemed breaking your way out of jail was too good to pass up :D
Neat game! I couldn't tell if my performance in panning affected how much gold I got, or just how quickly I got through it and the gold was just random based on where I started panning. Controls for panning were... a bit painful, I'm going to have to take a break from the keyboard after this! I managed to get all of the upgrades, but I guess there's no game ending / victory condition (if that's true, maybe make a note of that on your game page for future players, or if there is something I missed, maybe a hint / let people know to look for it). Nice art and sound, and pretty unique gameplay!
I played around with this for a bit, but I can't tell, is there any goal or feedback of any kind? If not, it might be good to note that on the game page (and, if so, I want to come back and try a bit more). I love the quicky controls of controlling two characters at once. The goldfish graphics and also fantastic, really nicely animated and feels good to jump around.
Neat game! I love the whimsical style. I managed to get to level 10. I was getting a little bored along the way though, maybe ramping the difficulty up quicker or something would be good. Once the bounced coins started changing direction it definitely got a lot more challenging, and, I think, more enjoyable. Music was nice too.
The game page listed controller controls, but they did not seem to work (playing browser version on Chrome here).
I thought having less pipes and having to boot-strap to buying stuff was interesting, but on reflection, I'm not completely sure the game is better for it, as it just takes time away from doing what you actually want to be doing on a level. On the other hand, having a little scarcity is probably good, I did like being rewarded with a feeling of "now I can build absolutely anything" once I got my income stream built up, whereas on the first levels I sometimes ran into a "oh, I don't quite have enough pipes to build what I'm trying to build, and have no money" situation, and the scarcity forced me (in later levels) to find a workaround for that problem... so, maybe I've argued myself back into thinking it's a good thing, hah! Anyway, just some more vague feedback to (not?) help you decide what to do =).
Very nice, and impressive in 13k! I played a race or two against a friend, I love to see local multiplayer games in jams =). Controls felt good, except one point where our cars got stuck on top of each other for about a minute :D. I wish there was slightly more gameplay, maybe just a refilling boost meter, or speeds high enough that you need to brake around corners or something. The cars, track, smoke all looked wonderful, I like the style!
The customization is great =). I played a few matches against a friend and we had a lot of difficulty getting our robots to do anything vaguely useful, and the two first matches apparently ended with us each shooting ourselves with various guns, never hitting each other. Tried melee-only after that and it was a struggle just to get in range. The hand-drawn visuals are really cute!
Neat concept, it's like a streamlined Robo Rally! My main complaint is that the computer is too dumb/predicable, but that's to be expected, I guess =). It also feels a little bit like whoever happens to be closest to the new, big point spawn is just guaranteed to get it, although I won every game, so maybe that wasn't too big of an issue ^_^. I feel like this could be interesting as a multiplayer (possibly even N-player, not just 2-player) game, would play well on a big screen with controllers for inputs. I liked the visuals, it provided a nice mood and felt very consistent.
Nice start to something! I struggled a lot with the UI, often placing things I didn't want, unable to remove things due to right-click interactions in the browser, constantly losing what's in my quickbar and having to re-equip it after crafting another one. I made it through the main quests, but eventually I got stuck trying to do the depot missions, my starting depot was apparently just broken, so I made a new one, was able to deliver iron to it, but could never get the second mission activated after activating the iron one, which seemed to just never complete. I also had my assemblers often stall out when an insert decided to load more than 100 of one ingredient leaving no room for the second :(. Dragging to place conveyors worked nicely, and the visuals tied together pretty well.
Interesting game! I like the integration of the story with the little puzzles. The puzzles seemed too simple (once I figured out which dots were implicitly connected to other dots, the solution was just lay things out vertically anywhere without any real choices involved...), I'd have liked something that let me try different things or optimize in some way (maybe just being able to draw arbitrary-long wires, or the pieces had some other constraints or some where larger or something). It took me way too long to get the password (due to it being case sensitive and not seeing what I was typing :D), but after that it was smooth sailing. Visuals for the world and the puzzles were both nice.
Really neat. The level select being a puzzle on its own is really clever! Took me forever to figure out the "trick" for level 5, didn't realize an upside-down robot won the level, that definitely helped later. I managed to get through all of the levels and enjoyed it. Music was nice and chill. Easy Undo and Reset were really nice to have. Really interesting combination of Sokoban and "controls move multiple guys" (whatever that's called...) mechanics! Level difficulty ramp felt great, every level was a challenge, and I had to keep learning new things.
Pretty fun! I managed to beat all the levels, only died once on the first level figuring out the mechanics and controls. I'd have liked a little more feedback (maybe an audio cue) on where to stop to repair, I found myself often walking past it. It was fun upgrading and finally getting to max upgrades on the final level =). Sounds and music worked pretty well together with the game.
Fun little game. I managed to get all of the achievements. Poor planet Ikarael, it was so much more wealthy than its neighbors so it's where I kept sending my raiders, err, transports. It would have been nice to have some reason to not send all of my ships to the same place (maybe only one ship extracting at a time, or, resource values go down if too many of the same are sold). Nice entry to the jam!
Interesting idea! I feel like the levels were too same-y/too simple. One level I had to think (had multiple inputs coming in to the same angle pipe). The rest it seemed like every script was just "ROT R, SLP..., ROT L", and that solved it. Seems like a good idea in need of more interesting levels! I enjoyed hearing the sounds as the blips made it to the end. Visuals were nice and wrapped it together nicely.
It's JavaScript (well, mostly TypeScript these days), but not much HTML (basically just a single canvas element :D). It's my own custom engine (used for a few commercial projects, and lots o' jam games), but it's all WebGL and built like a native engine (I don't even use HTML/CSS for fonts and stuff, I do that all in WebGL...). I might be up for trying a jam as a team, you can reach out to me at jimb.ly on Discord if that works for ya.
Neat idea! I had difficulty using the rotating block in any useful way - I used it on exactly one level (which had 2 inputs), and it maybe helped me pump them all through my one path, but I'm not completely sure it increased my throughput as things sometimes ended up flowing the wrong way and such. After that, I mostly just stuck to using a single input and building a big pipeline for it. My scores on the first 3 levels were: 330/1000 (took 2 tries, used rotator)/5700 (using just 1 input). I ended up playing through level 11 or so, had a massive 26K score on level 6. I couldn't figure out how the numbers' velocity worked, one time I had a hundred nodes approaching 4K after the last multiplier, sitting completely still on my pipe, not a single one making it to the end (total score was only like 3K :D). I liked in the later levels needing to figure out a way to get a little income in order to start building my actual plan.
This seems to be a nice start to a game! I think maybe the color names in the game description page are wrong, that confused me a bit. I enjoyed finding ways to tightly pack things together, unless I ran out of free rerolls and I expected the cost to start going up greatly, but since it seemed to stay at 1 forever, suddenly it felt like there was no point. Just changing that to exponentially increase the cost to encourage you to try to use all of your parts before rerolling would have, I think, helped keep me engaged a while longer =). Congrats on your first game jam!
That was enjoyable, and felt just the right length for the depth of mechanics. The jumping felt a little too floaty, especially when jumping up the staircase-like slopes at points, was a little frustrating. The visuals were just lovely. I felt bad harvesting scrap from my larger brethren, and was glad to see they got their revenge in the end :D.
I came for the cogs, stayed for the cog-puns. I felt difficulty ramped up a little too slowly, I almost stopped playing pretty early, as the first 20 puzzles were basically just 1 of 2 things (either - just place a straight line, or just pack tightly) with no strategy required. Levels definitely got interesting beyond there. I appreciate the level selector and marking where new mechanics are unlocked, that's great for getting a better feel for the game! I wished I had an easier way to undo (a hotkey, perhaps), as I often found myself wanting to try re-placing a single cog a number of times to see if it'll line up... Music was nice and didn't get in the way. Well done!




















