Really good stuff here! There were some micro-games that had some cool mechanics compared to other WarioWare likes, like the keep the ball up game. Plus, the rewinding mechanic changing up the games you've played is really cool, and a really creative way of intertwining the theme with the genre. I also prefer the consistent control scheme of the keyboard, instead of potentially swapping between keyboard and mouse for each game. I think the visuals also work with the genre pretty well, and the music and jingles were great.
DcaveDerps
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Short and sweet game! The dialogue was really entertaining and I really like the concept, I think a game with this premise could be developed into a cool Day of the Tentacle / Toonstruck hybrid. I wish there were puzzles that spanned multiple channels, but for the sake of the jam it's probably best that each one was self-contained.
This has incredibly strong visuals and environment design. The first person animations for reloading and healing were a nice touch. I got a little lost in the first room before I got my bearings but after that I didn't have any trouble. I didn't really use the back-tracking gates that opened as you explored, but I'm glad they were there. I think the tapes were pretty well hidden without being too difficult or easy, as well as being pretty funny with the cover art and descriptions. The enemy designs tying into the tapes was also cool. The designs were great on their own, but the added context about the Turtles' lore made me appreciate some of the little details more.
I definitely had my fill of the combat by the end, though, since it's easy to aggro lots of enemies at once and get overwhelmed, especially if you run out of power for the glove. I definitely learned to take out enemies from a distance to more easily avoid that scenario. The primary attack feels weak, and the charge attack has a long charge before it shoots the projectile, making it hard to aim while staying mobile to avoid projectiles. I wouldn't say it felt frustrating, though, since there wasn't really any penalty for dying thanks to the check point system. It's possible to get a negative number of batteries if you die while reloading, but that was the only bug I encountered.
I think I really learned a lot about safety from playing this game. Thank you, Middle Aged Man-Like Safety Awareness Turtles. Really nice job!
I imagine it's a false positive, but one of the checks on VirusTotal is flagging this as a virus:

Neat little games, though. I wasn't always sure when I was winning or losing in some of them, but the art was cute. I'm no super fan, but I thought you matched the style pretty well. The Ben Franklin game was my favorite.
The environment and duck themed movie posters were really cool, and the idea of running a store is fun. The sound effect for selling the perfect match to a customer confused me a bit, it sounds more like a negative sound to me. I also got unlucky with this bug pictured below, where I was unable to buy an upgrade despite apparently having enough for it. I'm guessing it's floating point comparison funkiness:

It feels a bit odd when you start running out of stock, and therefore are unable to make perfect matches for each customer. Because (as far as I could tell) there's no way to dismiss customers if you don't have what they're looking for, and their requests don't seem to take into account your remaining stock, in the back half of each day most customers get whatever is left, regardless of what they want or how well they tip. I typically held on to high rarity merch until I could maximize the tip, but that led to me running out of lower rarity merch quickly. Maybe playing that way isn't ideal, but if there was some way the player knew about upcoming customers, I think the gameplay would feel more strategic and therefore more satisfying. As is, it's still pretty good for a week!
Thanks for the feedback! I didn't think I had time to implement a speed up system, so while the games do get harder, the time limit for each game is the same every time. I might add a proper one later, though, and do another pass on the scaling difficulty for some games (looking at the find the remote game in particular).
The visuals and atmosphere are top notch, but the lose\game over state needs to be better communicated, and I think the gameplay is severely restricted by the logic that determines the next round score. It looks like the next round score is usually determined by doubling the player's previous final score, which actively punishes them for doing well. I made it to the shop for the first time on my fifth or so attempt at the game, because I intentionally used less bones to sandbag my score to be something that would barely beat the current round goal, so it would be easier to beat round three. Otherwise, I was consistently doing too well in round two, making the round three goal unbeatable without really good bone luck.
Even past round three, it seems exceedingly difficult to progress once the round goal gets over a few thousand, because bone placement can only do so much (especially when bones seem to be drawn\created randomly), even with illegal bone placements that extend outside the defined grid. There doesn't appear to be enough money to buy multiple smokers\drinks\smokes to consistently get a good enough combo going, unless I'm missing something that lets you get more than $5 when entering the shop for the first time. I eventually figured out that smokes cost $2, so it's possible to buy a smoker and change the default cigarette they come with, but that was through trial and error, because the shop tooltip says smokes cost $3.
I'm just kinda confused, because I don't think this is supposed to be a min-maxing game where you're trying to just barely beat the goal every single time. All of the effects in the shop that I could see seem intended to make numbers go up and/or be triggered as many times as possible, as opposed to a mix of effects that give you finer control over your score to help prevent going too far past any given round goal. That leads me to believe that the intention is for the player to always make the largest number possible. However, I did notice that there appears to be a finite number of bones in the bottom right. I was never able to beat the round goal with no bones left to draw, so I don't know if the board gets cleared and the bones reset once you run out, or if the game is only supposed to last six rounds, and is genuinely a puzzle to optimize those six rounds to get to the end. If the latter is true, that goal should be stated explicitly somewhere in the game, because I think it would set expectations and clue players into the intended strategy sooner. If the game is supposed to last longer, then the round goal scaling should be a lot more gradual, at least until the player has the opportunity to visit a few shops, so they can explore how different smoker/drink/smoke combos work more thoroughly.
This game definitely stands out in a lot of good ways, the concept is excellent and figuring out bone placements is genuinely fun, it just feels unclear what I'm supposed to be aiming for.
There's a pretty devastating softlock + save issue. It doesn't seem like stat upgrades get saved, only the your story progress, money, and Frens you've collected. So whenever a save file is loaded, each Fren reverts back to their base stats. This is made worse because the final boss room has places where you can get softlocked before you can trigger the dialogue/fight:
<- don't go here, you will be trapped.
This happens on the right side as well. Reloading a save to solve the softlock resets everyone's stats, which then makes the boss fight impossible, I'm guessing, unless you grind back to where you were.
I still had a good time with the game, though. It was nice being surprised by the wide variety of things referenced in the Fren roster, and the art and music was great. I'll probably try again later with a new team.









