It's a bit simplistic overall (I understand, the time constraints), but I think there's a foundation for something fun. The ship tiles are understated but stylish, and the characters have cute designs. (Like someone else mentioned, I'm also getting more GBC than NES vibes in the choice of colors and style.) The music's not super fancy, but quite fitting to the mood, too. Would have been nice if the book could have been controlled with the same inputs as the rest of the game, instead of relying on mouse controls.
Sam Derboo
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Thanks so much for the detailed feedback! I absolutely need to tune the fuel mechanic a little more. That's a good idea with the signs, maybe I should even add a marker on the progress bar. (I also want to make the tank a little bigger, right now you need to stop at almost every gas station, I think it should be save to miss at least every other one.)
Despite the respawn issues (it seems the game forgot I had gotten the artifact, because the rocks on the way back from the final room stopped shooting at me, but I somehow still got the ending screen when making it back to the start?) , I had a lot of fun figuring out each room. Felt a bit empty at first, but from the second area it picks up the pace. The way each biome has a very different visual mood makes the journey exciting, lots of pretty environment elements. The music's good, but a few of the loops felt a bit too short/repetitive. I would have favored a bit more lenient hit detection with the spikes, sometimes I didn't feel like I was getting hit, but hit I did get. It's a bit hard to get around while swimming. The HUD makes it look like you could get more hearts, but I never found any - are they hidden that well, or was that unimplemented? Only having three hearts felt quite punishing by the final room. Anyway, this is certainly one of the games in this jam I played the longest, good job.
Cool Castlevania-like music and graphics, especially love the title logo. Jumping through the windows to get to the different levels is a fun effect. The jump feels a bit weird, cause you stop moving horizontally the instant you let go of the directional button, and especially awkward when attacking as the human in the air even while pressing the direction. Most games would implement some form of inertia (like Mario) or have a fixed jump trajectory (Castlevania) for this. I liked the way the werewolf dash was used as a platforming skill, although sometimes it drove me mad that I couldn't attack enemies in certain situations without running off a cliff.
I dig this game! Nice music and digging around is fun. Also like the implementation of the light and the temporary upgrades for it. Sometimes it feels like bad luck can hurt you a lot, though. I didn't have enough money to upgrade the drill the first two times I encountered the shop, and after that getting through rocks took quite a long time.
As someone trying to make a dungeon crawler as a long-term project, this is very relevant to my interests. Very good audio and atmosphere! It's an interesting idea to have items stand in for party members, and the resulting combat mechanics. Encounter rate feels a bit high, so I never felt quite at leisure to explore and take in the great dungeon atmosphere. It also seemed quite easy to run into overpowered enemies with no recourse to get out of the encounter alive (at least as far as I could discern).
Oh the music takes you right to that NES era nostalgia, very spot-on! The graphics are great too, but it feels like the movement runs on a higher resolution than the graphics, which takes away from the NES feel a bit. The enemies all running on a fixed path makes it a bit too easy to just stand outside of their reach and pick them off one by one. Level design feels a bit aimless. I loved the small part about flying around the star system map, makes the whole quest feel larger than it maybe is.
I think the flat shaded room graphics are very strong. Also loved the music, though to me it feels more computer style than NES, culturally. Scrolling in the outside area is a bit choppy and disorienting (maybe looking at how the NES Maniac Mansion scrolls areas could help improving it). The tasks in the first part are a bit mundane (and I felt the sock sorting puzzle took too long), but I was getting intrigued by the second chapter, too bad it's unfinished. Might actually return when it's done!
Neat puzzle game concept with pleasant and thematically consistent graphics. One criticism: I think having limited lives is a bad fit for it cause on the more complex levels you're bound to have a bit of trial and error and going back to the beginning is no fun. Because of the tile based movements it's also easy to misstep, so allowing to undo a single step would also be great for this, imo. (Not sure if any NES games have something like this, but Boxxle and Catrap on Game Boy do.)
Pretty nice work, like the little pumpkin dude. I found one dungeon and the boss battle had an interesting design, but it takes way too many hits and kills me in 3, so I gave up eventually. The curse mechanic is an interesting idea, but making the character really slow is maybe not the most ideal effect for it, cause it's more frustrating than anything and I'd rather just die quickly and try again. Graphics are simple, but that gives it that intriguing early NES era feel. Just the large detailed HUD elements take away from it a bit.
Cute protagonist. The backgrounds are a bit heavy on the dithering, but there are some nice pieces especially in the second area. The mechanic with grabbing the circles to climb is interesting. After a while it's tiring my hand though, could be good to break it up with other types of traversal so you don't have to do it all the time.
I liked the mysterious intro, and the hieroglyph style background tiles are neat, too. Very atmospheric music, although sound-wise it has a certain scratchiness at times that feels kind of unpleasant to my ears (maybe some sounds on the noise channel?) The map felt labyrinthine (complimentary), so I was convinced I was getting lost, but I think I stumbled on the boss faster than I was supposed to? (Not sure it was a bug, but the boss mostly just stood there waiting to be shot at.) The health bars and the bright character outlines kinda make it feel more modern than an NES game.
Very nice tile work on the backgrounds, cool understated background music. It took me a while to figure out how the controls work exactly, but it's a neat idea. Sadly, I couldn't find my way out of the first five or so rooms, maybe would have been nice to have some kind of hint what kind of goal I'm supposed to be working toward. (First I was like, maybe I need to defeat all the enemies? But then they seemed to respawn when changing rooms?)
Loved the atmosphere and look, especially the monster designs! Managing between the clue and map was a bit of a hassle, and the instructions at the beginning went by too fast.
A note aside from reviewing the game itself: My antivirus kept blocking the file and I had to make a security exception for it, which tends to happen with self-built exes since anything unknown is deemed suspicious by many antivirus programs. Since you're working with Game Maker, I recommend going through the few extra steps to make jam games browser-playable. Given how good this game looks, I bet this would have gotten a lot more comments and ratings that way.
Loved the idea of turning the resolution around, made for quite a different feel while still sticking to the "rules". Didn't realize you could wrap around the edges at first, haha! Also, very good-looking start and ending screens!
I think the game could have been more suspenseful if you had to collect all (or a certain number) of the eggs, cause often it was a bit too tempting to just run for the exit and ignore the score.
Killer atmosphere, reminds me of Return of the Obra Dinn. The only things that kinda took me out of the mood where the slightly too 3d-looking balls and the bats sneaking up on me to insta kill. (I think this might have even worked better as a pure adventure without any combat.) Anyway, nice feat within the constraints!
Was in love with this concept from your WIP screenshots in the Discord, but the implementation beats all expectations. Every level introduces a new clever gimmick, and the character's adorable facial expressions do their share to sell the action.
Only negative thing I noticed, the movement of the head(?) was quite jittery on my PC, not as smooth as seen on the GIFs.
Definitely one of my favorites from this jam, though!
The looks and visual effects in this are beautiful! The core idea is quite interesting. Making a mistake high up can be pretty frustrating, wish there was some kind of rewind option (maybe it could cost time?) I also think it could introduce some additional elements to make gameplay more varied. Otherwise, pretty relaxing and atmospheric experience though!
Oh wow, this game is really fun. Quite a lot of mechanics to learn all at once at first, but once that hurdle is conquered, it's just chock full of interesting ideas. Especially liked controlling the enemies and moving gadgets like trampolins around. Only thing that kept me from playing further was the first boss - too hard with the very limited hearts IMHO.

You are Mr. Brown's trusty sheepdog, tasked with rounding up the sheep and locking them into the corral. But beware of shifty snakes and the dastardly hawk, who are all too eager to capture your flock! :( Only the rancher Mr. Brown can get rid of them with his boomerang, but he keeps falling asleep on the job, leaving it up to you to wake him up and guide him towards the attackers.
This game is loosely based on an idea that was first told in 1983 but never made as a game. Well, until now. It's a long story...







