alright, the vibes of the game are so good, loved the art, the 2d lighting is really impressive and the level design was fun. Solid controls,, the goals on stages were clear and it is just a very chill game (even if I hate the enemies that hover above you if you dont lure them away XD). Even more impressive seeing that it is your first jam game... Good job!
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Visuals are simple but work, everything was clear, the music is nice.... I think I know how the rules work but unfortunately the game has a bug that gives you the gold for the round each time you hunger roll, making it possible to exploit that to get essentially infinite money and since it has no cost to it, no health or money, to it you can just reroll till you draw health/money + cards and avoid all the negative ones... I do think this could be really fun once stuff is fixed cause if the system works like I think it works, it is solid card game material
Love the game, physics are really fun, I like the different (and unique) stage hazards like the beeg rock you gotta move away to reveal the hole, the cogs make you think outside the box. Aesthetics of the game are super clean, the sounds great (I personally like the cog click when it goes wild when you hit it a bunch). got to the "smarter or safer" stage and will be coming back to finish it!
reminds me of that one Kirby Super Start Samurai minigame, the visuals are clear, the sound design is really juicy, the lack of music adds to the tension. I only got to the dude that introduces kicking (cant get past cause skill issue by my part and at this point in the jam I've no reflexes left XD ). will 100% be getting back and trying to get through all 9 once I'm rested and my brain can brain again ^-^
I like the concept, really neat, having to keep up with both the math and blocking the distractions makes for a fast paced gameloop and once balanced I think it could be even used as a teaching tool, since it gamifies the learning process... add a leader board feature and boom, the kids will want to score better than the colleagues and put in the work to get better at math. Good Job!
the game looks amazing, great VA work, the break of expectations when going from a silly top down to the horror fps game is really good, and the art on both sections are stellar, specially the dithered first person graphics, I'm biased towards pixel and dither games tho ;P
I got caught (ending 2) on the FPS and I wanna come back once the jam ends and, if you work more in this, also check the "full version" cause I love the whole vibes of the game.
short but sweet game, the billboarded graphics are nice but could've been a bit more visible. at the first couple tried I tried to "kill" the crowns in the bat room since they were the same color as the enemies (skill issue on my part prolly, cause I thought they were spawners). There are a decent variety on weapons, however I feel like the crossbow was a bit overpowered in damage and range, I managed to win by sniping the knights from outside their trigger range, so maybe look a bit on balancing it more... I feel like the way to win this is to die till you get the crossbow and then, cheese it :P
fun game still ^-^
YO... this is a flash game directly from the late 2000's early 2010's... love the silly dialog and the simplistic but still kinda challenging gameplay cause you wanna max out the speed (nice touch making the music dynamic with the color of the bar, loved that small detail). The art is very cute too... (not in the game but I love the lore bits in the description, very funny). Good job!
It is nice to see a new dev tackle the challenge that is making a point and click game as one of their early projects cause so much goes on to those.I like the writing in this, manages to be impactful and emotional . the Ui can be a bit cumbersome and unclear, if you revisit making this game I'd suggest looking into NinePatchRects (I think the gamemaker equivalent is a GM 9Patch) to make the text box a bit more clean looking, also as suggested below giving an outline to the arrows would make them more clear and, even if just a couple sprites on the side, add a visual component to the items the player is holding so we know when we get/use something. I also got a couple moments where the text box would double and i could see the previous text behind the transparency. I'm looking forward to try the fixed version but even the "broken" one here shows a lot of potential... cannot stress how well the story is written. and I think that is all... Good job!
Wwe memed this game so much... and it still pierced the heavens with my expectation... it is a good lil dungeon arena game, the SFXses are very juicy, the hiteffect and particles on the enemies are satisfying, I do wish the player had the same, the audio cue is clear but a visual one would be nice too... I got got in stage 3, the knife scarecrow cornered me. combat in the game very simple but is really responsive and the fact that you have to stop moving to attack makes so there is still strategy to it, there is a bit of a cheese you can do on most enemy types using the 1 tile wide collisions, can attack past the tile wide gap, except for the scarecrows, they have more range and move so erratically that the wall trick cannot be done (hence my death to one of them). after skill issuing and dying pathetically in lvl 3, I used the selection code and found out that the player level starts from 1, even if you do the level code, so in order to see the remainder of the enemy types, I used godmode like a newbie ;)
very impressed with the variety of enemies and attacks, the boss patterns are fun to learn (will need to go back and try to beat it legit). Amazing game bud.
the game is really creative and unique, it is like a lil metroidvania. I did found an issue when dieing on the run stage (I think) once you get to the top, I died there and the game loaded me in to the void. besides that one issue, everything else ran really smooth.
overall it was a very fun and creative experience, loved the skills were all "mouse based" but used on a platforming way... I need to try this game again once the jam ends and see if I can finish it.
I like the artstyle, the simplicity of it makes everything really easy to read. the physics interactions with the boxes have potential to be expanded in to something really cool in the future. the controls are a little bit floaty, but one can get used to it. lack of controller support (movement was there but jump not) made so I had in the boss fight, open joy2key and remap jump to a controller key and that made so I could finish it afterwards. What you got here is the basis for a really fun lil platfomer.
I like the mechanics... sadly my keyboard has a double press issue in some keys so I got nerfed a bit. still... fantastic job, the sounds of the boss walking keeps you in high alert. love the bill-boarded graphics and the AC white noise ambiance ties everything together. Only nitpick I found was the menu scaling, but that is so minor and didn't got in the way of enjoying the game. This being your first jam game is a strong start, looking forward to seeing other games from you in future jams
yo... I like the idea here it is very interesting how it is all physics, couldn't get that far (23% PB in 10 mins), will try to get back and see if I can reach the end after the jam ends. the art is nice and the "bwomop" jump sfx is very satisfying... with the music the whole vibe is "hey, this is nice" but the game will have you yeeting the pc out of the window if you fall all the way back down. great job
Biiig "Dont Touch Anything" vibes... I cant micromanage that well, but it is a lot of fun, only got to about 1:50 as my personal record. Due to how the game works, I went to check if it would work on mobile... and surprisingly, it does... and it does it really well without any problems with performance, I'd say that even better than using mouse XD
It is a very cute game with a really nice message. I love that at the end we name the game, very creative idea. I did got stuck a couple times between collisions (skill issue on my side cause I'm a controller player), but since there is a reset button didn't got in the way. the VA is absolute cinema. Good job!
love the ambiance, the tight corridors reminds me of a horror doom mod I used to play, adding the timer to the console downloads adds a bit of paranoia "will I be attacked while this goes on" and it is a great way to build tension. the voice and SFX fit really well together, enhancing the whole experience. As a horror game enjoyer, this is a solid game!
I like this one. having so the bnnuy can only push the enemies instead of defeating so when time passes it is more and more to take care of is super fun to manage. the art, altho simple, is very cute and works for for the style of the game (reminds me of early arcade titles). I did found an exploit: if you push a wolf on to another, there is a chance they will get stuck together and stop moving. Overall a fun short lil cute game! ^-^
the gameplay loops feels really good, the controls are responsive. the simple shapes makes so everything is very visible and well defined, the boss attacks are, while still challenging, well telegraphed /indicated. I like the decision of having to lose the first fight and then teach the player from there. Death counter and the narrator adds to the humor but I do wish I could speedup so the "die > get back" was a bit faster. could not finish the game sadly but had a lot of fun!
the message is very strong, the situation the MC is in is very relatable (been there) and the way it is presented gets the point across very clearly. Only thing I can nitpick is the text speed is a bit slow , I know it does add to the experience but a fill current sentence or fast forward button would be a nice addition. Besides that, I have nothing to add. Fantastic job.
the art is very cute, the dialog is really well written and it really felt like a friend bothering to play their game... I went for a bit on the download button gag... then when I saw the "Lower one was not the real lower one" I laughed a lot. as most of the desktop based games I've played... got immersed in ti to the point of trying to drag the window in to the other monitor XD
The game reminded me of "Emily is Away" a bit and I would love to see this being continued with other days in the chats between you and Maria. We need more narrative deep games with this chill game play
the vibes of the game are really cool. I only got to about half health, skill issue on my part cause I suck at bullethell games, even more if on keyboard. I do like that each pilot has a chance of having a different weapon, I like the way that upgrades are given after a certain number of deaths (makes it easier for the folks, like me, that are not very good at bullethells) and it is all done in a humorous way. very good little game! ^-^
This is wild... Love the "lets just make everything start buttons and a minigame mishmash"idea. All the games are simple but polished and work well in the artstyle chosen... it is all just.. very clean... The music is also really good and sets the mood perfectly. I'll also add that it is wild to have a leaderboard for a jam game.
Reminds me very much of OG flashgames. the controls are solid and very responsive, the visuals are very clear (I really like the use of contrast between the player and background) and I like that the boost/launchpad and other stage objects are color coded, makes for easy reading on the high speeds that the game has you going. The shop upgrades only add more to the flashgame nostalgia.
A game that shows that you do not need to go all fancy on visuals to be engaging... very nice and clean. takes a bit to get used to the controls but once you do, smooth sailing (till you hit a wall and ceiling and get sent back to the start, skill issue on my part tho). I wish it had full controller support, I can seem to move with controller but not jump. Adding sound effects would only add to the experience, helping give a bigger feel for jumps/landings. I hope you work more on this as it is a solid base.
I like the concept... the art is good, the sounds work well together... But sadly I could not really advance on the game due to the bugs, I did managed to get one coffee to a customer but then lost the ability to interact with things afterwards... would love to return to the game again if you ever polish it a bit more.
the visuals are really nice, I like the sprites, parallax and the text effects... the controls are solid and the way you made the movement be a bit harder to control when in the invincibility mode and the idea to make that be the combat mechanic is very uncommon and fun. I only missed controller support, but that is a minor thing. Overall, I really enjoyed playing the game! ^-^
This is so charming... I might be biased because of the whole dithered retro look but I love the game. The character designs are very cute, and you can tell they all have their own little personalities well defined via the dialog. Music was incredible, the moment I heard the title screen music I knew I was in for a good time. The combat system is very creative and makes so the player has a lot of options for actions with the combine system (great names for the combos too) and the time based mechanic to parry is very neat, and despite quite clear, has their degree of challenge with the different patterns and speeds, keeping the player's attention to the battle instead of just mashing though the battle. I want more... if you ever continue this game, I wanna see the result. Fantastic entry, good job
the game looks amazing, love the art style, the recipe menu drawings are very cute and add a lot of charm. I sucked at getting many orders in, but that is skill issue by my part, not a keyboard player for this kind of game. only thing I'd add is a couple more particles and texture/color changes to accentuate the things a bit on the pan and cauldron.
I'm speechless.... just... idk what to comment, really... IT IS SO FUNNY... was already really enjoying it till I got to the boss and it broke me... smiling from ear to ear even more with how good it is... only thing that is missing is controller support... If you ever continue the game's development, you have a LOT of potential for a hit
the car physics is really fun, the track is very well put together, I like the visualizer in the second track and besides the already mentioned bugs and issues in the game the only addition I wanna make is the minor one that the screen is in aspect stretch, so window size alters the look of it without properly adjusting, but this is easily fixable with one menu option in the engine. 
This was nice... Took me a bit to figure out how everything worked, how the resources worked and the rules on how points were given, but once I did I could see exactly what I need to do to (and not in a single set way) to reach the goals. The visuals are stellar (heh) and the sfx + music give it a very nice atmosphere. This could work a lot as a mobile cozy game, no changes to the mechanics, just more levels and it could be released.
Loved the whole atmosphere of it, the character designs are nice.. I was worried that I was gonna have to point out the floatiness of the movement, but now that I finished the game I think it was by design, or at least had the levels designed around it, cause it all worked really well together, the movement and the music all felt very dream like so it ends up fitting together. altho... it is very exploitable in some places. I also got softlocked in a couple places due to collision getting caught between the ground and a static platform and had to reset the game
overall... i really enjoyed the climb and would love to see more added to the game!
Solid little game, the art was very clean and I like the small details like the particles and camera shake, music fits well and the sfx is really juicy. I think the only issue is a bit of balancing, cause in very little time I was able to snowball, overpower everything and just stand still gathering experience. Balancing is hard, even on a jam time-frame so be proud of what you got here, it is a solid foundation to a survivors-like. Congrats on your first game!






