Great game! When this game came up in the GDFT I had no idea what was going on. But the second time it popped up I glanced at the instructions and really enjoyed it. I loved the concept and how the cat is trying to knock you off. Really great idea and execution. Maybe the stamina could be closer to the mouse/player? Just because you're not really looking away from the mouse at all because you're constantly trying to find the next hold. Also, sometimes the placement of the rocks can be difficult to get the mouse to touch occasionally. This might be my favorite game of the jam! Awesome work!
Draekdude
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This was a great game! Fun, simple controls, immediately you know what you're trying to do. Perfect for a mini game! Sounds were good, the only thing I can say is that the sounds were at max volume. So my feedback there would be to turn them down just a bit or add a volume key to lower the volume. Other than that, it was great! Nice job!
This game was pretty fun. The art was good and the game play was nice and short and perfect for a mini game! I think adding sounds would have been a huge benefit. You could hear a positive sound for a good start and a negative sound for a bad sound. Maybe even music that speeds up as you get closer to the end of the game. The controls were ok, but it was hard to tell why sometimes you could jump and other times you couldn't. Anyway, great submission!
Neat concept. This game was pretty interesting. I liked how you could look around, but it was hard to tell how it helped. I'm not sure how many questions there were, but I played the game about 5 times and got through maybe 5 questions each time in the time but had a lot of the same questions. I wonder if you could have had hints for each question around the room, but you had to be facing the right direction to see them. Then a player could answer the ones they know and look around for ones they don't? Anyway, good job.
Great game! I liked how the zombies were all over the place forcing you to try to figure out which of the zombies were the real threat. The art looked great too! A couple easy ways to refine it would be to change the height of some of the zombies, add some zombie noises and/or add a hit graphic/particle effect when you shoot a zombie. It worked great as a fun mini game that didn't need a bunch of instructions, well done!
Great feedback! A crit would be a great idea, maybe it would be worth 2-3 points rather than 1. Yeah, I wanted to use space bar for charge and enter for attack. It does kinda suck trying to mash the mouse but I wasn't sure how to tell the player that without then having to incorporate an instruction window. Maybe a tool tip or just post it in the lower part of the screen?
Dang, it didn't work on my Parallels running on my Mac. I watched the stream from Zack and the game looked pretty fun! Only feedback I would have would be to grade the player based on the score, the higher the points the more agitated the guy who leaves would be. And of course a leaderboard might be fun.
We thought about doing something like that in the bulldozing game. Basically instead of trying to clear the mess, you would drive into a grocery story and just trash the place.
Anyway, great job!
Draekdude
This game was a lot of fun. Graphics were good, the levels were short which is great. Music fit and the sounds were good. There were a few times like the double jump where I got stuck and accidentally got past it. I started to ask about the ratings, but they had nothing to do with time and only objectives, right? The cubbies were a bit odd because it just ate up so much time for the owner to come etc. I'd rather just start over if I'm being timed. The destruction was fun, especially the pillows! Purrpetrator was a great name! I think Cat Smash Fever would have worked too. haha.
Well done!
Draekdude
Dang, I loaded it on my Parallels (software to run windows on a Mac) and it just showed a blue screen with a sword and magic. I could swing the sword and cast the spell, but I saw nothing but what looked to be a blue sky. Sorry!
I did watch the stream from Zack and it looked pretty good. It made me think of a game where you have two thieves in a house. The first thief rummages through the house and then gets into the get away car. The second thief has to make the house look like no one was there in a short amount of time. Looked fun!
This game was pretty cool. The art was cute. Machine gun shot a bit too much so it looked like a hose or something as the bullets were a solid line. Also, it crashed at level 4 or 5. Once I got the machine gun, I felt a little overpowered. I could just "hose" them down and everything would die pretty quickly. But with polish, I think you could get it a bit more balanced out. Another change might be to format the upgrades a bit differently so they're easier to read, like put each in a large button with the text or something. I appreciated the indicators telling me where stuff was so I made sure to collect it all before going to the next level. Overall it was a fun game. Well done!
Draekdude
Oh, one more thing about the boss. I played the web version and the first time I got to the boss it didn't attack me. The second time I got to it (in the same run) it attacked. The third, it didn't attack and the fourth it did attack. Or at least I think I got to it four times in this one run. Hopefully that helps.
Thanks for the feedback, yeah, do you think I should have just combined the brake and the reverse? I thought about it, but in the end decided against it. However, in a jam maybe that would have been the better idea. Yeah, Alex came up with the "story" and it made me bust out laughing the first time I saw it.
This was an interesting game. I struggled trying to determine what I was supposed to do. The first two times I played it when I tried to add an upgrade I wasn't clicking on the far left part, so I thought the buttons were broken. There's no obvious button, the whole thing looks like a button. I would make the entire object clickable, or make one part look like a button. I was finally able to upgrade and add yellow slime, however, even when I pressed the "E" key, nothing happened. My guess was that I needed to upgrade more things, but eventually as more and more bees come you have less time before the game ends. It feels like this game is one where if you know what you're doing, it can easily be finished. But if you don't then you struggle and quit. I'm not sure you need a tutorial as much as just a brief overview of what the purpose is. Like "steal the honey from the bees before they stop you and use upgrades to help you" if that is what you're doing. Something.
Anyway, art all fit together. The sounds were OK. The look of the UI fit the game. I really think this game would be more fun if I knew what I was trying to do.
Thanks!
Draekdude
This game was a hoot! It was hilarious how you'd accidentally slap your onion half way across the kitchen. I loved the concept and the execution. The only thing that was a bit annoying was that the knife could end up sliding across the table where you couldn't reach it. The first time this happened I had never used the knife and didn't realize it wasn't supposed to be at the end of the table out of reach. The next time I played I tried to keep it close, but it slides into other things and can end up where you can't reach it. It would be nice if you could put the knife and the salt shaker somewhere where you know you can get to them. Everything else doesn't matter because you can just grab another from the basket.
Other than this annoyance, it was excellent! I only had the patience for about 8 menu items and then it's just a bit too difficult and tedious for me to continue playing. If that makes sense.
Well done!
Draekdude
First of all, this was great. From the power ups to the weapon choices to the what I'm assuming is unlimited levels, very fun! I ended up getting stuck in level 34 where I was half way through the map and it said I was in a room with two doors and there wasn't a second door. So I couldn't get to the end of the level.
Here are a few of the things that I noticed when playing the game:
- You moved around fast enough that I rarely used the roll
- The boss either didn't shoot at all or shot a bit but still was super simple to defeat
- I never came close to dying except when I had forgotten what the bread was for
- More sounds would have been nice, it was hard to tell when you got hurt because the duck didn't quack in pain. haha
- I think the same upgrades are used too much, it might be more fun to make the game harder, but then also allow the player to get the awesome upgrades faster. I was close to quitting the game not because it was challenging at all, but because it was so easy, but I played until I got stuck wondering if the game ever ended or if there was some end all be all upgrade.
Anyway, great job and very impressive for a jam game!
Draekdude
Yeah, we originally wanted to add a bunch of grocery items to clear out, but ran out of time. Oh yeah, it looks like I forgot to add the sound manager to the credits, so when you clicked on the button it just threw an error, thanks for letting me know, I'll fix it. I'll look into the "Data folder not found" I only tested it on my Mac for the build. I think I know what it was, I renamed it after I created the build. So I bet if you renamed the game to GDFG2025.exe it would run. Whoops! Thanks for letting me know!
Thanks for the feedback and thanks for playing it!
Draekdude
I used the Unity Wheel Colliders, so I think the front two turn and the rear two drive. But the bulldozer really should be using belts to drive. It was kinda fun to work on, so I might see if I could get belt driving, then for sure as long as you didn't fall off you'd be able to get back onto the ledge.
If you only use the upgrades to boost your speed, you can get it to go pretty fast. One thing I didn't explain enough was that you need to use the brake, not reverse to stop. Otherwise you'll fall into the dumpster over and over again.
Thanks for the feedback and playing the game!
Draekdude
Hey, thanks for the play! Also thanks for the feedback! Yeah, I had a ton of clues, etc. ready to add into the game, but had a few game breaking bugs I had to fix and then wasn't sure if adding content would be OK. So I'm planning on doing that since it's sitting in a doc here on my PC to help fill out the story. What happened in the dark room? I had a gitch where you could get stuck in the wall from the vessels, but I thought I fixed that. Thanks again!
Fun game! I gotta be honest, when trying games for the first time, I really feel that all text should just be able to be skipped. It was hard to read and in tiny segments my wrist started hurting from continuously pressing the J button. I think if you set it up where the dialogue was short, but you could go back and talk to the NPCs more that would have been much better. I would also liked to have more standard control with return and space used instead of J & K. Art was really cool and the retro feel was awesome. Well done!
Interesting game! Since it was kind of two games together I'll rate them separately. Although a volume control for both would have been really nice.
Phase One:
Pros:
Simple controls, easy to tell what to do
Cons:
UFOs didn't seem to know where you were, so there was no reason to move your humans unless they were randomly lining up above you.
Way too simple. Needed something else to keep the player engaged.
Phase Two:
Pros:
Story was engaging. I wanted more of this.
Art was fun.
Cons:
I didn't know X advanced the dialogue, so I quit. Then I played a second time to see if it mattered if you avoided the UFOs and found the x button advanced the dialogue.
Too short, really needed a few more people to interview. Really interesting concept.
Thanks!
Julian
Man this was great! I wasn't quite able to figure it all out, but I want to go back and play some more of this later. My constructive feedback would be:
Pros:
Menu was awesome, I loved the effects and just how well it fit the game.
The concept is excellent. Funny, fun, engaging. Well done!
The controls themselves felt good.
Art was great, hilarious using the same faces.
Cons (just a little tweaking could easily fix):
It was a little hard to tell what options you had other than just attacking the guests. I didn't even know there were humans in the room until after attacking about 6-8 characters, since I would attack them and then they'd catch up to be and get me.
I have two monitors and during the game when the mouse disappeared it was still moving in the background. Every time it went to the second monitor I lost control of the game. I also had that happen with the menus, sometimes if I clicked next to the button the mouse would disappear making it hard to select something. Nit-picky, I know. haha.
Overall, I loved it. Well done!
Thanks for the feedback! I'll check that part out. When I was testing it the robots always forced me through the door (which is where you want to go) but I must admit, I didn't test the entire game towards the end as I over scoped myself. I'll see if I can fix it and will let you know in case you have time to try it out. Thanks!


















