That’s incredibly kind, thank you! I’m proud of how it turned out 🙂
Drakonkinst
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My issue with it is I wanted to retry my previous solution after misplacing a peg and it felt very punishing to have to try to remember and slightly adjust when I had it perfect. Pretty frustrating when the game is already difficult. Always good to keep in mind that what seems difficult for a dev is likely nigh impossible for a first time player, I would recommend some rounds of playtesting :)
Fun music! The gameplay reminds me of Hungry Knight which is cool; those devs did go on to make some pretty cool games :)
I wish the UI showed "missing hearts" so I could get a better idea of how much health I am losing; it is pretty hard to count them until you are already too low! Some sound effects for heart pickups would be good. Also, I wish the slash direction also considered the direction of the mouse and not just where the player was moving. The health countdown definitely feels too difficult to properly focus on combat.
Cute and simple game! I adore the art. I think the sound effects could use some work -- I really like the driving sounds, but the hit sounds are 8-bit and don't really match, and some other sounds get grating after a bit. I feel like car durability would be an awesome mechanic to add if you continued working on the game. The art style of the menus didn't really match the game for me, and I think it could definitely use some music. I also really like the opening cinematic, lighting, GMTK loading screen -- all great polish and the lighting especially adds such atmosphere!
Really solid mechanics! I wish the art and sound effects were a little more polished; the game looks a bit blurry and I can't really feel the mountain environment you describe on the page. Sound effects get a little annoying after a while and could really do with a bit of pitch variance!
The actual game however is super fun. Grappling hooks are an instant win in my book, and they are executed pretty well with some wonky physics.
Nice simple game! I wish the counter reset between levels. To follow a prior comment it would be really fun if a wolf came to eat the sheep as you counted and you still had to guess the original number. I really like that the sheep were moving around instead of just a stationary count-the-objects game.
Great programmer-art game! I like the difficulty of making the circle faster than the square so you need to rely on strategy; I was able to get it stuck on corners quite often. I also noticed moving diagonally could actually outpace it which might be a bug. Some more sound effects would be great, and perhaps a limited sprint button. I've actually made a similar "AI chases player" game (on my profile) and this felt super similar, but I love the twist of turning the tables when the timer is green. Well done!
Nice to run into another drawing game! Very cute art and I like the moods of people reviewing it.
I ran into a couple points of player friction, like needing to wait until the timer ran out even if I finished the drawings early, and I didn't fully understand why I got scored low for some paintings. In addition I feel like there were too many options available in the drawing system which was a bit overwhelming on a time limit; I also didn't fully understand the paint fading mechanic (there wasn't much of a warning) and I also didn't understand I needed to complete all three drawings at first.
To make the drawing even smoother, you can look at Bresenham's line algorithm as a way to linearly interpolate between points when the mouse moves quickly.
Really cool mechanics and execution! I like that reading the sign takes an action and you force the player to figure it out; I think crafting should count as one too. Missing a bit of polish in terms of smoother menus/controls and the missing parts you already mentioned, and I got stuck on the first cooking level, but this is awesome for your first solo game!
I didn't know how to stop the flames, so I just tried to gather all the little guys in the center and then mercilessly tossed them into the flames at the end. The interactions didn't quite make sense to me and it just resulted in them all burning.
I feel like the game could use an audio slider; I felt it was a little too quiet overall.
Controls are very sloppy for a platformer with jumps firing with me only holding the button, double jump working inconsistently, and I managed to get stuck on some walls. I gave up before the end of the first section.
The jump sound effect got very annoying after a bit and the art felt a bit inconsistent to me.
Good job on making a game and I hope you take a closer look at polished character controls next time!
(Also, what happened to the title?)
I liked the beginning of the narration but I feel there was not much of instructions of how to play the game; more description would have been nice. I was told to go through the door but couldn't, then I was reminded this is an escape game. I found the safe, window, and vent, but interacting with them did nothing.
Some bugs/issues: I got stuck in the sink. Controls feel rather clunky and I do not really like playing in a small window; the game UI needs to be scaled to properly fit the screen. If I tabbed away for any reason, moving the camera would no longer work. There should definitely be a way to restart the game if you get stuck. I did not understand how the theme and title matched. Why am I the height of a child?
UPDATE: Gave it a second try and figured out that the dialogue was freezing movement and the prompt (E) to continue went away before I pressed it, so I was stuck there and didn't know what to do. After figuring that out I was able to get past the first room, and with some patience got the second (if the only morse code used was digits, why not limit the ref sheet to just digits?). The final code was doable now that I was in escape game mode though I couldn't find all the objects, so I just started with 6 and kept increasing the number assuming I missed something, and eventually got it right. Cool concept overall but definitely has some kinks to smooth out in terms of helping the player.
Simple concept with the potential to be very interesting, but some bugs prevented me from fully enjoying the game.
I feel like HP going down is not the most creative use of the theme (especially since there does not appear to be any UI for the health points remaining?), but the actual game was pretty neat. It felt like playing a chess endgame and messing with tempo to make sure I was stepping on enemies rather than the other way around. It took me a while to realize my goal was to step on the enemies that were killing me on contact rather than just trying to evade them for long enough.
If health was supposed to be moves remaining, I feel like that should have been communicated more clearly. It was not clear why I did not immediately lose after getting hit by an enemy nor how I was supposed to be able to restore moves.
Bugs: The health tracking felt inconsistent and there were many instances where stepping on enemies simply did not work or I lost the game immediately. Sometimes it was not clear why I lost.
I know my feedback is mostly negative here but I do see the beginning of a pretty interesting game here. Besides fixing the critical issues, better UX would go a long way, as well as tightened design to help the player focus on the strategy and perhaps limiting the number of dashes in some way. You will only improve from here!
A cat in space? Cool! However I couldn't figure out how to do anything beyond just float around and bonk into computers, which did nothing.
Graphics are cool but a playable game is cooler. Definitely get some playtesting next time and watch people try to play the game without your assistance to get an idea of how it actually is received. Keep making games and you'll only get better!
Great art and music! It's cool that you managed to fit two games into one; though to be honest I didn't fully understand how the two are connected. It feels like I was both encouraged and discouraged to try to crash the drill into the asteroids, and the game moved a bit too fast for me to really understand the mechanics. I do appreciate the simplifications to the classic run & gun, like the auto-aim, and the random level generation was cool. For a jam of this scale I likely would have preferred sticking to one or the other and polishing it more; probably the drill half because I think it is more unique.
The main strategy I ended up sticking with basically the entire time was to boost and go in a straight line, and switch to run & gun by happenstance.
The game did feel repetitive at times in music, repeated textures, and gameplay. For textures in particular, it would be nice to have more objects that can whiz by the screen to give a sense of speed. Some UX indicating current speed would also be nice. I feel like the game dragged and could have been 30% shorter, it made me not want to replay the game even though I figured out a better strategy partway through (and played first anyways)
I did not realize the sidebar a minimap showing your position, making that more obvious perhaps with an arrow marking exactly where you are would be helpful for clarity. I was wishing for it 75% of the way through before realizing what the bar was; it initially looked decorative because it was so thin.
What an awesome game concept!! I love the freeform drawing (which my team's game also features in a different way) and playing with the somewhat wonky physics, it feels like there are infinite solutions to any puzzle! I unfortunately got stuck on a frozen level but I would have loved to play more levels and could definitely see this becoming a polished game on Steam!
Unfortunately I think the countdown timer is made a bit redundant by the ability to restart the level for free. It's not necessarily a bad thing for this strategic type of game, but it does feel tacked on for the sake of the jam rather than a core or impactful element. Perhaps changing the mechanic to affect the duck's speed or require the duck to get to the goal in a certain amount of time instead?
The handdrawn art style is super cute! I think it could have used a little more sound effects if you had more time to work on it, especially indignant quacks for when the duck fell out of the world or got stuck (if there was a countdown from pressing play to the duck reaching the level, expiring the countdown could help the duck realize it will not reach its goal!)
Well done and congrats on shipping the game!
What an awesome game concept!! I love the freeform drawing (which my team's game also features in a different way) and playing with the somewhat wonky physics, it feels like there are infinite solutions to any puzzle! I unfortunately got stuck on a frozen level but I would have loved to play more levels and could definitely see this becoming a polished game on Steam!
Unfortunately I think the countdown timer is made a bit redundant by the ability to restart the level for free. It's not necessarily a bad thing for this strategic type of game, but it does feel tacked on for the sake of the jam rather than a core or impactful element. Perhaps changing the mechanic to affect the duck's speed or require the duck to get to the goal in a certain amount of time instead?
The handdrawn art style is super cute! I think it could have used a little more sound effects if you had more time to work on it, especially indignant quacks for when the duck fell out of the world or got stuck (if there was a countdown from pressing play to the duck reaching the level, expiring the countdown could help the duck realize it will not reach its goal!)
Well done and congrats on shipping the game!
What an awesome game concept!! I love the freeform drawing (which my team's game also features in a different way) and playing with the somewhat wonky physics, it feels like there are infinite solutions to any puzzle! I unfortunately got stuck on a frozen level but I would have loved to play more levels and could definitely see this becoming a polished game on Steam!
Unfortunately I think the countdown timer is made a bit redundant by the ability to restart the level for free. It's not necessarily a bad thing for this strategic type of game, but it does feel tacked on for the sake of the jam rather than a core or impactful element. Perhaps changing the mechanic to affect the duck's speed or require the duck to get to the goal in a certain amount of time instead?
The handdrawn art style is super cute! I think it could have used a little more sound effects if you had more time to work on it, especially indignant quacks for when the duck fell out of the world or got stuck (if there was a countdown from pressing play to the duck reaching the level, expiring the countdown could help the duck realize it will not reach its goal!)
Well done and congrats on shipping the game!
I got 3808 on my first playthrough! Really enjoyed this game, super cute minigames that were mostly easy to pick up. I like that I didn't necessarily need to get everything perfect. Awesome art and I liked hearing about the process in the description!
A few nitpicks: The cursor got in the way of the text I was trying to read during the beginning of the game. I wish the reset only took you to the beginning of the level instead of making you start the whole thing over again. Some of the minigames like driving and drawing felt a tad clunky, which is reasonable considering you made so many different games. A little more polish like driving smoke clouds and sound effects when you drove into obstacles would be cool, as well as tooltips explaining exactly how to manipulate different minigames.
Cute game, classic timed kitchen game. I like the core concept of the game though I think it could use a lot more polish & juice -- making sure the music plays throughout, sound effects for picking stuff up and when cutting finishes, more thematic font and UI. None of these would affect the core of the game but would add quite a lot to the experience.
I ran into a bug on the 2nd level where I couldn't spawn more than 1 bread. The timing generally felt a little tight as someone who has never played the game before, if you only base difficulty on the dev's skill you typically end up with overly challenging games!
Really cool game! Great atmosphere and vibes. I think the UX was overall a bit small even in fullscreen, and I would have appreciated more onscreen instructions so I didn't have to keep checking the jam page.
The level editor is an awesome addition, and the guides for trajectory are sick. Keep up the good work!
I was a bit confused by this game. The itch page says "Z" to dash but it's actually X. It says it sucks blood from enemies but it only seems to stun them and my blood meter never went up?
Controls: It's difficult to press WASD and X/Z so I opted for arrow keys. Moving the action buttons to the opposite side of the keyboard or mouse would be more ergonomic.
Art: Pretty neat, I especially liked the death animation.
Thank you, I'm glad you enjoyed! I based the drawing accuracy detector on the Chamfer System where for each pixel, we stored the distance (and color) of the nearest filled pixel in the original drawing. You earn a weighted score based on how close each pixel was, then we average the accuracy. It was fun to make and I'm glad it worked so well for you!







