Really nice, I like how much polish you were able to put especially:
- The multiple music tracks
- The sound effects (mostly mouth noise, but I'm stealing that for my next jam entries)
Yeah, sorry that is what I meant that I like being able to call the head back. I'm not always super clear, especially by text.
What did you want to do for the upgrade system, at first?
Also, good job on the neon "survivor-like" for your bachelor thesis, I got the d version and played on a computer, so no haptics, if there were any. :D
The game looks nice and polished enough, I'm impressed how you were able to keep the scope small enough to stay within the 3h.
I really like the small things about the head coming back:
- Being able to kill multiple enemies when coming back VS only 1 then the head auto-returns
- Being able to call the head back, so that you can decide how long you stay vulnerable
I wish that the game would start spawning more enemies on subsequent tries, and to have some way to better take advantage of the return of the head killing multiple enemies (either being able to adjust the head trajectory a little, or to be able to still move a little your body to adjust )
Thanks for the game, and congrats on winning the Trijam 334 :100:
Really like the push-and-pull where having more range and damage makes you both more powerful, but have to be more careful. So both closer to success and failure at the same time.
Also, I like the simple animation with stretching and the 2-frame wings for your character :D
Congrats on a really cool game.
Yeah, sorry, not yet sure what is the issue with the asset missing on the wasm export: https://itch.io/post/13785196
Thanks for giving it a go still :D
Yeah, sorry, not yet sure what is the issue with the wolf animated heads asset missing on the wasm export: https://itch.io/post/13785196
Thanks for giving it a go still :D
Yeah, sorry, not yet sure what is the issue with the asset missing on the wasm export: https://itch.io/post/13785196
I'll see to making a corrected export, upload it and ping you when that is the case
It is pretty much my first pixel art, and it is 4 frame of animation too. ^^
Thanks for giving it a go still :D
Came across it from your post on the OneGameAMonth Discord: https://discord.com/channels/844494364801499136/844494364801499143/1407484034963...
Took me about ~10 mins to finish, had some trouble to know that I would have to jump and interact with the lightswitch in the bathroom. Only triggered that when I started spamming X, since there is no interaction icon or particles, after getting the earrings.
Other than that, I'm not too sure if the mouse/rat was supposed to be used somewhere.
In the order I got the keys (found the top/upstair key first), I was confused that my upstair key would not open any door, since it was a cupboard key. Then I found the bottom room key, and finally the key that was hidden in the messy room.
Thanks for the game, it looks nice.
Really great idea and execution, I like that you could do the "unintended ways" out of order too for the most part :D
I did start the first time by doing a bunch of things, using doors, shooting the wall, using the key, etc. So the game had to think the "unintendedness" was the doors, rather than all those things at once, which is good.
Thanks for nice game, and have a great week.
Seems that you have to select the bot difficulty first using the individual player keys. Then start with T.
Then you have to press your player key when your desired action is shown under your player name.
Like ROLL if you want to roll, then ODD if you want to roll between 1 and 3 or EVEN if you want between 2 and 4.
Seems similar for items.
I like that the bullets of clones damage you, and that you can damage them if not careful.
I could see this work even cooler in 3d with prone, crouched and standing units, if you were to run with that idea of avoiding friendly fire.
I'm not sure if there is a better strategy, but doing minimal movement, and moving in a demi-circle on each new clone seems to be the dominant strategy though. It would be nice if there was more depth to have more variety in that, like maybe alternating obstacles on loops? Where you would have to think to shoot from 2 different angles to not have all your shots being useless, half the loops.
Good job, and have a great week.
Thanks for playing and for the advice.
I'll keep some time next jams to integrate existing visual and audio assets. That should help emphasize the game theme and feel.
Currently working on a GMTK Game Jam 2025 submission, starting from Kenney's 3d train assets, we'll see how it goes ^^""
Should be time traveling trains in a time loop, delivering passengers before train grid lock, from too much past versions of that same train.
Have a great day and happy coding :D
Nice short game.
The bloom is a nice way to make it look nice without too much details, I might steal that for my next projects ;)
The sound effect and music are minimalist, but do add to the experience
Though I wish that the transition sound from star to star, would progress instead of being a random sound.
Or at least be random without the repetition of the same sound bite 3 times.
I also quite like the final 3 notes on completion, they are nice and simple.
I do feel that the "sacrifice" aspect is weaker though, as you don't really sacrifice much, except that you have limited energy to reach the next star. Might have been more on theme to have to leave some of your energy behind, and have to do more smaller jumps as it goes on.
I wish you a great Trijam 333 if you do participate in that one, looks like you are quite good in those 3h constrained jams :D
Thanks for that simple but nice looking game.
Have a great week.
Managed to finish the game, failing a few times on levels 2 and 4.
I liked :
- the balancing act of going quickly or cutting the plant/creeper
- Having to juggle the barrels, the creeper and the ball chain
- the art in general, though the creeper looks less fitting, but that might be intended for it to look more out of place
- The shorter ball chain range with energy, it is a nice idea, that the energy directly affect the range of motion
- That there are multiple levels, even if the mechanics do stay the same for the second half of the levels.
I liked less:
- That the ball chain "pulling" mechanics was a single cost of pulling, but that it was not obvious right away
- Might well be me, but I though that the farther you pulled the more it would cost, so it did take me a few deaths to catch why I could never move out of the original ball range, even after pulling "multiple times" with multiple spacebar presses
- The randomness of it, seems like not all configuration are possible if you break all the barrels. But maybe the randomness of it is part of the intended design
- If you have the key in the first barrel, you mostly win right away, while on the last, you have to lose in the last few levels.
Are you planning to participate in the upcoming special Trijam 333? It is going to be 3 jams iterating on the same game: jam + feedback + repeat next week with an added twist. I think you would be able to do interesting design there ;)
Thanks for the game.
Have a great week :D
Nice music, nice gameplay and good graphics.
The circling is not finicky, at least when pressing the space bar a few times to make sure. I like that it is more permissive than not, but it would be nice to have some visual indicator when the circle is considered closed enough.
But it would have been nice to try to combo multiple sacrifices at once, while checking the time left, as that would have made the game have more tension. But maybe multiple sacrifices was more work for the circling algorithm.
Hope to see you in the upcoming trijam 333, where we refine a game over 3 weeks of jam + feedback + repeat.
Thanks for the game.
Have a great week. :D
Experience with the game:
TL;DR: I played about 10 runs. and only lost 3/4 when I played without the lumberjack doing anything.
Played 4 normal runs and won all 4.
Played 1 challenge run with the huntress doing nothing, and won, (lumberjack collecting wood, and old man getting money, then only food )
Played a few challenge run, without the lumberjack doing anything, and lost:
- as the old worker got ransomed for two much the second time around, and had no more money to pay the huntress to get more money. I reached october there
- as we ran out of time, as we got stolen a bit of everything once by barbarians.
- ran out of time but would have succeeded with one more month.
Finally would have won on challenge run "lazy lumberjack" on month of august with 10 resources, 2 food, and 7 money, before church, but I clicked "End current month" instead.
Now with 7, 0, 7. I barely won with 10, 1, 7 before the real church construction ^^""
So it is possible, even with a mistake, without the lumberjack.
And a challenge run without the "old worker" I won first time, without barbarian raids, but with 2 injuries.
At month September, with 10 , 2 , 5 before church. Though the lumberjack could not build the church, even if he was free that month, so I had to ask the old worker to do it still.
I really like:
- That your characters can get ransomed by the barbarians, and that you can choose to pay or sacrifice them
- That it can also happen while hunting (though I only saw that once, in my 6th run, when doing a challenge run with a lazy lumberjack)
- That it can also happen while collecting wood (though I only saw that once, in my 8th run, when doing a challenge run with a lazy lumberjack)
- That you have different characters with different proficiency at working
- That when you run out of food, you don't lose, but rather have to pay workers more. That is a fun twist.
- That you have a time limit, to race against
I like less:
- How easy it currently is, as, in a normal run, I have never had to use more than 5 months out of the 12 months.
- But I might have been lucky, as if you had multiple ransom in a game, and ran tight on money, it might be a harder time
- But that open the door to challenge runs with one character being "lazy" and not doing anything.
- Seems like the dominant strategy is to have each character do his best task, and have the old worker ambush the barbarians, which would explain why I had an easy time.
- When being raided by Barbarians, I would have liked to know how much they took out of my resources, food, money.
Bugs:
- Seems that the "sacrifice" events are not always calculating the food and money remaining, as during my challenge run with only huntress and old worker, I could "Pay" nothing to save them both from barbarians and forest injuries.
- Seems to be that the ransoms work most of the time, but not always the injuries event.
Thanks for the game, I did play more than I'd have first planned to.
Seems that the crunchyness with the randomness makes it somewhat addictive.
Are you planning to participate in the upcoming special Trijam 333? I think you would have the opportunity to create another interesting game, especially since it is iterative over successive weeks of jam + feedback/voting.
On the voting, I have put 5/5 on most, except for the audio, which is there is none, so 1/5 and the art which is good enough, but I'd be interested to see what you can draw yourself, if able ;)
In any case, have a great week.
Finished playing it, I really like it.
The two boosts ( up and sideways ) feel good.
The puzzle part of the platforming is good, and I quite like the final level with the button behind spikes, that ask for some thoughts.
The platforming is not hard, and it is obvious when a jump is intended without boost.
The tutorial is clear enough.
Congrats on doing all that in only 3 hours. I should try to start with a player spritesheet too, it does add quite a lot to the feel of it.
But the art in general is clear, with the mushroom, the ground, the spikes and the goal being super clear.
If you do participate in the upcoming special trijam 333, which is 3 iterative jams, I'd be really interested in seeing what game you design :D
On the things to work on:
I like the gameplay as is (5/5) but the theme of "sacrifice" should be more permanent I think. So even if I really like that the shrooms are reusable, if they were lost in some way, or that you had to lose something else to pick them up again, then I would have given 5/5 on theme. For now, I gave Theme 4/5.
For the audio, I get that you did not have the time to add it, so I did not give points for that. No worries.
For the visual, they are clear, but they don't add to the experience nor are they great looking, so I left a 4/5. (clarity is more important to me than the rest, unclear sprites would have been 2~3/5
Other than that, I have put both Gameplay and General at 5/5, as I quite enjoyed that 3h game :)
Thanks for the game.
Have a great week. :D
Congrats on your first game jam submission !
The game works well except for the death screen that doesn't prevent winning, but really not a big deal.
How did the process go for you? What did you plan to do but missed the time to implement?
Do you plan to participate to the upcoming trijam 333 that starts this weekend?
It is working on the same jam game for 3 trijams in a sense: You get 3 hours of dev each week and each week you get feedback that you can use for the next week. I think that will give interesting designs :D
Thanks for the game.
Have a great week :D
Cool top down "god game"-lite?
I like that we have 2 ways to control the herd, even though the attract feels to me to be the more useful one.
I tried 2 runs with only one tool out of the two, and managed to get:
- 4 out of 5, using only the lure
- 1 out of 5 using only the explosion
But I think that, with more practice and a bit of luck, the explosion should also be viable, especially since its cooldown seems faster (maybe it is just that it dissapears faster, but the effect of "I can use it quicker" still exists)
I also like that the orange threat zones do not instantly disappear, but can kill sheeps for some time after eating the first one. That makes it so you can't just walk the whole herd into it, but have to do some spreading out, either with farther placed lure, or by betting on random walking, and then moving the rest of the herd away.
I would be interested in what you had planned if you had more time for levels and mechanics :D
Also, are you planning to try the upcoming special Trijam 333 this weekend? It will be 3 weeks of iterative work on the same game, with new twists on the following weeks. So 3 hours of dev becoming 9 hours of dev across the 3 weeks. That should allow you to make fun and interesting things ;)
Thanks for the game.
Have a great week :D
The music is nice, and I like that:
- The shots are need to be recharged
- The shots can kill multiple monsters in a row, as long as there is no wall to dissipate the shot.
But I'm not a big fan of :
- The unskippable title screen, even if the music is good.
- The look of the game, especially the ground tiles, they are too busy, maybe it is the resolution though.
- The "sacrifice" aspect is on the weaker side I think, as you are more getting rid of monsters then sacrificing creatures that are useful to you. Though, I suppose that if they were sheeps like in my game, my argument is less convincing. ^^""
What did you use to make the game itself, library or game engine wise?
Do you want to try the upcoming special Trijam 333 which is 3 weeks working, tweaking and twisting the same game in 3 hours of dev per week?
I think that since you made this in 2 hours, you would be able to do fun and interesting stuff in 9 :D
Anyway, Thanks for the game.
And Have a great week :D
Nice concept, makes me think of Life Goes On, and other games like that where death is needed to progress.
The jumping is not always responsive, but seems like the wall jumping is still there to compensate ( unintentionally or not). I think that it is good that this is the case, as I'm not quite sure if the inconsistent jumping would make the lava level (level 2) too fun with the clone switching. But I suppose that having the clone jump and be a platform for yourself to jump next is the intended way, right?
Seems you did not have much time to implement many levels, but what else were you planning with that concept, with the clone switching for example?
Thanks for the game.
Have a great week :D
P.S:
Are you planning to participate in the special 3 week Trijam 333 this weekend?
That would be a way to work on scope and speed of execution, but while still having fun tweaking and twisting your game in 3 weeks of 3 hours of dev. ;)
Congrats on delivering a full puzzle-platformer of 8 levels in less than 3 hours.
I suppose you could have done https://itch.io/post/13498586 if life did not get in your way, but it still a nice simple time with your game.
Makes me think of the classic puzzle of the https://en.wikipedia.org/wiki/Seven_Bridges_of_K%C3%B6nigsberg in the sense of being a pathing puzzle. Graph Theory has a bunch of fun puzzles like that if you want to take a look.
Thanks for the game :D
Are you planning to participate in the special 3 week Trijam 333 this weekend?
I think that with your speed of execution, you would have fun tweaking and twisting your game in 3 weeks of 3 hours of dev.