Such a simple appearance for such a complex design. Multiplayer still remains a mystery for me.
Echo Veil
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Very polished game. This clicker/roguelike genre combination is really fun, and something I'm surprised a lot more games don't use.
I would like to claim the discovery of the clovered coffee combo. I was able reach the goal of 1000 before the half-way mark, which I would've liked an early ending. The coffee item in general seems to be a big balance problem.
Without any motivation to continue, I just sat idle for the rest of the time to tick by, which, like many of aspects of life, I blame the coffee entirely. Personally, I don't think letting the player change the amount of time they have in a day is a good decision gameplay-wise.
The overall atmosphere of the game is really cozy, and allows me to get immersed into the role of an office worker. The repetitive tasks allow my mind to relax and get into a flow.
At first I thought the anti-virus upgrades were useless, until later in the game... when still, I thought they were useless. For me they defeated the challenge of completing the little mini-games. But I think it's a good upgrade. Maybe not two of them.
Mini-game advertisements were not something I expected, but definitely needed. The game feels like it overstays its welcome quite a bit. As a player, I wanted to stop playing around half-way through (This could have also been because I already hit the goal.)
I believe the issue was that you were trying to cram too little content into too much time. You were able to create so many unique upgrades and advertisements, but even still, they were not enough to satisfy a player's curiosity over the course of 31 whole days. Personally, I think the game would've been much better if you just cut the time and goal in half: 14 days, 500 euros.
Finally, my biggest issue, is that the game is unbearable to run on a browser. I couldn't even last one week before switching to a sandbox to download the game.
All in all, For a jam game, this is really amazing.
Really good looking game. The audio really compliments the visuals well, and it all fits together to give a charming feeling.
I didn't know such a short game could make me feel so invested and emotional. The implied story really allows the players to create their own connections, while getting them involved in the picture taking process.
Making the y-axis let the player change the size of the characters added a whole lot of complexity, and was something I had never thought of, so well done!
I played through the game a few times to try and hit every pose, but stopped after an attempt where I had only missed a couple.
Issues I experienced while playing was that the text at the top was cut off, and I wasn't able to read the dialogue for the first section of the game.
I also found it a bit annoying that sometimes I would position one of the characters, and move too quickly to the other that it wouldn't register, making left click move the first one I selected.
Other than minor bugs, this game is really well polished and nicely made!
Really nice game.
I didn't find the time pressure to have as much of an impact as the strokes or ink, but that could also be seen as a positive.
The best strategy I found was for paintings with a high density of ink, to just use the largest brush size and fill it in. Using this, I was able to get a score of 647 on my second run through.
Cool mechanics, and good execution.
The game is really well polished and thought out. All the mechanics are easy to learn but hard to master which is the ideal for any game.
The overall game looks very appealing to play, and the music and sounds fit together well. The fantasy of becoming a boxing champion is one that has already been proven to work, and you've executed that really well.
I definitely would've like a closer view of the boxers in the ring, but the zoomed out appearance also gives you the opportunity to introduce bigger tougher opponents later on.
The only problem I see is that it is too hard to master, to a point that as a new player, I feel like the best strategy is to button mash since it's easy and it works. I saw that there was a type of energy meter for the block and attack, but I couldn't find a good explanation for how those worked (besides charging for a powerful attack).
It could just be that I was missing something, but like a few of the other comments, I was unable to tell when I should block, dodge, or attack. The blocking and dodging also felt too similar,
Overall, a well polished game.
A nice and short game that is pretty fun to try speedrunning.
Giving the crossbow a limited number of shots and ability to pierce through doors made me plan out locations where it would save a lot more time. The swords were also a neat mechanic but I never really ended up using them. I can still see them having their own use in a more competitive setting.
My first run through left me with ~30 seconds giving me the "bad ending" so I ran it again and I think I just barely managed to get the good ending.
I would've liked it if I could rebind the dash to something else like right click, but for a game jam that wasn't much of an issue.
Cover art is cool, and I appreciated the little quips at the end of each level.
Really fun incremental! The progression felt a little slow at first, likely due to learning all the mechanics, but once I figured out how the wiring worked it went by at a decent pace.
The linear upgrade costs with an exponential growth lead to a really satisfying point in the game where you output drastically out-scales the upgrade economy, leading to practically infinite growth (if not for the integer overflow.)
I was tempted to restart once my numbers were flipping between negative and positive, but there was only ~2000 left so I manually pushed through
I didn't really find a good use for the magnets, mostly because later in the game they become a lag machine due to the sheer amount of boxes there are, and the wiring mechanic as a whole could have used a bit more explaining (maybe include a little tip in the description along the lines of "Put a goblin on the button to generate power.")
Other than that I found nothing else wrong and enjoyed the process of destroying boxes!
Really polished game! I think mixing the themes of deck builder and city builder worked out really well, and think the game would've benefited from a more clear way of understanding what order each of the buildings trigger in. I didn't find as many synergies as I would have liked in a deck builder, but for something made in 7 days, this was a great experience. Well done!
Neat roguelike deckbuilder. I will say that the balancing is off, and my very first encounter was against a really lucky leach which didn't help. The UI is really polished, but I would like to know some more information during battle, such as what the enemy can do before they roll (may have missed this if it already exists), a way to see what cards are in my deck, and what is in the discard. Enjoyable experience, but a little tedious, Well done!
Really cool little platformer/puzzle game! There were a few bugs I encountered during my time playing, but one of the biggest was the 2nd level not loading after my first attempt, and because of that I had to reload the game. Other than the bugs, the overall gameplay was really enjoyable and intuitive, and the dialogue tutorials helped out. Good work!
Nice little roguelike! The upgrades are a little unbalanced, which is completely understandable for a jam game, but there was a nice sense of progression through each room. I'm sure you've already been told, but I did notice the bug where the room would say "cleared" but there was still some enemies, but good work!
Good game, although I didn't really engage with the combat mechanic, and instead made a beeline for the door in each level. I only really used the sword to push back enemies that good too close. The screen effects were really neat, and at first I thought something was wrong with my PC cause I didn't read the description. Nice work!
Short and sweet incremental game! I found the progress to be very fun, but ended up only getting the robots and neglecting the cursor upgrades. The Sun level did solve this issue, but for the rest of the planets I used the same strategy. I'd love to see different upgrades or planet effects that make the player experiment with different ways to play. My biggest critique was the Endless mode wasn't truly endless 0 / 10 (jk), other than that Great Work!
The game might take a minute to load, but here it is: https://itch.io/jam/brackeys-15/rate/4312113
Really cool game! Everything seems really well polished, and the atmosphere fit really well. I loved the monster animation when you first try to leave, and I didn't find the puzzles too difficult. I was constantly expecting one of the stuffed animals to disappear the next time I visited one of the screens which had me on edge. Great work!
Very well made. The navigation pointers were really intuitive, and the ability to move while reading the dialogue filled up some of the empty space between planets. The appearance of the final planet was really good, and made it seem very intimidating. Some things I would've changed was making the fuel arrow always be on screen as maybe a slightly larger circle instead of using tab to switch, and doing some changes to the physics. For my first run I got stuck on a curved surface and was unable to move in any direction for about 30 seconds before I got unstuck. Solid game, good job!
Very cool game! The items are a neat way to give the player progress, and the chests were a great feature. The best part of the game to me was trying out each new weapon, but I was unable to get the items for slot 4 or 5 (maybe they're not in the game yet). The lack of iframes and hit indication does pull away from the experience a little when I walk into a large crowd of shadow creatures and get instantly killed. Great work!
Check it out, constructive feedback is appreciated
https://itch.io/jam/brackeys-15/rate/4312113
You executed the concept of a potion shop really well. Growing the plants was really quick, so I didn't really need to stock up on materials because I could just grow some when needed. You could sell more if you had plants in stock, but I found it easier to scam the customers on the spot. Great work!
Very cool game! My strategy ended up being to peak 4 cards immediately and pick the option that had more. If I saw two of each, I would use a power up. I did end up losing a round because I used an item to flip two cards but tried to guess after flipping one. I only found out after the time ran out that this is what happened. Great job!
I really enjoy games like these, however, while I was playing this game, the reproduction chance seemed a little low. I found it better to just keep resetting each day with the starting people to earn the most. The prices also seemed very high, and the wizard had an absurd amount of health. I did enjoy playing it for a solid amount of time, but I can see it be improved upon a lot. Well done!


























