The cats are adorable, hands down. As for gameplay, I kinda liked being thrown in without any instruction and just playing around with all the buttons to see what they did. But it was a little difficult to discern what the actual goal was without the hints. The audio mixers were a nice touch as well, had fun playing around with those while brushing cats
Exxiey
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Sound design and music really isn't my forte (hehe) but I'll try my best.
Pros:
- The music is very reminiscent of NES games, which suits the game perfectly given its graphical style. The main menu and race music especially reminded me of games from that era.
- The end of race fanfares escalating was a nice touch. Making each one longer and grander really rewards the player for placing well in the race.
Cons:
- The race music feels like it ends too early! I don't know how long that track actually is but it always feels like it end right when its finally finished building up and some complexity really kicks in. I was able to get one slow race to hear more but it still felt like it got cut off early.
- The pre-race music (the one that plays while you're mutating) feels a little out of place to me when compared to the rest of the music. The 'twangy' aspects especially throw me off. I think they feel too 'fancy' compared to the other sounds used in other tracks.
The music and sounds were overall well implemented and complemented the game well. Nice job!
An impressively polished and well rounded submission.
Pros:
- The art style is fantastic. Super low res is hard to get right but it feels right at home here. While I can't always tell what each object is meant to be, a context clue is typically given to help identify it. The designs are also kept consistent so that even when the context clue is no longer there later the objects remain identifiable.
- Puzzle designs are informative and intentional. Each new mechanic is taught to the player in a simple way at first then expanded or compounded with other mechanics later which scales the difficulty smoothy.
Cons:
- Movement felt very sensitive. I had to make sure to tap a key fast to move just one unit otherwise I'd move twice as far as I was intending to. To me, this made everything feel much more cramped then it actually was at times.
- Gonna nitpick here, but the robot dialog on 8-8 is too much. The cute and charming nature of their responses quickly becomes annoying when they block your view.
Definitely one of the most complete feeling game I've played in this jam so far. Well done!
I'm a sucker for the casino aesthetic, and cool to see it in a Survivor setting.
Pros:
- The visual design is great. Between the casino setting, color pallet, and character designs, everything felt very cohesive. The game looks classic without feeling outdated.
- The level design felt good. The level was big without feeling massive. Varied enough to not be super repetitive. Featured wide open areas for kiting as well as skinny passages for funneling. All of this while still feeling like it could be the layout of an actual casino.
Cons:
- The power fantasy isn't here for me. I don't feel all that much more powerful from when I start the game to when it end. The only upgrade that feels impactful is attack speed upgrades, and even then it doesn't make me feel like I could confidently take on a hoard of enemies, just pick them off one my one a little faster.
- The mutation mechanic isn't well communicated. It wasn't clear to me from the get go that I could trigger a mutation whenever I wanted. My best guess for how the mechanic actually works is that the more blood you collect, the higher chance you have a getting a strong mutation, but it still feels like a guess as even at a high blood count you can still get fairly weak mutations.
Nice game overall, enjoyed playing through it!
Chaotic, but in the best way! It was fun and satisfying to try and get the best mutations for the fish. Also really cool that you can sort of lead fish using the food. I did run into some performance issues, especially after obtaining a large amount of fish. But regardless of that I had fun working towards the goal of the game. Although I will never forgive that cat for snatching up my big money maker fish haha.
Great job on your first game!
Pros:
- The game is chaotic, but the player retains enough control for the chaos to feel fun and gratifying. Initially mutations feel very random but with the help of the incubator the player really has quite a bit of sway over what qualities a new fish will have. This is further exemplified by having the goal of the game being a 'seemingly' impossible task that slowly shows itself to be possible through mutation control.
- The game had some emergent gameplay in the form of leading fish with food to form 'groups'. For example, after spamming food just to feed all my fish the fish would swarm that spot. Using that knowledge I was able to separate out the fish I was trying to mutate from my 'money' fish which I found to be very cool.
Cons:
- Fish feel pointless after getting turtles. With the goal being tied to just turtles, and the incubator only working with fish of the species, I quickly just didn't care about my other fish after getting two turtles. While you must buy lower tier fish to get to the turtle, mid tier fish like the Anglerfish didn't feel worth it.
- The game had some performance issues on my end. Every time a mutation occurred my game would hang for maybe 0.25 sec. While not a big deal in the beginning, it quickly spiraled out of control once I had a lot of fish and was feeding them high toxicity food. I sold a bunch of fish so it wasn't as severe but it's something that did ultimately hinder me as a player.
Again, you should be very proud of this as your first game! Well done and hope you continue to participate in future game jams.
While having a puzzle game that allows players to change their environments based on a color is cool, what pushes this game over the top for me is the ability to combine colors. The mechanical movement of using both sticks to select a color combo mid jump is sooooo satisfying. The game does suffer a bit from 'hiding' stuff from the player in a way that makes guessing the most viable option, but overall a very cool concept!
Very cool concept for a puzzle platformer!
Pros:
- The levels were excellent at teaching the player the game mechanics. Slowly introducing each color, then each color combo, before finally dropping the player into a level where all six were present made for a seamless tutorial experience. It really allowed the player to fully grasp and understand what each color did individually.
- Areas in the level that encouraged compound movement felt very rewarding as a player. The game's unique control scheme of using both sticks to choose your color allowed for great moments such as using the purple 'super jump' into a yellow color change to catch the vines. Very satisfying mechanically in a way that still complimented the relaxed atmosphere of the game.
Cons:
- The level disappearing around you was kinda frustrating. While it was a good idea to help signal to the player that there were hidden objects by showing them as 'grey' when not near the player, the 'grey' used matched the sky of the background exactly. This lead to them being completely invisible along with the rest of the level until the player got close. This was especially noticeable during the 'super jump' platforming sections in the final level.
- Had to guess what color was needed a lot in the final level without the guides. During the tutorial levels, each color was introduced using a particular layout (right angle overhang for green, impossibly high wall for purple, etc) as a means of traversing that layout. It would have been nice to have similar color/layout combinations used again in the final level to give the player an idea of what color they might need to use but without the help of a guide.
Lots of cool level design opportunities with these game mechanics. I enjoyed playing through this submission quite a lot!
Congrats on your first game!
Pros:
- A turn based puzzle game where you are not fighting your enemies but rather avoiding them lead to some innovative gameplay elements/puzzles that I haven't really seen in other games. There's a lot of potential areas of exploration a game designer could do in this space.
- The goofy/playful nature of the game helped with the game's overall appeal. I don't think I would have enjoyed it anywhere near as much if it was a serious game about a mutant turtle searching for pizza... The humor of the game really sells it.
Cons:
- The controls left a lot to be desired. Having the mouse only be used to click the 'end turn' button felt like a waste of a hand. It would have been nice to have the game be playable with one hand given it's control simplicity. Also gotta be careful using Ctrl and WASD movement in web games. In most browsers Ctrl+W closes the current tab.
- The game was overall too easy. Most hazards could be avoided simply by waiting, and when waiting didn't work, the large heath pool gives the ability to just barrel your way though most things without much forethought.
You should be very proud of what you've built here for the jam! Look forward to seeing what you make for future jams if you do more.
Wow lot to unpack here, very impressive game for a jam!
Pros:
- Visually the game is very appealing. The card art feels fresh and unique to your game despite simply being playing cards. The setting/backstory is wonderful. I love the sort of Alice in Worderland monarchy style of world and think this is an area you could lean into much harder to really give the game more character.
- Player has A LOT of agency over the gameplay. Between the playing, discarding, and scoring, there are so many different paths a player can take action to action. This lends itself very well to a rougelike as it allows the player to experiments with different strategies run to run, even when using the exact same deck!
Cons:
- This game's learning curve is STEEP. Even as someone who has played a lot of deckbuilding rougelikes, I still struggled to find a good strategy within the combat system. There's a lot of moving parts turn to turn and it can feel extremely overwhelming as a new player with only a block of text as your tutorial.
- Some cards feel far too punishing for their effect. I felt this with the Hanafuda cards in particular (I love the inclusion of Hanafuda card aesthetically though). Their energy cost and score penalty felt far to steep for their effects in addition to also being a dead card for poker hands. I eventually just found myself just skipping these all together and felt like I had a more powerful deck for doing so.
Overall the game is oozing potential and was still very enjoyable to play in it's current state. Very well done!
Trying to give ratings/feeback to as many games as I can but can only do so much. If you want me to take a look at your game, leave it below and I'll put it on my list to rate and review.
Also trying to get better at my analysis skills so if you're looking for particular feedback let me know and I'll try my best to provide it.
The mechanics of this game were really intriguing, the ability to manipulate the properties of your environment to solve puzzles is a cool premise. The game felt like it had a lot to offer, but for me, I couldn't get far. I felt like I kept fighting the controls. Between having to use the mouse to aim, arrow keys to move, and space, z, and 1 to interact with stuff I kept having to pause to shift my hands around. It was also a bit difficult to read the green text on the green/black backgrounds.
Pretty gruesome premise, the gritty style and color pallet helped sell it well. It was interesting to have each 'operation' type have it's own minigame action, but I kept accidentally doing things I didn't mean to after completing them. Like spinning my camera wildly after sawing, or accidentally cutting another organ with the knife. I think my game also bugged out at one point as my patients kept dying immediately upon arriving.
The game is super appealing visually. The mutations all being sea creature themed was a great way to tie together both the jam theme and unique visual identity of the game. The gameplay was about what 'd expect from a tower defense. I feel like I wanted the ability to move the units after they mutated to fully take advantage of their new abilities. But I enjoyed my time playing it regardless, it was a very cute game!
Nice brutal beat 'em up. I found myself wishing the pace of the game was a bit faster, felt like I was waiting for enemies to get up or walk back on the screen a lot of the time (played on normal). But damn did it feel good to beat up those jerk scientists throwing beakers! Also the hand the grating was a nice random extra touch that I enjoyed.
Game: https://itch.io/jam/godot-wild-jam-94/rate/4698426
"Explore the unsettling house of Casey as the administrator of her estate following her mysterious passing. Take inventory of her possessions with your trusty tablet and find out what happened to her along the way."
Discord: ExxieyDefinitely evoked the graphic style of the early 2000s. The bunny + bee combo was cute and has some interesting platforming potential! Gameplay was pretty bare bones but what can you really expect for 12h. A little sad I didn't get to run rampant through the city but the whole experience has humorous nonetheless.
The atmosphere was great. Lot of tension at one point trying to frantically type codes while the monster was in the other room. Had a really hard time finding the exact spot needed to interact with stuff though and I didn't feel like I had enough time to type in the code for the 2nd safe without the monster getting me

