cool little cozy game. I like the graphics, gameplay wise quite adictive, reminds of those score multiplier minigames in mobile, but this makes more sense.
FancyHat
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good mood, good gameplay loop and good depth, that's a really strong combo. I also liked the game feel a lot. UI seemed a bit awkward for that new run button being right above the button that you're supposed to play to continue it, I would put it somewhere in menu or at least further away. I would say it would be more intuitive to choose direction of the pickaxe, but I do understand we need to follow the limitation. Overall really enjoyable, did you draw any inspirations for it?
Creative use of theme, tho I actually have seen this interpretation a lot. Yours does seem to be really using it not just by name, but by gameplay, so that is big +. Controls are quite whacky, tho that is probably the point, tho at some points the bat seemed not to fly too well up even tho I was smashing space. Graphics look clean and well put together.
Seems a bit slow for a jam where people want to try many games, so this might get less attention, tho I understand it is trendy genre right now. I would make it a bit faster just for the sake of the jam. Given that, the design is quite elegant, I like subtle sounds and clean color scheme and graphics. could be neat office game. Bragging rights sound creative, tho I imagine it would take me a lot to get there.
love creative approach to the theme. Art looked like it was made specifically for the game and is pretty nice. When I tried to pick upgrades, there was some error text or something behind the cards that I could not read. Could not win first fight because was getting a lot of cards I could not use because had not enough mana. music was pretty chill and fitting.
Pretty nice quality for a jam, music/sound is top notch, graphics are really nice as well and character portraits look really good, tho I would love to zoom in a bit on the action. voyage timer came in unexpected, but I guess there was a lot of things happening so I didn't notice it. This totally looks like work of whole team and is well coordinated.
Interesting game, love to see kenney 1-bit pack and I love to see strategic games in a jam. Calm and pleasant audio. Seems like bomb effects trigger when I move it in the inventory, so it is possible to just move it around to kill enemies, tho other item gets destroyed if I move bomb too much. In a fair way I didn't get past round 8, so it's a bit difficult, but I guess I needed to strategize better.
Loved it, the game seems a bit chaotic and complex at times, but it felt pretty fun to explore and build up the strength of my tower. My game has some similarities to yours, so I was able to grasp it well, but I definitely see this being a bit overwhelming pace for someone not familiar with the game. Needless to say, the depth in the game is super good and it's not necessary complex, but maybe there could be some thinking phase or something. My only issue is that some nodes drop on to each other perfectly and since the nodes keep coming faster than you can manage them, they tend to hide behind each other. Game feel and sounds are great also, tho I found it a bit hard to focus on nodes and the tower part at the same time, which is common in such style of gameplay.
Actually very unique game besides being a bit a kin to tetris - I have never seen anything like this. I watched the video first and understood the mechanic more or less from that, so can't comment how hard would it be to understand from just playing. It was very challenging and quite addicting. I feel like I got scammed by rng as I was mostly getting + and at some point my board was 64/80 full and I ever only got those single line with circle blocks twice, maybe needs some pseudo random. Graphics look very fitting for this kind of game, a bit of a "tetris effect" direction. Mechanics fit perfectly into the theme.
It looks pretty simple at first, but once start connecting you think "oh, that's a cool concept" and then as levels go on you think "oh, author found quite a lot of cool ways to use this mechanics." Idk if at the end you should do something with robot girl, I was just dragging her from wall to wall and tried to jump on that heart, but it was pretty cool ending as well. graphics are a bit minimalist, but that didn't bother me.
Love this. maybe that's because that's just what I needed after not having too much sleep making my jam game last few days, but at first I was so satisfied by game feel sounds and pops that I forgot I have to beat the opponent and was just dropping circles randomly. Honestly I don't have any criticism about this game. AI is fairly smart, gave me some good challenge. Game play itself is pretty interesting, tho I understand it's just copies classic game, but it was good choice for the theme and later levels built some rpg/roguelike elements on top with bead abilities and enemies with skills. Overall solid game, quite enjoyed it. Shameless plug, but reminded me of a game that I made few years ago, where it also takes classic connect and clear mechanics and adds some roguelike elements on top.
Looks like a technical marvel for a jam, a whole lot of stuff was made. Tho maybe there's a downside to that as it took me a while to understand it and it took me even more time to get to a single spell casting. Using phone as a controller was a bit clunky, I felt like mouse worked better, but it's pretty cool that this was implemented, didn't expect it from a jam. Overall I feel with a bit more straight forward and more gradual features it's almost like a full game soon to be released. (almost suspiciously too full, tho maybe you guys work fast :p ). Spent a bunch of time on it because it the aesthetics and feature depth, ususally don't do that for jam gamesm, so there's that.
Fun game, felt a bit like incremental. I didn't fully understand if there is any decision making behind connections as I had a bunch of upgrades and connected all towers to each one. At first also didn't understand that towers need connecting and buttons looked a bit too excited considering I did not have enough money to press them :D , Other than that this pretty satisfying, I love this style of game. Upgrades seemed quite meaningful and it was interesting to strategize which ones to pick. Nice dubstep in the background.
I was quite skeptical at first, seeing a bit wacky controls and some glitches in the background (I think you might need to play with anti aliasing), but once I grabbed some orbs I realized it's actually a pretty cool game and neat idea fitting the jam really well. Graphics are simple, tho somehow they look clean and pleasant the eye. I would still say that controls seem whacky even with ball mechanic, but if that is fixed, this could have really nice potential. I would probably experiment with making this mouse only controls or something like that, there's a gem somewhere in there.
Dang, the art is really nice, wouldn't tell it's a jam game if I didn't know, the aesthetic reminds me of older point and click adventure flash games. I wish there was a fullscreen button, right now had to fight a bit with the scroll to fit the screen and go F11 mode.
I think you found a lot of great mechanics for a maze game, like light and zoom. Atmosphere is great for that sort of game too and together they kept me playing. I'd say that zoom restoration and spike mechanics didn't feel like they necessary fit for me personally, but that's just how I felt. Spikes sometimes dropped me out of the flow I was having with the nice sounds and general mood, felt a bit like they belong in a different type of game. Zoom seemed like it was waiting game, so idk, maybe could be limited use times. Otherwise zoom is a great thing that sort of makes it a also about memorization (and of course luck of using zoom in proper places where you can see the exit).
Vizuali skaists intro un labi piemerota mūzika, nedaudz nesapratu kas notika sākuma ar zemeslodi, varbūt tur bija animācija domāta, bet paslinkoju un spelēju web parlūkā un man bija prezentācija tur. Man isti neiet depresivie stāsti, tapēc grūti spriest cik tas stāsts ir labs, bet mūzika bija diezgan piemerota. Diezegan kvalitatīvs bullet hell tadā ziņā ka tiešam ir lodes no kuram japadomā kā izvairīties pat ja hitbox ir paliels, vienīgi tas piesitiens ar 2 krasām ir kas tāds pie ka varētu piedomāt klāt, jo krāsas jaucas kopā. Es sapratu ka tur ir uztaisīts, ka jādomā līdzi kurā režimā izdevigāk lidot šajā bridī skatoties uz ienaidniekeiem. Ta ir interesanta idea, vienkarši tehniski varētu uztaisīt lai lodes vai nu paliek daļēji caurspidīgas atkarībā no režīma vai arī nedaudz citādi vizuāli izskatās. Vai varbūt vienkarši man neiet ar krāsu atšķiršanu druzmā tik labi, grūti spriest.
Thanks for the feedback! Yeah, buffs can go to the hand for flexibility. I've added some new buffs and unit abilites, so this becomes more relevant as some units add cards to the hand that you can buff with temporary buffs.
good point on strategic placement elements, I have added positional abilities to make add depth to it. Order and sometimes position matters more now.
Added few more levels so that it is harder, might add ascensions later.





































