I have a webgame, so no actual playable files except the browser page
FancyHat
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Nice graphics and sounds. I could not pick up the phone using E, tried few times. Overall there didn't seem to be a goal (or maybe there was, just had to take a call from the boss), but mechanics were fun too play with. When picking up roots, they seem to get some spooky weird physics, like flying around in circles or launching me to the ceiling.
It was a bit slow to start, pretty sure it was mentioned before that it is best to spread tutorial text over the course of the game. After reading it, there were still some problems understanding the UI, sometimes the button would press and there were no indication that I had no resources or could not do the action for some other reason. Once I was past that, somewhere after the first battle, it started to become a bit clearer and it turned out to be a game with good depth for a jam and a handful of options. Graphics and UI are nice, only some simpler user onboarding is required. Could work well as a mobile game.
Feels like a complete game, has lots of feature/obstacles, very nice transitions and screens as well as solid controls. Jumping the wall was easy and intuitive, which is not always the case in these kinds of games. For some reason camera movement felt a bit dizzy, but I guess that is due too background. Spikes didn't stand too much from the environment even with red background, so when trying to speed through I got caught in them few times. Felt like adding more acceleration to runs might be interesting experiment to try. Tooth Fairy and Naruto enemies were hilarious, graphics look very beautiful.
It started out a bit slow and I didn't get too far since I got lost after crafting a bunch of stuff and not knowing how to get to the island. Maybe I'd need to use the boat, but I could not get in. Seems to be pretty good foundation for a crafting game, animations and basic mechanics are solid, cutscene was quite cool. Found a bunch of things I can craft and play around with. Size of the game is a bit big for a jam, so that might be something that drove away players, but there was good amount of content to justify it.
Aesthetically very pleasing game. I especially like level transition effect, menu, gems jumping from the chest and animations. Overall feels pretty polished and reminiscent of old games. While controls felt solid, I think in this kind of game it would work better to have faster stop time like in Mario instead of having slight sliding after you stop running like in Sonic. I wasn't sure if pressing down was redundant to collect items, maybe removing it could be an interesting experiment to do. Overall quite a lot of levels combined with good controls/features make for a solid old school platformer.
Great asset! Made a game for Ludum dare and got 21st place with it. Lots of streamers said plants look really good. https://fancyhat.itch.io/deck-of-plants
It's funny and has very upbeat music. Mechanic wise while simple it actually looks pretty dynamic and unique, especially how fast you can generate birds. Good use of tension and drama with big boss. My only remark is that it gets a bit repetitive, so decreasing amount you need to kill would be what I'd change.
Graphics looked pretty, I liked that you had custom menu screen and that angels had fitting vfx. I see that you tried to add some screenshake to shooting which is nice, tho I'd prefer more game feel on when your bullets reach angels to give more feedback. Game variety wasn't too wide, but that's often the case for a jam game.
Sound could be bit more subtle, but it's unique and has good amount of gameplay. Don't remember any iddle game handle clicking in this way. Controls were intuitive and it's easy to understand what I should do. Upgrades are various and increase depth of the game. Iddle game could use a game save, tho I do understand it's not needed for a jam game.
Interesting vampire survivor type of game. Really like the character art and the fact that you can choose which character you want. Gameplay has good depth hypotetically thanks to the powerups, tho for some reason I could not get any of them to work, so maybe there's a bug. And the way you gain xp motivates you to go towards danger, which creates additional challenge.
Pretty neat look and good old platformer gameplay. I would limit the amount of precision jumps as others have mentioned or I'd use some platformer techniques that allows for snappy platforming so that you don't fall so easily. The background story is good addition and motivation. Overall well designed level for such a short time, good job!
Edit: I see you really get a bunch of comments for platforming. You can check platformer controller that I used in my "Orange square" Trijam game. It's by tarodev, it might solve some of the issues mentioned in comments and be a good aid in the future games.
Reminds me of an aim trainer. Pretty simple gameplay, but juiceness you added makes it really enjoyable. Sounds and graphics were use really well. It seems that you did not remove "Block raycast" from texts, so somtimes I could not click when the ball was near the text. Overall really goood experience for such a short amount of time, well done!
Really enjoyed the sound design on this one, it felt like I was making music while playing. Gameplay took me some time to figure out, but after few tries I realized it. Graphical style is simple, yet feels quite original at the same time. Gamefeel is there and it is good. Overall exceptional work for 1.5 hours!






























