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FancyHat

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A member registered Jan 05, 2016 · View creator page →

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At first it felt a bit too easy, but at level 4 difficulty and creativity jumped quite a bit (maybe a bit too steep even), then it was quite fun. Love that there are community levels, I don't think I ever seen that in a jam. Graphics are simple, yet at the same time attractive. 

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.

Didn't have many sprites, but still there was good variety of enemies and weapons. I would probably lean more into minimalist shape graphics and  use them for weapons as well. Good use of the theme, gives good time pressure.

Admittedly not the first game I played with this spin on the theme, but still pretty creative. Pretty standart survivors game with interesting rewind ability, wish I could use it more often. I'd say xp pacing could be  a bit faster, but otherwise cute and fairly polished game.

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.

Oh, I guess I overlooked those, will have to balance a bit. But you also built yourself a nice cushion at the bottom. Thanks for playing!

Love the game feel of destroying objects. I got a bit lost in first and second level, but eventually found my way. Wish there were more mechanics around growing big. Riding carts was pretty fun

cute little toy, love squash and stretch and that we can make a sceleton. sounds could really add to the gamefeel

classic gameplay and very intuitive. I like tiny people voicelines and map design

looks pretty polished, tho a bit random. maybe some more special effects? I didn't get any even tho there is special effect indicator and I passed quite a few levels.

trendy topic and nice graphics, tho the movement is frustratingly slow

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Pretty cool inventory system, took a bit long to get to it and to understand it tho, maybe with a tutorial this would be great. My bullets sometimes would dissapear after firing them.

Really good game for a jam, easy to understand, great scope, pleasant gameplay. most importantly not too complicated and quite polished.

Really good game for a jam, easy to understand, great scope, pleasant gameplay. most importantly not too complicated and quite polished.

pretty cool game, seems simple, but has some good depth. First stages I was just randomly moving wires and it worked, later it got more difficult and I did have to go back and read the rules a bit more. with some in game tutorial would be really great puzzle.

cool concept, my game is actually in a similar direction. As as I understand there isn't really any goal right now and only starting nodes, but it's a good start, I see potential there

pretty interesting and chill game. I think changing goals might be a bit of a turnoff for some people, would be cool to experiment with some common logic or a way to make the rules super short or visual.

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.

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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.

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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.

Cool game, reminded me a bit about lost vikings at first and I tried to do a bunch of parkour with stacks, but I realized they were more for lifes and checkpoints. tutorial terry was interesting idea, tho they threw a lot of info at me at the start, I wasn't able to memorize all of it.

Cute little game, not too many mechanics, but it's a great scope level and seems you have made all the assets which is awesome.

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. 

Thanks! post jam I have ideas how to improve the inventory to make it less messy. Unfortunately I can't play your game as I am on linux, maybe you can upload a Linux build if your engine allows it so that I can give it a go sometime. or maybe later i will try to set up some vm.

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!
yeah, added some more enemies. balance is a work in progress, but tweaked it a bit as well. added card rarites to balance out rng

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.

Thanks!
Added rarities to the cards and balanced it a bit so that it is more consistent

Interesting and kind of funny vibe making fun of hard life under dictatorship. (or maybe it was meant to be about depressing life under strict dictator, can never tell without music :p ). I like that there are different buildings and crew members which gives the game depth to and strategy to consider. I think I haven't seen too much synergy between crew members or building/crew pairs, mostly some synergy between dice rolls (Maybe there is some, but I haven't found that much) . Love that there was a tutorial that gets the job done quite well. Sometimes I did not understand the button that you press to finish the building, it seemed to work once and not the next times. Overall there is depth in the game and also it was easy to grasp, pace was a bit slow, would be great with some more depth. 

looks like there's some error, if I hover my mouse close to humans, my screen gets black. js console gives this:

Unhandled Exception - TypeError: can't access property "_TK1", _wL1 is undefined in file https://html-classic.itch.zone/html/17376439/html5game/Kitchen%20Inc.js?cachebus... at line 1613 Kitchen Inc.js:591:495

###game_end###-1 Kitchen Inc.js:591:495

I am on Kubuntu, Firefox

Hey, just discovered we have somewhat similar games and even released them here around the same time. Love your way of execution, and how you solved targeting for example. Would love to chat and share how solved various problems if you want.

Really nice art and story, it works so well for the theme and gives the game personality. Gameplay started a bit slow and I felt like I can't do anything to save my stand, but that is usually the case for games with meta upgrade system. Progression was satisfying and kept me going for a while. Loved it overall, especially aesthetics and lore. Only thing I'd add is probably some simple ability at the start, to juice up beginning of the game until players get to upgrades.

Thanks, I'm glad you liked the bench :D