A very cute and simple game as a fellow cat enjoyer. It scratches a nice part of my brain cutting these balls into smaller and smaller pieces. Great work!
Farly
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I think this game is great! The mechanics are interesting and the deckbuilding is fun. The random element of cards can be really annoying on pieces like the knight, where you could play two cards on a knight and it spends the turn going back and forth. I ended up losing cause my tornado pushed my king in front of their queen and I couldn't respond. I love the art and sfx design of the game as well.
I think the level designs are cool, were there intentionally a lot of red herrings in some levels? I noticed some didn't require using all of the parts given to you. Art and music were simple but executed very well. Game is nice to look at and comforting to play. I think you nailed this puzzle game! No complaints from me.
A lot of the game seems very fleshed out, but it is very difficult to get into personally. I think the game has an extremely rough learning curve, and especially for a jam, first impressions are really important. A lot of skills are just front loaded onto the player rather than slowly granting them. I struggle a lot with this too, as a lot of my games I've made have struggled with way too much info right off the bat.
I love the art though! Everything has a nice consistent style, and it's easy to see and look at things. Music is also solid too. :)
Reminds me of those coding block games that help teach kids how to code, which isn't a bad thing! I think it's a solid jam game. One of my complaints is I wish the map was a bit simpler. At a glance honestly, the tiles are hard to differentiate and count which is an important element of the game. Secondly, I don't quite understand the narrative? Not sure how we're a gambler's clock when everything is quite calculated. Just my personal thoughts though, I think its a good game!
I find the game neat. I personally am terrible at these games cause I tend to get frustrated easily. The recovery mechanic is definitely extremely punishing, and confusing at first since it whips by so quickly. The game's progression hinges on the player's ability to maintain a combo, which I am terrible at, so it made it so I didn't really want to finish because of how lengthy the way down is. Now, obviously this is a skill issue, but definitely could incorporate some mechanic to help out players who might not be able to keep their combo going so it isn't a multiple hour long dig.
A solid game all around. I wish there was a bit more to the upgrades, and honestly I found this hard as hell. Having multiple balls sounds good but there's so little time to catch all of them that it ends up being a wasted upgrade. I enjoyed the game though and the countdown aspect made me stress out more than I should've..
Honestly the idea is there. It plays out more like a puzzle game for a few of the fights, but I felt a lot of my fights were solved by spamming left click. Though stuff like the boss was definitely interesting. I hope my browser wasn't muted, but lack of audio is a big deal for a lot of games. Even a simple, short SFX on each action, attack, jump goes a long way in making the experience more memorable and enjoyable. Keep working on the game, its a good step for a first project.
Honestly a well executed and simple concept. To be honest, I managed to win without using much thinking. I'm not sure how this could be tackled, maybe with harder enemies that tanked multiple hits? Or maybe I'm just insanely good at this game for some reason.. I just didn't find myself having to plan too much.
Art and SFX were definitely a highlight though. Game was crisp and easy to play through. Great job!
Holy this is so amazingly polished. The story is cool, music is a banger, everything is so smooth and combat is fun. There's a lot of thinking between different advantages. Making this in 4 days is fascinating. This is a game I'd definitely buy on Steam! It's so well done. Dusk and Dawn also felt.. really broken to me? But maybe it's not as good as I'd think.
I had fun, I think music choice and art style is very well done. I wish the enemies were a bit more standout, since at fast speeds I felt like they needed maybe like, more red or a bright red outline to make them really say "DO NOT TOUCH ME". My only main issue with the game is the camera work. When I'm bouncing around and going fast it feels very dizzying as the camera feels like it's always lagging a bit. This gave me some motion sickness when playing.
Very fun though, I'd tip my pizza delivery more if he popped up at my window.
I'm an inventory management addict, I love games like Backback Battles, Bazaar, etc. I love this game! Uses the countdown theme really well. I think I wish there was more backpack space, and enemies got a lot tougher. Felt like progression was extremely slow and I was stuck with a full backpack for most of the run. Also not a lot of uses for cogs, I was stuck on like 100+ cogs with nothing to use it on. I think it's a solid baseline, and I had a lot of fun! My build was turret + falcon + bell for damage and just clocks on shield so I'm blocking 16 every turn. I had a cursed axe juiced up with a ton of damage but never needed to use it.
I think for critiques I'd like the combat area to probably use a different background, seeing the same background over and over makes me feel like I'm not really exploring. I disliked how long it takes for items to give its description when hovering it. It should probably be instantaneous and not take a second to appear. The turret is a cool idea, but there should be an indicator on how big it is! I'm like ".. would a turret be 2x2? 1x2?"
Small things though, one of my favorite games so far.
Simple game, I wish you didn't HAVE to put the elevator all the way up so if the top floors aren't too busy you can get to the other guests faster. Sometimes it does feel a little unfair, like people's timer goes down very quickly. So if your elevator just went down, you don't have enough time to crank it back up, go to the ladder, then grab them.
Art and vibes are great and I think it's overall a solid project! :)
This game is just full of flavor, its cute short and I love the little dialog when you're caught! I think the sight hitboxes feel slightly off, but that could also just be a skill issue. I think only thing is I wish there was little more diversity in levels and music, but that's less of a complaint more of me wanting more of this game. Great job.
It's fun for a bit, definitely needs some SFX when hitting enemies, and more of a goal in the gameplay loop. I couldn't figure out a way to extend the timer.. Also agreed with a previous comment about more weapon types, that part is important to make sure you have more replayability! I like the aesthetics and art though. Good work!
Such a great game! Only thing I wasn't a big fan of was the camera movement felt very jittery and it got me very dizzy. Pixel perfect cameras are definitely worth learning! The SFXs, music, and gameplay all feel very polished and it feels like a great demo to what could be a fully fleshed out game with hundreds of upgrades, enemies, etc. Amazing job!
Neat game. I think there could've been a bit more depth to the game personally, wish we had more upgrades, different tower varieties, etc. Its been mentioned but the lack of damage animation or sfx when things take damage or when catapults attack are small but very impactful changes to a tower defense game that makes it feel a lot more engaging.
Such a cute game with a great atmosphere. I found the gameplay to be very simple, but I don't see it as a bad thing since I found more of the game to be enjoyed through the art, story, and music. I had a lot of fun with this one and its one of my favorites of the jam. Great job to you and your team!
I really like the audio and visual design, its so cozy and comfy. Very relaxing game. The flappy bird minigame had a few visual bugs with the textures not looping properly, but not a big deal! I think the controls were a bit funky and maybe the game might've needed an in-game or some keys present on screen, so I don't need to tab off the game to check the controls. Very cute game though I loved the visuals of this one.
Originally there was a lot more stress to the game, but I wanted to keep it a slow experience on purpose. My friends kept suggesting an "Expert" mode, where the plant dies a lot faster and the ads would spam. You'd get viruses that required specific conditions, etc. but I didn't have the time for it. I think another reason I didn't do this was there were some issues with windows causing dead zones which made it frustrating to try to navigate a surplus of windows. In a calm game, this can be worked around. In a stressful environment, there can be a lot of annoyance to the irresponsiveness of the windows.
Golly this doesn't feel like a jam game. You and your team did an amazing job putting all of this together in 2 weeks. When I made uhh, beat and weave, I remember one of the struggles I had was webm version butchering the sync of the audio and the music. I'd have to look into what I did to fix it. But everything in this game meshes so well together in the art style, music, and flow. Definitely my favorite of the jam.
Game was really ambitious and I respect you guys for it. We already talked on Discord about a few issues due to time constraints, but I think the overall layout is fun! The main struggles were an in-game tutorial, control schemes readily available, quality of life stuff to make sure the game is easy for people who may get easily distracted (me). If this game were made into a really well polished, short experience (Demo) it'd work perfectly for a game jam! We aren't expecting full games after all. I like the idea and this can be something that can be pursued further.
How I approach it personally, is I setup a designated timeframe for all the content, gameplay mechanics, stuff I want to add to make it more engaging and fun, then a time purely dedicated to user experience. Does the tutorials make sense? Is it too easy to skip the tutorial? (I'm so sorry this is me) Are things obvious to someone that may be unfamiliar with games?
I don't usually write long reviews but this seemed very passionate and looking to make a lot so I wanted to make sure you got the feedback you needed! If you ever need more feedback feel free to ask.
Honestly a fun bullet hell! I think bullet hell is the right genre.. Anyways, cute game! I liked the attack designs and writing was a bit silly but I vibe with it for a jam. I think only attack I disliked were the really tiny snowballs, but that's more of a personal thing where I think attacks designed to be purposefully really hard to see can be frustrating. I think there needed to be some polish in the art design and user experience side, I honestly got really confused at the start of the game figuring out what to do and the controls. Great job!
I heard you wanted feedback so I'll try to makes notes of everything I saw.
1. Z-index seems to get a little messed up, things in front of trees would appear behind it, things behind it appeared in front.
2. Font is a little hard to read on buttons. Need more contrast between the text and its background.
3. Art is very nice, music is charming :) Some images appeared pretty blurry, might be a scaling issue.
4. Game probably needed a tutorial.. What does the % mean when I cast my spells? Did I not draw it properly? What do my spells do? Are there any special effects? What makes the characters different besides the different spells? I think its important to consider the perspective of the player and guiding them as if they were a 5yo, cause I play like one. I found it really hard to actually play because I didn't know what to do or what my spells were doing :(
5. Map borders can probably be thicker, more rocks more trees make it look a little more like a wall.
Hope this feedback helps!
Fun game! I think the audio and visuals mesh very well together. It's soothing it's calm and fits everything the Comfy Jam is for. Someone mentioned it as well, but I also struggled a lot when it turned night time cause I couldn't see the colors too well. Maybe the flowers could glow their distinct color so its easier to spot? Regardless, it's a cute cozy little game. :)
It's a cute game, I definitely do think the early game is.. very very slow. I would've made the flower pots like.. $100? Then make it increase in price from there. As is it, takes a very long time until you get your first flower pot. It's a cute management game, I would've liked some more SFXs but music and visuals are charming!
I think it's a fun farming game, personally, the map is way too big for how little farming you are doing realistically. The game seems more focused on just progressing through solving the specific conditions of these new seeds you get, rather than slowly creating your massive farm, large plots of land and plants since there's not really a reason to do that.
The music is great and the art is charming, UI art could use a little polish but it looks great overall.














