Nice job, clearly a lot of work went into this project! It's a little confusing because so much is going on and I think theres a lot of 'hidden' rules besides just attack and HP stats and so on. The way defense plays into it, and also types? When one of mine hits an enemy and it gains health, feels like I missed something essential 😂
festmester
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Very nice driving around town, totally unexpected to see it done so well, nice scenery, nice (dirty and hopeless) interior in the players home haha. Everything was made like there is an entire world to explore. Overall well done, though as others wrote it needs a bit more sound FX but sometimes there's just no time 😂 The implementation of the theme is hazy, is it the player's 3am hunger or is it the fate of the player to be consumed?
Good job, I think its a funny concept, but a little confusing, took me reading the page description a few times to understand that I could change the color by 1-4 buttons and there was an actual order menu on 5 😂 Growing your own slimes to sell is a fun idea. With some polish and some work on the core mechanics it could be even more fun and confusing all at once. How about recipes to create rare slimes (red+blue = purple slime!).
Yeah getting the pinky/magenta bar filled advances the level 😂 Thanks for playing, and it sounds like you did great! As I wrote on the page, it's definitely not balanced and I wasn't even sure if the game is finishable in its current state, haha. Not that it has an ending, it goes to level 10 and nothing further happens even if you reach higher levels than 10, which you can lol.
I imagined it as a kind of combo system where you try build up the blue bar (dubbed mass) to advance the pink bar (dubbed stability). At first the puzzle is easy; its easy to build mass and stability. Then it becomes more complex because later some consumes has to be used correctly to advance. The last levels are more chaotic with crazy conversion rates, mass(blue) is starved and the player has to find a loop where he can chain certain combinations to raise mass far enough to afford to eat the big converter (like -5 blue + 5 pink) or something like that. What definitely isn't communicated but was necessary for balance was the feature that trying to convert mass you dont have, the mass you have too little of is taken from stability instead, to prevent a free conversion/free points. so if you have 2 of each, then get -3 mass +3 object, stability will put you at 0 mass, 4 stability. If you try it again with 0 and 4, then you still have 0 and 4 (because you lose 3 and gain 3). What started as a simple system quickly became complex with specific rules and emergent puzzles from the mechanics I had lined up. It was a real mess 😂
Nice commentary on the state of things 😂 the pee mechanic was a fun surprise, when I ended up peeing everywhere on my short break before fetching more parcels to move them A->B. Creative interpretation of the theme 😆
Didn't make it as far as I'd like but definitely felt the life draining reality of working hard, then spending all my money on coca colas and investing it into doing more work faster and better. I somehow imagine a multiplayer game where players have to work together to get a warehouse like this running, like Overcooked but with parcels haha. Great job my dudes!
Pacman with guns, cant believe it haha! I think the enemy had a bit too much life and ended up a little repetitive as a result, but I love the idea and the powerups, very fitting sounds etc. I'm imagining an array of guns, automatic and explosive and so on, multiple levels with smaller bosses, building up to the big bad. A wave based shooter and you would have to pick up the automatic weapon to deal with hordes of small ones, then pick a bigger weapon for the boss. CHOMP CHOMP!
Hey, thanks for playing, and for the kind words! Due to rapidly changing direction of the game, it was hard to actually figure out what was going to be the thing players had to overcome. It ended up being that the player was not being able to progress if the player didn't solve the puzzle of sequence of what to eat to progress, but I agree its a mess ultimately. Could use some depth and some hazards of some kind, but it was fun to make for what it was haha
Good job, bouncy sounds and very colorful. Looks like a good formula for some addictive gameplay, the only thing I really missed was a tighter coupling between the shown trajectory and how the character actually moves. It would give more satisfaction for the trick shots I had in mind, but was disappointed when I hit the corner and bounced somewhere else. More levels and it could be a whole thing!
Thanks a lot for the kind feedback! After a certain point I wanted to try going for a text- and number-less aesthetic, but didn't get the polish in to actually communicate anything as well as I intended it to. I first tried a dynamic level scaling where you could actually de-level if you kept doing things wrong, but settled on a level-by-level format instead. Was a lot of fun and learned a lot, at least 😂
I also definitely had to play to a perfect 1-1-3 score however many resets I had to do in the end, haha. Addictive gameplay to get the best scores. Would probably translate well to a mobile game as well, and could keep people playing just to perfect scores and be rated after a 3 star system, 3 stars only for the optimal plays. Good Job!
Fun game that fits the theme very well. I have a soft spot for Typing of the Dead 🤣
Loved the clacking sounds when typing! The popups didnt always close when clicking the X, if I was just a few pixels off. I think the click to close concept would be better if it was easier to hit with the mouse (bigger area to hit) etc. Great job!
Very action-y game that is all about distraction. Fits the theme well. I liked that you can use the distraction even after getting caught - if you can set it up to work before getting spotted that is. Difficult but that's been said a million times already :)
Maybe the difficulty could be a combination of the amount of distractions you have total, how fast they recharge, their range and maybe even time until activation. The less spammy they are, the more tactics it would require to get through a level. Good job!
I didn't expect anyone to make farming simulators for Triijam, well done! With only 3 kinds of seeds it would be nice to see greater variation between them other than profit and costs, might I suggest the more profitable ones raise the frequency of bird pests or some other crop danger or annoyance to the player :) The birds were definitely distracting, I think they are hard to manage if they were either bigger in number, and too "easy" if they were too few. Spending gold on anti-bird measures might be fun and make it cross over into strategy / resource spender genres ;)
Certainly a different approach to rhythm games! I liked the silly story, and the concept of a rhythm game with distractions is very interesting, but to get it right I think its important to play to the rhythm and inputting from the player on the beat instead of before the beat is important to the genre. It really makes me think of how one could mix up the genre with different chaotic inputs. Like changing the rhythm from landing on downbeats to offbeat or just filling the space partially with noise like you did. Definitely points for creative thinking, though making a polished experience in just 3 hours is impossible for most people. Good luck on your next project :D
I found myself playing longer than first expected. The weapons are varied and the dual energy systems allow you to explore different playstyles, even though it seems like certain weapons work better in certain sweet spots (high/low red, or low blue etc). Tons of fun just exploring how each weapon react with different upgrades. It's cool there are actual choices between weapon upgrades and healing up - so if I play better I also can afford to become stronger. If I need it but don't pick health, it's a gamble on my life. Very tense!
Sadly I never made it past the boss, but this is very well done, and feels like a strong prototype for even a commercial game. Excellent use of simplistic shapes and effects, and great fitting music. Well done!
Very fun game! I love tower defense / mining stuff / base builder games. I found myself attempting 3 playthroughs, getting further each time but there are a few bugs that prevent to get as far as possible. One being sometimes the kobolds just won't attack an enemy. And another that you can't select a kobold through the next of an ore for example. I died on the 1500 ore level due to these two bugs.
Nice pick of music for the type of game, very fantasy and kobold-y. I love that its only controlled with point and left click, points for simplicity :)
A good interpretation indeed! If Majoras Mask can have crazy fan fiction, then yours can too haha.
Hey you shoudn't be praising me on your own game site lol. I guess I'll be eyeing some good candidates for jams. But it's both good and bad they are time restricted: it keeps focus on point but it also has to fit into my schedule ;P
Great use of both themes! Difficult game with a somber atmosphere matching the slowly chasing nightmare. I love the art choices and execution of both graphics, visual direction and the music.
Gameplay wise, its very fun, and definitely had me going through many times trying to do better, but I think the finicky nature of the second stage monsters I find too difficult.
There were small funny things I assume were bugs, like projectiles changing directions if your character turns, and that you can shoot while jumping but not while holding A or D. This is most likely at least partially intentional, but wasn't clear until I explored when I could shoot and when I could not. Very good job to everyone involved!
The theme interpretations are very literal, nice choice on the edge getting cut so you become more "on the edge" as the "boss" intensifies. I'll admit its hard, I kept dying at the 32-33 hp mark, difficulty ramps up significantly once the third stage hits.
Art wise, paper/doodle graphics are always a fun take on things, good execution on it and especially the boss design. Music is good but a little repetitive.
The "worst" thing is, there are all these cool power moves like speedy dives and quadruple jumps, yet none of it seems to be of any use in the actual combat against the boss. It doesn't seem intuitive how these abilities can be applied vs the boss, when the edge/ledge is so small in the end.
This just means your idea has potential and a fuller implementation could bring a lot of fun to a paper platformer with this boss guy at the end. Good job!




