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Fish_Eggs

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A member registered Feb 10, 2022 · View creator page →

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This is such a creative game with frantically keeping up with your pc before the loot countdown ends, the vibes are done very well. It was really fun strategizing what tabs to have open and the order of doing it. My strategy had the task manager always up to catch viruses and keep the optimization up as I cycle through the tasks. Love the detail that you're able to end some of the task manager programs to further optimize your fps. Art is pretty charming too, overall great game!

It's a bold yet fun concept to have one of these games in the game jam be a "everyone lend your support" kind of game for that sense of community, and the addition of the online leaderboards is a good touch to get people to actually want to click for them 10,000,000 clicks. Though the actual gameplay itself is pretty shallow and I can't say it's all that enjoyable to click mindlessly, but I understand the focus was more on the idea than the gameplay. Slick idea.

The initial time between minigames takes way too long and could be shortened down a good chunk but other than that it was a fun game. The balance between minigames felt a bit lopsided on the side of the simpler clicking ones. Though massive compliments to the chef for an online leaderboard, always love seeing them in games like this really does add a lot of replayability. Fun time!

This is a very polished game, clean animations and intro and all that. Though the description and multiple tutorials in the game made the game seem very complex it was actually quite digestible. Outside of figuring out the controls and how things worked, I never really struggled that much with the mechanics. The riot mechanic is very manageable and I never felt like I had to toss someone out especially since a few wells quelled their rage enough, also I never figured out what the two people loving mechanic. The heavy tutorialization after every milestone also felt like the game was just playing itself and I had no opportunity to really discover anything for myself. Feels like the game is trying too hard to seem complex with all the systems but ultimately ended up being fairly simple. Solid fun even if it felt hand-holdy at times.

I found it to be an interesting puzzle game concept, the decision to make whether to lower a column or break through is pretty fun, though the rng of the game can be a sore point. It's very prevalent in challenge mode where if the game doesn't give you the right set of columns to escape the first part just means you die which makes the mode somewhat frustrating to actually get through. Maybe if there was a bit more control with what columns were chosen without making it trivial or having a set of premade row stacks could alleviate the problem? I'm not sure, but regardless fun game!

mmbm yumbmy cookbie

F*cking Among Us, despite this the game is actually sick as hell. It's very overwhelming starting because the bacteria reproduce faster than you can really understand, but once you're able to get past the brief harsh learning curve it's actually really fun trying to manage the colony without it going dry or rampant. I love how every item gets a use, sprays for on point crowd control, turrets to keep the swarm stable, lures to make sprays more effective and walls to keep a portion of bacteria safe. The music is also pretty banging. To be critical I think the upgrades are way too cheap, at least have the later upgrades be more expensive and once the mechanics click in your head you can get a setup that can last you forever. Otherwise I really loved this game, very creative!

Very straightforward game, but I think the artstyle carries it pretty hard. I really like the somewhat crusty look. I was able to reach around 22-26 cuts in the endless mode with my trusty Mississippi strategy. Very simple game but pretty fun exercise in counting and enjoyable regardless.

I thought the concept of time being the health bar was a really creative decision that makes you play quicker in order not to waste time spent on your health and gives you somewhat of an option to wait out the timer on enemies that are low. Though the game could be more polished as you can shoot through walls and the ai can be pretty punishing if they get close. Overall pretty fun.

Charming little game, it was rather awkward to figure out the controls and how everything worked. The gameplay itself is also somewhat simple since most games tend to be simple clicking games though the stress of getting to enough objects in the alloted time was well done. The artstyle is probably the best aspect of the game as the hand drawn artstyle exudes a lot of charm.

The concept is fun with having upgrades you can purchase in order to make it easier to escape which you get by finding souls throughout the level to suck. Though it may be me trying to run it on Linux with proton but I was unable to collect souls from more than one torch. The first one collected no problem but despite having no more souls for upgrades I was unable to collect anymore from any torch I checked. Fortunately it was enough to get by (one speed up, one wall kick, I think one extra jump) with good execution and a few seconds left. Controls are fine when you get used to them but could use a bit more polish, and the audio is way too loud and could be toned down a bit. Despite my criticisms it was a fun romp and the narrative was a welcome addition.

I found the artstyle charming, though the controls and perspective could use a bit more tuning. Springs were kind of awkward to understand as they don't have much of an animation making it kind of difficult to understand how exactly they worked. Enjoyable obstacle course if a bit more polish is appreciated.

The sense of speed in this game is really well done with the wind lines as you go really fast, made blasting through the level really satisfying, though it could be toned  down a bit as it felt fairly lenient to trigger. I found the art style quite charming, gave the vibe of that radical attitude just toned down to a simple checkerboard pattern, the CRT display was a nice touch to wrap that style together. The game was very quick to complete with no real goal to work towards besides air time earning you boost. Perhaps there could've been a time limit to push the player to reach the end  in order to earn a high score via more developed trick system that also rewarded the number of pins you did and for landing perfectly while punishing you for crashing so the player has more reason to get familiar with the controls in order to achieve a higher score. I understand if these were limitations that had to happen due to the deadline so really I'm just spit balling here. Really well made physics car game!

Took me a good while to figure out how to loop early on, everyone turns so slow so just looping normally didn't work, it was only after I figured out you had to loop to where they'll end up did the gears start turning. It was a nice mix up for a looping game like this to change how you would normally do it, though it makes it so once the waves get bigger you're just unable to fight back because the clumps are bigger than you can even feasibly close. II can see that there's a Rogue Legacy structure and it works for a lot of people, but I've never really been super big on it, feels like the game is roadblocking you from progressing with insurmountable odds until you get enough cash for an upgrade and then it becomes really easy. Though I will say it was fairly satisfying getting more upgrades and being able to loop enemies like I would normally. Regardless I thought the plot about expanding a new universe was pretty fun, was interesting to see new shapes for my thingimajig. I noticed a glitch where on the upgrades screen you are unable to scroll the screen unless you purchase an upgrade, otherwise it'll snap to the center. Overall this was a fun time and an interesting execution.

I really loved the controls in this one, having your launch trajectory based on your orbit was a really clever way to utilize the theme. The game was surprisingly really difficult, was actually stuck for a while at the first fork in the road but that gave me the opportunity to get better at the game and learn how to jump from planet to planet. I thought the difficulty progression was pretty good with a lot of fun idea to spice up the gameplay though some sections felt really difficult, though that may be the intention. I came across a bug where after clearing the mechanical cluster of planets and the lower half of the board when I got the first baby star from the melon planet cluster a trail of baby stars appeared and produced at a seemingly infinite amount which I then decided maybe it's best I beat the game now before this gets out of hand so I didn't really get to go through the rest of the game but that's mostly on me. Overall really awesome game y'all!

Perhaps I'm not very qualified to review this game since I did not have someone else to play it with, so with that said here are my thoughts. I thought the movement was really inventive and was done really smoothly, I loved slithering around in general. I really enjoyed the aesthetics and the music, together it made the game feel like a Nintendo Wii kind of trippy game. I think the checkpoints were really forgiving, you could just pass it with one ball and the other ball would now spawn there too regardless of if they actually reached, I was able to beat the game solo with it. I like the progression of difficulty, simple switch puzzles to moving obstacles to obstacles that each player can control. Even in solo, this is a pretty tight game, but apologies I couldn't play the game in the intended way.

To be honest I saw the thumbnail for this game and just burst out laughing knowing that I HAD to know what this game was about. I really like the mechanics of this game where you can't be seen by your past selves, though it can feel a little unclear when some previous Greg's got caught while others didn't, I think it has to do with older Greg's being unseen to new untrained Greg eyes but I think some visual clarity could help a lot here. Most of the puzzles feel a bit easy to go through except the final puzzle which was a really solid one, got stuck at the start before I realized I could go through myself and saw some bugs occur like the eyes/doors sounds spamming in the right configuration and had a duplicating Greg cutscene cause a death because I think I let a box break at the door? I don't know but that level got a bit buggy. I loved the visual design of the doors being mouths with eyes you need to make eye contact with to pass, kinda wished the button followed the theming more but to be fair I can't think of a body part it could be besides maybe the cheeks. Overall a solid little puzzle game, really good touch to make the thumbnail look like that.

The core gameplay loop is pretty fun, once I realized I should stop killing every enemy I see and instead do my best to control the speed I can manage it made the game far more enjoyable for me. Striking a balance between a manageable speed and enough speed to outrun the worm was really fun to balance. I actually quite appreciated the obstacle presets, having obstacles that always open up in the same way gives some order to the chaos that this game brings, and through memorization you can glide through the laps like butter and it feels really satisfying. I like how each enemy serve a purpose to the gameplay, the regular enemies serve to give you a constant supply of speed but also serve as obstacle making you decide which ones to slay and which ones to spare, the arrows are more passive but are good to bunch up if you ever need a pick me up, and the laser are easy to dodge but within the chaos makes you have to multi-manage them in a way I think is fun. The control scheme was rather awkward having the three action buttons clumped up, I was never remember perfectly which did what even once I reached lap 100. Sometimes collisions wouldn't connect, one time or two I passed through an enemy and multiple times my bullet just didn't hit an enemy, which made it far less reliable and frustrating to use especially against the arrow enemies and since there's no feedback for when you hit an enemy I had to guess whether it didn't connect or it did and the arrow just stayed in the same spot. I would've appreciated some kind of bar to show the distance between you and the worm because I have no idea how well I'm doing until the worm just shows up. An overall boost in clarity would improve this game a lot. Otherwise this is a pretty solid game.

This was a nice and simple game. I liked how the coins weren't exactly ordered on the top right, made it feel like pocket change I got got from my pocket.

I adore how this game works as a parody and criticism of gacha games, how you have no incentive to actually engage with the game but rather figure out how to best optimize each day for gacha pulls, how you're punished for trying to read through the story instead of mashing through it for the rewards, how the cleaning minigame doesn't actually give you any rewards but you still gotta do it to keep your pity for the next day, how when you do finish your dailies you look up at the time and it's already 8pm and it sinks in that you've wasted the whole day playing a bad game just for a line of code to be true. It's all just shallow dribble presented to you with the vague promise that maybe, just maybe you can get the 5 star anime girl just a bit sooner. Granted this route meant that the game isn't actually very fun but it's not necessarily trying to be that, but I didn't really mind at all the experience was just really novel and getting into the vibe of someone actually grinding this was pretty novel, made me think back to when I'd get sucked into Clash of Clans type mobile games back in the day. The addition of the worthless cryptocurrency as a reward was also a fun one to really rub it in how pointless this all is. I encountered a few bugs(?) where sometimes I wouldn't receive rewards after a task like when I got all perfect in the career mode but then didn't receive any gems from it or how it took me really long to realize that I had to wait for the task complete to end for it to count the cleaning minigame but perhaps I'm just backing out before the reward registers. To be honest the bugs I did encounter kind of make me more immersed in the gameplay, such shallow gameplay yet so unpolished like it wasn't even a priority. Incredibly creative game!

This game has some genuinely head-scratching puzzles, which considering the duration of the jam was really impressive that y'all had so many banger puzzles ready with so many different mechanics. It's really unfortunate that level 22 is unbeatable but that didn't really sour the experience, just wished there was some debug command left so I could play the rest of the levels given the quality present at that point. What did sour it a bit was the buggy level progression as I would have to complete the same level twice in order to progress, even beating it first try upon level select didn't progress the level. Regardless I found the visual style to be charming, the environment and general theme was really pleasant to look at while trying to figure out the puzzles and it was fun to see the snake loop around the level via portals, really felt like a time worm wrapping around the galaxy. I think the tutorial levels could've been spaced out a bit more since it felt a bit like an information overload getting everything all at once, though the concepts were simple enough that I didn't really lose track of what they did. Despite the glaring oversights, this was an extremely well done puzzle game, gg!

Took me a while to figure out how to play at the start, but once I figured out that the yellow beats can reach the ball from the center I was able to have a lot of fun with the game. Having each mechanism of the pinball machine produce a beat that develops as you get higher scores is incredibly cool and very well executed. I massively appreciate the design touch of having the ball spawn at the same time as the beat resets, made it really smooth to figure out what worked and what didn't. I really love how despite having a ton of options at the end the solution isn't just to spam the board with everything, had a moment where I figured that having too many yellow beats was making the ball fall too many times so I limited my use of it and I was able to attain the score. Having a limited amount of tokens forced me to engage with the game and think on the fly in order to beat it and I really appreciate it for that, made me strategize a bit such as spacing the center beats to minimize the chances the ball will slip through the beats. Was able to reach the end with a stressful 1 token by the end so I felt pretty good about that. Really fun idea that ended up being really well done, bravo!

I was really confused playing this game, my bullets would fire irregularly, I did not understand why I had a different attack or why the music changed, and I certainly didn't understand why there was a red aura kind of thing by the end of my run which I assumed meant my weapon was overheating? Any kind of instructions on controls or gameplay mechanics would've been immensely helpful since that would make it much less confusing. As for the game itself it was fine, dodging enemy fire was fun due to the speed of your character but return fire was incredibly tedious since my weapon only fired occasionally meaning I had to stand around waiting for my weapon to fire until the enemy dropped dead and I could progress, a bit of a pace killer. The idea to only play music when firing your weapon is pretty creative and ties into the gameplay well. A fun idea just one that needed more clarification to the player.

While the camera was really low and made actually seeing the obstacles in time difficult, I really enjoyed the gameplay loop. Planning a pathway through the level, gauging whether you should commit to a jump and swapping between weapons to make it through was a lot of fun. The low frame rate gameplay was an honestly fresh take, felt like I was playing an old stop motion video on YouTube back in the day. Was a good time had.

This was kind of a weird game but there's some good stuff in here too. There's actually quite a good amount of obstacle variety which made each new level exciting to go through. I appreciated the challenge of some levels requiring some good platforming such as a level where you have to platform on cars due to the abundance of banana enemies filling the ground, but I wish there was a bit more polish overall. The character physics could be improved and I noticed that cars would still spawn even when I got to the end, had to restart a level once because I died offscreen and I can only imagine it was because the cars, preventing car spawns once a player gets to the end could help alleviating in deaths out of your control. The theming felt all over the place, felt like the level order got scrambled a bit last minute. I assume there's some deeper narrative since the player character is jarringly exclusively lines and the music that made me feel nostalgic but I'm not really seeing much of a vision with the rest of the game. Also probably should've indicated the game wasn't a full month of levels long, was honestly worried the game would drag on for that long until I got surprised by a thanks for playing by the end of week 2. Overall solid game, I had a god time with it.

This was an interesting game to play. While the artwork is rather lackluster, I think you were able to achieve an uneasy vibe of endlessly going down door after door with nothing seemingly changing as the music haunts the game world. I found the player sprite rather strange though, I swear it looks like a troll face and the player sprite is for some reason made up of three sprites given that the head and legs draw under the walls but the torso draws over them. Strange game but was an interesting experience.

Considering the constraints, it's okay.  The gameplay is really simple and the poo theming doesn't really do it for me. Perhaps you could add obstacles like poo that shoots back so you have to dodge their shots before firing or poo you can't shoot, any obstacle would be appreciated to make the gameplay more engaging since otherwise you can just constantly fire and move side to side and as long as you can fire super fast you'd be able to make it  far. If anything, I wish you luck in your game dev journey, we gotta start somewhere and this is a pretty good start.

I enjoyed the addition of the squirrels, needing to manage both getting treats while also making sure the squirrels don't reach the house. Having the activation for zoomies to be biting your tail was a nice way to tie the theme together. Was a bit jarring seeing the squirrels not abide to the grid while I did though, but it's not a dealbreaker or anything.

This is possibly the most polarizing game I've played in this jam so far. First off this game is really buggy, I couldn't move to the far back in combat unless I pick another position first, The dice hat heals while the heal hat does nothing, and my playthrough currently ended when the fisherman softlocked the game trying to call in the fishies during the fisher sheriff fight. Not to mention some poor design choices such as the fisher boss completely disabling the positioning mechanic or just the gambling boss in general. Plus I'm surprised the act command doesn't auto cycle your chamber felt like such an obvious design choice to give more value to using it. Also being unable to skip or at least speed through cutscenes made the gambling and fisher fight so much more excruciating since it meant having to sit through about a minute long cutscene per attempt, which I had to sit through at least 3 times due to the difficulty of the fight. Despite all these negatives, I also love so so much about this game. The battle mechanics, if a bit unexplored, are really cool and the positioning gives a good risk vs reward to spice up turn-based combat. The victory animation and jingle are such bangers and makes winning a fight incredibly rewarding. I loved the writing with how self-aware the humor was. The gambler cat whom I forgot the name of, skittypaws? Idk but I adore them they are such a sweetheart. I love Beezlebub being this all powerful demon that plays with an audience audio device even after they start bleeding to death. The Sheriff is a really threatening presence and gives the plot stakes. I love the art style despite the text being kind of hard to read while I also love the audio even if the room enter sound is kind of loud for that. Truly polarizing game, but one I was glad to try out.

I really enjoyed the challenge of this one, choosing when to eat your tail to get the biggest bonus you can, earning speed from it letting you get points faster but making actually reaching your tail far more challenging, wrapping around the screen also made for a lot of fun decision making. The sound effect for turning the snake was also really satisfying which made moving in a diagonal like a staircase never get old. The controls are kind of rough though, I would often overshoot or undershoot my turns unless I buffered such as u-turning since it only turns on the square you are on rather than before it. I found it strange that the online leaderboards had preset names, part of the appeal is seeing your name up there but I can understand if that was a limitation you had to work with for one reason or another, still I always appreciate seeing an online leaderboards since it's a really easy way to add replay value to your game. Really enjoyed this one!

Oh, whoops. I hit them on the third go around after both fans turned on, just a straight shot throw.

I really loved the twist on snake by making the length of your body edible based on it's length, makes you think about when to Ouroboros yourself while also giving the challenge of eating as close to the tip to maximize your score, really solid idea. The art was also really pleasant, simple but charming and the sound effects compliment it nicely. My only gripe is that there's not much of a lose condition, perhaps a few obstacle around the map could help make the player make more impactful decisions and really think about where they are going could go a long way in improving this game, but that's just a suggestion. Overall fun little game I enjoyed my time with it!

The visual presentation of this game is pretty top notch with cutscenes to boot, pretty impressive stuff. I liked the twist that the boomerang had to stop at each target, making you think more about the targets position more so which was really interesting to see. Some of the levels felt a bit straightforward but I can't really give that criticism in good faith considering y'all had four days to come up with puzzles so it's understandable. The final boss was a bit underwhelming, I assumed from their size it'd be a 3 hit phase fight but not really? Idk was just kind of weird but it's not a dealbreaker at all. I enjoyed the twist at the end, made all the killing up to that point a bit more palatable. Really solid game here!

This game felt kind of basic, most puzzles had really clear solutions while others didn't provide enough visual clarity to understand what was going on, such as when my axe didn't bounce off the wall like I'd expect or how I thought I had to hit the shield user in the back to kill them. Giving more visual clarity would help this game a lot while also experimenting a bit more with the puzzles could improve the longevity of content and give some satisfaction to solving the puzzle. Perhaps the axe had to be properly returned to you to complete a level with hazards that destroy the axe could make it a bit more interesting but I'm really just spitballing here.

I really loved the pathway puzzle solving, lots of creativity in the puzzle design, but I'd only say that there was about 3 of those levels while the rest felt more like either soft tutorials or filler levels you could beat in a few seconds. Almost feels like the game ends right as it started getting good. Though I got a really good kick when I found out the janitor wasn't for decoration but both a new mechanic and an obstacle themselves which lend itself to a really creative final puzzle that also integrated bouncing off walls taught in a previous level, felt really smart figuring that one out. The sound design on moving the tiles was really satisfying and I loved the pixel art, been getting into NES pixel art recently and the small color palettes used was really well done. If given more time this could've been an amazing puzzle game but considering the short deadline I'd say this was still a really fun game.

Using scrabble tiles to form bridges and make it through the level was a decent amount of fun, but perhaps this is my poor word making skills showing, but it felt like the letter tiles were really poorly distributed, I had plenty of uncommon words and I had a point where I was really dry on vowels, making it really hard to actually form bridges, though the detail of little jingles on the tiles you walk on was really charming. The music is absolutely soothing and felt like I was in another realm and I really loved the character you play as, really silly looking with a goofy walk cycle to boot, though I feel as the theming didn't really take much inspiration from the game jam's theme of looping. Fun time overall, really didn't feel like anything I've seen yet.

Love the tagline implying a world where the boomerang doesn't come back on it's own, very silly. I enjoyed the knick knacks used in the puzzles, but some puzzles felt a bit unrefined and I was left questioning whether it was the intended solution or I just found an unintended solution, happened a lot with the magnets as fun as it was to use. Fun time!

The subversion of the typical "draw loops to do thing" where if you're caught in the loop what happens there also happens to you is a really fun idea and the theming suits it well. I enjoyed the heavier controls which made speeding through the ice a lot more satisfying to get down. The jumping and collisions felt fairly rough and unpolished and the camera was really zoomed in causing me to get hit by a lot of stuff off camera. The hockey puck enemies felt especially oppressive since they fire so many pucks and move around in such a way that actually getting them in a loop without taking damage can feel fairly annoying. Still this one was a goodie.

To be honest this game just kind of confuses me, it doesn't really feel like it has a theme or even follows the jam's theme, the gameplay is simple yet really unclear since I couldn't grab the red apple at all. I just don't really know what to think of the game, which makes your lacking descriptions all the more baffling. I hope you're doing good.

The artstyle was really fun with the bouncy walk animations and the movement felt snappy. The gameplay loop felt a bit aimless since you're mostly just dragging over corpses while your skeleton army and runes do the work for you. Overall a pretty fun time.