Thanks for the feedback, definitely some of the early fights are a little "interaction light". You might have gotten a little unlucky too though, there is a force that pulls every top towards the centre already and a boundary force that pushes them back into the circle, on top of all tops homing in on enemy tops (acccording to their brashness). If I do an update I'll try tweaking some of those values!
fourfortyfour
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Incredible. Beautiful, totally cohesive art style. Adding the shadow as the arrow was a great touch, but once I got used to the controls I found I barely even needed to look at it. The game feels great, looks great, sounds great. It would fit right in in a "new retro" collection like UFO50. I see in your screenshots there's a parallel tutorial, but I don't remember ever seeing that in game, but exploring the controls was fun in its own right. Very glad I got to play this :)
Excellent song as a backing track, would have been cool to have some collision sounds to go along with them. The movement/combat felt very responsive and well-designed, but it seems like the best strategy might be to just avoid your opponent and pick up the stamina charges. All in all very cool and very fun!
Very polished, loved the camera zoom in on the tutorial prompts. I most liked the level where you climb upwards. I thought the tutorial prompts were more confusing than they were helpful, but that might just have been me and I beat the game anyways so no issues with the actual controls. I liked the addition of the extra collectibles/alternate paths to try out.
Incredibly unique take on the theme! Probably one of the most well-paced metroidvania games I've played in any jam. I think letting us know that we can stop the wheel ourselves was definitely the right choice, at several points there was only one creature type I wanted (and if I got another I had to find a spot to die :( ). Very effective use of minimal sound, especially loved it when the piano played back to you on a successful unlock.
Mostly unrelated but I spend most of the game wondering why the "big frog" got the small symbol and the "small frog" got a big symbol. It took me way too long to realize that the "big frog" is probably acually a mole(?).
Great work!
Nifty, great little twist on the clicker genre by tying two currencies to the click. I played this on mobile and think some of the minigames might be taking double inputs from screen presses (unless you're supposed to always move two spaces in the grid game).
I thought the incremental bit was quite well balanced, perfect for a gam jam entry, and I liked how the two currencies alternated between which was harder to get/more important as you chose different upgrades.
The game also just has cool, chill vibes, I wish applying for jobs could actually be like this.
EDIT: forgot to mention that the ragebait moment was great!
Thanks for sharing your game! Worked flawlessly on mobile. You executed really well on every aspect, I thought the menus and tutorial screens looked great. The gameplay was straightforward in a fun, arcadey way. As some others have mentioned. It would be nice to have an indicator telling you which direction the guy will move when you unfreeze. Very fun!
I'm fairly happy, I only had so much time because of work, but I feel like I managed to get a lot done. I had some stretch goals that I never got around to that definitely would have improved the aspects that are the main criticisms I (and reviewers) have, but I think I largely made the game I set out to make:
Very creative/unique. The creature designs were cute and the descriptions were very serious. I think spinning was mostly irrelevant, you could just put a creature in front and spam attack. I was also not sure if I won or there was a bug but after one fight the "continue" screen just didn't appear. Loved the concept and would love to see it fleshed out a bit more!
Here's mine, it's an auto battler with tops: https://fourfortyfour.itch.io/mark-of-the-vortex
Cute game! I thought the voice-over tutorial was very charming. It took me a moment to realize that the big red Xs meant "you can put an upgrade here". While the tutorial was playing I was just shuffling hamsters around and had lots of starting energy. I thought it was very well-balanced and the fact that the hamsters had different stats was a cool mechanic.
Great game, my favourite I've played so far! I loved the juice on the scoring phase and the sounds were all great. I played for about 45 minutes, I hope it's okay that I share a few thoughts/bug reports:
- I bought maybe 50 melons in one run and never had a single one show up on the board (it appeared to give me oranges instead)
- Roses are busted, unconditional +6 means you can't lose once you have a handful of them
- The happiness bar appears to be uncapped. I started using the food button to re-roll my shop and eventually the happiness just never goes down
- It was either very unclear to me what a "line" was or there are some bugs around that mechanic. The only times I ever had a line scored was when it was a horizontal line, and even not all horizontal lines scored. I bought the Paylines upgrade 10 or so times and this never seemed to change. e.g. in the below screenshot, only the Orange, Orange, Joker, Joker line in the bottom left scored, when I would have expected to score at least a few more. Anyways, I thoroughly enjoyed this and hope you keep up with it after the jam!

Very satisfying to play, and a creative take on the clicker genre! All of the sounds were really well chosen. I wish there was no limit on the number of plots you can place, so you could fill up the entire field! I unlocked everything, I thought it was very well-paced.
Before you unlock the auto-harvester, if you put a plot too close to the top of the screen, it will mean you can't harvest those plants.







