Seems my laptop has a 1366 x 768 display resolution, so that indeed was the issue.
Fover
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Pretty cool game! Loved the use of sound effects on the title screen and game over screen, and the opening cutscene was very nice.
Regarding the gameplay, I was a bit confused at first as to why I kept on dying before I noticed that letting the ice rock counter thing hit the negatives seems to kill me. The black hole in the middle of the screen is cool, but I felt like it took up too much space, especially once it starts expanding, which makes things a little unmanageable.
Aside from those criticisms, had a fun time with this one. Good work!
Honestly, if staying in a time loop was what it took to have a cool codename like “Pigeon”…
Very fun game! I was just thinking about “Marisa Stole the Precious Thing” moments before playing this. The mechanics feel very novel, and as others have mentioned the game’s art and sound are super cute. Love that. I’ll probably download the soundtrack later, even.
I do gotta mention I experienced an issue, once, where I managed to throw the heart in such a way that it got stuck on one of ‘em orange cat (Garfield?) bouncer things. Additionally, in regards to the game’s controls: fluidly moving around the corners sometimes felt a bit tricky, and it would be nice if you could change the direction of your heart-throw after starting it.
But overall fantastic work! I may actually play more of this later to see if I can get a competent score, since honestly I kind of sucked.
Interesting idea but unfortunately didn’t play very well on account of some bugs. Neither build was able to properly fit my screen, so I was unable to see the ceiling of the level or any of the UI related to the abilities and timer. Also, the player character often gets stuck in the ground, which is troublesome.
Good work anyway. As said the idea’s interesting, but the execution needs some more work.
Unfortunately was unable to play the game on account of the UI being scaled weirdly on my computer, and so being unable to close menus once I open them. If I were to guess maybe you didn’t set your Canvas object to “scale with screen size”? I recall that often being the issue when I used Unity awhile back.
Wish I could say more, but alas. For what it’s worth the game looks interesting, though!
Nice little game though not very difficult on account of the basic enemy AI. Won without having to loop as when the maximum amount of enemies had spawned, I was able to get them all clumped up and from there could just circle them.
Adding enemies with different patterns would go a long way. Another commenter mentioned Geometry Wars, which would be a good game to take inspiration from.
I encountered a bug where my ghost from a prior loop (when I went back and tried out the looping) started firing out the special 360 attack as if it were its normal shot. Was actually pretty cool, though.
Good work in any case and I wish you luck in expanding upon the game.
Very cool game! Unfortunately didn’t manage to finish it as before I entered the office I got teleported to some outdoors area from which I didn’t seem to be able to progress. Either something was bugged there or I just didn’t figure out how to progress.
The game looks fantastic, with some very nice art and audio. However, I felt like the gameplay could use some polish, and there seemed to be some issues in the dialogue also.
If you don’t mind a bit of a suggestion: the combat didn’t quite feel like it fit the tone of the game very well. Horror game combat systems usually try to make the player feel underpowered, so having a dash and the ability to move while aiming feels a bit out of place. Of course, having a dash and the ability to move while aiming does feel good gameplay-wise, and it’s really up to you how you want the game to feel.
Criticisms aside, overall had a fun time playing the game and would totally return to check out a more polished post-jam version. Great work!
An interesting idea, but on account of the friendly-fire and ghosts not aggroing enemies (and so often not actually killing them as the enemy was positioned different during that ghost’s life) every attempt would tend to become harder than the last.
In general this feels bad, though given the theming of your game it seems to be the point, and I do think the idea’s worth exploring. But maybe there should be some incentive to the player for continuing on despite all the ghosts they’ve spawned, as opposed to just hard restarting. Maybe with each prior life, additional loot from that ill-fated adventurer was dropped in the dungeon that could help the player, or there could be a roguelite upgrades system like in Rogue Legacy. And if you don’t mind my proffering further ideas there could be a way (whether it be an upgrade or something else) to “exorcize” particularly troublesome ghosts so that you’re not always stuck just waiting for them to despawn.
I must say that the random enemy spawns I in particular didn’t like, as these are enemies that your ghosts definitely aren’t helping you with, and on later attempts you’ll have ghosts firing seemingly at random on account of these spawns. Also, these spawns could happen rather close to the player, which would feel troublesome.
I did like the character customization screen, even if it didn’t have too many options. (But hey, time constraints.) A randomize button for this screen would be nice, as otherwise players who just want to quickly start their next go are gonna end up always playing a nameless naked dude.
Sorry for a lot of criticisms. Despite them, it’s clear to me that good work went into this game. The art’s quite nice with a fitting style, and the top-down shooter gameplay played pretty well, though was definitely too difficult. (Having more than one HP would help a lot.)
Good work overall!
Great game! Had a lot of fun playing this one. Controlled well and had some creative ideas. Particularly loved the trampoline mechanic. That thing was darn fun to use.
Boss designs were kind of just okay. The coolest one was the heart as its shockwave move encouraged use of the trampoline, though in the end it spawned too many enemies for me to handle so I just chipped at it whilst circling from outside of its attack distance.
The rewind mechanic after finishing a loop was pretty cool, and the BGM made everything feel pretty epic.
Good work!
Fun runner game with a neat theme. Controlled very well. The minimalist visual style is pretty cool, especially combined with the way the ground bends with the player’s impact. Liked the BGM too, and how it changes on death.
Thought it became a bit too difficult from 40 onwards and so wasn’t able to finish the game. Maybe a checkpoint at 45 might’ve been nice, but the main thing was that obstacles would sometimes be generated too far to the left such that timing one’s jump for them would be troublesome as the player isn’t visible yet. That’s really my only issue with the game though.
Good work overall!
Pretty fun platformer.
Got stuck on the main menu a bit since the start button isn’t where the text saying “start” is. Also, a lot of the time was unable to jump whilst moving which was a bit annoying. (Edit: Another comment suggests that maybe the floors think the player is wall-running, so maybe that’s what the thing with the jumping is.)
Besides those issues, had a good time playing through this. Good work!
Pretty fun. The dialogue at the start may have been a good time to tell the player they can double-jump. Also as some others have mentioned the camera controls felt a bit weird, and not hiding the mouse cursor didn’t help.
All was going pretty well for me until I rode the proverbial snake to the bottom (I missed a jump) and called it quits there. It was nice while it lasted!
Good work, in any case.
Quite a fun top-down shooter roguelike! The guns all felt great to use, the enemy types had good variety, and finding stat upgrade things in chests is always fun. Would’ve been cool if all the buff items the player collects accumulate in a row at the bottom left corner of the screen or something, like in Dead Estate and other similar games.
The main thing that could be improved is the UI. The player health and dash cooldown, while convenient in location, is small and difficult to read at times. And besides that I gotta point out is that the boss’s HP bar takes up too much of the screen! Or at least it did for me. Might wanna check the scaling on that or something.
(EDIT: Just now seeing the screenshot on the page and indeed the boss HP bar seems to have been a me thing. Though it also probably means there’s some scaling option that you haven’t configured correctly. I always have trouble with UI business in game engines myself.)
Didn’t end up beating the boss and have gotta move onto reviewing other games at the moment so not sure if there’s anything after it, but gameplay felt good enough such that I may actually revisit this again later to finish it.
Great work!
Interesting little game but as the other comments have said it could definitely use some fleshing out. I liked the different “endings” you get based on what plan you choose. Would’ve been nice if after selecting a plan there are a couple extra objectives based on what you selected, such as stealing crewmate clothing if you plan to pose as a human. The “They won’t know what hit ’em” on the “revenge” route I thought pretty funny.
Good work overall.
An interesting idea, though by the time I was sort of getting the hang of it I randomly won. Was unclear whether I was making progress when I was spamming the “work at desk” button as there wasn’t any indication that it was doing anything, but I guess it was doing something?
I do like text adventures of this sort and the graphical style looked pretty cool. Though, as another commenter mentioned, the text on the buttons was rather hard to read.
Overall good work, in any case. The idea’s quite cool but the execution could use some work. I would be interested to see how a more polished version of this game would play.
A very nice platformer with a calming vibe to it, though admittedly becomes a bit less calming after dying rather far into the game and having to restart… Others seem to have already mentioned that a checkpoint system would be nice and must say I agree.
Platforming as a caterpillar here felt quite novel, what with how the long body proved to be both a boon, in the case making far jumps, and a nuisance, in the case of having to position your long body between spikes. I felt the game did a good job of showcasing both sides of the coin, so to speak. On another note, jumping around as a caterpillar felt most amusing. (I did a very brief Google search for “jumping caterpillar” and I guess some do actually do that? You learn something new every day.)
Admittedly didn’t reach the end. Got to the part with the spikeless winding path downwards that lulled me into a false sense of security before a blind drop into some spikes… Again, checkpoints would be much appreciated if the game’s to have such things!
Anyway, aside from those few gripes, had an overall nice time playing this one, and would absolutely revisit a post-jam version. Great work!
Thank you! Glad everybody loves the art style.
Maybe Mick’s just a bit more clever than you imagined… Though also I might’ve been slightly too subtle with that plot point, or maybe could’ve done a bit more to explain things ‘round the end. Just didn’t find a good way to work it into the dialogue, and admittedly I put off writing the specifics of the ending until, like, the final day of the jam. There was supposed to be an alt-route too (which will be added in a post-jam version) so that may be a good place for more detailed explanation.
Thanks for playing, in any case! I’ll be sure to check your game out also.
Absolutely had to play this one seeing the title. It’s always been my lifelong dream to go back in time to the first Thanksgiving to take turkey off the menu.
Will have to admit that despite its amusing concept, the game’s execution wasn’t the greatest. My main complaint is that the pilgrim enemies don’t seem to have a death sprite, so I wasn’t able to tell that I was neutralizing them at first and so was at odds as to how to progress. There was other jankiness too, of course, but hey, it’s a game jam game.
On another note, that ending really made me think… I could go for some Fruit Loops right about now.
An interesting little game. Put me in mind of those horror RPG Maker games, which is a good thing as those are cool.
Was only able to get Ending 1. Not sure if I missed something, or if there’s actually no other endings. (I did find the alternate route but it seemed to just be a looping dead end.)
The player character’s collisions with the environment felt a bit off. Making their hitbox smaller and just putting it at their feet would make it feel better and allow them to walk in front of the back walls, rather than hit their head on them.
In any case, overall good work!
Neat game! I had a nice time with it.
The floaty movement could feel troublesome at times, but it was also fun to line up laser cannon shots with it. On that point, both the gun and the shield felt very good to use, even if in an ideal world we wouldn’t need them…
Would’ve been nice if there was UI for energy, and inversely while it was nice to have UI for the hull status it felt a bit too big and sometimes blocked my view. Another thing I felt was an issue were those weird one-way walls at some parts, which didn’t seem to have an easy way to tell which way’s solid and which passable.
Experienced some bugs in that the text during the cutscenes was cut off at the left for me, and a couple of the stationary turrets would face away from the player rather than towards. (Maybe some other enemies had this bug also, but it was most noticeable with the stationary turrets.) Some variable in the rotation code might be the wrong way ’round.
The game sets its mood quite well with its art and choice of background music, as well as with what I could read of those text cutscenes. (SUNLIGHT JUMPSCARE.)
Took what I reckoned to be the good ending route and there was no final cutscene. Mentioning this in case there was supposed to be and it was bugged. There doesn’t really need to be a final cutscene, but it’d be more clear to the player that they’d finished the game if there was something like that.
In any case, good work on the game! Had a fun time playing through it.
Extremely fun game! A creative idea executed very well and amusing all the way through. Loved all the little minigames, and that cameo of sorts in the Teen’s segment was quite nice. The Mom platforming admittedly took me a bit to figure out, but that made it all the funnier to watch as the Dad.
Wouldn’t have expected any less from the Bad Apple Fluid Simulation guy! (Okay maybe you’re known for more than just that…)
Very cool game! Admittedly didn’t get the hang of it that well, but the one time I was able to rustle up the shotgun and land a shot felt pretty awesome. Wish it was a bit easier to pull off. Making it slightly clearer where exactly the player’s gotta click on the shotgun (e.g. with slight highlighting or something) could help. (And a bit more ammo for us who manage to drop it all on the floor of the car might be nice! Or maybe we could just stop doing that…)
Great work and I’d love to play a post-jam version of the game! A racing game where you’re scrambling for your firearm on the straights is just such a cool idea.
Unfortunately, certain parts of the game’s UI are broken such that the core gameplay loop can’t quite be experienced to the fullest. Specifically, at ports the option to remove members from your party isn’t usable (save for one time for me when it did work, but every other time it did not), so you can’t try out new classes and such. And besides that I couldn’t seem to find the button to exit the port screens so wound up exiting to main menu and continuing in order to get past them.
That being said, I’m quite fond of the title, the idea, and the art, and would be interested to try a more polished build.
Also, “Bards vibe the hardest” is some of the realest flavour text I’ll see all day, and the alternate sprite Easter Egg is awesome. Love that. Despite my criticisms I see this game’s got heart and look forward to perhaps playing a post-jam version.
A nice little game. Short and sweet, so to speak. The puzzle’s pretty simple but honestly I’m kind of fond of these kinds of button-order puzzles.
My mainly criticism would be that the camera sensitivity feels much too high. Found it best not to move the camera at all on account of that. Besides that, it would have been nice if there was an additional mode with a random solution.
Good work, in any case!
Quite a funny game. Pretty janky, though. For instance at high rotation speeds, the camera ends up clipping into the planet such that you can’t actually see the UFO at all nor the cows very well.
Also, the UI was bugged out for me. All the wrong size so I couldn’t really see any of it properly. It’s been ages since I’ve used Unity, but I remember there being some setting on the Canvas object you should always toggle so that UI sizes properly. Was probably that you gotta change the scale mode to “Scale with Screen Size,” if I were to wager.
Good work overall, though. Really like the idea and would be interested in seeing a more polished and perhaps fleshed out version of this cow-abduction simulator. There’s probably some pretty interesting things you could do with the upgrades system, and with some extra mechanics such as animals that you’ve got to avoid abducting.
A nice little metroidvania. Definitely a bit rough around the edges, maybe literally since the character controlled a little weirdly around corners, but was overall fun to play through.
Absolutely loved the gloopy-heart graphic for the player health, and the game over animation for it is awesome as well. Being one gloop away from death feels all the more tense when I can see that slime encroaching upon my very being. (I’ll admit to loudly going “Gah!” when I proceeded to take a hit whilst one gloop away from death.)
As another commenter mentions, the ceiling-grapple mechanic in particular isn’t super well communicated at the start. Thinking back, I think you did an good job with putting that lava gap that quite obviously requires some kind of ceiling-grapple to bypass in order to force the player to realize they can do that, but an extra nudge such as a sign in the background saying something like “hold [up key]” would be nice. Additionally, a sound effect when the player grapples/ungrapples to the ceiling would be very good for communicating to the player that whatever they’re doing is indeed doing something.
I prior mentioned the player character controlled a bit weirdly around corners. While the player’s jump height seemed to be around 2 tiles high, clipping into a corner would up it to a little over 3, which felt weird. Unsure as to how intentional this was.
It would’ve been nice if the game leaned more into the clone-looping mechanic (especially since it’s what ties it to the jam’s theme). It felt a bit more like an afterthought than a main thing, and really all its uses were tantamount to just spawning a clone on top of a button. Would’ve been cool to have a couple bits with multiple buttons that had to be pressed in sequence, and such.
Anyway, despite my criticisms, I had some good fun playing through your game. Good job on it!
To this Aaron, our sprite artist, said: “It will be better Vlad. Just you wait” Apparently he’s set on improving the sprites (some were literally unfinished due to time constraints) for a post-jam version. If that’s something you’d be interested in seeing, feel free to check back on this at, well, some point.
Anyway, thanks for playing! We’re glad that you enjoyed the art!
Cool game! I liked the bit of dialogue around the start, and the giant robots were very cool.
My first two plays I was able to win simply by spamming attacks as much as possible, as I didn’t realize you could also move around. (Since it wasn’t in the controls menu. Though I really should’ve tried the arrow keys anyway.) So I was going to give some feedback saying that for the enemy to have more damaging moves, perhaps some that require use of different perspectives to properly avoid, would be nice. However, upon replay, I’ve found that the asteroid move, when one isn’t getting super lucky with it as I apparently was, fills that role pretty well. I do think that the purple projectile from the enemy could’ve used more range, as most of the time it would dissipate before reaching me.
I found a super dramatic bug where if both the player and angel - sorry, I mean enemy robot - die at the same time, neither a game over nor a win will trigger, leaving time frozen as the townspeople stare on… It’s hardly that problematic a bug but I figured I should mention it.
Despite some of my criticisms, though, overall very nice game! Great work on this.





















