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GameBarrel

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Honestly I am really not a fan of the overpixelization to the point that it becomes hard to read, especially when you have a game that needs to be understood a bit. Your game asks a form of patience from the user by requiring the understanding of rules and mechanics, and your main method of transfer is text. I would highly discourage using less-readable fonts.

That being said, It is fun. I'm having fun. I feel like picking the right upgrade allows me to cheat the system and I'm looking for synergies, which is what these games are all about. Well done, highly enjoyable.

It is not often that you see someone create a game that excels mechanically. Rare gem. The game has nice bits of humor in it too, very pleasant experience. 5/5 for creativity and enjoyment

The concept of using your time/life to pay for game-actions is new in a card battler I believe. I think the short time of the jam got to you, but you should definitely continue to concept!

Well done. It really misses some content, but the general feel is there. the art is solid, but it could use a bit more flair. some mall effects would go a long way. I believe that with more time this would be quite a fun platformer

This looks like a finished mobile game. Art and general atmosphere is very well done. 

The game is pretty much pressing numbers, so ofcourse the gameplay could use some work...
But that vibe.. Sunflower seeds under blacklight is a mood, andI think you've captured the core casual vampire mood better than anything I've seen. It's unique  and if you would elaborate on it more I could see it as a franchise theme. Well done!

Difficult! This specific style of art is very much the old skool vibe I adore. It's executed well. I feel like the game could really use a bit of slowing down. If everything wasn't executed so quickly like  punch and a jump, you could time things better. All in all quite a lovely game!

The countdown and clocks as a theme are very well incorporated, and the pixel art is impeccable. The audio is very fitting, and the controls and general behaviors of the game function very properly. I get the sense that you guys decided to make a specific type of platformer, and to focus on making it well over making it extravagant. Great job. It feels very professional.

Lovely game, but I did have a few points of critique I feel would help you develop the game further:
1. If you shoot at a fixed rate, and always want to be shooting, then having to hold down the mouse button is pointless. Just autofire, or change it so that there is a reason for the player to want to stop shooting
2. More sounds would have been a great addition to the atmosphere of the game
3. I liked the art, but I feel like a few more sprite for more animations would have definitely helped.
I think that with more time, this would have been an absolute gem.

Sometimes I got a quota of few small ones and many large ones, and that made it more difficult. Movement is very snappy (i like that,, but it takes away immersion). Would love to have seen more worlds and variation! keep it up!

Even though I could not really see the connection with the "countdown" theme, I think the angle is original and fun. A 2d-shooter that has period-boosts would stimulate adaptive gameplay, develop and work that out further! I think there really is an unpolished gem here (under all those icons over the floor :p)

I absolutely adore the art, would have loved to work with you as an artist. Regarding the game itself I find it a bit... unsatisfying. I am missing the small mechanics and touches. sliding when you stop moving, things fading in and out of movement. audio is simple. I really enjoyed the castlevania vibes, but I feel like more would have been possible with more time perhaps? 

Backdrop art in the title surprised me as it looks really nice and atmospheric. Enjoyable little demo, but quite small. I'm curious what you could have done with more time. More mechanics maybe? I like the concept as you've pretty much turned time into a logistics problem. Cool!

Ok I can see the potential here.
1. Art is great. it all looks very well
2. Betting strategy of the enemy seems to be based on more than just stat value. I've been outplayed by that AI. Thats awesome

honestly, theres actually quite a bit to list to compliment. There are so many directions you could go into with this game adding features and novel little tweaks. Develop this further and release it on steam. The tournament bracket is fun, but it feels like a quick-hack means to make the gameplay feel like it fits into something bigger. I'dd imagine if you continued this you could give it maybe a bit of a pokemon-approach, going to different towns and hashing it out there. Maybe find ways to increase the strength of your roster wherever you battle by doing other things in some form of progression? 
this has SO much potential. If you would like to talk about developing this further, I've got lots of ideas and would love to help. add me on discord (peppa.chan)

Could have really used a small tutorial! great game otherwise and a fun take on the bullethell genre!

Yes please lower the points for the first level, unless you want people to start with an autoclicker in which case build it into the game!

Great for the post-gamejam roadmap :D

The artwork/visuals are very clean, I think that was the best part. The idea is simple but fun, so it would do well with people who like puzzle games. It was a bit underperforming on my pc though.

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1. Great take on the Jam theme
2. I love the gimmick where your weapons are your hands. pistol on the right, countdown on the left
3. Art style was nice
4. Loved the alternating between Calm parkour, to bullethell
Thoroughly enjoyed this. Would love to work with you in the future. 

Around Level 31 the game became way too laggy to even possibly play, which sucks because I was really trying to last as long as I could. Fun game. 

Reliving my morning in a game was a really amazing fit for the theme

+1 for the MF DOOM reference. I liked it, it's basically brick blast on a timer and the contraband is a nice little added layer.

I found it a bit simple. I did enjoy the artwork and refining it wouuld make it a pretty game. The bombing mechanic was a bit too simple for me, but finding out I can use the wizards missiles to shatter the crystals was fine. Cute little game.

Yeah I softlocked myself too, but I did have a feeling of a cutesy terraria in there.. I think this has loads of potential. Maybe some movement dampening here and there, and QoL improvements and this could be a nice casual game.

I've just been flexing on Shauna for the past hour. Great little storytelling game. Deep themes came across, and I think you did a nice job reminding people that sometimes it's the assumption that you're not welcome that robs you of experiences. 

Fun but easy to become OP in. I quickly had the entire field covered with huge ba...projectiles...

Other than the fact that there's a countdown, I don't see it do much with the theme. Would be nice if the bodies had a countdown too (narratively they are about to die right so you have to be quick). All in all a nice game. Movement is great.

Nice project, but I don't see how it fits the Countdown-theme. I like the gimmick of doing something with your past lives, but I've seen other people apply this gimmick as well. I like the 3d aspects, I don't like the heavy camera tilting. Nice game.

I reckon this would be really fun if you further developed it adding loads of animations. One details that really pleased me was the overview at the start and then the zoom in. Fun little game, nothing complicated.

Unfortunately it didn't work for me the first text never went away so I couldn't play which is a shame as it looks really interesting :( 

I had the same problem when people were playtesting my game so managed to whip a tutorial together and it made it much easier to understand :)

I enjoyed having to figure out all the steps that were needed to launch the rocket and the time pressure made me invested in making sure none of the lil guys got hurt as the art style is really cute so I was frantically trying different ideas, made me happy when all the lil guys jumped for joy when the rocket launched successfully . I think there's a market for this type of game and if you made more levels with similar mechanics in different settings it could be a cool short release.

Perfect menu and game UI that shows everything needed to the player. Loved the grunt birthday party sound effect too lol

Those poor poor sheep I only saved 4 in the end, really cute art and simple yet challenging on hard mode

Nice chill game made me pour one out for myself after a hard shift behind the bar

I'm not great at typing fast but still had a great time chucking cowboys off my back

Whoever was in charge of the artwork deserves an award. The characters are incredibly well designed, and I would feel honored to have worked with the artist. Other than that I feel like the game might be a bit simple, but that's to be expected of a game jam.
A piece of feedback that I did want to give, was that since the characters are viewed from the side, the background felt very out of place. perhaps if it was squished a bit it could have given the illusion of a depth? Also, you have health, but if you anger Fluffy it's basically game over, so adding health seems like flawed game design until you plan on doing something with the health. 
Thoroughly enjoyable game. Great job.

It didn't work for me I'm afraid. I used the arrow keys and Z but nothing happened. 

Fun! Felt like the tutorial was a bit rushed, and if it was given more time it could have been a much more guiding experience. This game makes me feel like I'm setting up an elaborate rube goldberg machine, but with slimes. Some slight animations or moving elements wouldn't hurt either. The bottom UI is clunky, and I would spend some time learning to create clickable UIs. 
great effort. Awesome submission.

Simple platformer. I would have loved to see more diversity. Perhaps an enemy? Or moving parts? Feels like you could have done so much more with the idea.