Ah, I wasn't able to catch that one as it seems very rare, so thank you for reporting it for me and I'm sorry it crashed your playthrough. I'll patch it after the jam.
GhostBomb
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There was a ton to like about this game. The artstyle is great and the premise is wholly unique for this jam, I'm pretty sure? I liked the abrupt switch from slow, deliberate stealth to a madcap dash to escape when you get caught or set up the tree. I think all of my criticism rests mostly with the bear traps, which are just the absolute worst. Unless I missed some mechanic to disable them, they seem to be unavoidable damage checks at times? But even when they aren't, their hitboxes are ginormous and the minigame to get out requires you to spam the move keys which mean you often break out of one then immediately accidentally move into another (and the minigame takes significantly longer if you only spam one or two keys to try to avoid this). Then they get combined with ice.....
But all the other traps are all really fun and the stealth itself is really well done. It's easy for stealth to feel like a slog or be really unforgiving but I think this game mostly manages to avoid this. Very Slick.
I've gotten that a bit and it's a fair criticism. I considered it but I just didn't have time to lab out a good solution. Sonic often completes a full loop but Maddie often peels off early, so when should the controls swap back from being upside down? I wasn't able to come up with an good answer fast enough so I just tried to train the player to get used to the different controls.
This feels like it could have huge casual appeal and would be right at home on a tablet. The sound that your contraption makes at the end feels almost hypnotic. There does seem to be some weird inconsistency with the physics, where occasionally balls won't bounce the exact same way? Also the edges of your shwoop don't seem to quite catch balls, and they will phase through your shwoop if they are going too fast. But overall, extremely slick!
The visuals are so crisp and vibrant and I'm shocked they don't fry my computer. The enemy that makes huge shockwaves that you use to fly up to shoot at its weakpoint is absolutely brilliant design and made for such a hype moment. Only thing is I wish there was just a bit more leeway for snapping onto rails, and the controls were not on screen for very long so I never knew you could zoom in, so I was just trying to no-scope everything. Still got an S rank though.
The artstyle and music is extremely clean and it's a fun take on the theme. Nailing a pufferfish that explodes to get you a huge combo is very satisfying but missing and then having to swim through a bunch of fish to get back to your board feels very punishing. I wish you still had a little control while you were swimming. Overall a very satisfying small game!
Extremely fodian in the best way. Even the unfinished aesthetic feels very genre appropriate. The controls are so awkward but so engaging. One thing that is extremely hard to get used to is the directional controls for grabbing with the snakes that is flipping constantly but again, it feels very genre appropriate. Games like these are peak Game Jam.
Really fun game with gorgeous art and music! The grappling mechanics were really hard to figure out how to control in the first playthrough since they are so responsive but it felt really nice when I retried to try to get into the door. I was 30 seconds too slow but I might try again later. It seems like you'd need to have the perfect run but it's fun to try.
I played the downloaded version with a gamepad and there doesn't seem to be any dead zone set for the left stick, which means that my characters kept moving without my input.
The interconnected games are a cool concept though individually I feel the games could use some more attention, which makes sense, since you basically split development into 3 games instead of one. All three feel somewhat sluggish, although, for the PS1 horror game, the sluggishness is pretty spot on for the genre, so it works well, though it was still frustrating to walk into dead ends, and the input direction for walking didn't seem to always line up with where the camera was facing. I would sometimes get stuck offscreen right between camera transitions when running from an enemy. The aesthetics are pretty spot on though, this game looks the best out of the 3 for sure.
The first person dungeon crawler has an interesting aesthetic and controls fine though the sword attack could use work to feel more alive and snappy.
The mascot platformer is cute but feels pretty underdeveloped compared to the other two. The movement is very slow and static when the level design is mostly just open field and there really isn't much platforming, mostly just exploring and collecting things and occasionally jumping on termites, which would probably be enough if just moving around had felt fun in and of itself. The lack of music works somewhat for the other games but this one feels aesthetically incomplete without goofy chipper music.
This was a really ambitious concept with solid execution. I'm sure this took a whole lot of effort, so good job!
Man, the retro aesthetics are absolutely ON POINT for this. Sadly I think the sound was bugged for me, and my game kept crashing, but the music and sounds I did hear were spot on, and I'm wondering where you found/made them. I am also unsure what I should be doing gameplay wise. Aim lock only seems to kick in at very close range. Close enough for enemies to shoot you down pretty quickly, and I don't know if manual aim worked for controller, or at least there didn't seem to be feedback for it.
The attention to detail I think really makes this game stand above and beyond a lot of other retro-nostalgia based games. Very cool. I liked the little stretching effect for the title.
Brutal game, but pretty fun tbh, with a few minor frustrating things. Here's just a few specific notes:
One of the most precise inputs is delegated to left shift which uses the pinky finger. My poor pinky was not built for this much precision platforming!
I think giving the player a bit of bonus upward velocity when using the bomb jump would make it feel better and more intuitive to use.
Stuff like having like a split moment where the player pauses before being pulled by the grappling hook, or having the grappling hook still pull for a bit more after the wall its attached to phases out might help with game feel and make timings a bit more forgiving for some of the tricks.
I have a pet peeve against spikes being lethal from the sides, and especially from the back. If it's not important to the gameplay, I think changing the way they work would be a nice QoL change. If it is, maybe they should be aesthetically replaced with another hazard.
I got to the volcano level and stopped, but I'd really like to try again soon. Really nice entry!
Hey! I played this on another computer that can run Unreal Engine and I love this game! It's super cute and creative and gives me fond memories of games like Fez. The puzzles are really well made but are a bit on the hard side for sure. The last one stumped me for a long time just because I assumed there wouldn't be any dexterity or timing challenges as part of the solution.
One of my favorites of the Jam.
Really satisfying game. The audio really takes it a step above imo. The perspective gimmick is really well implemented. The 1st person perspective feels really nice, but the topdown perspective is maybe a bit too claustrophobic. I often had to find top-down enemies in first person just to switch to topdown and just fire off screen until I heard their death sound. The boss has really nasty patterns and it took me a few tries to beat. Really great entry!
This is a super interesting design. I played all the way to the end, but there were a few balance issues that kept me from engaging much with the more interesting mechanics like swapping modes on tanks or even using other tanks besides the basic gunner. Having every action cost persistent resources rather than per-turn movement/attack/specials is very unique but I think ultimately encourages a very conservative playstyle. I just stuck with the basic tank because it was the most cost efficient to use. Also, having to save up on the upgrade resource to produce more of it makes progression feel slow. I think if upgrades to upgrading costed every other resource it might work a bit smoother.
Rolling the dice is super satisfying as others have said and the core premise is very solid.
A really fun concept and the interface is really well executed. I love that you can just drag the terminal around. I would love to see how a metroidvania where the character has such powerful game warping powers would work. I thought maybe I would find a secret if I built a staircase up to the top of a wall but it just sent me out of bounds :P.










