I'm not sure what GDA is or if it's a closed group. Can anyone participate from online as well?
Gray Hato
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This game was really fun. The first time I played it, I didn't understand how to use the cards. I went back to try it again and got the drag and drop (it's in the WebPage description but not in the actual game how to play).
This is one of the few games in the jam that I found myself wanting to go back for multiple runs. I got 2nd place on the leaderboard overall. It even has multiple characters. This was a really solid submission.
I do have a question though, does it have BGM and SFX? I don't hear any when I play. I looked at SinsRay's stream and it looks like it might have sound?
Super fun game, thanks for your submission!
I'd like to see a polished and continued version of this game. The world feels expansive. It reminds me a Super Nintendo era platformer like Mickey's Magical Quest for some reason. Perhaps the environment. That was one of my favorite platformers. For polish, you might want to consider smaller hitboxes on spikes and such.
Thanks for your submission and good luck!
I got mouthy with god and got put in my place. That gave me a laugh haha. But then I got the other endings and still got put in my place. Good metaphor for religion haha, there is no winning. (Is there a fourth ending where you don't get cooked?)
Words as spells is a cool concept for a game. As one other person mentioned, spell combinations would be a really fun future implementation.
Thanks for the submission!
Thanks for playing and for your feedback. Unfortunately balancing was a bit of an issue. I ended up adjusting it to be linear scaling rather than exponential for that reason, but it seems the consensus is that it's a bit too hard. My friend play tested it and beat the game without killing any enemies (actually a good strategy) but most people take out as many as possible and the scaling hits a bit too hard.
Thanks for your submission! It was a fun retro experience. I got completion C and completion F.
+ Atmosphere was really good.
+ Audio and main character complimented each other well
+ Level design was good, it progressively added elements and the player is able to learn without being directly told (huge plus in a platformer)
+ Controls were very tight and responsive
- Some of the jumps (specifically where you had to jump straight up from a platform the same size below it) felt a bit frustrating. I think it would feel a lot better with some coyote time.
- Some of the hitboxes felt a bit big (particularly the moving spikes where it seemed a square hitbox was used for the entire triangle allowing the spike to kill you outside of it's graphic element. You may want to consider making the hitboxes a bit smaller than the actual object so the game can "cheat" in favor of the player.
Thanks for playing. I want to apologize for the bug where you and an enemy occupy the same tile. It happened to you four times in the stream. U
Unfortunately, I didn't have enough time to test the power scaling enough. When you kill one enemy, all other enemies level up, so a better strategy is to kill only necessary enemies or at least run from some. My friend did a pacifist run, only killing the orc king. I should have done a better job of explaining that to the players.
I am currently watching you play the drink cheering game and you're getting close to my high score, let's see if you get it.
This game is really good.
+The enemy movement feels really good (the pathing is good but also erratic so it has a sense of the enemy rushing you in a chaotic manner adding to the atmosphere.
+The controls and hit boxes are very on point from what I could see.
+Each island had enough going on to keep your eyes amused without being overwhelming.
+For the most part, each creature served a different purpose for combat with different patterns and attacks.
I don't really have any negatives on this one. I really liked this game. Definitely a contender for the #1 spot.
I died to a suicide bombird. This was neat, there's constantly new elements being added. The "extra health" statue was also a neat implementation You can have more tower if you can catch and knock the pillars the right way. The weather effects were also neat. Lots of small interactions going on there. Thanks for your submission!
Edit: 2,000,000 points.
This is perhaps the most unique concept of the jam that I've seen. It's really fun. I'm a big fan of perks/random options added on level up/new round etc which this submission fulfills in spades. Very nice submission!
+Very unique
+Gameplay loop is great
+Visuals are really good
+Game pace is also really good
+The patron perks are fun as they're not just score multipliers but also change gameplay
+Working high score board makes me want to play more to compete
-The music and occasionally animation gets a bit choppy at times.
I really liked your game, good job on this one.
I really liked this entry. Easily one of the best in the jam. I made it to turn 1909 room 31. I love games where I can choose to level up in different ways - in this case, item gathering, killing, or environmental destruction. I'd love to see updates on this game in the future so I'll be on the look out in case you do.
Potential Bug Note: if moving too fast, you can hit things from 2 spaces away and also the character will not be lined up with the grid (but will realign itself within a couple of actions).
Great submission! I really enjoyed it.
This is a great entry. Definitely has jam winning potential. I've never played an incremental platformer like this and I love it. I don't even really have any notes on improvements save for maybe impact on enemy attack. Really well done dude.
Update Note: if you're attack speed gets too high, the sprite animation glitches and fire rate becomes slow. Also of note, it's possible to get all the coins in one run. Side quest for anyone who enjoyed this game.
Solid entry! Got all 3 endings. The 3rd ending was unexpected, the 2nd ending was creepy (did I die?). All find the difference games should be in this form. I also like how it seems to hint about his night went with the various changes, a fuzzy memory. The only thing I didn't get to do (Spoilers ahead) is get the coin for the vending machine. When I learned how, I never saw the moving trolley room again. That is how you get it right?
One note: as you continue playing the game, some things become unclickable or unreliably clickable. (After like my 3rd run I had to close the page and open it back up to reset everything). Not sure which engine you used, but it may be stacking /overlapping UI raycasting targets or something of that sort preventing it.
Thanks for letting us play your game buddy!
This is the most unique submission I've seen in the jam so far. Turn based conversation battle is a genre I've not really encountered (Ace Attorney inspired maybe?) I also like that it has learning in a natural (non-forced) way. I'm taking you at your word that the information is accurate, haha.
Potential Bug issue: a couple of times the conversation just had a one word emotion/description. That might be unintentional but I'm not sure.
For Level 2 (the village) and 3 (the penguin), I couldn't figure out what I need to do. I want to go back and try it, could you explain it to me?
Thank you for the history lesson and the chance to play your game.
I appreciate your comments and feedback.
I love adding hidden secrets and small random bits of flavor to games.
The enemy AI targeting lacks a lot. I should have added an addition directional check to the code but didn't prioritize it (to the games detriment unfortunately). It's not a terribly difficult thing to fix, so I'll do that after the game jam. Thanks for letting me know!
Thank you for your comment and feedback.
Thank you for reporting bugs as well!
The enemy getting stuck is a rare bug that I didn't have time to figure out how to duplicate and fix. Clever of you using items to get out of it though! I'll look at adding an additional check before enemy movement as I think it's happening when the player takes 2 or more steps in quick succession (movement is raycast based rather than grid coordinate based).
The sword resetting is actually just a mistake. I tweaked where variables are updated and the special attack script doesn't properly fix itself. I can fix that quickly after the jam.
Are you an orc? You and the enemy having the same idea gave me a laugh. Thank you for that. The enemy attack pattern miss needs to have a directional check added that I (probably foolishly) didn't prioritize. I wanted to have them have a chance to predict the wrong tile and missbtheir attack on player movement.
On level up, the player gains 10% max HP and 20% current HP. I'll check to see if that's not working properly. Enemy is also recover 10% HP and a flat amount of HP depending on the enemy (most of the enemy stats, items, and loot drop pools are unique).



















