Cool use of the theme, and I like the idle games produced by jams in general. The game does feel a bit unpolished in certain aspects, although without having to read a big block of text, which isn't really appealing to me, the game is really confusing.
guunno
Creator of
Recent community posts
Decent, simple go at the jam, although the missing sound, and the confusing death logic (I didn't die when I thought I should and the hitboxes are kinda strange,) should probably be addressed. I was literally just spam clicking by the end and I'm pretty sure my score went up randomly? Although, the concept is super interesting, there is definitely more of an opportunity for gameplay.
Super unique and crisp feeling game. Felt sort of like that one box platformer for the DS. Some of the puzzles where a bit finnicky it felt like I was just throwing things at a wall to see what stuck, and I kept encountering a bug (at least on the web version) where the ghosts wouldn't be blue for some reason, and that really messed with my brain. But outside of that, I had a lot of fun, and it was still super rewarding to complete the vast majority of levels. Also there's a secret level??? I think it has to do with the last few numbers that showed up on the final levels, but I have no clue. Please tell me if I'm on the right track 🥺🥺 Correction: I'm an idiot
Seal of gunno approval
Cool game, although stuff like kill areas you had to avoid, and other stuff like bounce pads could've been added to make the game more interesting. I did also find myself managing to complete all levels but 1 and 10 with a 90 degree tilted plane in the editor, which literally makes half the game obsolete., buuut it did take me 20 minutes to do that. I feel like part of the reason was not wanting to have to change back to some editor every time it went wrong, it felt a bit unnecessary.
Really fun! Although, there was a lot of waiting, and while I know its just the fault of a physics based game, I almost got stuck on the see saw section. since the bodies piled up on the other side and nearly soft-locked me, but fell down eventually. Wish there was more, fun art, and the music definitely gave the game a vibe of some sort, although I can't really put my finger on it.
Seal of gunno approval
Was taken by surprise by the great sound and controls, although I was a bit frustrated since I was stuck behind the green kart for literally 12 laps, crashing should NOT be as punishing for the person in front as it is
Probably a bit too hard for the game to last so many laps, the upgrade names not really giving any idea to what they do until you first get them, and maybe a bit of an unoriginal use of the theme, but nonetheless I had fun enough to play for a little while.
Seal of gunno approval 😎😎
Definitely a unique approach to the jam, although a bit confusing, I like the idea. I did not have a clue what I was doing for the first couple minutes, and it did get quite stale by the end. I feel like you could've done much better introducing the player to the game rather than just spawning them in, but jam constraints strike again.
Good game
Seal of gunno approval 😎😎
Great soundtrack, although, I feel like the gameplay could've done with a bit more oomph,
First of all, in my opinion at least, the car was going way too slow by default. It wasn't satisfying to make any of the turns, and it didn't really feel like a chase, more like a "drive slightly faster than the saw at about 5mph". The lighting also confused me a bit, it took 2 deaths to notice the saw since it kind of blended in, although maybe godot was having issues in the web browser if you were using certain versions. My last big issue was that the sharp turns didn't really add much threat or danger to the game, other than showing that the track can curve, it didn't really add anything. Maybe replace them with cool ramps or something.
I do like your use of the theme though, very cool, and every upgrade added a lot.
Seal of gunno approval
How you handled the theme was cool here, but I feel like it devolved into a walking simulator. The puzzles are straightforward, and the idea that there are multiple paths isn't clear and makes the solutions misleading. I also got a bit fed up of the mouse sound. However, the graphics were definitely charming in their own way, and the map looked interesting. The puzzle mechanics themselves could've been used in a much better way, but other than than, good game.
Apart from what felt like some missing tutorial text (even some instructions on the first two leves), and completely unfair hitboxes for the pitfalls, this was a pretty decent game. Fun puzzles that were like little dopamine boosts
Also for me at least the music cut out halfway through.
Seal of gunno approval
Orthodox incremental game. Literally the purest form.
Other than the fact I'm going deaf in ten years for having headphones on, and I guess not really knowing what the little researchers were doing, very cool game, you can now say its gunno approved.
Also, please tell me what the click me button does, i literally have no clue, i was under the impression it gave you 1 money per click 🥺
My personal favorite game now, and maybe others too (i hope) but I did find a few issues
The shop is kind of lacking, on my first playthrough I randomly picked what to buy, and I literally could not buy more handling to make the game possible to beat (although it was still super fun)
Some of the hurtboxes didn't really make sense. I feel like when the spearmen where attacking, you should be able to hit them at least 2 or three frames after, but it feels like you have to wait an eternity before the hurtbox goes away. Also the thrown spears could damage you when you drive into them from behind, which didn't really make sense, and also caused some damage, which in my opinion, was unecassary and confusing.
Last thing I thought was notable is that just holding drift and letting go felt like a gamble as to whether you would hit what you wanted, which is fun sometimes but frustrating other times.
Loved the game though, and the spartacus scene was amazing. Thanks for making this
The game is super well polished, its always nice to see when people can make the most out of the time they have, but the camera of the game can be a bit frustrating to control, especially with the volcano challenge. I spent ten minutes trying to line up an unreliable shot, and had to wait like 5 minutes for each of the people close to the volcano to come back. The cursor could also use some work, it felt like I had no control. Overall, other than a few bugs where the ragdoll wouldn't react to being flicked, ad the camera thing, the game is full of fun entertaining content. Would play an expanded version
This game is actually genuinely fantastic. I do think the beginning starts of a bit slow, and obviously more "enemies" were intended judging by the name of the upgrades, but I genuinely really like this game.
Some of the art could probably be touched up, since the contrast is really harsh in some places and really subtle in some others (brick vs background and snowman vs ground) but I genuinely love this game
Sound design is interesting, but never boring
Visuals (in terms of art) are just fine, maybe adjusting how it contrasts against the background
Solid gameplay loop, but that kind of comes packaged with incremental-style games so it doesn't need to be commented on further (doesn't mean its bad, gameplay loop is fun, but obviously there isn't much there from jam time limit)
I feel like the game would benefit from pacing changes and more visual effects to keep the player entertained throughout the whole game, since the beginning is a bit annoying to get through
One last thing is that i think the snow decreasing over time should be changed to just how much you move so you're encouraged to optimize every aspect. Time based stuff like that isn't my thing to be honest. Although maybe I'm wrong and its just because there isn't much else to focus on.
Overall, yeah solid game, would recommend 10/10 in every aspect (but maybe originality is lacking a bit)
Super fun, but it builds up really slowly. I feel like for a jam game the pacing should be kept fast since there's not much content near the beginning.
The controls are fine, although it can be really annoyingly hard to aim properly, I feel like the game would literally be better with bigger bullets. The bullets being small makes it feels less like the game is challenging, and more like the player sucks.
Also great writing, it definitely kept me engaged (when I wasn't accidentally skipping it)
There was 100% a rewarding feeling whenever I killed an enemy, but at times the gameplay felt a little slow, and I had no clue what was going on. You went overboard on the visuals for sure, but in a sort of good way. Sometimes it was a little too much but other times it also made the game feel awesome.
One small thing is that the best strategy I found was just spam clicking everywhere, and then just getting enemies by chance. It works wayyy too well and I feel like it sucks all the fun out of the game since you just kind of stop thinking, although chaining enemies like how you suggested in the beginning (tutorial thing?) could be a bit frustrating so just spamming everywhere was also a bit of a solution to that.
Thank you! I should add, there was no planning at all for this game. I simply just added whatever I thought made sense, and then usually never changed it from its first iteration. All of the art was made when needed, and never changed. Same with the controls, and all mechanics. I instead focused on tweaking the the difficulty of the boss fight, so next time I'll try changing the introduction to new mechanics, and avoid single sentence tutorials.









