Glad you were able to win!!
This makes a lot of sense, really appreciate the feedback - we're thinking about expanding / improving the game after the jam and we'll definitely consider how to improve this exact aspect. Much appreciated!
Hank
Creator of
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Thank you for both the compliment and feedback and thanks for playing!
I appreciate the critical feedback--do you have any ideas of what you might expect that would keep it exciting for you? We're thinking about potentially improving or expanding on the concept as a follow-on to the jam, definitely feel that the latter half of the game loop needs improvement--so we would love any thoughts!
Makes sense, thanks for sharing! If you feel like trying again, we treated the corner objectives like actually *the* main way to play the game, and felt in hindsight like our tutorial could have stressed that better--so you may have more luck trying to score on nearly every cut or get to scoring next. Those corner scores also give you a cut back, removing plenty of the pressure. Either way, thanks for playing!
Somehow have more money in this game than irl
This was so funny, I was grinning at the tax button zooming away and the explosion gif and all the written content, nicely done! I think you could absolutely expand this if you wanted to into a full game, imagine taking out a loan to buy new towers but then the lender's goons show show up and take it away and damage your other towers if you don't pay them back. or let me invest in bitcoin in the game.
very nicely done!
This is so exceptionally clever - probably the most clever jam entry i have played in over 50+. Not only do I already love showing off my WPM in real life, but in your game I love how much variation you got out this one simple mechanic. Your upgrades are clever, your enemies/obstacles are clever, the font and animation and sytle choices are all great, and the overall vibe is fantastic. I hope you do something further with this--as words I recognized, including names, would come up, I wondered what it would be like if the words you were typing were either a narrative or a partially encrypted cypher you were cracking, and how that could increase the vibe and give a different kind of weight to the activity of typing. I only wish I could have autocorrect earlier because I'm very sloppy without it, haha. Really excellently done, high marks form me all around!
This was so cute and fun, I'm surprised you don't have more ratings! I love the noita-esque pixel simulation of explosions and water, I loved that I had to immediately be a little bit clever with turning the door into a platform, I love the vibe with your art, world, character design and sound. I could easily see this becoming a more full-fledged puzzle platformer that I'd buy on steam. Nicely done!
Really enjoyed the introduction and overall theming with the visuals and sounds, immediately impactful. In the gameplay, I found it very innovative to think of the pie section you are in as places for bonuses and being able to rewind - I think it could use some balance tuning but has strong foundations as an incremental game. Nicely done!
Incredibly innovative concept, so fun that you got almost a whole rogulike in during a 4-day game jam? I especially loved some of the smaller details - the sounds and feel of dropping the coins, but also especially that you re-used your central mechanic for getting to doors. If you expanded or polished this further, I could absolutely see myself buying something like it on steam. A real major request, though, would be a tutorial and UX that involves way less reading and interrupting--I bet you could introduce the major concepts through *doing* once, bring in UI elements slowly as they become relevant, and really build up the player's intuition, since you have a lot going on. Still, overall nicely done!
Really fun and incredible vibes with your graphics, music, and sound! I only wish I had some way to destroy myself on queue or other ways to end faster, and also that it wouldn't play the death screen and instead just keep going, although that was funny the first time when I realized I would continue. I definitely could see you iterating on this concept further to expand it if you want it - what if enemies could target you mid-air, and that could help you get shot to freeze in new, advantageous positions? etc. Nicely done overall!
This was really fun and delightful, the sound effects especially were super fun and I had a wide grin reading the introduction.. Honestly you gave me a heart attack with the title before I played because despite being out of school for some time I still have nightmares about forgetting about upcoming exams. Nicely done!
I'm not sure if you were going for this but I actually had so much fun trying to catch the ball midair and fire it off again in the right direction, like I was doing some kind of freeze-frame action stunt. I feel like that could be a really fun main premise of a game if you did something further with it. Great work for spending only a day on this!
Incredible vibes--music, graphics, the little character yapping, the mirror character image, all so delightful. I'd love to play an expanded version of this, I'm now picturing missions across a city with increasingly silly/ridiculous places you need to get to to pick up people, like maybe you need to use some kind of ramp to jump onto a skyperscraper to grab someone, just the premise and overall feel seems so easy to recommend and iterate off of. Really nicely done!
The movement and sounds and visuals gave this a really unique feel! I was really hoping you were going to let me use the piece of junk I somehow got tethered to me as some kind of wrecking ball, but I couldn't quite figure out how to do that. The dash was super fun and I loved the sounds accompanying that. Nicely done overall!
I really enjoyed the mechanical tradeoffs of both sprinting and moving outside the circle! I felt daring trying to go on little runs outside of the ring. Now I'm wondering if there could be ways to "break" one of your fuse ends with some clever maneuvering - like maybe I dash by some blade to chop my fuse down and lose some parts with fire or something to slow down my death. Loved the sounds as well. Nicely done!
So close!! And thank you so much for your kind words--it was my first year being the only artist on our team (normally just a developer!) without that much skill, so I looked for ways to make something cohesive without too much illustration. Big shoutout to our writer Alana for the story idea as well. Thanks for playing!
Very fun concept! I love how it made me stop and puzzle out an approach while also being reactive - I feel like games rarely pull off both being fun.
Although some of the timing on switching off jump was punishing :0 Reminded me of my team's GMTK submission 2 years ago which had a similar challenge in its first level. Nicely done overall!
This was a really fun concept delivered in a beautiful visual and sound package! I was initially confused by what the purpose of the buttons were, given one of them does an action and the other two are just markers; but once I caught on, I was actually able to figure out what I needed to to identify the vampire. Nicely done! I would love to see this concept expands further, because the idea of no-lock in confirmation in deduction games that otherwise do (like obra dinn) has always excited me. Nicely done!
This was absolutely delightful! Your story premise was hilarious - literally sent it to the rest of my team as soon as I read it. The music and sounds were also great--very thematically appropriate--and the game loop intensity increasing as days go on was really cool. But honestly my favorite part was how satisfying that fishing minigame was - I normally hate fishing in games but you tuned the feel of this one just right. Very nicely done!
I was really delighted by your first few puzzles, especially how they iterated to teach you depth in the mechanics, but I couldn't figure out what made levels 7 and downwards work! Your concept and rules and art and sound all were very fun though. If you can give me a hint about what I missed I'd love to give it a second shot!
This was incredibly enjoyable! Both the big and little little touches made this delightful for me. The concept itself is really fun, I don't think I've seen anything like it before personally. The sounds and music and art are all wonderful and cohesive and made the vibe so chill. The fact that I spammed speed hole buying before realizing I was going to get bigger items and that was in fact very bad for fitting things was really funny. Not sure if this was intended but the way the UI menus in the shop got bigger as my bag expanded was also really funny, and the way the currency values scale made me laugh at how devalued this currency was becoming or how much I was getting scammed.
I would absolutely buy this on steam if fleshed out more, and I almost wonder if you could impose external requirements that make it interesting - maybe i'm sending characters on runs out into the wild so I actually want to send specific items in their bag, or maybe narrative reasons force me to carry specific things, etc. What if I was going on a run through a roguelike map i.e. slay the spire? Clearly was very inspired by your idea. Extremely well done, one of my favorites of the jam!
I'm glad you figured out what we were going for--we were worried that it wouldn't be intuitive! And thanks for your kind words about the cover art - it's my first time as our team's primary artist (normally just a developer) and I wasn't sure if it'd stand out enough. Much appreciated, thanks for playing!
Incredibly cohesive and charming out of a game jam! I particularly loved using the same mechanics to pick levels, how the number of hits really makes this play like minigolf, and the style of your shot previews - we included those in our game too but I think yours were a lot more polished. Very well done, would buy something like this on steam if you took it further ever!
Very impressive level of complexity for a game jam game--I love this autobattler system combined with MTG-style card playing, I would definitely be interested in a fleshed-out / full version of this concept! I also of course love the art, which immediately caught my eye. The opening cutscene was already exciting and well-animated. Very nicely done!
This was absolutely delightful, I let out a wild grin every time the heroic music played while my rocket was spiraling downwards into an inevitable explosion. The little details really sell this - the parts falling in the background, the fuel tanks exploding thrusters if nearby, the way the thrusters explode, how that relate to your upgrade options. I honestly wish I could unlock even more time, more parts, more upgrades, etc - I'd have happily sat here for another hour and a half tinkering like KSP. I hope you do something more with this in the future. Excellent job!
This was an awesome experience! So cool that you can get a new tab to open like that. I feel that this concept of talking to your browser is something that is largely untapped and could be a goldmine for some expanded version of this. In your game, I love how much characterization the computer has even from its limited dialogue, I felt connected to it. Well done!



