ty for the criticism! you're able to rebind the controls to whatever you're comfortable with, and ill think about zoom effects in the future for sure
autumn
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our games have the same name !!! lmao
this game was so simple and fun, i really enjoyed the controls and mechanics, jumping on the clocks heads to get a height boost was awesome.
only thing i would say, and this is polish so im not considering it in my rating, is that the flags that aren't the final flags should maybe be a different color or have something else showing that's not the last one.
super fun and one of my favorites so far! its funny how different our games are with the same name lol
this game is incredibly unique and i really like it, it has the vibe of old flash games that i love.
i think everything that is good about this game is great. the mechanic of corpses, the level design, the music and sfx, and even the aesthetics all work together and make for a wonderful game.
there are some problems i had while playing, but they're mostly skill issue problems lol (i'm not very good at platformers):
- On level 12 specifically, i locked myself into the starting room more than a few times, forcing me to have to wait out the 20 or so seconds without doing anything. i think the best fix is to just add a button to reset the level.
i had written out my other problems, but i think they are much more skill issue based on my part so i'll leave them out, unless you want to hear them
here's my final stats wow im terrible LMAO

i had a lot of fun playing and im very impressed, great job!
i think any sort of tutorial, how to control text, or a line indicating the travel path for the ball would be insurmountable in the playability of the game. i was stuck for a few minutes trying to just figure out how to move the ball, and i only got it because I was trying out many different things.
more levels would also be great, once i figured out how to play i saw the potential for the game, only to have one level total.
great idea but lacks some much needed guidance for the player.
the narrative hits me close lowk. i'm very bad at sticking with something that i've started, i don't know whether its undiagnosed mental disorders or if that's just how i am, but its always something i've struggled with and it feels like i will always struggle with it. because of that, i told myself about two years ago that i was going to participate in a bunch of jams and build up a portfolio.
i have only done three.
i've started about twelve, and thought about starting much more than that.
i saw this jam as an opportunity to put something out there without worrying if it was perfect, and this time i really did push myself to work on it every day and not give up. i ended up with something i'm actually really proud of and might even work on in the future.
this game isn't the longest, or most replayable, or had the most gameplay, but its still a game. and i think you interpreted the theme in a way that nobody else would have and made something even through your troubles.
and thats all not to mention that the art is stellar!
i really hope you decide to make more stuff in the future, i think it would be a waste of your talents to not.
wow this game surprised me. I didn't understand that you could double jump for my first few attempts, so I kept getting stuck and thought there was nothing I could do about it, that's entirely on me lol. but once i figured that out, the game was so much better than I had thought it was! purplo is very cool and it was actually stressful trying to find health and ammo while avoiding him.
i will say that the time waiting for purplo to spawn is quite long and doesn't leave you with a lot to do other than shoot enemies and survive. maybe i just didn't travel as far as i needed to, but i always felt like the run was just me waiting for purplo to spawn.
another thing to say is that once purplo spawned, there was no relation to the theme anymore. the timer for purplo is you waiting for him to spawn, then he spawns and there's no timer or anything related to time after that.
overall i did enjoy the game quite a bit, great job!
This is a fun concept, and the art style is fantastic, but there are some issues that I feel could make the game better.
- The play again button straight up isn't working, which isn't a huge deal since you can refresh the page and get the same effect but still worth mentioning.
- Having an order of fixes really punishes the player even if they get the fixes right, just out of order. If the player needs a certain order of fixes, I think that lowering the punishment for a wrong fix would be better, since just two or three mess-ups can cause a loss.
Good game with fun and great art!
thank you so much! for the player and enemies, i'm actually using a state machine, and I don't use that method ever; i wanted to fix that issue but I felt that it wasn't as pressing of an issue as getting more material in the game, since its the unpolished jam lol. i also only recently learned about coyote time and jump buffering towards the end of the jam, so I didn't get to implement those either but they were on my radar. you should be able to turn off the tv effect in the settings, sorry if you couldn't !! and i appreciate the kind words :) i'm looking forward to maybe polishing this in the future
This is a fun little game! I really enjoy the idea of having to farm to survive, since it takes something usually so cozy and casual and makes it more stressful and intense. On that note, I think that it could have been more stressful and intense, like crazyhoundgamedesign suggested.
Bug-wise, I only had two issues. First was trying to water plants while facing forward, I couldn't seem to get the angle right at all. Second was when I used a tool in the water, it stayed out on the player forever.
Really fun concept with cute art!
I wanna start off by saying this is such a beautiful breakdown and reading this made me so happy. I also wish that I had time to make a tutorial for the game, a lot of these details would be in that tutorial.
Okay so you are mostly right, almost everything you said was spot on.
To Play:
Completely correct. The deck is supposed to disappear once its exhausted, but for some reason it did not end up working in the final build?
Setup:
Ace is indeed high only, though I wanted to add low as well.
Deck is spot on: 54 cards with 2 jokers, no repeats.
Play Values:
(I really don't know why I made money only visible in the case, I thought it looked cool but from an accessibility standpoint that was a very wrong choice.)
Your play values are correct. I meant to make a Two Pair worth more before I finished the game but I spaced it. Jokers would have been in the tutorial as a "free money" card.
Fun fact: Jokers can never start as the trick card, but can be changed into the trick card via the "Death Save" chip
Shop:
I love how you categorized the chips into effectiveness, and I completely agree with you. I think the extra money chip could use some tweaking, but I tried to avoid must buy chips every game (obviously failed with the death chip)
The explanations for the chips in the Useless? category could have been longer if I had the foresight to create a new popup for the descriptions of the chips. These were ideas I had early on and I thought that they would be good, but then realized close to the end of the jam that they were not that good lol.
Your Strategy:
Love this part. Your breakdown is very thorough and concise. I don't have much to say about this part, it's very good.
Closing:
I didn't even realize that the end screen could be taken as which card was the trick. I was trying to think of ways to show which one was, and I didn't think of that somehow but its so obvious. I ended up not getting to it in lieu of other features, but if I ever clean this project up I will certainly add that.
Thank you for this breakdown, it's so cool to me that someone would take such time with one of my games. I'm sure to other creators who's games you've done this for feel the same way.
I'll likely add most of this information to the itch page when the jam is over, I'm not sure if I can do it right now. Sorry if you felt that there wasn't enough information on how to play and you had to make your own tutorial... life got in the way of this jam for me and I couldn't add everything I wanted to :(
Thanks for the feedback! I really think that the biggest thing missing from the game was a tutorial but I just didn't have the time to put one in.
Yeah, losing was playing the trick card OR running out of guesses, there's no limit on how many cards you can play.
The buttons were something that I just completely spaced, it was on my list of polishing but I don't know how I missed it :(
Thank you for the compliments! I appreciate the long comment


