Thanks for playing! Yeah the crabs in boxes were to show people the mechanics without explicitly telling them, so was hoping people could experiment and eventually figure it out. As for the flying crab, the goal is it get back to your lover which is at the beginning of the game! I would’ve liked to put an indicator or a text prompt to remind the player, but didn’t get the chance. I’m glad you liked it though!
IChiu
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Really well done! The visuals are great and the gameplay is quite fun! I like how you can blow up ads through walls since it allows a little bit of planning (e.g. where can I place a bomb to optimize my progression). The multiple X's to close ads was also pretty unique and was a nice added twist on that final level. I did find one bug where I placed a bomb, an ad hit me, then my own bomb blew me up, causing me to take a double stun. This then froze my character, so I had to wait for time to run out before restarting. Otherwise, the story was a great bit of polish and the experience was overall really fun!
Very nice cutscene lol. The story is goofy and fits well with the theme! I think some indicator of whether I was making progress up the mountain would be nice, that way I can tell if I'm doing things right. The wheels to rotate the limbs also felt difficult to understand, but that's not entirely a bad thing. I like how you had to first turn off a lever before using the other, adding to the difficulty of climbing up. Nice job!
I really like the setup/story behind the game, it's really charming! I also like being able to stop each limb how I want to, giving me a decent amount of control. For the scoring system, it looks like you score more points by making the limbs go everywhere and out of place. A good way to spice up the gameplay could be to give the player a specific pose to match and have them try to make that pose as well as they can. This could give the player a more concrete goal for the core game loop.
But this was a really engaging experience, especially making really crazy poses!
The level design here is really nice, with a great variety as well! I liked how you designed the UI/UX, allowing the player to first view the entire room from above, then choosing which human to infect. I especially like the mask mechanic, where you must first remove the mask before infecting them. This means only hitting some humans once so that you can infect them later, forcing you to think ahead which I love.
I think it would've been nice if infected humans could walk through doors once another human opens it (but doesn't close it yet), because, well, the door's open! Also, having to wait around before infecting someone is a bit tedious. Maybe this could be adjusted by allowing the player to "fast-forward" the game? Or designing the levels in a way where the player doesn't have to wait too long.
Otherwise, this is a really great submission with a slew of levels! Great job!
I really like how fast the sushi comes out at the end! The take on the theme is very creative and the game itself is charming, with a lot of polish/details like the receipt showing how much money you spent and the plates broken. In terms of gameplay, the left arm (the one you control with left click) doesn't seem as useful as the right arm due to the direction of the sushi conveyor belt. It would be cool if the conveyor belt randomly switched directions or if there was another mechanic to make use of the other arm. Otherwise, really cool submission!
Like others have said, models and animations are amazing! It's also satisfying to land one of the big slashes powerup with the VFX and SFX. I would of have liked to see some more gameplay or player controls since the player character is so cool! For example, giving movement controls to the player or giving other types of tasks for the player to do while waiting for their powerup charges. But the amount of polish is incredible for just 48 hours. Great job!
Really cool mechanics! I like how you must first stun the enemies before hosting them, adding a layer of depth to the gameplay. I also like the added polish like how collecting the key card changed the music a bit. One thing is the player feels a bit slow which makes traversing through completed rooms a little tiring. While not a big issue, it could help with game feel here. Great game for just 48 hours! There’s a lot of possibilities for future enemies and mechanics here!
I really like how the immune system fights back, and will fight back more at higher temperatures! That's a really creative idea. Another thing that could maybe help with gameplay experience is incorporating subtle animations or other UI elements to help direct the player. For example, it was a bit difficult to understand how the immune system fights back, and what the number at the top left was. I could kinda just spam a bunch of organs and veins until things were working. But otherwise, this is a great take on the theme and I would love to see a post-jam version!
A cool concept! I like the pixel art design, especially the animation when you get caught! I think some clearer direction on what to do would help, or some sort of player feedback to let me know if I'm on the right track. For example, I realized I could interact with the sink and cup, but wasn't sure how that impacted the people in the house. But I see good potential for future designs with this concept!
Paper cuts mode is intense! Managed to beat after a while. The game feel was quite good, making it satisfying to shoot stuff and cure the people! And like others have said, the art direction is very unique and fun. I think in terms of balancing, the gates where you have to stand close to them felt a bit weird. Since the game is very frantic, it felt awkward being forced to stand in one spot for such a long time. Maybe shortening that time you must stand near the gate? Or adding more gameplay interactions for more depth of gameplay, adding to the 'micro-decisions' a player could make. But overall, fun and polished game! I also liked how there's a dynamic music track that gets more intense when there's more than half infected!
Pretty cool! I liked the bullet feel and the upgrade options! The dash also feels quite nice. I think there could maybe be a bit more difficulty scaling? Once you get healing and more ammo the game becomes pretty easy, especially since basic enemies die in one hit. Also I feel that the movement controls should be reversed, where A moves you counterclockwise and D moves you clockwise, but just a preference from other games I've seen. Otherwise, nice job! I really liked the enemy that starts in the middle and moves around randomly firing shots in all directions! Congrats on your submission!
Pretty cool! Getting into a rhythm was fun and satisfying, especially knowing exactly when my attacks are since I got to choose when they come! I would say the heal is a bit too powerful, since it's basically required to stay alive long enough. Adding damage indicators and invincibility frames would help a lot as well. Also the bomb insta-killing you could probably be reworked, especially since there's so much going on in later waves, making it difficult to notice where you launched your bomb each time. But regardless, I still had a fun time! Congrats on your submission!
Really cool game! I actually ended up playing through the whole thing even though I didn't expect to! The puzzles felt elaborate and really well designed,. It's clear a lot of thought went into them! The intricacy of the puzzles also had a really nice curve, starting off simple and then becoming much harder to guess what to do next. I loved getting those "ah ha" moments and understanding when/why I needed to loop back in time, really great stuff!
My only nitpick is movement could be a bit faster, especially since you'll end up replaying quite a few dialogues and such. Also would be nice to have a smoother diagonal movement, but it didn't hurt the experience much. Otherwise, great game and congrats on the submission!
This was so good! Super unique mechanics and feels good to play. Also wishing for more levels! The only thing was it took me a while to figure out how to gain speed and fling myself, but once I figured that out it felt great! I also love how getting hit by the moving obstacles resets your progress from your current point on the orbit. I think that's a very smart design decision. Really great stuff, hope to see more!
Really polished game! I love all the graphics and sound effects as they work together really nicely, and the music is fitting . Gameplay is fun since it's satisfying to lock a screw in and see it slowly move into place. Something to consider:
- Totally missed the restart button and skip cutscene button so many those could be placed in the UI somewhere?
- Some of the angles you need to hit are quite difficult, especially with the timer. I'd suggest easing the difficulty some or letting the timer expire, but not force you to lose. That way I can keep trying to win even if I'm really slow lol
Otherwise, this was a really great entry and fun to play! I see you plan on making some changes after the jam, so I'm looking forward to seeing them! Congrats on your submission!
Edit: Just replayed it and finished it! Really great stuff, I think the first time I was just bad haha
Cool idea with the cowboy looking for his hat! Platforms are pretty close together in height which makes them pretty hard, but once I got past some of them it felt good. Hopefully in the future you can add some more mechanics that help bring the western theme home! Congrats on submitting a game to the jam, making all the assets yourself is always impressive!
Love the visual effects and game feel! Movement is super smooth and its satisfying to kill enemies. I would say the only thing is how fast you end up spinning, leaving you kinda up to chance whether a random projectile will hit you (one that blew up off screen). Otherwise, it's a creative and quite fun to swing around!
Really cool game and well polished! I loved the computer theming! I really enjoyed the sound drive room where there were a bunch of enemies and crazier music, that was pretty intense. I think the lasers insta-killing you is quite punishing, especially since most of the enemies are easy to kill and drop extra HP. Also sometimes was confused whether an enemy was dead or alive, so maybe some more visual feedback to show when you get a kill would be good too. But the game was really fun and has great graphics and sound effects. Also satisfying to get really powerful with the multishot and the bouncy bullets. Congrats to you all on your submission!
Edit: Didn't realize I could dash oops, maybe that wouldve helped me lol
This is so underrated! Love the concept, I was really hoping to find a game that interpreted the theme as "being out of the loop," and you all did such a great job! Voice acting was charming and graphics were really nice. Really enjoyed the subtle hints too, as they weren't too obvious but also not too difficult. Congrats to all of you!
It actually was! I've never played it before but I've seen gameplay of it so we thought it'd be cool to use a similar looping mechanic outside of the rhythm game genre. There could definitely be some cool designs by intentionally switching directions with the border, so we'll take that into consideration. Glad you enjoyed it!
Took a while to realize how you had to shoot through the looping perks, but it was really fun! Loved how I could set up attacks like putting water down then using electricity, that was really satisfying. Also loved how many enemies there were, made it chaotic lol. The biggest thing for me was that the perk selection would show up out of nowhere so I would accidentally click one before getting to read them and choose. Otherwise, super fun game. Congrats!









