Really cool game! I liked how you have different ways for placing the ropes, and the puzzles were well designed! I especially liked level 8. It would've been nice if I could both dash through ropes and also attach to ropes while dashing (which is there, but not the other). And maybe the breaking blocks hitbox could be a bit smaller? I kept accidentally breaking two blocks at once on level 9 lol. But otherwise I love the mechanics and the "devolution" concept! Great job!
IChiu
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Thanks for playing! Yeah even while I'm testing things out, I'll put my mouse cursor over the cat if things start getting too hectic, which I think is totally normal! We tried capturing a risk-reward mechanic, so it's definitely a risk trying to move the cursor away and use the abilities to your advantage. I'm glad you enjoyed!
Really creative and fun! I loved how the settings were integrated into the phone's settings app! The tasks were intuitive and the notes app was a great way to list all the tasks! I think overall the timer was maybe too fast? It felt like I wasn't actually allotted the full 60 seconds, but maybe I'm wrong there. I think some of the buttons could also be a little larger, like the back button in the bottom right. I kept missing the input and would lose out on a decent amount of time lol
But overall, really loved going back and forth on the tasks! You captured a lot of the "glued to phone" experience and executed it really well, great job!
Really creative concept! I loved all the different ways the characters could count, and all very fitting (especially that AI one lol). Each little cutscene was also funny and charming, and the voice acting was peak. I think it would've been nice if we could click a button if they got it correct as well, just for some QOL (so a yes and no button for each character). This could help speed things up, as a lot of the time is spent waiting for the next number if they said it correctly. This could also help skip through the super long "AI" voice line haha.
Otherwise, super creative and really well executed! Had a lot of fun, especially when mixing all the different characters together and trying to remember all of their languages! And absolutely loved the explosion effect/animation when calling characters out! Congrats to everybody who worked on this great game!
Really cool! I agree with the comment below mine, would've liked some feedback for whether I got someone correct or not. But you have a lot of really cool ways to make decisions between the people, and once I got to those last stages it was really fun to look for reasons I should deny them! Was also happy about the saved settings when quitting the game.
Overall really wish this had more ratings! The art and narrative are all great and the mechanics all work really well together!
Really great game! I love mastering the level and combo-ing all the downward ring things that force you down! I also found the grappling hook to be quite finicky, maybe instead of checking if the player hit the target directly, you could use a raycast to check if there was contact between the player and the mouse pos? That might help smooth out the gameplay! And maybe in the future, a small UI thing could show what you actually claimed after a run! Like one time I beat my high score by enough to claim like 4 new upgrades, but I wasn't exactly sure what they were. Having some sorta prompt that tells you what you just claimed would be a nice touch! (Played it again and I see that you float back up to the surface which lets you see the upgrades which is nice, but I still think a prompt that shows what you claimed would be helpful!)
Overall, really nice game loop and really fun to master! Presentation is also great, especially the underwater assets! Congrats!
Like others have said, really great polish! Even just shooting at nothing is really satisfying! I like the concept of trying to keep snoozing too! Overall, I think you could implement some unique way to incorporate the snooze mechanic more into the core gameplay! Right now, it's just shooting enemies until the timer keeps hitting zero so that you can keep snoozing, but what if there was some sort of benefit to not snoozing? Maybe by purposefully staying awake, different effects could happen, like harder enemies could spawn but you get a temporary buff, stuff like that. This would also mean making the snooze button more difficult to reach, like maybe it's trapped inside a block that you must break before hitting the snooze button, then you have to deal with that and also other incoming enemies. But anyway, there's lots of cool stuff you could do with the mechanics you have in place!
I also wished there was some more visual feedback whenever you took damage. It was quite difficult to tell, and it looked like there was very little or no invisibility frames, so having some of that forgiveness and visual feedback would be helpful.
Otherwise, fun game! Keep at it!
Cool game! I really liked how you start off without any guns, then must retrieve one by punching one of the enemies! The concept was also well executed. I think after retrieving a gun, the game does become quite repetitive and samey. I would be riding the elevator up then shoot down the entire hallway to kill everything, then do that a bunch more times. I noticed the map is randomly generated a bit? Not too sure how it works but I think having some more variety in the level design could help with the repetition and make me use my movement more to dodge enemies and get better angles to shoot.
I also noticed there were some sprite layering issues, where some objects would appear in front of the player rather than behind. You could probably fix this by putting your objects on many different layers that all appear behind the player. For example, you could have these layers: BG -> midground -> decoration -> ground -> player, where player is the top-most rendering layer! This could help with organizing the objects to get your game to look exactly as you'd like!
Overall, you've got a lot of content in just a few days, and the combat is quite fun! I also liked the round, legless player character lol. Congrats on your submission!
Really great game! Got 10/10! The controls felt fine to me, and the paintings were really great for keeping the game challenging! I'm not sure how this would change the game, but what if you let the player turn the page themselves for the next painting? That way if the player wants to spend a couple extra seconds on the previous painting as it's being taken away, they can! This sacrifices some time that normally would've had for the next painting. And to balance this, you could have the paintings be shown for less time as well. There's definitely many ways to add more mechanics and other things to keep track of so really great job here!
Overall the execution and art was amazing! I had lots of fun playing!
I really liked the back and forth between the humans and aliens! It made for a fun story and the typing is something I quite like! I did come across a prompt on the Alien side where the text didn't fit on the screen, so typing it was near impossible since the font blended in with the BG. Otherwise, really solid game and a unique interpretation of the theme!
Really love the art, especially the deer! The enemy variety is quite nice for a 4-day jam, and you have various spells too! I really enjoyed the freeze attack since it gave me more opportunities to move around and dodge. Overall, I think the attack rate could be increased. Most attacks taking around 4 seconds before firing is quite long, especially when you only have 2 spells. And enemy health is pretty high so it's a lot of running in circles. I think just having more action happening would really help the game feel and satisfaction to the upgrades!
Overall, fun game and really cute art! Congrats!
Really fun experience! I really liked how I could move quickly and just keep getting shots off, and the placements of furniture and such to sometimes block an enemy was clever too! I also liked the idea of civilians who you must avoid to add to the quick reaction time gameplay. I was a little slow and somehow didn't understand you needed to land your shots or else you must reload, some reason I thought you had 2 bullets before needing to reload lol. It's definitely my fault, but what could help overall is also having some UI to show whether the gun has a bullet ready or not.
Otherwise, a really solid and fun game! I also enjoyed the presentation and the elevator buttons acting as "levels" was a really nice touch! Great job!
Love the design! You use the mechanics in really fun ways, and I absolutely love how crossing your path causes the fuse to split! It really adds a lot of thoughtful puzzle design. Overall, the puzzles were fun, although I think some felt a bit long or tedious where I would have to wait for the fuse to reach my placed bomb before continuing. Maybe you could speed up the base speed of the fuse and then increase it's speed slower to balance that? Or those long stretches of rooms could be sized down a bit to reduce the wait time. The "finish level" mechanic was interesting! I think it's a fun way to end the level, although I can see how it could become frustrating after finishing a tough puzzle, then messing up when trying to fit inside the purple/pink zone.
There was a small audio bug where I had completed a level and moved onto the next, but the bombs and explosion SFX were still going off from the previous level.
Otherwise, really polished game and great mechanics used in very fun ways!
Haha sorry about that! I probably should've at least made it like strawberries or something instead of kiwis lol. I agree it's definitely frustrating not knowing you had accidentally picked up a kiwi, maybe in the future I should have a stronger indicator that shows that. But really glad you persevered and played it all the way through! Thanks for playing, I hope it was still an enjoyable experience!
Loved the walking animation and the fish sprites, they were so funny! I liked how the game slowly ramped up how many fish were spawning, making it more difficult to finish and keeping the run challenging! I would definitely like to see other kinds of fish, like maybe certain fish can only go in certain aquariums? Or even a limit on how many fish can go in a single aquarium? There's lots of potential for more mechanics to spice up the gameplay which is a really great sign! Overall really great submission and would love to see more!
Love this idea! Most of my feedback has already been said! I did notice that there were goals for certain people, but wasn't sure how those goals impacted the end result. I also saw that by placing a safe zone in the bottom right corner everyone just dies and I get a "successful run" compared to the other times when I tried placing other items like ammo and smoke which wasn't enough to eliminate all the players. Definitely would love to see some more ways to manipulate the game state!
Otherwise, love this interpretation of the theme and I think it has some of the greatest potential in this jam for a full release given some more polish and mechanics! Really great job!
Really love the story elements! I liked how there's sort of this Undertale style of gameplay, where you're deducing what action to take (what to say) for each new person. It gives a bit of strategy and some reasoning which is great! At first, I didn't know you had to double click the menus on the computer, maybe something small to clear that up (Or maybe I missed it)? I think the dialogue options were also a little hard to select, maybe because the hitboxes were small? But also the differentiation between highlighted and non-highlighted options was pretty small, so maybe making selected options more distinct would help too. I also think there should be one more click to seek to the next dialogue before being given your options. I would accidentally click trying to seek to the next dialogue, but would instead select one of my dialogue options. Having an additional click before my options would help! Also wasn't too sure how the ratings and money played into the game, but not a big issue since the core game loop is clear.
Otherwise, really love the aesthetic, the game loop was fun, and the game is very charming and fun! One of my favorite entries so far! Congrats on making such a good experience!
Really polished! I like the simple art style and the sounds are pleasant! The concept is also interesting, I think maybe you could incorporate one or two other mechanics to help add more interaction to the gameplay? I like how you have to time the finish on 0, but it often requires a lot of waiting. To stick with the one-button theme, maybe you could add bouncers that only activate when you tap them?
But overall, a well executed concept with a good variety of levels! Really great job!
Really fun controls! I liked having to master the propulsion and get into the right spot! I also liked the additional mechanics in the levels like the key and gasoline. I think some levels, having the gasoline in the same spot as the key is a bit redundant. Instead, you could just have the key only and increase the starting amount of gas! Also, a quick tutorial or prompt about how the scoring works would be useful, but for now maybe in the game description you could mention that.
Otherwise, really like the gameplay and the art was simple but effective! Congrats!
Really polished a fun experience! I loved the different enemy types and their unique attacks, and the final boss was really good! I kept thinking maybe the boss is dead but then it kept going which was great! The upgrades are quite impactful and it's definitely satisfying to stack up on damage upgrades. I think my only nitpicks are that the boss difficulty was a bit weird. I'd say the hardest part of the boss was right at the beginning when you're surrounded by 3 different entities shooting at you, then after that it doesn't become much more difficult. Maybe it's just me? but maybe that stage could be brought on a bit later in the boss. I also think the 15 enemies could be more challenging. When they shoot the 2 enemy, it's very slow and feels a bit underwhelming. Maybe that enemy could also shoot (or if it already does maybe shoot frequently) or move a bit faster.
Otherwise, really great game and I love the UI elements and visual effects! Congrats!
I liked the mechanics you've implemented despite the bugs! I liked how there was dialogue after retrieving upgrades, adding to the immersion of the game. The explosion animation was also done really well!
If you're looking for some tips/feedback and such, here's a few I thought of. I'm not sure if these are things that just didn't make it into the uploaded build, so sorry if they're things you've already addressed:
- I think Coyote time is really long! After falling off a platform I can still jump way later. You could add a shorter timer to ensure that the coyote jump is only valid for a split second, because the coyote jump's main purpose is to ensure a player's "just a little bit too late" input is still valid.
- The game as of right now lacks some direction. I wasn't sure where to go most the time. You could either be explicit by using signposts with arrows to guide the player, or subtly guide them in the right direction through level design and enticing items along the correct path. I mostly ended up getting lost after retrieving the dash.
- The walls could use some more distinction. They're a very similar color to the background so at a first glance it can be difficult to tell if they're interactable or not.
- Movement midair is pretty clunky and difficult to control due to the slow acceleration. I think it's fair to give the player less acceleration midair, but right now I think it feels a bit too little and not too great to play. You could use a stronger force, then cap the player's move speed so they don't go flying.
- I think locking the player out their abilities and then claiming them later is cool, but the time between retrieving the abilities feels too short. I'm not sure if the gameplay would change all that much if the restart button and jump were just given right away. You could try to design the level where at first you play a decent amount of the game without being able to jump and tease certain parts where jumping would be useful, then once the player gets the jump, they can recall the locations where the jump would've been useful and restart to go back to those sections. That sort of happens at the beginning, but the pathway ends up leading you to the same location.
Overall, you have a lot of cool stuff happening here! I hope to see the updated version once the jam ends!
Really cool entry! I love the art and how there's a different song for each enemy! The magic attacks were definitely a fun way to spice up the gameplay too! I think the early stages could use a slightly faster beat? Having to defend just once on the 8th beat and waiting for that can be just a bit tedious, but nothing crazy. In the future I would love to see more levels with complex rhythms! Might not be for everyone but that would be really fun for those who like rhythm games!
Overall, really great game! I also loved the cutscenes at the beginning!
This is pretty cool! The concept is really interesting and I love how there were ways to both increase and decrease the time. I was little confused how the modules worked, is it when they are currently visible? Are they always active regardless of their visibility on the screen?
It might be good to put some sort of "page number" on the module screen since going from one blank page to another blank page can feel strange. I also wasn't sure what the circle button was doing, so maybe a description either in the game or in the game page would help!
Otherwise, I really like this concept and the art is fitting! I also liked the alarm clock snooze thing at the end lol. Great job!
Really love the art! The concept is creative too! I like all the UI and the different options for doing actions, although I wish I could use more "plays" per scene. After all my plays were done I would need to wait for quite some time (which I guess is the point of the game?). Maybe you could add quick time events or small minigames to help bring the waiting time down as well to add more interaction to the gameplay!
Overall, really cute and cool game, hope you can expand on it!
Really relaxing and fun puzzle game! I like how this game is on a hexagonal board compared to rectangular ones, definitely making it more unique! I also love the occasional cat walking over the screen! I had a little bit of input issues, where I would select item A, then try to swap with item B, but instead of swapping I would just select item B. I also tried dragging to swap and it was also finicky. Not a big issue but just something I noticed.
Overall really great job! The art is cute and cozy and the game is very charming, congrats!!
Nice survivors-like! I really like the different enemy sprites and the special glowing ones and the boss was so cool! I kinda died immediately but it was still fun! I think not being able to attack vertically with the base attack felt pretty awkward, it limited my choices of attacking quite a lot, especially when there's so many enemies around. I also wish some of the weapons could have helped with clearing the enemies more easily as they felt a bit limited, but I guess that means I just need to get more upgrades!
Overall really fun and love the presentation, congrats!













