Ohhhh, i missed that haha.
well anyways, im glad you dont let this drag you down :)
Will def try it out after the update!
Eyy this is REALLY cool! I mostly really liked this other than 1 thing..
Once you start, there is nothing to do.. I know that IS intentional and part of the game, but i wish there was still some agency to control your turtle.. There is another game which is kind of similar to yours in this very jam if you wanna check it out -> Spin2Win
I dont wanna compare these 2 but i do wish there was some sort of agency once you start, cuz even for the agency you DO get (to select the start direction) you do not know the direction in hwich the enemy will move, so even choosing that direction doesnt seem to matter most of the time.
Anyways, other than that, I LVOE this game! I mean even without that agency, we can atleast choose the weapons which is a fun part! (but again, i feel like if you could also somehow control the movements, you COULD make the fight more fun by going with the style more suitable for your weapon choices i.e. more dodges from attacks when a melee fighter, more aggressive with the shield and etc.)
ok, but actually other than that xD
The art is GORGEOUS, I love that style for the turtles and the maps and OHH dont get me started on that slowmo, it does its job perfectly! (Tho maybe the ui buttons could use some slight touch up :P)
Also the music is also amazing!, you guys smashed on the visuals and the whole atmosphere part!
(Back to the slowmo) -> Itd be a pain to see when they even attacked or their health without it, imo its a really good and necessary addition, it not only adds to the cinematic quality lol but also acts to convey info to the player, all you need now is a bbit of camera shake and this will be peak hahha
Oh also, i would suggest to make it so the health of the turtles is shown above them instead of right on them cuz on some colors (like green) its really hard to read with the turtle spinning (or maybe you can just have a small bar around the turtle instead of it just being a number)
Also, I was just writing out a dumb question cuz i was confused about the mine ability xD
I was also confused about how the mines spawning worked :sob: Glad i put 2 and 2 together before embarrasing myself. But that is also a thing imo, as you dont really control anything, its hard to see/know when certain things will trigger and might affect the fight..
I get this is suppsoed to be an auto simulator kinda thing, but if i have no control over a game im playing and i keep losing cuz of RNG, its bound to make me frustrated, am i right?
Well, dont take the criticisms to heart :P
The game is still genuinely good in most ways, but i feel there is more to be improved in the gameplay part for now, but i still had quite some fun here, keep up guys :D
ahhh, i kinda had the thought of that being a way but still. 34 secs is crazy lloool Also yaa, i knew if u did this in 34 secs, it had to be in 1 go without doing a lap
Thats where i was more confused lmaoo, but the explanation makes sense and is a crazy strat xD
Nice work, I might just try to see if i can do the same strat :P
okok I get what you were going for and ngl, you did pretty good! For a solo dev and 1 week? This is pretty cool!
It was really hard to grasp everything at the start, but it grows on you with each attempt lol
I do have a few complaints tho :P
- Biggest culprit imo: The literal book of text at the start for a tutorial.. I see how you tried to make it like a diary or smthing that the player character wrote fro themselves but its really just makes it harder to read the whole thing..
Like instant of just explaining EVERY mechanic in one place you could have spread out the diaries of other survivors who tried and failed.. So like maybe their diaries contained info on what THEY tried and died.. So the player can join the dots and try to get through each challenge on their own
- The map: It was explained alright in the diary yee, but it was still hard to read.. Like the yellow player marker and the island alone would be fine, but the red arrow was a bit confusing without context.. I get it needs to be a thing if the islands are not on the map, but id prefer if it was smaller and at the edge of the screens instead of really close to the centre (make it less cluttered and all)
- The crank placement: Its not THAT hard, but it does get annoying to navigate to the height crank, turn 180, get to the fan crank, turn 180 AGAIN, move to the direction crank and move that.. Also, the direction crank being the only one needing the kryboard and being without a display was kinda hard lol.. And the way the balloon rotates feels weird aswell, like why does the walls spin but the floor stays the same? That makes it harder to read where you are looking at or if you are rotating in the right direction.. Especially due to it not having a screen for its own :P
- The crank sound :sob: This is even more minor lol but im not a big fan of that sfx :P.. Thats it for that
Also, the last attempt i made, im not sure why but i THINK the loon was falling atp? but like while walking and i suddenly starting to fall at a slower rate i think cuz i was just floating up lmaoo, got in the fire of the loon and suddenly died (this was a bit ahead of the 2nd island on the first night in the storm)
Other than that? this is PRETYY good! Like its definitely fun to manage the position and speed of the loon but i DO wish instead of the screens and the waypointer in them, we just had to rely on our eyes and maybe a compass?
Like while landing, im usually pullin up, ahead then looking out to see how close i am or not, I enjoy that much more than just being fed that info through a screen :P
Tho i get that the game was already very complicated and the screens do alot for helping the player get to their destination... But maybe if you decrease the distances between them a bit, then even just a compass SHOULD be more than enough haha
Overall, I really like the idea! The game kinda feels unpolished for now (with the needing to work with that crank configuration, explaination of the mechanics in a literal book xD), but that is to be expected when you are doing a solo jam that too 3D not to mention the vast world u managed to create. So dont take my criticisms too hard at all.. Those are mostly things you can improve
Oh btw.. why was there always 1 piece of grass floating outside the island in the air lmaoo
Anyways, great entry with a really cool mehcanic + concept, I just wish it was more user friendly and all that :P!
Ahhhh yee the team leader thing was supposed to be a joke but when i think about it for more than a second i can see how it can be misleading :var:
so i apologize if you got any complaints for the sudden quality dip :kekw: (but actually, sorry.. Moral support role stays tho :P (unless ofc, u want us to remove it lol))
Anyways
Static menu environment - It was meant to show early morning scene with empty streets, darker environment and unlit grill, i even had the idea to have a lid on the grill but we were running out of time as u mentioned so left it at that. But as it stands now, it does look a bit too static i agree
Also, speaking of making farly flower shop in 3D.. we didnt even do the customers in 3D :var:
they are still stuck in 2d (also they are literally the same guys lmao just colored if you didnt notice)
Anyways, sry for dragging your name down aswell, thanks alot for the honest feedback!
Tbh i missed some alot of the stuff while testing myself.. Hopefully we do a post jam :D
Guys.. I think i found what those guys call a "Hidden Gem" :sob:
I LOVE THIS, this is REALLY underrated.
I cant believe i just randomly stumbled across this, first the thumbnail that caught my attention then the looks in the 1st screenshot
It started SO simple i thought meh, another celeste like or smthin
But then comes the twist
My only problem with the Pool room was that at first it was really hard to distinguish between the background and the walls lol.. Tho i got it in a min, but it still took a bit :P
Also, I liked the skribble controls and checkpoints but the waypointers are where i draw the line (or scribble one? :P) cuz everytime i thought "ohh ohh there is a way here maybe" and i found a waypoint which then points me in the correct direction.. Like it kinda took away the exploration i did till then.
Like 1 second im feeling like exploring then instead of finding something new or an answer i find the lead to the answer.. Like from that point it just asks me to move along the directed path to reach the end.. Ik it sounds like complaining/nitpicking but i genuinely felt that
I got the layout of the whole level 0, but the pools room is a bit more complicated :P
But im pretty sure i found 3 of the ways to the exit and im confused as it said at the start that there are 4 exits but only 1 way to freedom.. But every arrow or path i follow leads me to the same room somehow to exit, so not sure if im missing something..
Anyways, the game and the physics especially feel REALLY polished! (Like jumping and spinning the map or just controlling your fall using the spin was very fun! Like i was playing the dropper in minecraft but instead of just controlling the player im aso controlling the map xD
But now my middle finger hurts for holding right click for so long lmaoo
For the atmosphere, the art already created a really cool liminal kinda scene (tho i liked the style of level 0 more than level 1 but it still was cool) and the music elevated it to the next fukin level
Also, i found the secret exit area on level 0 and found this small visual issue there :P (hope this doesnt spoil it for others)

Also, im confused as to whats that.. office? like background ambience that plays when you get close to those lights
Anyways, great entry you guys, loved it!
Im happy to see that the strategy is not just some exploit you missed :P
But still, just waiting for the cars to eliminate them felt.. wrong? not sure
Oh yaa.. dont mind me forgetting music also takes time to make lmao
I usually just pick it up from free sites or ahve other ppl for it so i do forget about that someitmes :P
But still, the music WAS good, but it got a noticeable after being frustrated for a bit and it keep looping lmao
I may have missed the text when we got access to the placable tools.. Cuz like i was confused at the start why we got them as they seemed to do nothing, then we go the water machine (which i guess generated power from water?)
Then i realised how to make them start doing their thing using the valve item (i think thats what that was lol) then used the pipes to move it around.. Thho i have no idea what i was doing lmao
I guess i wont need to work atleast anymore lol, with being part of the c suites and all >:)
So ya, this was pretty good, but mostly i was confused as to what i was even doing :sob:
Like the game explained its gal of getting power using upgrades really well in a fun manner!
But how to use that later stuff in the hotbar was where i got confused lmao.. Ig they just help in generating more power?
Donno if you did the art yourselves or it was assets, but it looks really dope!
The animations and stuff looked really cool!
Also not sure if you did the music lol but still it was great!
But anyways pretty good entry! The humor was good, the gameplay WAS a bit confusing lol but still pretty great!
Ahhh im sorry you couldnt submit this in time :(
But if you do end up doing a post jam update.. Feel free to reply to me anytime :D
Id be more than happy to try it out
Tho it was funny that we can jsut trap the ball in eternal darkness loool
Guess theres another thing to fix if you end up working on it :P
Anyways, good attempt and dont give up..
Imo its always better to submit something (even if i havnet been able to keep with that idea everytime lol) but sometimes even THAT can bring you great stuff :)
Keep up! hope to see more from you!
Ok, idk if im biased cuz i do like vampire survival likes. But it was def different here, the movement? OHH I LOVE THAT.. The maneuvers we can pull off? The dogfights? I FUCKIN LOVE THAT
Its sooo cool when you go head on against a missile/ another plane and go through the smoke lmao
Or when you let them follow you and dash to make a tight turn and kill them from above.. Oh its great!
I did play a testing build which didnt have the missiles and the timer and it was fun aswell.. but it was just that, kinda fun but too easy.. you could just fly straight and never face anything lol
AND THAT IS WHY i LOVE the missiles SO much! They are such a simple addition but fix the whole problem instantly!
I also noticed the enemy ai change lol, they def werent as aggressive before
I can mostly easily think how most people would come to their game ideas based on the theme, but i acutally find this really creative and a unique way to incorporate it!
For audio, I loved the 8 bit sfx, but wish there was more for the planes aswell.. Ig maybe they couldve been too much or smthin but still :P
For the visuals, ofc they are really simple but they are Still very effective at getting everything across and do their parts perfectly and it looks beautiful!
Tho i do have 1 suggestion :var:
Ik its intentional and kinda not there for a reason.. But i wish there was ground lmao.. Like you can dive straight down and pull back with help of some upgrades and maybe get a few kills or just die yourself ig.. Idk but i kinda wish it was a thing
Anyways, great entry as always. I saw the game got nerfed smh, wish i could try before nerf
This my high score for now :var:
Ok, I think I like the idea.. But the gameplay.. well really the controls..
Really there is really just 1 change i wish for.. For movement, instead of the wasd working from the car's perspective, it should be working from the camera's perspective.. The track can already give you quite some of that cramped feeling (not that its a bad thing, ill get to it later) but that coupled with the hard controls? Im not a fan of that :sob:
Tho skill issue def takes a part in that cuz my first run took literally 10 mins :skull: (tho i did get distracted for like a min.. still lmao)
Tho yes i did get better lmao, this was my 3rd run iirc

But instead of keeping up wiith the other racers and eliminating them, i found it SOO much more easier to just wait at the start of a fat part of the track, let them pass, chase and kill them :kekw:
Tho thats probly not the intended way to play so might not be the best thing :P
Maybe if there was another stat or smthing like laps completed that compelled the player to not just eliminate the other racers but also keep up with them? Or if they get behind you they might try to spin you out of the race too? That, imo couldve def helped the game
So, for the track layout.. I feel like you actually did a pretty good job on that part! Like I love how it goes from alot of space to suddenly a really cramped corner then other times it takes a transition to slowly shift the size to cramped and they are placed appropriately. Like it feels well spaced out!
Other than that one curve which goes from a really fat road to a really cramped u turn at liek the bottom side, i hate that :sob:
Also, genuinely the music is really good, but due to how long a race can last (as said i did my first 1 in 10 mins :kekw:) the loop CAN get a bit repitetive, well not really much you can do about it ig but maybe have like 2 different but slightly similar tracks? and play them at random when one ends? i feel that COULD help.
So overall i actually liked the idea! But the controls being as they are really took it down for me, i think whats worse is the constant turns which makes it even harder to keep track of the controls. Tho i really liked the to shrink or expand the width of the track itself.. (I might just steal that one for myself :P)
Anyways, hope to see more from you and that you can add an option to change the control system :P
I see youve handled the edgecase of crossing the finish line from the wrong side and also for the camping part, i did notice that you cant seem to be able to just spin them from the side after waiting.. Like you have to let them pass you, chase them down and hit them from behind.. So like that KINDA works aswell :P
Still the game is really well made and quite polished!
This was quite an interesting (in a way that i enjoyed) spin on the swinging/grapple mechanic
Tho i do have to say that the camera completely rotating everytime you climbed on a wall was trippy af xD
If you didnt wanna fall, you just had to tip toe your way around corners or you'd just fall of due to the speed
The web swing/spin mechanic was a cool idea but due to the zoomed in camera it was a bit hard to see where you were gonna stick to (IF anywhere) more often than not, Id just shoot the web based on where the platform would be after a jump based on intuition. So suggestion 1 would be to zoom out the camera atleast when you are spinning
Also, another thing, when you are spinning and jump off, it seems that you CAN keep the momentum of the swing (even if a little) but due to the camera rotating, it can just lead to you pressing the key of the opposite direction and cancel all that momentum.. Like say you are swingng and let go of the web line when you are upside down.. Suddenly the camera rushes to reset the orientation and so the right left arrow key u held while upsidedown to go right now takes you to the left (if that makes any sense xD)
I like the mechanic, but i feel it can be polished a bit
Other than that, I always appreciate voice acting/narration in jam games lmaoo And you guys did great with that!
I loved the different stuff we got to collect in order to impress scarlett, tho
I just tried it again to see what would happen if i didnt collect the stuff and went to scarlett.. Turns out she only appears once you get the stuff haha
Oh btw, spider art and anims were GREAT! I saw u guys used other assets and while im not at all against it and do it myself.. But it seems there was quite alot of visual difference between the assets you guys used.. Like each level looked completely different with no consistent visual style.. While im not great with that stuff either i did notice that :P
Overall the game was reallly good, it has its problems but i liked the way you implemented swinging and spinning.. The controls were a bit wonky but nothing you cant fix in a post jam update ig. I really appreciate the voice narration for the story and ngl i wish it was present at the end of each level. Speaking of levels i wish there were MORE levels. It felt like the game ended right after i got the mechanics a bit under control. (Do keep in mind, players wanting more is a good thing :))
Also saw this was you guys first game jam, so congrats on finishing it and getting such a great ready right in your first jam! Keep it up guys!
eyyy this qas a really cool game!
i wasnt that sure at the staft, mostly cuz of the artstyle, but ny the end i wish there was more!
for now yhe game is quite simple and i feel you could expand on the idea and the visuals alot more
like onstead of the spinner being just light, maybe its a revolving door and you can get in a segment to start spinning.. idk im just putting it out there lol
but ya the spinning was a bit hard to control.. like it worked always, but it felt slow at the start and then suddenly picks up too much speed and sudeenly stops cuz you failed to keep up with the spin.. tho ig that IS kinda a skill issue on my part but id like to know what your thoughts on this part are :P
oh btw i loved the idea that you only get bullets by spinning and you can also dash to exit that.. like it not only gives an incentive to the player to use it but also feels natural (especially the dash to escape the spin part)
other than that i loved the bg music! gave me that outer wilds vibe lol.. tho i felt like the sfx were confusing? maybe cuz i was sometimes firing and leaving the screen and thus got confused as to what each sfx indicate (but that was also a cool part in the game lol)
overall i loved the game and wish you could add more and explore the idea more
the art could use some polish but i feel this is more than fine for a 1 week jam
You can try grilling 6 items at the same time and i assure you it will get chaotic :P
But ya, you do have the freedom to control how chaotic you make it.. Imo thats kinda the best part, if you just wanna be accurate or have fun, you can do that. If you wanna get the highest score/make it chaotic, you can do that aswell
It all depends on the player's skill level or how they wanna experience it.
Anyways, glad you found the concept interesting!
Thanks for playing
Blue did have to change the whole player controller last minute cuz the last one was.. even more hard to control somehow lmao
So we again didnt have that much time to test and adjust it.. But Im still happy with what he grilled last second (:sob:)
Anyways, Im glad you liked the game!
Thanks for playing
haha, i did notice that even mid level flame cooks really fast, but most of the code was written alone by a single person (Rest of us didnt really know much of unity so were just trying to support)
And we got the mail game loop done really late and couldnt test alot really :P
I know it can be a bit hard to do more than 1, but with a low and consistent flame.. u CAN manage 2 or even 3 in some cases >:)
But anyways, glad you enjoyed the game!
Thanks for playing!
Ohh man that mustve sucked..
Ive never had to deal with a teammate leaving but i cannot imagine how it must feel
Tho im still glad you managed to finish the thing with pretty good polish lol
Btw if they left mid-jam, didnt they still ask for any credit?
if so ig u could mention their involvement
But still.. good on you to finish it up anyways!
I do agree that the different artstyles are very noticible but again.. They do make the 2 tabs just a bit easy to differentiate :P
Like that difference does make them feel separate parts of the game if you know what i mean
Well anyways, i hope some of that feedback was useful, have a great day!
Well i see others tried an older build which didnt have the casino working
But fortunately, im on time and it worked great for me!
I too love the idea of working and gambling side by side
I like gambling ofc.. But for the work part, Id usually forget about it most of the time xD
Well that is probably intended and thus the phone ring and work ambience
But still, i sometimes just miss it lmaoo. Tho this is all skill issue
Other than that, I still feel that the work stuff could have more to do.. Maybe more minigames? something like a game where u just pick out wrong spellings in a report and submit or just some variety.. Writing jibberish for 5 secs got kinda old quickly :P
What i mean is the idea is good, but the execution work part of the game could be improved
It already has great stuff like the phone to alert you in case you forgot, the boss meter in order to keep it relevant
Just that it could use more stuff
So ya, i DID have fun playing the game and even tho i complain about the work stuff, that dont mean it wasnt fun to manage both the sides, just that one of them could still be improved!
Also, i did read later that the phone ringing is supposed to be a ploy by the boss to catch the gambler xD
But i would've almost missed it if i didnt read it outside the game
Tho i get its a jam and you probly didnt have enough time to add a lore section inside the game itself, but still, its better to have lore stuff in the game itself (tho it is true most people still skip text even if its in the game unless its labeled as controls or smthing xD)
Speaking of the phone ringing.. The sound feels like what you'd hear when you call someone, not a telephone ringing (just a nitpick)
Other than that, I loved the almost doodle-y pixel art art style but the gambling tab not following the same style did kinda rub off the wrong way for me.. But that still does a job of making the 2 feel separate ig? Still would have preferred if it followd the same style
This was pretty cool! and super underrated..
Only 13 ratings so far?!?!
My ranking for the games:
Platformer > Roguelike > Car game
(This is not cuz of the ranking i got tho xD)
I thought the platformer game was made pretty well!
It was polished and the levels (while not very unique) quite well designed
The roguelike game was also fun. I was expecting an ending tho lol and went for a few runs
But I liked the basic structure and loop of it! But some of the walls were quite hard to notice. made of a very light stroke, They looked just like some other decor stuff but were walls
The one Id say i didnt like a lot would be the car game..
It had the same problem as the roguelike game, but here it actually affected the game negatively
It also didnt help that only this one felt stuttery to me (idk if it was just me or same for everyone but i did experience alot of stutter there. Maybe the camera moving issue?) Both the light stroke obstacles and the stutter made it very hard to navigate around
But, I gotta say, you went all in for presentation. I LOVED the artstyle and all the animations and details you put in!
The game honestly looks REALLY good!
Also, idk if it was a mistake or intentional.. But only the platformer game has the close book button. The other 2 are missing them :P
I do think the theme implementation is a little weak tho
Like I get what you were going for, but if there was some explanation given, like you open a book and are stuck inside it. Or you are in a strange library where any book you open, you actually enter it
Rn, its just that you play as stuff in the books
Anyways, pretty well made games! I only really had problems with the car game. I LOVE the artstyle and the music!
Great work! Keep it up :D
This is pretty interesting
A bit too much reading at the start with no guidance, but I kinda like that approach
I always hate it at the start, but as I start to understand what everything does, its much more fun!
Though Id have liked to get a just a bit more to read about how the game worked haha
From what i gathered:-
You move each turn, the attacks and heal effects happen on their own after you end your turn
Food regains the food bar.. and the herb replenishes health?
In my first attempt i reached 38 days before everyone in my party died
But in subsequent runs
The end turn button vanished mid game, even when my party members were doing good

Im not sure if this is a bug aswell, or just me missing something crucial.. (probly the latter xD)
Im still able to move for the turn, but I cannot go forward
For the feedback:
- A bit hard to read, With majority of the colors being a shade of red, its hard to read certain stuff
When you get hit and what not. Also when you end a turn, you need to click on the characters again to refresh their stats, which can also feel weird. No announcement of death, its completely possible to just miss that one of your party members died. There is no cam shake, announcement or unique sfx that alerts the player instantly
- Stats only visible when clicked, i wish stats for the members were either always visible or when you hover over them instead of only when you select them
- Other than that, just feeling a bit lost, the game not really explaining alot (which tbh IS kinda fun to figure out on your own, but its a double edged sword :P)
- More juice, stuff like when a member attacks, when they heall another member, when they generate food. Rn that stuff just happens, itd be cool if the player was given visual cues when some of that stuff happened
For some stuff i really liked:
- I love the strategy element, the event tiles, the randomness you are presented with and then a chance (your turn) to deal with it.
- The music, art and the overall atmosphere are really cool!
- Different characters with unique abilities making it possible for some cool combinations. But I do feel you could have had some more unique stuff like the ability to be able to move twice in 1 turn
Overall, a really cool and fun game! I just wish there was more juice, polish and just a bit more guidance
Great work Farly! :D
Ahh all the credit for the music and sfx goes to kel
He really nailed the music transitions imo
Im actually glad you had such a good time with exploring, puzzles and the platforming
Aloot of ppl struggled and faced many bugs xD
Im just glad that even other ppl CAN play the game without facing many problems haha
But that has to be rare cuz there are MANY problems still
Anyways, thanks alot for the kind words. I really appreciate them!
Im glad you enjoyed the game this much :)