Build-your-own tetris-match-3 blocks is quite the concept. The time limit makes it hard to really set up combos, but is effective at keeping me on my toes. The sound effects from getting a 6+ combo are really satisfying.
AngryCow
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I absolutely love the concept of being a fake horse rigging a horse race in progress while trying not to get caught. Sadly, there isn't as much a race here as bouncing around. Trying to calculate angles of multiple bouncing things is pretty rough, and I beat some levels by just doing nothing and waiting for the right horse to hit the goal by luck.
Ubame representation is what this and every jam past and future needed. And its actually pretty dang fun. The bullets from Marisa add just the right touch of difficulty. There is so much more that could be done here with different tracks for the stones, different tracks for the fairy throwing duo, or of course more bullets.
This is a fun little concept that expands on blackjack. I like the strategy involved in deciding where to reveal or place cards. And it naturally ramps up in difficulty as the number of columns decreases. However, I noted the same issue has Medal and Rggcd where the final column boss is too much. I beat it on my last life, but I absolutely got lucky to just roll the column's number before the other numbers piled on too many cards for the third time in a row.
A simple, cute game. The art is just adorable. The movement and animations are snappy and satisfying. The gameplay seems to fall into just moving the Aunns about as fast as possible, which doesn't feel as strategic as it could be. But most importantly, Aunn inevitably loses and the Yachie horde is victorious.
What an interesting way to implement turn based bullet hell. Rather than fearing the oncoming wave of bullets, it feels good anticipating them and rushing headlong at them. The player is so powerful in this context, and that makes it quite fun. Given the player's infinite time to react and their abilities, the challenge is not quite there in this version. The game was just starting to play with enemy variety and density towards the final floors, but so much more could be done. The music set a great atmosphere, and worked well for something turn based and more cerebral in gameplay.
Also, it sure felt like stopping time every turn. Combined with throwing knives, the similarity to a particular maid cannot be denied.
A simple concept cleanly executed. The gameplay is fluid and all aspects are quite polished. I quite enjoyed the soundtrack to squash fishies to. Without a clear goal and with only a few fish types there is not a lot of drive to play more than a few times. I would recommend it to anyone with a few minutes to kill.
Thanks for playing our game! You are not the first to find Ending #3 first. A bug prevented it from being available in the jam version, but maybe we made the conditions too easy after fixing it. In the original design we were going to have oni and kappa lives as well, but they had to be cut due to the usual jam time constraints.
Everything about this game is fantastic. The gameplay is simple, yet all the movement required means there is plenty to keep the player busy. The scaling of the chaos is just right, with how advancing the stage trickles in more enemies to dodge. The sprites are detailed and the backgrounds, particularly for stage 3, gorgeous. The soundtrack is is great, especially to me since it uses instrumentation I normally don't jive with. And it doesn't slack on its story cutscenes either. Just an incredibly impressive jam game all around.
On a side note, it seems to be half-compatible with a controller? I could move Aya around, but not take pictures on the controller. So I played with one hand on the controller to move with the stick and one hand on the mouse to take photos.
An interested idea, and I can see why the team explored it. You really need to pace yourself, and try not to let the clumps of fairies get too big without some blue ones to remove them for good. I think it is especially cool that on level-up you both increase the player's strength and also add more complexity to the enemies. A fun game with simple, clean visuals and soundtrack.
This game does everything well. The visuals are fantastic from UI through the intro comic. Distinctive sprites making keeping track of the hectic action easy. The music is catchy and sound effects give the extra punch where needed. The gameplay is smooth, and the swapping mechanic is well implemented. The two styles provide variety, and with swapping being how you deposit points it prevents you from camping on one for too long. I was consistently surprised with how many enemy types showed up. About the only issue here is the game lacks a climax. No boss or final challenge, and no victory comic either for the rabbits to celebrate.
Dang, this was so much fun to read I am mad at myself for not jumping in when Megapig offered. The stories run a gamut of emotions. Some are simple and wholesome and others leave you really thinking. Some have a clear message, and some are a bit murkier. There is a lack of any unifying theme though, making the experience disjointed. 'Original Character' doesn't work much as a glue in that regard. The music is fantastic, and all over the art is charming. A special call out to Molly for making me laugh so hard I had to stop reading for a solid minute.
Breakout, but you can move freely. Also, you are your own worst enemy. A funny concept, and pretty fun. Wanton destruction never fails to bring amusement. I especially liked the ball that grows until you use it. It encourages you to play riskier, waiting and dodging so you cause more calamity. The music is pleasant and the presentation solid overall. The one part that annoyed me was was the balls stopping all momentum quite suddenly, making it hard to predict when they are a threat again.
At first I was completely confused how to even craft what the customers wanted. And once I got it was just the match-3 part, I was still mostly just pulling from tall stacks and hoping it worked out. This game blends two genres I don't really enjoy so it was going to be a hard sell. The presentation, though, is great. The character artwork is incredibly cute.
What an all-star team. And the results match up to it. Just a very clean, responsive, fun game. It is a nice change of pace from panicking about enemy spawns in Heavy Machine Bun to spawn-camping them with the rampaging vampire. And a lot easier too, I think. I beat this game on the first try without getting hit once. Very generous on that dash invincibility. The music ramping up to Flan's theme is great, and the cutscene art is just fantastic. My only real issue is the extremely limited palette not looking great during gameplay and making the sprites muddled as they move around.
There is a great framework for a strategic game here. You've got dice rolling, you've got map painting, you've got a deck un-building mechanics. Everything is nicely presented, apart from fire and village dice being pretty hard to tell apart. The real issue is there is not quite a game to be had yet. There isn't really a goal to be going for, other than higher numbers. Nothing to unlock or to change up the gameplay as it progresses. Nor is there any time pressure, either for number of turns or number of cycles through the deck. So the optimum thing to do is play as slowly as possible, placing maybe one die per cycle through the deck. With some goals to shoot for and some way to shake up the board besides what the player does, this would be a lot of fun.
I am a big fan of Groove Coaster so this game is an easy fit. The songs are actually pretty numerous for a jam game and diverse too. It even seemed like there was even more music available on the menu. The charts matched the songs well, and being able to set my own calibration made it line up nicely. The overall presentation is great, and I like how the fairy character is the icon on the track.
However, I am going to join the chorus of people saying the notes cluster too much. It can be near impossible to see what is coming next, especially for a rapid series of inputs in the same direction as travel. And distinguishing between a short hold and a triple tap is difficult. The option to speed up the track would help a lot in pulling those clusters apart.
Simple controls that are hard to get the hang of. Something of a theme going with Iced_Lemon projects. Kagerou's adventure is adorable. This game is nicely polished and any mistakes fall pretty squarely on the player. However, the way power works here does cause a death spiral where getting hit reduces power so you lack firepower to clear the screen so you get hit again. You either get a perfect run going or you crash and burn. The stage itself is the enemy here, as the final boss is cute but easy in comparison. Overall, a fun experience worth a run through (Swim through?).
An incredible amount of polish for a three day jam. I usually don't like matching puzzlers, but this one won me over. The visuals from menu to shop screen to gameplay to credits are all top notch. The music hits the theme, of course, and one extra track snuck adds adrenaline at the right moment. There is plenty of time to think and consider moves, and then also consider future moves on top of it. And as the upgrades progress, so to does the gameplay loop. What starts as trying to just make big chains turns into trying to find ways to hit enemies and get rainbow gems while avoiding ending in safe spots. The final upgrade surprise added a whole new layer just to cap off a great experience.
This game is great and I am so bad at it. Needing to calculate recoil and dash distances spins me for a loop. However, some of the weapons are very satisfying to use and the dilemma of picking weapon over score or hp is constant. I enjoyed all the music tracks included, and the art design here is slick. This game is really nice to look at and its great seeing the polish on the UI in addition to the main gameplay.
A beautiful visual novel from start to finish. The writing is too direct at times, and there are a fair many typos, but those quibbles don't detract from the raw emotional power in the words. The art and sound back up the writing perfectly. The shift from a jazzy, casual date to the somber tones as the end draws near transition the mood. The repetition of the central mechanic sets up the finale as well. The player becomes comfortable with the routine, making that last game all the more bittersweet. Kudos to the team on this one. Much like a certain magician, it won't be forgotten.
I do wonder if Koakuma might view Marisa differently after the ending...
There is a lot of depth here for a two button game in a classic genre. Shotgun blasts to take out asteroids and eyes alike feels satisfying. I am not as much a fan of the floaty movement, making lining up shots on individual eyes a pain.The visuals and sound match the retro arcade vibe well, and despite the limited palate everything important is easy to read. Embedding information into the center of background is appreciated when all the focus needs to remain at that center.
As it turns out, I like time mechanics so much reverse super hot is also quite fun. With a core mechanic this powerful, it is good to see the enemies being relentlessly aggressive. The reloading mechanic also stops this from being a cakewalk. Even so, I would have loved the ability to pick up knives in midair to partially reload. A good maid wouldn't let a single missed shot go to waste.
I am normally not one for farming games, but removing all time constraints and efficiency pressure makes for a tranquil experience. Given the goal of providing relaxation, I am surprised the decorations needed money. A chance to decorate freely while waiting for flowers to bloom would be nice. The real reward is getting to see the results of your hard work, and that does feel good.
What an interesting lore dive. A lot of care was taken to look at events from the perspectives of the characters, and and also meld them to fit the particular setting. The atmosphere is well presented too, with nice visuals and accompanying soundtrack. Both the storybook and the character portraits are top notch. Plus the voice over is a treat.
There is a lot going on in just this initial demo. Some very basic enemies will rip you apart until you master how to actually use your gun. Once you do, the rifle offers a lot of depth in a place most games would opt to dump several different guns. I was skeptical if the complex reloading mechanics would be worth it, but properly juggling magazines during the boss encounter proved fun. It adds a back and forth of finding opportunities to attack and then evading while reloading. I'll be looking forward to when more of this game releases.
Finally, I can make Yuuka proud by planting sunflowers in tiny enclosed spaces that will never see the sun. The game systems are much upgraded and expanded from the original version. The stat gardens are just lovely. However, with so much more going on the tutorials have not quite kept up. Understanding the limitations on Yuuka's hovering and how her main shot worked troubled me in particular. But with more dangerous enemies and better boss patterns, this is growing up to be a great game.
There are many things I could say about this game. Many of them directed at Futo. Thankfully, I spiked many tennis balls into Futo's face to solve the issue permanently. The core idea of bouncing around to destroy targets is good. But for a game so principally about angles, four arrows keys to control movement hurts a lot. With a different control scheme it would be very satisfying to line up good combo shots.The character sprites were good in their pixelated glory, but the environment is terribly bland. I like the music, but then again I just Eiki's theme to begin with. The sound effects are repetitive but also humorous.
An excellent tactics game considering jam limitations. The maps look very clean, so I guess the voxelscaper worked well. The units themselves have nice models. Unit portraits need a bit less Tewi. She can't be that much of a narcissist can she? It would have been nice to be able to select enemy models, but at least the heavy color coding helps. Music is missing, but at least we got the jingle and some gun shots. The actual gameplay flows great. The fact "missed" shots still fire and hit things in their trajectory make random misses feel way less bad. And it forces the player to consider their angles to cut down on friendly fire. With more unit types, maps, and an enemy AI a bit less suicidal with double moves, this would be a great fully fledged tactics game.
You know, normally I try to talk about the bright spots in a game and what I enjoyed about it. But Rak knew exactly what Rak was doing. Tank controls suck and I whined about every miserable second of this game. Why have you done this Chen?! Chen spent 0 seconds snowboarding and died three times. I hope you are proud of yourself Rak.
This game looks really good visually, but that's all you're getting out of me! >:(
And now its Castlevania, I guess. As usual its the SDM that gets the Castlevania treatment, but now in 3D! The character models are all quite good, and I appreciated the detail of the strange yellow orbs outside the SDM entrance. The game controls well, and the addition of the slide attack does wonders to keep the movement interesting. Some of the progression requirements are pretty devious. Each time I thought I found a secret it ended up being required. The boss theme was great and makes me wish more of the game had such jams. The voiceover intro was a complete surprise.
I found the gate jump exploit and thought I was going to be so slick with a world record, but dang people are already way ahead of me. Still, it was nice to go back and complete the game in a 1/5 of the time of my first go.
How to make Touhou the spooks: Reduce player fire rate by approximately 99.9%. Waiting around to shoot does add tension for sure, but eventually it was mostly just dragging my feet as I waited for days to tick by. Other than that, the mechanics works great. The enemies started goofy but the that last hallway literally laughing at my bullets definitely set the unnerving mood. The hidden mechanic is foreshadowed well between the characters, item descriptions, and where you get them. The boss felt appropriate but man I wouldn't want to see that in my dreams. Which is super unfortunate given where they tend to hang out.
Edit: It is much worth it to go for both endings.
We have discovered why Yuuka rarely leaves the Garden of the Sun. She is stuck in an infinite loop of watering sunflowers and obliterating fairies. Locking clearing enemies and scoring on the different modes requires a lot of switching between. And annihilating a huge swarm of fairies going after your largest cluster of sunflowers feels very good. Combined with the slide for fast movement gives a satisfying gameplay loop. It does eventually build to overwhelming though. I would have liked some goal beyond just a high score since it feels like no matter what those fairies win.



