Very neat for a game done overnight
Iron Peck
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I think a decent fix to begin could be to just have the screens/levels be shorter in the first world. Like if there's a room where you have to do 2 kinda hard jumps, I'd just cut it up in two rooms. I didn't mind that the jumps were hard, I'd have already had a better experience just by not having to repeat a segment before an hard jump.
For the pit/spikes where you have to superjump out from I think you could probably widen it a little bit, just to leave the player more wiggle room to maneuver around and making the pit slightly shorter to accomodate for the change in length.
Lovely game. I really like that the main mechanic is quite simple, but very elegant and exciting to use! Everything was mostly tutorialized well, but I think that (at least the first world) gets quite hard very quickly. And modestly I'm decent at 2d platformers (finished celeste's c-sides and hollow knight's path of pain), but some screens felt a bit too long for being so early in the game.
Some stuff felt kinda mean, like the pillar of spikes where you have to superjump to get out - I get that you're making a precision platformer but it felt a bit too precise, for being so early at least (still they were some cool jumps).
But still the music, sfx and the character design for the little eye (?) guy are nice. Best of luck for future game devving!
Lovely game! I already really liked Doormat from you, and you haven't disappointed with your gmtk's entry. The concept is great, the puzzles are simple but fun, and it's super satisfying to hit that speed up button and see all the sound effects and cubes move in a cute way.
Also the secret level was very neat, an awesome iteration of the concept. Lastly it's incredible that you managed to make all these levels in time for the game jam! Genuinely a lot of content for the time frame we had. I continue to wish you the best on your game dev journey
For a first game jam game it's quite great! I quite liked the writing, it wasn't anything extraordinary but it made the experience feel more lively (I especially found the rat quite funny). The looping mechanic was a bit finnicky, sometimes it wouldn't detect a loop even when one was there, but for being done on a time constraint it's totally serviceable. Also I struggled a little with the simon says bottom left puzzle, it's a bit harder than usual because drawing a loop takes some time (which isn't a bad thing), but the lights for the switches felt like they'd randomly not turn off which I wasn't sure if it was part of the puzzle or a bug.
Still I'm happy to see others taking inspiration from Pokemon Ranger! I've also done a game that tries to replicate its mechanic, but it's a bit simpler and more arcadey, feel free to check it out if you want
My favourite game from the jam so far! From the premise, the ost and sound design, to the artwork and the circling letters idea were all lovely. You've made a cute little game.
Also I'm super proud to see others using a "circle stuff to interact" type of game, I've made an arcadey game (like pokemon ranger) but I love your implementation of the idea for a more narrative/puzzle experience. Also the sequence at the end was soooo cute
Wow this is very well done! The visuals, audio design and the ost were great and I think the gameplay fits well with the theme. One thing I'd change it's to not let you get off the train on the first loop, at first I thought that I only needed to check differences between the first cart and the next ones (because I also played exit 8 and wrongfully assumed it'd be about arriving to further and further carts, and because I thought there'd be 5 carts, but it was actually 5 trains I had to get on oops), still once I understood it the game was super enjoyable.
I was even so lost in thought that I started to think that the lights on the ceiling were anomalies at one point lmao
Cute concept, lovely art and it's nice seeing a managing type of game. I like the ideas of managing the frogs on the trails, but damn it's kind of a tough game if you don't get the right items. My high score is two frogs fully satisfied and it felt kinda hard because I felt like I didn't always have the right items to accommodate a good portions of the frogs. Still I love the base idea and how out there some of the items are (a life insurance to reduce broken bones? A mystical charm to ward off predators? lmao those were fun), and I think with some good writing for when the frogs give you feedback if they were hurt or satisfied, I think it could be a very fun little experience!
Cute! Has kinda autoclicker vibes, not in a bad way, but I think it could have been fun to have an "automatic lasso" update, where it periodically throws a lasso or one where you can make the charging of the lasso faster! The most fun it's definetly in the end game, where you can just throw out one lasso and get almost everything
Great game, I'd really reccomend using keyboard controls instead of a controller if you suffer from some wrist pain like myself, at least with the default controller layout I started feeling some pain during the play session. Reccomend either changing them or switching to keyboard, had no issues there
