Really great game. Very polished, awesome level design and mechanics, basically perfect. Also very Animal Well, but with only like one upgrade. I really like how you did a lot with very little inputs, just moving, jumping and dashing, makes a lot of sense since you're working with pico.
Ivanything437
Creator of
Recent community posts
Pretty easy once you realize all of them start with broth and ramen, but when just starting it felt pretty brutal to only have 10 seconds and you have no idea where anything was. I wish that the art style was a bit closer to the thumbnail, it was too pixelated. It would be cool to have more animation, since it was kinda just pressing buttons on a png. Pretty fun tho, good job.
Very satisfying to collect coins. Getting stuck on walls was annoying, probably make your character have a no friction, but rigidbodies also do that normally, I don't think I ever found out how to fix it. I wasn't a fan of a lot of the upgrades, I think it would've been better if you just simplified them heavily. No matter what the timer is still ticking down so you're not going to make the player too overpowered by just giving them straight upgrades. Good game.
A lot of fun to play. The redness that happens when you start running out of time was actually kind of terrifying, like a Yume Nikki sort of style, maybe if you continue it you could add some weird enemies. Definitely needed more though, I liked the level design though. You should also maybe have it so you can get multiple weapons. All the guns are fun but I think it would be cool to be able to switch between them, and obviously with more enemy variety.
Cool game, though I found a few glitches. I cannot beat level 10, I think the wall is supposed to become transparent when I hit the switch, but that's not happening so I can't get to the door, also you can wall jump in that level for some reason. There was also a few times where the doors disappeared, but I could guess where it was supposed to be and the trigger to the next level was still there.
Another thing is I think you should've made the main character more of a square shape rather than a tall rectangle if you wanted to do platforming on their head, it would make it a lot easier to platform that way.
I also think a lot of the levels felt the same, you make a recording of you standing still, stand on yourself and then jump to the exit. I like that you can scrub through the recording. The gifs show how to use that, but I never thought to do it and just started from the beginning every time.
Very cool game, especially when made for a gamejam. I have seen the mechanic before, but still a fun game. Good job.
Fun game. I think that maybe you should have made the gravity more floaty so that you were flying up and down a bit more since a lot of the time you have to spend running on the ground, that's something I remember jetpack joyride did. I was a bit confused on what would actually refill the heat. Good job overall though.
I really liked this game, it's so weird. The environment and style reminds me of Yume Nikki, really cool visuals. I like the idea of the 10 seconds feeling longer than 10 seconds thing, I'm just not really sure what gives you a higher score if you just wait and survive for 10 seconds. Great job, very cool game.
I really liked this game, very fun. I think it maybe could have connected to the theme a bit more, since the mechanics all center around exploration and dungeon crawling rather than survival. Either way though, it was an interesting game especially with how fast the combat felt despite being turn based. Good job
I really liked it, I think it was pretty easy once you upgrade your bombs enough though. I think it was a bit tricky to figure out how it works, the way the bombs explode differently wasn't immediately intuitive. I think one super simple extra mechanic you should've added was make an element that you CAN'T explode, or it will damage you, so you think about exploding things but also avoiding exploding something else. This can also balance out the bomb upgrade since you have more of a chance of exploding the wrong thing. Fun simple game.
I was thinking about adding modifiers and stuff, but when playing I realized it would be really hard to pay attention to it. Ideally you would have like 3-4 numbers counting down at once you have to keep track of, adding modifiers and stuff would add a lot of mental load, and you're on a constant timer. I think there are probably ways to make it work, but I also only had one day to make this game (since I missed the first 2.5 days of the jam). Thanks for playing.
Fun and polished game. Sucks that you ran out of time since I would've wanted to see more types of enemies and attacks. Very undertale. Also I had this name idea for this game jam but wasn't able to make a game that would make sense for it, but I think it would make sense for this game, the name was Counter Encounter, or maybe Countdown Encounter. Just thought it was funny since encounter has the word counter in it.
Very fun idea and it was all very polished. I like playing chess in general so it was fun to play, but I'm not sure the gimmick worked super well since all the positions were very winnable normally, especially since I don't think the bot was super good, but I wouldn't expect that anyway from a game jam game. But I really liked the idea for it, running your opponent's clock is a great idea to fit the theme, it's just I had more fun just playing chess than using the cheating mechanics. Good job overall.
I really liked this game, was super satisfying to play. I like the whole vibe and the visuals, it had a weird atmosphere that I liked. I don't think the game was explained very well though so I wasn't really sure what would kill me or not, but I sorta got the hang of it? You kinda just press defense when you hear the projectile coming, though it is very unintuitive since the defense comes out the back when the projectiles are in front. Fun game.
This game was so fun. I love the style so much, it was really funny. Also that music is insane too, really good. I think maybe there could've been a bit more mechanics, specifically to kind of launch multiple at a time since it got a bit annoying when there were a bunch at once. I thought of maybe something like an explosion that would launch a bunch at a time, but it would be on a cool down (actually maybe it could just be on a countdown to add more to the theme). Anyway, really great game, super fun.
Really great puzzle game. One thing I thought would be a problem with a sokuban game using timers was that levels would have to be made with highly specific solutions because if you do it out of tempo, it would be impossible (I just realized I thought this because I made my own game like that and had trouble with that) but the levels give you a lot of breathing room to just move around and adjust your tempo to be able to do it correctly. Really great puzzle design in general but MAN can they be tricky, still stuck on level 12. I swear I know what to do it's just not letting me come at it at with the right timing. Only thing is that this definitely needed an undo button. Best game I've come across so far.
I liked this game a lot actually, the the fact you made an entire ship in just 4 days is really cool, I thought it was a lot of fun to explore. I was confused on where some doors were because some are so dark they are obscured and I couldn't see them. A lot of things I was confused on sorta felt like my fault. I think one thing is that you should break all your ladders if they don't do anything. I tried for a while trying to get up ladders. Also the rhythm minigame doesn't really make sense in this context. But overall I really like the game, the environment is fun to explore and puzzle out after getting the right tools.
Interesting idea for a game. I like the idea of investing the gold, but I had no idea what that really meant for the game and just decided to bury every chest I found. Didn't really get the game, but I think adding in some implementation with the countdown, like the money getting more valuable over time when it's on a specific island or something would be interesting. Either way, good job.
I like it. I don't really think the theme was well utilized, but I had a lot of fun with it, it's very satisfying to play and it was a weird movement mechanic. I think you should think of more mechanics that would work well for that mechanic, since it just felt like a slightly slower way to just click to where you want to go. Maybe something simple like you only have a few moves, or the radius changes size depending on some things. Fun game.
Liked the concept. At first I thought that the meter itself would actually kill you, so basically one of them the roof is squishing you and the other has the roof growing, maybe that could've been an interesting level idea. The hardest part about this game was the controls, who the hell decided jumping and swapping would be C and SPACE instead of the other way around??? Either way, fun game, I liked the music, felt like Baba Is You.
Kinda fun to figure out. I think the instruction manual made it look WAY harder than it needed to be. It has like more than 10 pages of text, I think it's better if you just remove it completely, or make it tell you to put the fuel and oxygen into the injectors and that's it. It already teaches you every time you die. Good idea for the jam, it sorta felt like FTL.
Nice game. It was really laggy for me in the beginning, every time I spawned a new building or started the game. Definitely needs more feedback for better clarity and just fun, also make it faster. I didn't know the cooling system made fire fighter ships, that should be it's main mechanic (lowering chance of fire as an extra). I think for the theme, you should show the countdown towards the supernova always.
I like the idea, but I couldn't find enough in the game to take up 11 minutes. I went to every npc, tried to parkour, went back and then killed everyone before falling off the map. Probably would be better to shrink the 11 minutes to like 5 minutes. I liked the tilting of the camera, but I don't think it made sense to have attacking.
I liked the artstyle. I don't think the main mechanic of changing out bullets adds that much strategy, the game is too fast paced to think about what bullet you fire next. I like that the ammo going down is the "countdown." I found it a lot of fun though, the bullet types were fun and the general gameplay was fun





























