Thanks so much for the feedback! That’s very interesting, because I’ve gotten feedback from others saying that the shop was too boring/repetitive and not intense enough. I think I’d honestly just need to rework the entire store experience and devote some actual time to balancing it. Thank you for your perspective!
Jackson Sprague
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Great job! Making it more about completing the entire level with the holes as checkpoints was a cool twist on the idea of a golfing game. And I liked how you could pick different routes and get creative with your strokes. The main criticism I have is that I wish there were come kind of redo option. It's kinda annoying when I'm high up and one wrong stroke sends my ball falling all the way back down to the start of the zone. But other than that I enjoyed it quite a bit! If you were to continue developing this game, I'd love to see some power ups. Like a power shot, sticking to walls, extra bounce, less bounce, etc. Great work!
Excellent game, I had a ton of fun! The art style was perfect, along with the color palette. You also did a great job of implementing the them into both the gameplay and story in a way that felt super natural. The combat mechanics were fun, challenging yet rewarding to master. If you were to continue with this game, my one "issue" is that when multiple enemies are on screen, they can overlap each other. It's already challenging (in a good way) to read and react to their attacks when you can see them, but it's nearly impossible to do so when the enemy is hidden behind another enemy. Having two attacking you at once is also tricky sometimes with the cooldowns. But other than that I have no complaints at all, in my opinion it's a near perfect game jam game
Great work! I really liked the physics when you crashed at going really fast, and you did a great job of making the car responsive to control even when reaching insane speeds. The dark level was my favorite, I thought that the music and art style complemented each other really well. If you were to continue working on this game, I think adding different music tracks for the first and third levels would help a lot, as I said I think the current music track fits best with the dark level in my opinion. But great work!
I thought the atmosphere was awesome, the sound design and environment worked so well to set the mood. I really liked how there wasn't just an aiming marker on your radar showing you where your retrieval drone was going to go, it took trial and error, forcing you to actually learn how to operate it. I wasn't entirely clear what benefit the packages were having, or if they did anything at all, but it was a very cool experience collecting them!
Great game! I really liked the concept, and the style was perfect. I also really liked the mechanic where bullets would cancel each other out, forcing you to move and time your shots to get past the enemy bullets, though I do wish there was maybe some feedback like sparks or a sound more clearly indicating what is happening there. If you were to continue developing this game, the main thing I'd suggest is moving the timer, sometimes with it being in the middle of the screen it was hard to see the bullets. But other than that I really have no criticisms, it was a solid idea and executed very well, great job!
A souls like is a very ambitious choice for a game jam, props to you for even attempting it! I like how the timer doubled as your health, I did a similar thing in my game actually! If you were to continue working on this game, I think the main thing I'd suggest is tightening up the animations and controls. At times it felt a bit sluggish, I'd hit the button and the action wouldn't occur for a bit. And the animations were also a bit slow, with no way to cancel an attack or roll I'd often be stuck and unable to dodge attacks. Overall though it was a solid attempt, well done
Awesome concept and excellent level design. The bubble mechanic was very well designed and perfectly integrated into the levels, I loved seeing the creative ways you took that one simple mechanic to make enjoyable complex levels. I hope you continue to develop this game, it's such a cool idea. Great job!
Great work! I think the concept is great, and that the art style fits it well. The timing mechanic was cool, and I was able to complete most of the levels without too much difficulty. And using respawning as a puzzle mechanic was a great idea. The two things I'd suggest working on if you were to improve the game are that one, I think the hammer should activate a bit sooner. The delay in the animation makes timing up the hits pretty difficult, especially when falling. And two, on the 9th level, I think touching the lava should just restart the level, not make you respawn in a box and sit there until the time runs out. But great work!
The artstyle / graphics on this game matched so well with the music giving it a cool atmosphere. The movement mechanics were pretty easy to pick up and felt super smooth, great work! If you were to continue working on it, I think giving the game a more clear goal and explanation on how you might win/lose would help. I died several times with no idea what caused it, and I was never sure if what I was doing was actually the right thing. But the game itself was solid, great work!
thanks! I honestly don’t fully understand how the money works either. My goal was to make it that the more time remaining, and the higher the round, the more money you get. But I messed something up in the code somewhere making it so that it doesn’t work exactly like I intended, or display the numbers accurately. And unfortunately I didn’t have time to fix it.
It's a nice chill game! The fishing mechanic is pretty fun, and the upgrade system is cool. My main suggestion would just be to make it a bit less rng-heavy, one time in round 2 I lost all three of my strikes because two trouts never spawned, I only got one each attempt. Maybe it would help if the quota was money or rarity based rather than based on getting a specific fish that might help, or if there were some direct clear way to influence which fish might get caught. But overall great job!
Fun game! I wish the boost charge meter was a little more prominent and centered, it was pretty hard to keep track of that while also dodging debris. Maybe also adding some more distinct sound effects for each charge level could help, it was just sometimes difficult to keep track of timing the boost in my head while dodging the fast rocks. But that was a relatively minor issue, you did a great job, I loved the art!
Such a great puzzle! I managed to beat the 3x3, and got close (or at least it felt like it) on the 4x4, but unfortunately I didn't have time to complete it. I may come back and solve that one as well though, it's a very engaging challenge. Great job on designing the puzzle, but also complementing it with such nice music, art and sound design
I actually had some ideas similar to that. One was that any extra time you had when completing a level would be added to a “bonus time” ability where you could use it up to extend your timer. And another was an ability that would increase your timer. But unfortunately I ran out of time to add either of them. I wish I had though, you’re right, I think forcing you to balance the currencies more would’ve been a good addition!
Thanks so much! There isn’t a cooldown on the primary main attack, but there should’ve been a cooldown on the optional weapon upgrades (the red boxes in the store). I didn’t experience the sound breaking or a big delay to start the level when testing, so I’ll have to look into that. Thanks for pointing it out!
Thanks for the feedback. Unfortunately the first-round-shop didn’t have that much thought into it… I was resetting all the variables from the debug values to their initial values for the game, and accidentally set the money to 0. Then by the time I noticed it, there wasn’t enough time to publish a new build. Using it as a scouting time is a good idea though!



