Cool looking game you got here. That first level seemed way too hard, failed quite a few times.
jam_bone
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I really liked the art you've done here, and that music is ruddy mysterious. I think there needs to be more of an indication that the humans coming to the window. As is, it feels too punishing when I make a mistake, having to redo everything. I also wish there was an option to skip through the dialog at the begining . Nice collection of mini games though, congrats on finishing.
Sup, I really like these kinds of games, I ended up playing this one for 15 minutes. The game mechanics themselves all worked perfectly well. The game was far too zoomed. There's a fullscreen button you can turn on in the settings of your itch page, that might help. Size hierarchy for the objects needed to be tweeked a bit to make it clearer when one fruit becomes another. Also, the background is too busy for the action happening on screen and the arts a bit mismatched in general. Congrats on finishing your game.
I zoned out whilst playing this, it has a rhythmic quality to it. I really like all the art and visuals. The music and sound all works well (although the main track doesn't loop). The only issue I can see is that once youv'e played for a minute you've seen all the content the game has to offer. Which is fine, this is a jam game, but maybe if you where to continue this you could add things like obstacles, trick boxes or something. Break the game into levels idk. Cool entry.
I really like the mechanics of this game. The giving players tower variety through different cards that interact with each other is clever. Plus gambling. I think if you were going to add to it, different types of cards could go a long way. I also got confused initially by the tutorial. I didn't realise the towers were the things you placed, I assumed the object on the left of the screen was the tower. So i spent five minutes trying to place cards on said wrong tower. Cool entry.
Hey there, neet idea. I think the camera could have done with some work, also telling people what to do in the game could have gone a long way. I'm guessing you're supposed to go off and find the secret, then return to where you started (basically) and escape. To avoid confusion you could have just made it a straight shot from the furthest point in your game, discover the secrets on the way, to return back to point. Congrats on finishing.
I can see that you put a lot of effort into the cut scenes, I think it was a weird choice to only allow the player to skip past some of the scenes. The platforming section is competent, and I really like magnet mechanic. I wish there was a bit more feedback on the players interactions. Congrats on finishing.
Love me some command and conquer. I'll start of with my criticisms. The art style is a bit inconsistent. The web build runs slow, the camera panning is too slow and the path finding needs some work. Saying that, I've build these kinds of games before and I know how difficult it is to do all these things in a short amount of time, so I commend the effort. You have a really good base to work on here, so it'd be cool to see how you polished the game and built it up.
I really like the hand drawn asthetic you've got going on here. Because you could only make one move a turn, and all the units did basically the same thing, I quickly learned that you could just build a cannon and fire it every turn. Meaning there was no interesting decisions to be made. Saying that, you have a good base for something if your going to continue it.
I properly zoned out to this game, it's a very zen experience. The movement of the mouse gives the vibe of a telescope scanning the skys. I saw that you had an option to turn off the crt filter. I'd of liked the option to turn off the curving at the edges as well. As that made it more difficult to read overall.












