Thank you, that worked for me. 🙂
jdjackson
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Bad things first: When using a controller, you have to press up to go through a door, but the joystick doesn't work for it, you have to press up on the d-pad. The background looks very prototype-y and doesn't match the rest of the art. The sound effects fit with the theme, but I think they could do with having more punch to them.
Now the good: I really enjoyed this. Is there a cozy puzzle platformer genre? If not, I think you just created it. The art and animation were simple and good. I particularly like how the main character looks, and the button you have to jump on. It was great when I got to the level where I could go through the bottom of the level and end up on top, and then go from one side to the other. The puzzles were pleasant. I liked getting the triple-jump on the final level. I would have played more. :)
Surprisingly fun for such a simple concept. I really like the art. Even though there isn't a lot of story, it is good. I really liked the starting text regarding them hitting my brittle bones and me regaining my spiny might. I got a high score of 88 and would have liked to do more but unfortunately my mouse kept messing up, it apparently doesn't like to be spun rapidly in little bony circles.
It felt a little slow to me. I noticed some other comments saying this, and your replies about it being a tutorial for the player. It's definitely hard to find the balance, since you don't know what sort of person might be playing - you could make it faster, and then it would be too fast for some people. I would've liked a faster firing speed, like twice as fast (even if it did less damage), since the firing speed felt frustratingly slow. And some kind of visual or auditory (or both) indication that the laser was ready to fire again.
I liked Mr Worvin floating across on a cloud for upgrades. I liked that you could hit several of the fuzzies at once and get a combo if they were in the same spot. The art, animation, sounds, and music all went well together. It's cool that you made it in Scratch. 🙂
The sound when you go into the door is jarring, it clashes heavily with the peaceful music.
Sokoban puzzles aren't my thing, but this seems like a pretty good one. The tutorial is good, one short level to teach each concept. Simple, clean graphics. Pleasant music. I like the concept that he leaves a soul behind on every step, so you can't go where you've already been (unless you have the Kaxe). This is just from your page description, but it made me laugh that his doctor prescribed he goes to a dungeon.
The instructions confused me. It took me a while to figure out that I had to press the space bar to stop the rotation. The 'how to play' said press space to create spell combinations, so I assumed that meant at the end of all 3 runes I would then create a spell combination.
After I did the first spell (the luck one), I didn't realize that it had changed to a new spell request and so I just hit 'finish' and failed it. It then said I had got the luck rune back, but I don't know how I did it, so I couldn't unlock other runes I used for further spells. After a couple minutes, I did figure out how to unlock them. I failed the 2nd and 3rd part of the tutorial, and then it let me pass.
Making a tutorial is hard (my game doesn't even have one), and I think there is definitely room for improvement.
Once I got past the tutorial, a woman had a very sick dog. Health + Animal + Powerful. Pretty easy, I thought. But a bunch of my runes were locked from my fumbling in the tutorial, so I had to unlock the health and animal ones. Since I had to use the death rune to unlock the health one, I then accidentally killed the dog. The customer never came back, as you might expect. 😁 It wasn't clicking for me, so I gave up at that point.
I like how you get a news report about what things happened from your failed spells, that was always funny. The art is good (nice cat), and it seems well-programmed. I think overall it's a cool idea.
I think a few smaller, easier levels at the front would be good. I'm not great at minesweeper (I do enjoy it though), and I couldn't get past level 2. It feels like unless I get a good start, I'm screwed, because then I'm just clicking around on random spots to find a safe area and there could be a bomb anywhere. That's the fault of Minesweeper though (or me!), not Swope. 😂 I tried the easy difficulty, but still could not get past level 2. I couldn't bring myself to try immortal, probably because I can't allow myself to not suffer.
I have never played Balatro, but I've seen videos of it, and I think you did a good job of saying "This is Balatro Minesweeper!" with your graphics and layout. It's nice seeing it checking all the tiles at the end of a level and adding up my score. I liked it, and I would play more of it.
I wish I could make it fullscreen. I like the art and I would like to see more of it. I would like to be able to reset the loop myself, it often happened that I knew I couldn't make it to the exit but I still had 7 or 8 seconds left and I just had to wait for it to count down.
The levels are very tightly designed. There is often less than a second of wiggle-room, which is good. The art is great to look at, good choice. There was a good gradual introduction of new mechanics.
I'm into this.
There are a lot of recipes, and it was hard to remember them all, though that might be your plan. I think it should take more than one customer not getting their order for you to have to restart. The whole game couldn't quite fit on my screen, even with a maximized window.
I got to the third level and then a cat was upset because he didn't have his cucumber fast enough. 😾
I like the cat customers. Creative interpretation of the theme. Could be better than Zuma! I would play more.
It would be good if everything was in the pixel art style. The UI borders, the selection reticle, and the movement arrows seem to clash with the rest of the style. It would be good if the character flipped to the left when moving left.
If you expand it, I would have liked some safe spaces out in the darkness. Also some more mechanics, like: ability to upgrade your base. Ability to see a spot out in the darkness without having to go there.
I got enough ship parts and escaped, hooray! I would have played more. It's good not knowing what is in the dark and having to explore it. I like the pixel art style. The main character especially looks nice.
It was visually overwhelming for me sometimes, a lot going on, lots of orbit rings showing up around your ship. Maybe the orbit rings could fade when they are close to your ship, or just generally be a bit less visible? I didn't notice any way to see how much health I had, other than going into the shop, which meant I was often on edge like the next shot might be my last. I generally forgot I could speed up the orbits, so I almost never used that. If your asteroids have an orbit that overlaps your ship, they actually bump into you; I think they should just go over/under/through you. The sound effects for an asteroid hitting the enemies are weak, the ones for actually destroying an enemy are good though.
I think it would be good to have different types of upgrades. I don't know what, just something different. 😉
It's cool that the asteroids are your weapons, a shield, and also your currency. It's an interesting idea. All the visuals were consistent. The boss enemy with the flamethrowers was cool. It was a fun game, I enjoyed it. I enjoyed playing to the end. I would have played more if it hadn't finished at level 10. 😁
I think I would like to be able to skip dialogue. I would also like to be able to pull a box, because sometimes I push it into a corner. A lot of my playtime was me thinking 'how can I get this over there without getting it stuck?'
I think it fits the theme well. Good choice of music and sound effects. I like the art you have made, it all looks smooth and it goes together; it looks better than just a jam game. I like that I'm an actual bug in the code. 🙂
I would have liked a keyboard key for the attack, instead of having to have one hand on the keyboard and one on the mouse. That's just my preference though, nothing wrong with mice! If you were to do more with it, it could use more variety in the enemies and more variety in the upgrades. Maybe some way to go to other lilly pads?
Nice-looking art. Simple and clear goal, I didn't notice any bugs (other than the flies). I got all the upgrades, it kept my attention. 🙂
I think it would be good if the arrow showing you which direction to go in was actually on the side of the screen towards that location. Like if you had to drive to a location to your left, the arrow would be on the left of the screen. Also, sometimes it's hard to see which part of the bus is the front, it looks the same at both ends..
Just driving around running over street lights and benches and things is fun. It's a shame the bus-looping feature is broken, that would definitely have made it even more fun. Good sound effects with the engine, screeching tires, and smashing into things.
I like that you are constantly taking naps as a response to a situation, then waking up at the start in the loop. Pleasant music. Somehow the art is also nice, I enjoy the character's sad expression. It actually made me laugh, well done. Fell into a hole at a funeral, got ignored, guess I'll take a nap...
Most enjoyable game I have played so far. Music is simple and unobstrusive. Getting shot by a bullet you fired ten seconds ago is infuriating and I love it. 😁 Graphics are simple and pretty. I would play more of this game with some improvements. Particularly controller support would be great. Controller already works for movement on the left stick, it would need aiming with the right stuck and a button to fire. More and more varied upgrades would of course also be good. I've followed you so I can see if you do more with it.
I liked the artwork and the story. I enjoy the idea of the rivalry between Cow Cowboy and Cowboy Boy, though I didn't get far enough to find out what their deal was. I gave up on the level where there are 3 moving platforms and you have to pull the levers to get one to stop at the right place. It's off-screen so it seemed difficult to know when it was in the right place or not when you stopped it. Overall it's a fun idea. :)
I liked "Champignons of the Spore-Pit vs The Roots of Industry," creative wordplay.
I just put down a bunch of the blue mushrooms and the enemies had no chance, easily got to 1000+ gold before I stopped. There didn't seem to be any reason to put down the red or pink ones, since the blue ones have such a large range. I know there isn't a lot of time in a jam for balancing, so it's tough to manage that.
The simple art is nice, pleasant to look at.
I liked "Champignons of the Spore-Pit vs The Roots of Industry," creative wordplay.
I just put down a bunch of the blue mushrooms and the enemies had no chance, easily got to 1000+ gold before I stopped. There didn't seem to be any reason to put down the red or pink ones, since the blue ones have such a large range. I know there isn't a lot of time in a jam for balancing, so it's tough to manage that.
The simple art is nice, pleasant to look at.
Took me a while to figure out what the currency was, since the yellow circle at the top fills quite slowly. With the upgrades, even after playing for about 20 minutes I still sometimes wasn't quite sure if I could afford something. Like I'm upgraded auto-looper precision to level 2, and I think I've got enough blue, yellow, and red, but it won't give me the upgrade, so I guess I'm not quite there yet. (I got it a few minutes later.)
I love the auto-drawing things, I enjoyed how terrible they are drawing at first.
I played for about 30 minutes and had not yet reached the pink circle part of the currency. I think it could have been little shorter since it's a game jam game. :) It could be a fun thing to play on a mobile touchscreen. It's nice, it's calm (good choice of music), it makes me want to see what the upgrades do. They're not my genre but I think it's a pretty good incremental game.
Also it's technically impressive. I have no idea how I would go about making something like this!
I played 30 minutes and got $2.5m, so it kept my attention a long time. I liked that it was slow paced, no rush to it, nothing bad happening to worry about. Nice relaxing music (I turned it up!). I would have liked to be able to right-click on a trade route and delete it, instead of needing two left-clicks. I could see people playing an expanded version of this game.
Yeah, they can definitely get infuriating after a few items are weighed. You can use objects to keep them corralled, the toilet paper, book, and radio are good for that (if you can keep them upright 😅). I would like to have tuned them a little more, and even introduced some settings for how aggressive they are with their jumping for people who wanted them to be a bit less slippery. I also had lots of ideas for mechanics like cages, leashes, treats, blocks that like other blocks and want to be with them, etc. to get them to stay in place... maybe in an 8-day game jam. ;)






