Thanks for playing and thanks for the kind words! ☺️
To be honest I was concerned it was going to be too boring, but I didn't find the time to get someone else to do a real play test so I just had to send it, lol
J'adore Guimauve et Fourrure ! Ils sont tellement mignons !
I screamed when I saw the chinchilla scene transition for the first time :D
This game is so cute, I love the art of the French pastries and the animations of the chinchillas. The varieties of pastries offer really great variety in how you have to plan out your pastry heist. I wish the baker was both not so predictable and had better indications that he was coming, it felt like the best strategy was to learn the timings, go in for 1, 2, 3 bites then hide and repeat until finished
Overall just a really good entry :)
this is an incredibly inspired interpretation of the theme and a very solid incremental game
I was a little overwhelmed at first and I was genuinely surprised each time a new type of window UI appeared, but by the end I had my phishing empire established with 4 fully upgraded bot farms, and two each of storage & domains to have a redundancy in case the FBI cracked down
Great job y'all
I ADORED this, I love the idea of creating forgeries like this and it might be my favorite submission. No joke you could make a Jackbox style game about this with friends and it would rock.
Instead of doing a heist though I wish there was something else, like maybe an art auction or art gallery that you do after creating the art and you make money based on how good it is? Idk
Still what you have is really great, keep up the good work
Dude you knocked it out of the park for your first game jam submission, this one is so good (my first was awful, lol)
The art of not only the characters & items, but the paper, table, & UI all go a long way to sell the hand drawn effect and it's just so charming. Also the design of the monsters really match that doodling-in-the-margins feel, you know? Also you included bonus art just for the itch page instructions? crazy
The combat has a solid structure, but man it is unforgiving and tough
Keep up the good work though!
Not only is this a fantastic & unique use of theme, but it is executed so well! The artstyle & sound design were both great and everything was polished and juicy.
Gameplay wise the game was so hard for me, I was overwhelmed quickly and struggled to keep track of anyone and kept catching the wrong person, lol
Good job! The idea of stealing the land is unique and funny to me
My first game I died to those dang birds infecting my land and I didn't know what to do, so I restarted the game to read the rules again, lol
like others said I wish the click handling was a little better, exiting the current popup in order to be able to click on more tiles again is clunky in a way that makes the game feel like it is not functioning correctly
Thanks! yeah originally there was supposed to be more haggling back & forth and the merchant would reject your offer if you asked too much too many times, but I never got around to it 😅
but you'll actually lose the game if you're honest, you NEED to take more than the percentages tell you to take in order to win (just in its current state you can take way more than I intended you to, haha)
I love the PS1 crunch! The low poly models, the low frame rate animations, the distance fog you see on N64/PS1 era games; they all have such good vibes. I had fun giving every skeleton some chips so they could vibe too
That said, I was surprised by how bad the jumping controls felt though since you can only jump when there's directional input and the air controls are limited, I had such a hard time at that first circle room and the room before the throne lol. I'd still keep playing though if there was more levels
Great job guys! I love the commitment to the Pico style, and this is a very competent (& a little bit brutal) platformer, I had flashbacks to playing Celeste & Super Meat Boy 😅 That wide room with the springs and the blue element was particularly hard, it probably accounts for ~50 of my deaths
I think the other comments have some good feedback, but in regards to making the controls less awkward I think you could simplify them to dash when you press space while not grounded. I don't think there were any puzzles where you needed to dash without jumping first, but I could be remembering wrong. Also to make the springs feel less janky, I think you need something along the lines of flipping the player's left/right input for a few frames or even a second after hitting the spring to give the player a buffer. That way the player can hit the spring at full speed every time without needing to be so precise
Anyway, great submission :)

What a fantastic submission! I'm jealous of the juice you have here :)
You did a great job with the atmosphere in particular: all of the portraits & other art were great, the sound design was really snappy, and the UX feels very smooth & complete.
Some of the other comments left some good feedback (e.g. selecting who to send, difficulty over time, character leveling), but to add a little more I wish there was a sound when a new card appears and maybe a little number on each tab to show you the number of cards you have not seen yet. I found myself constantly tabbing between the two to check for updates on either page.
For the tax sheet I consulted my partner who is an accountant 😅 it went through many many iterations to get it to its current form
But yeah a lot of elements took a long time. The clock took a whole day making it look like it currently does and getting the time fast forwarding working, the abacus took some time first learning how an abacus works and then actually making it work and I spent a lot of time making an interface where you have to move the beads manually but it was a pain to use so it was scrapped, even the dialogues changed a lot there used to be unique dialogues for everyone but it was too much to juggle so I just streamlined it to all be the same.
Ok dang I must have messed up the merchant algorithm in one of my last updates, they are supposed to reject your request if you ask too much. I think the hard limit is supposed to be 50% of what they make in a day, but it should actually be lower than that based on random factors. You should be getting at most like $300ish from someone, not 300000 lmao
Thanks for all the kind words!
The game was a lot of effort and a scramble towards the end.
I wish I could have had more time or more hands to hit our remaining stretch goals like better haggling and to help smooth out the remaining rough edges and to tie everything together better. But alas it's a game jam submission and there will always be more to do and there will always be something wrong
Thanks but I actually do not want to do a true billboard. Instead I specifically want a pseudo billboard with a bias towards directional movement and the to have the ability to do something similar to Paper Mario where the sprite can spin in 3D space. The effect I have here is exactly what I wanted to create 😜