Really polished experience, albeit there exist some amount of bugs. Massive potential. Hella fun!
JirunDev
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Absolute Perfection.
Theme, narrative, gameplay, execution. Everything in this game was exquisitely designed for a short but delightful experience. The fact that every single element of this game is tied so perfectly with the theme makes it one of my favorite games from this Jam.
10/10 across the board from me. Salutation.
After extraction, the window popped up, then killed itself instantly. There's no sign of any Godot operation in the task manager after that as far as I noticed, but the cursor was then blipping in high frequency. The blipping stopped after I deleted the extracted file that I ran.
Pretty weird, but I heard from Smart that some other devices also couldn't run the game as well. So, the problem might be something dependency-related methinks. (I do have Godot installed, though, for the record.)
1st Playthrough: The monk's aggressive collision no-clipped my character out of the invisible collision box and eventually made all characters fall through the ground. Softlock.
2nd Playthrough: Completed the gorilla loop in the aether room, but couldn't select Yes to sleep as the interact button doesn't seem to work. Softlock again.
3rd Playthrough: Finally complete the game without experiencing another game-breaking bug.
Verdict: Love the style and aesthetic. The clock puzzle is interesting, but the clue-giving method is extremely easy to miss the first time and could have been better managed. The Stephen Hawking room almost confused me (and could potentially cost me another run.) But it was fun, I guess.
10/10 I need a refund for the past 45 extra minutes I just wasted.
Oh my god, that was just pure arcade bliss. The twist at the beginning was done extremely well, and the game is so addicting that I was surprised this had so few votes. The graphics are awesome, and I really love the gameplay idea, and the execution is really satisfying. The control explanation could be better, but I can hardly critique it as it's so damn fun.
There is so much potential in this work that I really want to see it explored more. One of the hidden gems of this jam, for sure.
Love the art and the style you went with. The performance was rough on my device, and the motion blur didn't help much either. Still, it's a great idea with nice execution. I have seen other games with similar premise as well, but this one is by far the best with the depth in mechanics and the beautiful visuals.
I would suggest having the report and statistics on the HUD as well for easier management (which may defeat the whole point, so take it with a grain of salt), and an option to turn off the radio would be nice. The VFX work is amazing to see, and the tire deformation is very neat. There's a crucial bug where I couldn't interact with the fuel system after the race started as well, so I couldn't reach the end goal of the game. I'll look forward to when the game is fixed and seeing what victory tastes like!
This is challenging, intuitive, and extremely enjoyable. It's a very fun RTS that I can't find fault with, and it's a very good base for an even larger game.
The control feels more like a suggestion, and that is very good as you have to carefully guide the infected around the dangerous area. The way all entities wander around gives life to them, and it's so fun playing all the levels that are offered.
I am very impressed by this game, honestly. Absolutely well done, man!
Great art, good story, and a very solid take on the mechanic flip! I really like how you ended the story with a cheeky jab at the character. I found myself enjoying the relationship between the characters a lot.
I may have found a bug, however. I missed the shot on the second try, and the game auto-rebooted right when the "raindrop" spawned, but after that, the raindrop didn't spawn and just soft-locked me in an empty land with no more bunnies. The same thing happened again in the 2nd try after I got past that section to the next gameplay and hit the R after the rain passed through the ground. It took me three times to eventually complete the game.
It was fun, but it can definitely be improved. Good job!
WOW! This is extremely fun and surprisingly strategic. The art is really good, and the combat is very interactive. I really enjoyed the gameplay, although it's a bit confusing execution-wise on the mechanics (sometimes I didn't hit the enemy but it said that I did, plus the known bug in your description), but nothing game-breaking. Your team did a very well-done job.
Very cute art, good mechanics, and a nice gameplay loop. The vibrant characters with lovely sets of personalities really shine in this game. Massive props on that.
I just wish there were explanations for what each skill does and what the characters want during the gameplay, because it's a bit hard to grasp for me (I could only notice the "rich" skill that increases the roll amount), and I sometimes completely forget about the goal during the rotation (too hypnotic, haha). I would even love to see this game with gyro-control or touch-control, since that would be a very intuitive input for the players to rotate the gacha box. Great one!
The concept is really fun, and the frustration is there, good and bad. I really love this kind of game, and this one went down the right path. Though the action interaction is hectic by design, the audio being layered over each other when I played too fast at the beginning wasn't intentional, I assume. It's not perfect, but I enjoyed it.
I would suggest adding some alternate ways to level the player up and introducing more and more mechanics to fix the difficulty ramp, as it's quite slow at the time. That can both spice up the story and compliments the mechanics better imo. Anyway, nice work!
The inclusion for both sprite editor and coding mechanics are really novel and interesting to see. I would love to see you innovate more on the mechanics post-jam! This is such a fun game that really brings lots of interesting gimmicks to the table. The voice acting/dialogue/story are quite fun to have as well, but because of that, it's a bit on the rails and doesn't offer the player to innovate more. Still, you can definitely build more on this idea, Stanley Parable-style.
Overall, the game is a bit too easy, but considering all the things you've added, it's a great package. I will be looking forward to your future works!
Nice concept, loved the original, but had a hard time on this one.
Control, as others have said, is hard to manage. A snappier control with fixed rotational speed will benefit the game more. Moreover, the speed and frequency of the ball are too high to react to. Maybe lessening the tempo a bit in the early stages and later increasing it will benefit the players more. Lastly, the screen orientation is not fitting for the direction of the ball to spawn from; there is a reason why the original game is in portrait. Having a portrait aspect ratio instead will bring much more to the table with this concept.
Overall, the concept is brilliant, but there are rooms for improvement. Have a great jam!
Simple yet entertaining. Brilliant art and sound as always! The challenge is there, and the play strategy varies between rounds. Awesome work!
Although I would love to have a twist at the end after you become the boss: an actual boss battle on the last level. Also, the gray patch on the ground is a bit too dark to imply that it's still a floor for me. It took me quite some time to realize that it's just a floor texture.
Still, it's a nice, polished game that I really enjoyed.
Thank you for checking out!
I planned to have the trainers' sprite turn to the direction they're facing in the next round instead, but there wasn't enough time for me (because I'm a pixel art noobie TwT) so I went with the arrow instead. I will improve that later for sure.
Yep, you're completely right about the bug; that's not supposed to happen lol. I just didn't think of that case before. Nice catch!
Thank you again for a very informative feedback!
Cleaver design and what a lovely environment/theme you got going on. I really like the addition of those wheeled robots; they added so much life to the scene, ironically. The realization that I'm the tutorial box was great as well. Brilliant stuff.
I have two tiny bits of nitpicking: The first of which is that the controls are hard to shuffle around, but I suppose that is the point of this game. It was frustrating at first, but when I accepted that fact and beat the puzzle with that "handicap", it was actually more satisfying. The second is that when the tutorial box landed on the moving platform, it jittered around. I suppose that was already known, but I'm just letting you know that it's not that big of a deal, just a little jarring.
In the end, I really liked the game. I played it twice as well, the second time just to mess around with the robots XD
The art, gameplay, and polish are really nice to play. The puzzle is solid, and the idea of descending-fall damage is really well blended together; it's intuitive. Massive props on that .
A small suggestion is that there should be some indication of what height can break the fall, as it could be a bit clearer.
Overall, I like the game. Had a smile while I was playing too :D
Thank you very much for checking out!
I planned the food-exp system, which can heal health and add exp to level up, as well as the leveling system where you can "attempt" to fight back. Though both plans didn't come through, so that's why there is some stuff left over. Level as of now only tracks the amount of trainers you killed haha.
There actually are small pixel arrows on the trainers' bodies that indicate which way each will move on the following round. Using that, you can plan the path step by step and complete the game.









