Thanks! It’s good to hear that it brought out some nostalgia!
john333j
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Very interesting take on the game, and a very cool mechanic to play around with - it is quite a clever way to use the game mechanic as a narrative device as well, i really liked it! I just wish there were some more checkpoints of sort of something - its not very fun to replay a big chunk of level, especially if you play a prank on the player or something, but other than that it was fun! Thank you for this game!
It was a very interesting take on the theme, and quite a unique one! The overall art is very nice, and it had a great vibe. However, i feel like a lot of times the card choices did not matter that much for me, and i realized its mostly the best to just go for the damage? I guess I was also a bit confused about the card effects, and their overall benefit for me, but I do understand its very tough to balance the game around so many parameters. Nevertheless, it is impressive to manage to finish such a game during the game jam :). Thanks for the game!
Thank you!
Glad you enjoyed it with your brother, and do not worry - when we played it after submission, no matter the complex level we built, we always lost the most embarrassing way at something trivial, that’s part of the fun! :D
Hopefully, this does not create needless expectations, we just try to make fun games ;D
It is a fun roguelike kind of shooter game :) What I would be careful about though are debuffs that highly change or take away the controls from the player, things like reverting the control scheme in general is not that fun, and I would appreciate to have some extra time after the enemy wave to collect the money. But otherwise I had fun, and I enjoyed it. Its really giving us the bald chad energy :) Thanks for the game
I really enjoyed the atmosphere, the theming, and the overall visuals. Definitely did not expect to see the Stag basically punching the tower like that! It really gave me a laugh Though I feel like having experience in rythm games really gives me an edge, because I have no problem beating the tower in a single go :D Thanks for the game:)
Quite a fun game, its a nice little spin on the endless runner genre with a “souls-like” feel with the “parrying” - catching the bullets. Was definitely fun, but i think sometimes it felt like i was forced to parry the bullet in the middle of rolling, which was impossible? If the shooting was timer based, i think it would be better to have it as an “invisible” block in the level, so that it does not overlap with the rolling challenges But overal very nice, thank you for the game :)
A very nice and quite a polish simple game! Good job on the mechanic variety, and overall feel! I really liked overall. I also liked how you teach the player slowly with the level design, but i think it could use a little bit more challenging puzzle - it feels like the tutorial levels keep coming instead of a puzzle for me to solve, however there are some more puzzle levels later. Thank you for the nice game!
Hey, thanks for the game!
It was fun trying to get some letters, and fight with the friend to win, the graphics is simple, but very cute!
However, the game looked quite promising with a potential being more fun, but what it kinda breaks for me is the fact that there is no control on finding the letters, and that its hard to guess which letter is what, which made it for me being kinda a slot machine of trying to quickly flip over any first letters i can get hold of, losing most of the player agency. I also think it would benefit from the letter having higher gravity and be less slippery, when on the spoon, because its so hard and slow to move them in the spoon, that its never worth it.
Anyway, not many people try making a multiplayer game. Thanks for the addition to the jam, and its not easy to make a good physic simulated kind of game. Its nice having this kind of game in the jam to enjoy some moments with friends!
BTW. please, set the default volume values of all the games you make at 50% to avoid destroying ears, and be careful not to reset it to full when the player restarts the game! :D
Hey, thanks for the game! Interesting take on the theme, it does take it literally by changing the layouts constantly! It’s quite fun i gotta say, you need to balance two thing at same while navigating the ever changing maze. However, the more you play the more you realize that moving becomes kinda pointless if the maze changes anyway, so it basically becomes a game of slot while collecting nearby resources. I know its not easy to make such a game in only two people, but personally if i tried to improve something, i would try to think of a way to give the player a bit more control Anyway, cool game :)
Hey, thanks for the great entry, considering being a solo dev! Its a nice spin on the sokoban games, and could be even interesting more interesting, if you had more manpower with more variable mechanics and changes. A fun bug I noticed, your character doesnt get destroy until you finish playing the death particles, which makes you being able to keep dying and reseting the death, or you can even speed run through the level in the death :) Anyway, there are some improvements being made, like fixing a bug that breaks any pushed object that is pushed during a push, however its a nice cozy little puzzle game
Interesting take on the theme, however the game lacks clear goal, or any goal whatsover. Theres a number of things you can do but none of them really matter, and they are not connected in any way at all. It would be cool if the harvested or mined things during the day would help me fight, or if the enemies gave me some reward for killing them. The switching is very fast too. Imagine a player whos barely figuring out the controls, and suddenly, you get killed by zombies that spawn on top of you. Overal it had potential, but it lacks in many way. Anyway, still congrats on delivering the game
It’s quite a unique take on the roguelike / high score - ish genre with some potential there to be a great game but I just feel like it fell short in a few aspects.
Connecting the networks feels quite tedious which i believe is a combination of low ammo, very small radius of each small mushroom and not having a clear indicator of whether or not two mushrooms are connected ( i know it blinks in a line and that is quite nice i have to admit, but for the placement its very unclear whether or not im placing them close enough).
The upgrades feel very insignificant. I saw a few increasing stats by 1% which at the end of the day does not really do anything.
The visuals, even though separate assets look fine, they just dont really fit or blend together. Its not really cohesive enough. Which I understand is hard to do considering the use of ai and to try to skip some labour as a solo developer, but unfortunately the most important aspect of the visual style of the game is not the quality itself but the cohesiveness and overall blended appeal. I appreciate the old school 3D sprite look of the old games though, I have to admit it felt a bit nostalgic
However, given a single developer, it is quite impressive to implement so much in such a short amount of time. Given more polish and proper balancing, and maybe a bit of redesigning, it could potentially be more fun and interesting, and its definitely somewhat unique idea of a game, which i value quite a bit in game jams. Good job on the game :)
Loved game! Really well structured balanced around the overall gameplay resource management, exploration and defense! It is really engaging and fun to play - i played for quite a long time. Given a bit more polish and maybe an extra one or two feature, i could see me playing thi a lot back in the old flash games! Great job!























Good job! :)