Zajimavy, u nas Terka byla značně dominantní, ale je pravda, ze jsme vetsinou proti ni hrali za modrou, takze asi fakt potrebuje buff A diky :)
john333j
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Definitely a rather ambitious project for game jam, and its great to see some experiments like this to test :)
I admit i wansnt completely surprised by the idea, since ive seen some videos of crazy people making games in apps like google sheets, but i was still very much intrigued, as you dont always see it done for a game jam.
The game features quite a lot of interesting and nicely drawn art, i especially love the cat :) However, sometimes it comes short due to the limitations of the “engine” and i feel like it does not work properly for me, because sometimes i felt a bit stuck because i could not click something, or i could actually move between slides by accident (eg. using the scroll button, but since some slides are duplicated with different data, i could accidentaly break the flow)
I still give you big props to you for trying this out though, it definitely was not easy. Thank you for the interesting experiment, and the little nice visual novel at that :)
A side note - looking at the pdf format, it kinda reminded me of a game book concept, but in a comic format :) Maybe you could try something like that in the future too, if you are interested in experimenting
Diky!
AI pro tuhle hru by bylo potencialne dosti narocne pro game jam, pokud bysme chteli, aby to bylo zabavne proti nemu hrat, a ne jen nejaky dummy, co muze hrat stejne ignorovat.
Hra urcite nebyla balancovana vuci vyplneni vsem bunek, ale balancovana spis pro klasicky game mod pro nejakou rozumnou herni delku. Nicmene vyplneni bunek nejspis i pujde :) Staci mit trochu stesti, ale kdyz si hrac vyplni par policek v nejakem noodle patternu (tj protahla linka bez vice sousedu) a bude se vyhybat pařezum, ktere davaji vice bodu, a pak porad dokola bude kupovat potion, tak ma sanci na potion, ktery “zalije” spory vsem krajnim polickum. Potions jdou v ramci jedne play session si i pamatovat a predikovat, tak hrac muze zahazovat vsechny potions az na tenhle + speed potion, a urcite to pujde :)
Very interesting main mechanic - it is definitely quite unique and fun to explore, could be made into a full fledged game if designed properly. The overall atmosphere and visuals help it too.
Im not really sure if im a fan of the following trail mechanic. Feels like it doesnt serve much of a purpose, if we want to punish the player for not moving and visiting same spot too much, it would need to be either just health damage, or actually full on focus on this mechanic, and ideally give the player a small time rewind or something, as it only feels frustrating, makes you replay the whole level and feels like it did not even have to be there IMO (i know it represents one of the jam themes, so i would go with the damage option)
The game feels a bit clunky or glitchy at times - the boar does not move as soon i get in, and feels stuck. The abilities do not feel responsive, eg. the climbing sometimes work sometimes not really, etc
Other than that the game is actually nice, it is definitely quite a big one for a game jam, but i think you managed quite well. Was very enjoyable to play, thank you :)
Very nice looking game, with an interesting idea to play around with the border switching - can definitely imagine this being fun if expanded :)
What i found out is that you actually do not need to kill anyone. If you just go to the right side for the melee form, you can quite easily dodge the bullets, since they dont follow you much, and you can just skip most of the combat :) not sure what the solution for that would be, but just a note that it can be played like that
I really liked the art, it has an overall warm feel to it, the colors were chosen nicely and the aesthetic of all the wood is very pleasant. It could use some music or ambient background though, it helps out with the atmosphere significantly.
But overal, it was fun to play and it is a very solid entry for a game jam, thank you for the game :)
Very polished and juiced up, it is very satisfying to play overall.
The less clicking upgrade feels a bit weird as it hits a hard cap really quick, but then lets you spend money anyway. Maybe you could have some spores later in the game that would have different colors and requireed more clicks - lets say if there were lots of spores to be spawned (+ the neighbours), they could instead spawn / convert to a bigger spore that would be harder to click through or something
This could also lead to better performance, as i couldnt play too much of the infinite mode because it overspawned reaally quickly.
Also i think the +1 effect could be spawned on the spores instead. The score is not really a place where you look unless you need to check how much money you have, and the player mostly looks at the mouse. I think it would also be more satisfying and give more of the “number goes up” dopamine, which the cookie clicker genre aims at, if you constantly see something going up. If there were harder spores as mentioned above, the number could be different than 1 too
But overall its fun game for a cookie clicker title, as it feels very nice to click and pop the spores, the art is beautiful and the music accompanies the game very well. Thank you for the entrie :)
A really cute, and punny game :)
Looks like you have some of the assets with different sorting layers as it looks like you figure out the dynamic sort order based on position, but some of them have it overriden by a different layer.
Anyway, the atmosphere is really nice, it looks very nice and cute, and it is fun to have a game with some puns. Definitely did not expect the ending. Thanks for the game :)
Really neat idea, and a fun one at that too! :) I love the fact that the whole dragon egg thematic all ties up very well with a little narrative that does not need to be overexplained, and is very tight with the overall gameplay too
The game overall feels kinda onesided when it comes to punishment. Its very light on the combat side, but game ending on the egg smash. I dont mind it being this punishing for the egg (its kinda the point and the gimmick of the game), but it feels disbalanced for the combat, as it kinda makes me not engage with the combat, because i get punished for breaking the egg, but the enemies are stupid and simple enough, that i can just run through them and worst case just “tank” one for the team. I think a tiny bit less health with heal spots could make the player engage with the combat more
I also think i could enjoy the combat more if the egg throw could be aimed with a mouse? It gets kinda input heavy to try to juggle all of it at once, and i think the juggling of the egg while fighitng is really fun, but it could be better if it wasnt discouraging because of the need to aim with the input keys during action / combat
Other than that, i think it ended up as a really cool game, and im glad i got to play it, thank you :)
A fun little game, unfortunatally did not have a friend to enjoy it with, but extra thanks for adding an AI option instead :)
I think the game lacks a bit of multiplayer connectivity. Its really nice that you can interact with the other player by kicking them, but since they are both the same speed its impossible to catch one of them. Slowing down the player with weight usually feels borning and too punishing, but what I could imagine being fun is to rather give the player the option be faster - a sprint. A sprint with a stamina that would recharge slower with more people collected could give the players an option to strategize and manage the stamina. You could also let the player release one to be faster or to stay still with less people to regain stamina faster. All of this could give the player more options and agency, rather than just to focus on their own thing while playing a multiplayer game, and adding a stamina and a sprint is quite cheap for development too :)
Other than that, instead of having a large map with people spawning everywhere, if you could reuse the benches to have some better spawn points, it could lead to players prioritizing these “resource” spots and fight over them too, leading to more interactivity. Could also be cheap as you could reuse your spawning code for smaller area, and the benches that you already have in the game. This also reinforces the idea of the “mushroom hunt” - mushrooms tend to grow closer together at some spots :)
Other than that, I think its a really interesting and unique idea to flip over the mushroom hunt. Really good job on finishing :) (also, nice butts)
Its a fun puzzle platformer with an interesting core mechanic :)
What i would definitely changed though is to change the physics of the game as soon as the transition starts rather than after. The way its done now makes the player punished for the right intentions that fail because of a game mechanic(especially when the game stops your acceleration midair, and you cant really regain it well), which leads to needless frustration.
Furthermore, the game is rather fast with some text being spread in the game world. I would rather if the texts did not disappear to let the player be playful with your movement and juiced up character feedback rather than to force him to stay still just to read a little bit of text that may or may not be relevant
Otherwise, it was a fun experience and a concept overal, i enjoyed it .)
Loved this game, it was really fun :) It has an absolutely amazing atmosphere, and a great little narrative that I appreciate is heavily done through the game and environment, with a bit of help with text.
What I think would be a great improvement is to just change the font. I know you mentioned the visuals this time were very simple, and boxy, but that over is enough with the help of light, chosen colors and the overall sound design. But a default looking font makes it look more as unifinished rather than intentional. The font change should be quite easy too so its a low cost change
I think the game could also be much better if the controls were explained in the game. No need for fancy tutorial, or a demanding UI or a game scene, but games like this feel perfect if the controls are quickly mentioned as 3D text, or maybe even on the walls of the first bedroom next to the light switch for example, and its also quite simple to make
During the opened door sequence after the inifnite maze, i happened to fall of the map, believe there is a collision missing somewhere :)
Other than that, i think this is an fenomenal game jam entry, and i really enjoyed it
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 :)
























Good job! :)