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Jordgubben

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A member registered Jul 01, 2014 · View creator page →

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Thanks. As you can probably tell, I had originally planned a longer story, but (like always) I ran out of time. So I thought it's better to end it at high point in tension, to make it clear that it's not the ending.

Thank you. It would be really nice to have some form of audio in a post-jam version. I' going to need to get a bit of help with that though, since I don't know a lot about either music or sfx creation.

*laugh* I might have to change it then, as to not be sued by The Pokémon company. ;)

Yes, I'd like to make at least one post-jam version with improvements like the once you mention.

One thing I've been thinking about is moving the camera slightly depending on who's talking. It might make the scenes less stiff without being to much work. It might also be nausea inducing thou, so it could prove to be a horrible idea.

Thank you for the kind words about the art. It is indeed drawn by hand, on paper, with just a small amount of import editing in Krita (contrast, image splitting, alpha channel etc.).

I'm trying to find ways to make games for computers, while my self spending less time in front of computers. Drawing by hand is an important part of that.

Thank you. I'm happy people seem to like the art style since I'm mainly a programmer rather than a graphics artist.

Thanks.
I'd like to expand this in a post-jam version, although I might actually start with fleshing out the current scene and perhaps adding a prologue before I settle on what will happen next.

Sounds like my design goal accomplished. Glad you liked the idea and the art style.

Thanks. The ' colour coding' was actually a 'happy little accident'. I temporarily tinted one of the characters to better see if they where overlapping with the table. It looked sort of nice, so I kept it.

Thanks you for playing (and rating).

Than you for paying. Pardon the late reply.
The narrative is placed on the side to let the player read more text at  once. This way it's easier to see how the conversation fits together, which hopefully makes things less confusing. I think I I got the idea from 'Disco Elysium', which uses a similar layout.

About the crash: It's a bit hard to explain.  Most elements faded out to ca 10% alpha and then the game just stopped responding. I think it was just after the part with the priest. I was playing the browser version.

I love that this these kittens and the fact that they seem to have physics.

Highlly relaxing. Reminded me of an old dog fight game from the DOS era for some reason.

Although short, this is a charming story. Hope you continue working on it.

The controls are a bit sluggish, but the graphics and music are both very nice. The mechanics are "explained by in example" in  a clear way.

I have no idea of what I'm doing and I love it. The art is cute and the idea of mostly dodging while your pet takes care of enemies is novel. GG.

Resource managers with story is a favourite genre of mine. What I like with this one is the gritty photography art style, the darker tone and that you can either chose to focus on fewer missions or spread out. I also like that (at least some) of the options I missed out on where visible; it makes it clear that my choices have impact.

It may be a bit problematic that all the "muscle" are male and all the "brains" are female (as far as I got), but it is organized crime on the other hand so I'm guessing their workplace does not have a gender equality plan.  😉

Unfortunately the game crashed on me a bit into the 2nd act. I need to get on with other entries while the voting is still going on, but I'm hoping to get back to this one later.

I like how it starts out with this general "Just go at it!" attitude, without to much of a tutorial. The graphics are crisp and mix well with the music.


Unfortunately the jump seems lower in the web version than in the demo video, so I could not get very far.

Highly relaxing for a defence game.
Also: Much cute smol sneks.

 Interesting take on the theme. Controls could be robuster, but this is fine for a hummor game.

It would be awesome it thus supported "halfbreeds" gradually melding the differen races/tribes/peoples together one generation at the time. 

Simple in s good way. A stress reliever that helps me train touch typing.


Only odd thing to me is the usage 'Z' for the older woman on the top left. My guess is we have different keyboard layouts.

Credible simulation of a relevant subject. Still not to judgemental or on the nose. It's a nice touch that you get to do some "family planning" up front.  The Jam scene generally needs more stuff like this.


Also, I'm not sure why the mopping progress bar is at an angle, but I love it.

The mood is really sad and yet hopeful. I would have liked to see more of this. 

This a a both cute and creepy game at the same time.

I'm not sure why I enjoy games where you get to toss infants so much. Perhaps it's natures way of telling me its time to have some children of my own.


It's a clever trick to make a 'single level' game for your first jam. There must have gone a lot of polish into this because it shows. The graphics and audio blend well with the general goofy tone of the game. GG.

A nice and relaxing wild life simulator. The audio in particular deserves mention.

I wish there was a 'try again' button so I didn't have to reload the page every time I want to play one more time.

Having multiple steps on charters before swapping is a smart way to expand the "rouglike" arrow-controls beyond a single avatar. Graphics and audio are both top notch. Actually having a save function in  jam game is an appreciated rarity.


I struggled a bit to guess who I was control moment; this lead to a number of  unintentional sidesteps back and forth. A bar on the left depicting turn order would therefore be highly appreciated.

Although the controls are in need of polish there is definitely a potential gem here.

One thing I like is that you get to figure our the quirks of the different characters on your own, rather than having an info box tell you.

Clicking the blobs while they're air born seems to require  a bit more eye coordination  than I can muster, so I did not manage to get very far. Perhaps there could be a slow-motion option?

Although the controls are in need of polish there is definitely a potential gem here.

One thing I like is that you get to figure our the quirks of the different characters on your own, rather than having an info box tell you.

Clicking the blobs while they're air born seems to require  a bit more eye coordination  than I can muster, so I did not manage to get very far. Perhaps there could be a slow-motion option?

I struggled a bit to understand how to play this at first. Once I learned that kids must be placed in the lower section of the screen 't gradually became one of my favourites so far.

If I had to change anything I'd prefer to hold the mouse button to activate the wedding bell. The  rapid clicking is a bit straining and that prevents me from playing the game more.

I struggled a bit to understand how to play this at first. Once I learned that kids must be placed in the lower section of the screen 't gradually became one of my favourites so far.

If I had to change anything I'd prefer to hold the mouse button to activate the wedding bell. The  rapid clicking is a bit straining and that prevents me from playing the game more.

Digging the castevania-ish goth aesthetic. A full-screen mode would have been appreciated so that I could in turn appreciate the pixel art some more.

I love how the moment pattern varies so much in activity level from the little kid who runs around everywhere to the "dad" (?) who just watches TV.

Although the CRT-effect is nice, it's also a bit of an eye strain. So bonus points for having a setting for it.

Cute graphics. In particular I like the sky gradient with clouds.

Reminds me a bit of Lost Vikings, but with the benefit of having the whole puzzle on screen at the same time. The increase in duzzle difficulty is just right, as is the number of levels.

If I had to change anything, I'd move the 'swap' (E) and 'reset' (R) a bit further apart.

After experimenting I got through the RNA-level by first memorizing it (like you suggest), then rushing for all the RNA pieces in quick succession.

Using photographies as  backgrounds was something we thought about fairly late.  Reality is beautiful, so it should be in more games.

That said, just adding the unadjusted photographies directly had poor results. They need a fair bit of adjustment to blend well with the illustrations. Finding the right import process still requires it's fair share of experimentation. Suggestions on what filters to apply are highly appreciated.

Thank you. I'm trying to move as much  of my art creation process from pixels to pen and paper, so it's encouraging to know that it's an appreciated style.

An important point, simply told.

Letting the game start in a fairly calm state, and then throwing in the natural disasters is a neat plot-twist. Actually shrinking the world and loosing buildings makes the struggle a personal one since they are 'your' buildings and forests. Disasters also adds a bit of dynamic since stats are effected in unpredictable ways by disasters.

The UI/UX is clear and easy to understand. Bonus point for the built in volume controls. Music is elegant and recognizable, without getting repetitive (I'm still listening to it as i type). Graphics are feel polished without being cluttered.

This is probably my favourite in this jam so far (although I've only rated 10~ entries or so).