Rated ^^
JoyJab
Creator of
Recent community posts
Man it hurts starting to mop a puddle right when a guest comes in xD
Overall very cute visuals and a cohesive/polished feel ^^ One odd thing I noticed: the seat 10 in row D overlaps with the cushion stack a bit, making it hard to interact with the guest there.
And I wish there was some more kind of planning involved when choosing your path through the room, maybe with more less urgent tasks or interactibles.
Wow thats an interesting insight, I thought the proc gen would take the majority of the time.
But I feel your pain updating drop rates till the last minute, we also had some major stuff done only minutes before the deadline xD
Yee please make a devlog, I would be very interested in your process, especially since I wanted to get into Godot for quite a while now ^^
This is a very creative Idea to introduce some strange places. The simplistic controls of each minigame could be understood instantly but they still all felt meaningfully different :) The "fleeing from the hamburger" one was my favorite :)
I also liked the cute Animations/Visuals a lot ^^
The audio in the cannon level almost destroyed my eardrums tho ⊙▂⊙
The control scheme is really cool. I enjoyed using the mouse input to control the stick ingame. This made the experience way more immersive! ^^
Also very big fan of the dithering shader and the art style.
Small issue: When tabbing out once and clicking back into the game, my mouse becomes visible and is limited to my screen. Therefor, you cen't rotate and look fully any more.
Great submission, tho! :3
Oh yeah! Big fan o f the concept even though I felt a little overwhelmed at first getting along with the rotation and 3D at the same time. :D
Little tip: Remove the fullscreen option from your itch-page as the Unity build comes with its own. For my taste the gravity of the character felt a little low and therefore the game felt slightly slow. For me the level goals seemed to trigger a little late when I jumped onto them.
All in all great submission! :3
The bee is a cutie! xD
I found the game to be a little easy as soon as I reaches Lvl 2. Some kind of hit feedback if you get hit by an enemy would be awesome. Later in the run I got like 2k damage chunks in and didn't quite know where it came from.
Also some times i killes enemies by accident out of bounds, which let to me not getting to the XP-bubbles. But as there is the magnetic draw in from time to time, this is not much of a problem, just felt a little weird.
All in all I had a great time during my run, good job! :3
I dont even know what to say, this game has blown me away. Easily the most invested i've been in a submissin in this jam yet. It feels incredibly complete for a gamejam entry and has almost everything I could wish for.
The Gameplay loop is super enjoyable and addicting. There are just enough gameplay elements that make the dive challenging and fun with the jellyfish and currents. There is a surprising amount of depth in managing your position on the screen to not miss a valuable catch.
The Visuals and proceduralism are completely nuts for a week, cant even comprehend how you managed that.
Global Leaderboard tickles my brain.
The upgrades feel meaningful but not overwhelming.
Sound is super immersive (except for the talking in the Beginning imo XD).
Coop?? In a Week?? crazy
Anyway, hopy you continue working on this project after the jam, this has serious potential. I sank wayy too much time into this.
If you read the rules on the itch page its quite understandable and enjoyable imo ^^ Overall I think a card game like this with this level of polish (visual and from a game design perspective) is really impressive for a week, great job.
The "6 Goblins" Goal was diabolical tho, in the end when the board was mostly full, I had to pass turn like 20 times until I drew enough xD


