This game was so cuuute! I loved it. The artstyle is lovely, and it is pretty fun trying to beat it in the least amount of turns possible! I got lucky once and managed to reach the lion in just 2 turns B)
juampy
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Had a lot of fun with this gameeee! I found it hilarious that the idea in the end was sort of punching everything to get to the end, right when it was starting to feel like it was going to be all about puzzles with levers and stuff like that. Really fun twist! It also looks great and feels pretty polished. I unfortunately didn’t find the secret.
The only thing I would change is probably lowering the amount of things you have to punch to fill the wild bar. But that’s a very small thing that didn’t bothered me much.
Awesome submission!
Fun game! I think I might have beaten it, but I am not sure, as suddenly boxes just stopped coming. Could also be a bug, as I never had an ending screen or something like that.
Either way, I really liked the game! The limitation is perfectly considered, and the drawings, music and dialogs were great. Well done! :)
Incredible work with this one! My favourite from the jam so far. It only took me a minute into the web version to sell me on the idea of downloading the desktop one, to be able to get the full experience. The graphics reminded me of the old yu-gi-oh games I used to play (which made me quite nostalgic) and all of the effects were on point. I am also amazed at how much personality you managed to put int a couple of cards with only words and stats in them. You even managed to fit in the theme of the jam perfectly.
The concept, the gameplay, the idea, the graphics, the music and sounds… I loved it all. Congrats on such an great game!
Hey, thank you for playing and for the kind comment! There is definitely a lack of mechanics to make those difficult rules more manageable, and I think your ideas would definitely help with that. I am still thinking how to solve that problem without giving too much control to the player, so that the inherently random nature of the dice gets lost. But I am definitely doing something about it after the jam, since it was largely felt like it was unforgiving. So thanks for the suggestions c:
Nice game! The music was great and really added to the game, and the idea was definitely in tune with the limitation of the jam.
I struggled a little bit to enjoy the game-play though, as I found myself clicking a giant skull what felt like a thousand times. Maybe giving a damage-increasing buff could do the trick, or just lowering its health! Another thing that bothered me was that the knife being swung from the back was unexpected, and at first I even thought it was a bug. That only added to the feeling that the weapon itself was pretty much the worst one, which made me just don’t even try to get the buffs in order to avoid getting it. Lastly, I also wanted to mention the lack of a health bar, but I read your comment saying that it was a bug, so that’s fine. Seven days is very little time to find those pesky bugs!
All in all, good job with the game though. I don’t mean to discourage with the previous paragraph, but rather give you all some honest feedback you could use! To make a game in only a week, with the amount of features you added, is a remarkable achievement! :)
I absolutely loved this one! It was really fun to play. It took me a while to get through the first level, but after I understood I just had to be quicker than the guys shooting (I was unsuccessfully trying to dodge the bullets before), it was a breeze. I did manage to dodge one bullet, which gave an awesome looking animation and I loved it.
I felt like the rules where there just because of the jam, but it didn’t really stick with the rest of the game in my opinion. I did chuckle the first time I got the inverted controls though, as it was so unexpected. Also, I couldn’t read the dialogs in the ending because I accidentally skipped them by pressing the right key, which is what I had to do to walk to the end of the level! T_T
In the end, I did it, sheriff. I gave ’em hell.
Soooo after further playing, I found that the other bobbers are actually quite different from the first one. Originally, I only got the red one and the blue one, and I think the difference is mostly speed, with the blue one being faster. Maybe having the first bobber vary would make sense, as I struggled a lot at first and couldn’t get to play the other ones.
The game looks great and the idea is pretty interesting! I also found the concept of a bobber that fights with fish quite amusing, hahaha.
The game was fun, but I struggled to understand what was the difference between the characters’ abilities. That’s maybe because I also wasn’t quite sure when were my hits landing. I felt like I was only able to punch the enemies that were really close, but there was also a crosshair that was pretty far, so I was a bit confused most of the time.
Amazing entry! I loved the concept and the execution. The drawings are lovely, and the gameplay is fun.
The only thing that I found “weird” was that choosing a rule was hardly difficult. There was always a rule that was clearly better than the rest. One time I was shown a rule that said “Certain animals can move freely” and another one that said “All animals can move freely”, for example. But that’s just something tiny that could be balanced with more time.
Hey! Thanks for all of the feedback and the kind words. I agree with literally all you said. I thought about the rules and potential benefits/powerups, but only managed to fit the former for the jam. That’s why it feels unfair sometimes. I am still thinking of continuing the game after the jam because I see the potential if I were to add all of those things!
Yeah, there is not actually a bonus score per hand, so you only have the sum of the dice’s faces. There probably should be a bonus per hand, as it makes sense. But this was for a jam, so there is just what I managed to fit in the time I had, hahaha.
Right now, each “rule” is sort of its own thing, and whether you need to keep high dice for the “rule” or not, depends on how far you’re from the score objetive of the level. Hope it makes sense. Thanks for the feedback!
Thanks for the comment! Glad you liked the game :)
I am guessing you are referring to the level screen, and you are absolutely right. It was the result of an early decision I made when I felt the game played better with the keyboard, which didn’t end up being the case. It should be “click anywhere to continue”. I just couldn’t find the time to rework that, unfortunately T_T
As a result of that early decision, you can also roll with space and commit with enter. I just never mention it because I feel that playing with the mouse is more intuitive. You also can’t hold the dices with the keyboard, so it is ultimately not the best way to play the game.
Thanks for the kind comment! I am glad you enjoyed it.
I totally get what you mean about the 5 of a kind being a very difficult rule to get. It’s there because I felt there had to be some difficult scenarios for the game to not feel like a breeze and actually make people be strategic with their holds. The chances of getting it are pretty low though, sitting at only 5%!
Overall, I feel like the game could use some more options for the player which could help against difficult objectives, like extra commits or dice that you could get somehow. That’d be fun!
The amount of work put into this game is commendable! I was particularly grateful of the sound effects whenever you grabbed something, thank you very much. It was a nice touch that really contributes to the gameplay! I really liked the idea.
I felt that perhaps changing the hands wasn’t absolutely necessary, as you can’t easily tell which one you’ll need. I had to go back once because I needed the hand I had changed before. Also, being able to zoom out would have helped quite a bit, but perhaps that was intentionally left out.
The graphics are great, and the controls are really well explained!
This was a quite fun game! My highest score was about 560k. I believe that the enemies were too difficult to shoot at! I realized that you were supposed to get to certain places to be able to shoot them, but then the elevator moved too quickly and I felt that in the end it was too risky to move away from it for long. Or, you know, maybe I just wasn’t as good as I should’ve been to play it, hahaha. Either way, it was fun!


