Hey, thanks for checking it out! :D
JuulH
Creator of
Recent community posts
I would recommend the online SuperHot prototype:
https://superhotgame.com/superhot-prototype
Nice game!
The concept of rolling dice games like this has been explored in a lot of games in this jam, but you managed to put a unique spin on it by adding pushing and many more puzzle elements. I really liked your level and difficulty progression, it felt very natural, slowly introducing new elements without needing any tutorials or walls of text which is the best, I think this is the best 'tutorial-like' level progression I've seen in the jam so far.
Some levels I think I solved without using the intended solution, but overall all the puzzles felt very intuitive and just challenging enough. It would've been nice to have some more feedback on which character is active, because it sometimes wasn't very clear. The different types of cubes were easy enough to learn as they were introduced naturally, but it would've been nice to have different models for them to differentiate them and also show their functionality. The sound, graphics and UI could use a bit of work but the pretty big amount of levels and gameplay made up for it, especially in such a short time.
A nice twist on a common concept, good job!
Nice game! It felt pretty polished and well made, it was fun to play.
Making randomness affect the player's movement and actions can often be frustrating in games, but here it did make sense because it makes you have to think of new strategies each turn, which was fun. Although that was fun, it did sometimes feel a little unfair when you get a low roll like a 1 when the enemy keeps getting higher rolls. Sometimes I accidentally blocked myself with my own gnomes which makes you think more about strategically using your moves. The order of turns changed for every level which sometimes made it a bit more confusing, it might be better to have that be consistent?
The story mode felt a bit too easy at first, although that might just be me getting lucky with rolls? I did like how you gradually introduced larger maps and more players/enemies though. The AI was pretty good!
The graphics, sound and UI were also very well done which made the game feel very polished. The random facts were also a nice touch. It's nice that you added a custom mode, adds a lot of replayability. It would've been nice to see how many hearts each gnome had above or under the gnome itself, instead of having to look down at the bottom of the UI (could also be a problem with color blindness).
Overall a very solid game though, good job!
Really nice game! It took me a little bit to properly understand how to play but once I did it was very fun. The text in the how-to and throughout the game sometimes seemed to have some issues which made it hard to read. I really liked the graphics and animations and I liked how you had to chose between different debuffs to make it harder. Maybe it would've been nice to see how many enemies are left in a round?
Overall it felt pretty polished and it was fun to play, good job!
Cool game! The mechanic is simple but good and easy to understand. Some more levels and a more gradual increase in difficulty would be nice, but it was fun. There were some alternate ways of solving some levels but I think that also made it fun to discover different ways of solving them.
Nice game, good job!
Cool game!
At first, reading the description, I didn't really know what I was supposed to do and in-game the tutorial text was a bit hard to read and went away pretty quickly, but the game itself was very self-explanatory and intuitive which made it easy to learn.
I like how you progressively unlock new cards with each tier, although it does seem that you can just finish the entire game with only the first couple of cards. Using other cards can make it faster but it doesn't seem to be very time-focused. Maybe it would've been nice to require a certain type of die for each row of the tier goals or something similar to force you to farm for a certain die?
I liked the sound effects and the references to other people and Twitch chat. Some background music would've been nice to have though. The representation of hunger in the worker art was also good and made it a bit clearer. I sometimes had issues with workers or dice overlapping and some other small bugs but overall it felt pretty polished.
Overall it was really fun to play though, and well made for such a short time frame. Good job!
Pretty good game! It was simple which made it pretty intuitive, but maybe it could use something to keep it more interesting and replayable for longer. I think the stars look a little too much like the other arrows, so something to make that a little clearer would be nice. In case you're gonna implement the on-screen rotation buttons I would probably recommend using the entire left and right sides of the screen as buttons. With that you could also move the circle down a bit so you have more room to spot incoming projectiles from the top. The leaderboards currently just give an error, would be nice to be able to see how well you did compared to others and your earlier playthroughs. I think it could also use some more sounds or some background music.
Overall a pretty decent game, good job :)
Overall a pretty decent game!
It was sometimes a bit hard to control and to kill enemies, sometimes they didn't seem to actually be destroyed when being hit by an asteroid. As others have mentioned, maybe adding something like being able to repel enemies would be useful as well. I also thought the lowest tier scrap was an asteroid as well, as they looked pretty similar. The graphics and sound were pretty good though!
Good job :)
Really cool game, very nice aesthetics and sound!
At first the gameplay was a bit confusing, I wasn't exactly sure how some things worked and it took me a while to figure out how to upgrade the magnet. The changes between the zoomed in/zoomed out camera was nice for aiming but sometimes it glitched and would stay zoomed in which made it hard to aim. I was also a bit confused on how the boss worked, I tried throwing parts of it into the ship but it didn't seem to kill the boss. I also think the timer could be a little clearer if it was in a 0:00 or 00:00 format. The gameplay was fun though, and the art and sound were really well made!
Overall a really good game though, it was fun to play, great job :D
Nice game! I sometimes felt it was pretty hard to control the path of the protons, but the gameplay was pretty fun. It would've been nice to have some sort of visual indication of how many protons you can have in your reactor. The graphics are simple but the fail animation is pretty nice, and the sounds add a lot as well.
Good job :)
I hope it didn't come over as too critical haha, just some feedback but it was fun to play and overall pretty well made :)
If you'd want to, I would appreciate it if you could check out my game as well: https://itch.io/jam/scorejam18/rate/1512780
Thank you!
Let me know if you end up releasing a build after the jam, I'd love to play it again :D
If you want, I'd appreciate it if you could check out my game as well: https://itch.io/jam/scorejam18/rate/1512780.
Overall a pretty good game, my best time was 1:57.37!
The mechanic is nice, although it would've probably fit better if you related it more to magnets instead of gravity. The graphics are simplistic but I think that fits the game pretty well. The shadow rendering and the animations in the gravity orb are good too. The level transitions are good, although depending on how you're loading new levels in they should maybe stop the timer so it's not affected by load times. I liked how you introduced the red zone mechanic, the difficulty curve is pretty good and things are explained pretty well, although the last level was probably a bit too hard since the space between the spikes is very tight. Some UI like a main menu would be nice, and it'd be nice to have some sort of leaderboard so you can compare between your previous playthroughs and other people. Somewhere halfway I also got the introduction text again for some reason.
Good job :)
Good game!
At first I wasn't exactly sure how the mechanic worked, but I figured it out pretty quickly.
I sometimes had some issues with guns/projectiles being a little inconsistent, sometimes they wouldn't attract properly or wouldn't hurt enemies when thrown, or they would clip through the floor.
I liked how you were also able to repel enemy bullets by using LMB.
The intro camera animation was also really nice, although the text could be a little clearer (only just noticed the U is a magnet, and "to a" is a bit vague too, could use some lighting).
Overall a pretty good game! Good job.
Nice game, I liked how you implemented the main menu!
The art style was a bit of a mix, you had 2D sprites, a realistic grass texture for the floor, 3D low poly models and 3D voxel assets. I think it would've looked better and clearer if you chose a single art style for everything.
At first I wasn't exactly sure what the goal was and what I could do with coins, but it seems like it's just for scoring. Would've been nice to have a leaderboard so you can see how you did in comparison to earlier playthroughs and other people.
It was sometimes a bit vague how the coins worked, since they're sometimes 3D voxels and sometimes 2D sprites that were harder to pick up. They also seemed to disappear randomly sometimes. The axe animation was also a little slow compared to how quick the trees fell. The gameplay is simple but does get pretty repetitive after a while.
Overall with some more polish it could be a pretty decent game though, especially for your first released game. Good job :)
Overall a pretty good game! It wasn't really magnet themed, but the gameplay was fun.
In some cases the A&D controls were a bit confusing since they were sometimes reversed. Maybe it would be better without any additional horizontal controls?
The graphics are minimalistic but I think that fits it pretty well, though I wasn't exactly sure what the bullets were in the beginning and they were pretty hard to keep track of. The gameplay was good but got pretty repetitive, maybe things like power ups/upgrades and an online leaderboard could make it more interesting. The sound and music was pretty good, I liked the winding up effect at the beginning. The multipliers were a bit too easy to get, even while missing multiple times you'd still have enough time to maintain it , and so you would only really see your score in the small text under the actual score.
Good job! :D
Glad you were able to fix your issue!
At first I wasn't exactly sure what to do, but the idea is pretty intuitive so I figured it out pretty fast.
I liked how destroying debris made you bigger and getting hit made you smaller, although I did have some issues with it, as I eventually became too big while standing under a block, so I got stuck and the debris couldn't reach me either.
It was nice to be able to hold off debris by blocking it behind walls.
I would've liked to have some sort of score/high score system so you can see how well you're doing compared to other playthroughs and other people. With a little more refinement like added scores, sound and some UI I think it could be pretty decent!
Good job :D
It was really fun to play, took me a while to get good at it but it was quite rewarding. The aesthetics were pretty simple but all the little effects (on the points text for example) were really nice and made the game feel very polished. The multipliers and launcher were really nice too, overall a pretty solid game. Good job! What did you use to make your scoreboard? It looks really good! :D
I eventually got about 346k points (4th place).
I liked the funny story and concept behind it! At first it was a bit confusing, and controlling the car was pretty hard (maybe intentional?). Since the magnet is a 2D sprite it was often times hard to see exactly where it was aiming, and it would sometimes clip through walls as well. I would've also liked a fullscreen button. The combination between 2D and 3D worked pretty well and overall it was a pretty decent game, good job!
The gameplay was pretty simple, which did make it easy to understand but it did become bland after a while. There was also no real time limit for choosing the right one, which made it pretty easy. I sometimes also hovered over things accidentally so it might be nicer to either use clicks or keyboard input.
Overall a pretty simple but decent game, good job.
Nice idea!
The addition of being able to actually destroy enemies definitely helps make it a lot more fun.
Some simple sfx would've been nice, the graphics were good!
The idea is pretty cool, it was sometimes a bit hard to see if enemies were shooting red or blue bullets which made it harder to adapt to them, but it was still pretty fun to play.
Good job! :D
It looks like a pretty cool mechanic but I couldn't really figure out how to use the magnet properly, it also felt pretty slow for a speedrunning game. There was also a bug that sometimes sent you back to a previous magnet position. I would've liked to have a fullscreen button so everything's a little easier to see.
The art and sound were pretty good though, I think it could be a pretty good speedrunning game with some adjustments to the mechanics. Good job!
Cool idea! I liked how the upgrades were a compromise between killing more enemies and it being harder not to touch the purple squares. The spawning sometimes felt a bit unfair and sometimes I wasn't exactly sure what killed me. The zooming out on getting an upgrade was nice.
Overall a pretty good game for a short time frame :)
Cool idea and cute art!
At first I didn't really know what I was supposed to do and what each upgrade meant. After trying to fight enemies for a while it would usually form a horde that would follow me around, making it a lot harder to pick up the blood/xp items, and eventually causing a lot of lag.
A couple plays later I found that starting with maxing the bats seemed to be the best upgrade, which got me a lot farther, I got to 08:19.
The main menu animations and all the little effects in-game were really nice, overall it felt pretty polished! Good job :)