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Kaapola

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A member registered Jan 31, 2024 · View creator page →

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Well, that was depressing.

By far the best narrative I've seen yet. Work of art, well done.

Loved it, had fun all the way through. Good balancing and enough complexity to keep it interesting till the end.

Great artwork, and good job using it to its fullest! Had some trouble getting clicks to register (I presume there was a cooldown, but without visual indicators the timing was quite hard to figure out), but other than that everything was smooth and engaging. Combat felt well-balanced and challenging in a good way. Stellar job!

Love to hear it, we were a bit worried the getting cukes from driving cars off the road mechanic wouldn't be self-explanatory and considered adding another voiceline to explain that, but glad it wasn't necessary! Thanks for playing!


Will do :)

Very cute and approachable, love the artwork and ambience! Difficulty is well-designed too, takes thought to get through the levels but only takes a small amount trial and error for it all to make sense. My laptop fans were blasting so hard from all the AAA-level visuals that I could barely hear the audio, but that's on me for not having headphones at hand :D
Great work!

Hehe thanks, some intensely unprofessional effort went into that :) I've noticed a lot of UI scaling issues with Unity builds as well, particularly in the browser, will need to research that some more for the next jam. Glad to hear the rest went well, hope it was fun!

We'll have to consider that for the sequel :D Lore-wise Notaxia is 10 timezones away, there may or may not be an ending there :) Thanks for trying it out!

Took a while to figure it out, but weirdly that felt like a fitting part of the game. Difficulty was just right to account for the early confusion and learning, so playing it ultimately felt great. Very well balanced and thought out.

Very impressive all-round. Was getting a bit frustrated with the melee hitbox at times, but altogether it's extremely well-rounded and designed. The theme mechanic might also be the best one I've seen so far. Amazing work!

Very chill experience. Loved the composition of the visuals and sounds. Also makes me feel very old via nostalgia for late 90s / early 2000s isometric RTS games with the artstyle :)

Had fun, combat was enjoyable and loved the music. Great job :)

Great take on both the theme and card games! Very fun to play and well-balanced in complexity and length. Great job!

Very intuitive gameplay, creative but easy to figure out without instructions. Good pacing and ambience, fun to play even for a longer time. Nothing notable stands out as negative, only thing I'd consider changing with the current mechanics is the enemy AI's bias towards the next closest tile to move to (at the moment it's quite easy to get them all to line up in a column and take them out one by one). Great job all in all!

Thanks! Sorry to hear about the crashes, we had less time to work on this than planned in the later parts of the jam so bugfixing and polishing suffered a lot. But very glad you enjoyed it :)

Great ambience and sound design, very smooth gameplay. Overall felt very polished for the time allotted. Good job! 

That's a great idea! Sound effects I've already tried to add when possible, but I do put off working on audio in general mainly since it's by far my least experienced game development field (music in particular), so I never know how much work it will actually be and am afraid it'll take up too much time. I should probably build up a library like that too.

Originally additional levels, but after playing through other submissions I most regret not adding music. This was the first game jam where I got something out that wasn't completely broken and unplayable and the first one where I also had time to look at what other people made, and I hadn't realized before how common it was to use free music assets for jam entries. I'll probably do the same next time. I did play around with an online synth for a while a couple days before the submission, but didn't have time to commit and make something decent with all the missing features and bugs that needed addressing.

Thanks for the feedback! I agree, we tested it as much as we could but the sensitivity was quite hard to tweak since the movement, for some reason, acts completely different inside Unity and in the actual build, even though I've quadruple-checked everything is scaled by time and not framerate. I'll keep trying to make it more responsive while we continue working on this though!

Thanks! The difficulty ended up pretty rough yeah, ran a bit short on time to balance it as well as we would've liked to. We'll keep developing this into a full game post-jam though, and fix that while adding content!

Simple concept, but enjoyed it a lot. This is one of those ideas you could go miles with just adding content, I got more invested in this than any other submission I've played so far. Well done!

I used two days of free time and three otherwise engaged days when I couldn't have worked on a game anyway to come up with ideas, plan them out and discard them after realizing I'd never be able to make them in time. Tuesday morning I finally had a doable concept, and I've had to scale that down a bit already as well. Still feels better than instantly committing to something that would've almost certainly remained unfinished, though.

Learning and actually completing something.  I started developing my first game nearly 4 years ago and still haven't finished a single game. Most of that time I've also spent on a single large solo project, so my skillset is quite narrow.  Still want to get into the game industry and got a few months mostly free, so I figured it a good time to try and build up a portfolio, and game jams provide a good framework/incentive for it.

Not that I actually managed to finish my game in either of the previous two jams I joined, but just gotta keep trying.

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Hey, bit confused on one point regarding the rules. It states you're allowed to use whatever tools you have the commercial license for, but also that you can only use free and open source assets (with a strong preference against them if they're not created by you during the jam). 

I've previously bought a code asset on the Unity store which aids with .fbx animation conversion into an ECS-compatible GPU animation format, which would this fall under (and would using these kinds of tools be frowned upon)?

Hi! The rules mentioned you could have a Nokia 3310 frame surrounding the (simulated) 84x48 screen, does this mean a texture of the actual physical frame or something else? And would a black border be acceptable (just to fill out the small gap from the different aspect ratio in fullscreen)?