Wow, you really nailed an authentic look! The sound effects are spot-on, the puzzles feel fair, and honestly, you basically just need to make it mobile-friendly and you've got a full game ready to go. Fantastic work!
karoc
Creator of
Recent community posts
I love the idea of summoning cats with fish, and the Game Boy retro aesthetic is spot-on. Summoning with corpses makes it even more fun!
A few points of feedback:
- Hitboxes could use some fine-tuning.
- Enemies lack collision with the environment, which feels a bit odd.
- Summon times would benefit from a visual indicator (like a progress bar filling up).
- Players should have some way to direct or control the summoned cats.
Diverse enemy types, completely varied movement patterns, and upgrades tied to a clever little trust and deduction minigame, plus who knows what else I haven't even discovered yet. There is definitely enough potential here to develop into a full game!
My only real critique: the hitboxes on the tier 2 slimes feel too small. It feels strange when attacks pass right through them (though passing through feels very intentional and well handled on the jumping snakes).
Really promising work!
The dynamic between not being able to trust the level and getting brief glimpses of the "truth" that you have to memorize to tackle the platforming sections "blind" creates a genuinely captivating flow.
Add a bit more platforming juice and cohesive sprites tailored to a unified setting, and there is easily a full-fledged puzzle platformer in this concept. Good job!
Given the visuals, I definitely didn't expect this much story depth! Because of Settlers of Catan, hexagons always make me expect a strategy game, so this was a completely different and pleasant surprise.
The dynamic soundtrack was really good too. We actually wanted to include gardens in our own shopping simulator, but we ran short on concept and time. Great work!
If you haven't played the card game The Resistance yet: you definitely need to check it out!
Simple core gameplay, but the deduction mechanic adds a surprising amount of depth, which I really enjoyed. On top of that, the setting is just an incredibly strong concept. Truly impressively polished, and the soundtrack fits the mood perfectly. Great game!
I sometimes try to wing it without playing the tutorial, and here I quickly realized that, much like the dog on the poster, I had absolutely no idea what I was doing. Hilariously enough, I still managed to win by a landslide! :D
The atmosphere is fantastic thanks to the visuals and sound design. Honestly, other than adding a proper tutorial, this has everything it needs to become a complete, mobile-ready release. Great job!
Seriously impressive that you managed to pull off a genuine, fully functional stealth game for a jam! We actually considered heading in a similar direction ourselves (with an art style leaning toward Monaco), but didn't dare take it on technically, so massive respect for making it work so well.
The gameplay feels remarkably mature and tight for a jam entry. The soundtrack is solid too, and hey: I always trusted myself ;-)
My biggest enemy was definitely the controls - they felt a bit like walking on ice.
Still, it's a really neat puzzle concept layered onto a proven platformer formula (strong Super Mario vibes). If the frame-freezing mechanic could be refined so it interrupts the gameplay flow a bit less, it would feel even better to play.
Really clever concept with great potential!
The core mechanic of playing against - and alongside - yourself is brilliantly executed and works really well. Visually, it's also super strong!
As a small control preference, I would have loved WASD movement options, as well as the ability to navigate the UI entirely with the keyboard.
That said, I can absolutely see this expanding into a full-fledged release. Really strong work!
The fog-of-war vision cone effect looks really great, and top-down shooters are definitely my vibe, but the gameplay loop started to feel a bit repetitive after a while.
A few suggestions that could really help elevate the experience:
- An option to speed up or fast-forward text boxes
- More player mechanics and movement options, such as a dash
- The ability to equip and swap between multiple weapons
Really solid foundation with a great vibe overall!
I'm not entirely sure if we actually managed to rob the bank, since I suddenly found myself kicked right back to the main menu?
Either way: the gameplay is really solid and feels super snappy! The sprites look great, the animations fit well, and the hitboxes work cleanly.
One question, though: my crew just stood around being completely passive - why? :(
Really fun entry with great game feel overall!
I recently discovered my love for shop games, so this was right up my alley! ;-)
The visuals have a really nice retro vibe, and there is definitely genuine potential in this concept. That said, a few things left me a bit confused. Mainly why the screen aggressively zooms in on me when near the PC, and how on earth to mute the soundtrack :D
A really promising foundation with a fun premise!
I am not usually the biggest fan of deduction games, but having each level completely self-contained makes the puzzles feel pleasantly bite-sized and manageable.
My favorite detail regarding the theme has to be that the game literally forces you to turn a rock into a liar.
Really clever concept and great execution!
The game was a bit too deduction-heavy for my personal taste, but I'm generally not a big puzzle player anyway. That said, the character design won me over completely! A management or sim game centered entirely around taking care of these characters, upgrading them, and expanding on that charming little creature-swarm dynamic would be right up my alley.
Great concept! I had never actually played 2048 before, and it took me an embarrassingly long time to find the control scheme in the options menu because all my mouse inputs had no effect.
The upgrade mechanic is a fantastic addition. If this combination doesn't exist yet, porting it to mobile devices would make it practically release-ready. Extremely well executed!
Thanks for including a tutorial, otherwise I would have stood no chance!
The graphics were a solid compromise for a game jam and, with a few minor tweaks, could easily work for a full release. Having a few on-screen UI elements would have been helpful, especially to display and explain the button controls directly during gameplay.
Dude, I can totally see this turning into a full-fledged release! It already has an unbelievable atmosphere, and I absolutely love the entire vibe you built here.
Throwing the player straight into the action and then transitioning dynamically into the intro is brilliant. The graphics are minimalist, but in a way that could scale directly into a full game, and the soundtrack is epic! The screenshake when enemy ships crash and shatter is ridiculously satisfying, and weaving through asteroid fields while being pursued makes you feel like peak Han Solo. I also really like that the ship has no weapons: it puts all the focus on pure evasion and maneuverability. It gave me huge X: Beyond the Frontier nostalgia.
For a jam scope, the length was spot on: it wrapped up right at the sweet spot before the loop could start feeling repetitive.
A few thoughts and ideas:
- The font gets a bit too pixelated and hard to read at this scaling size.
- The jam theme ("trust no one") definitely took a bit of a back seat.
- For future expansion: earning cash from successful deliveries to buy ship upgrades (like temporary boost bursts, momentary shields, etc.) would fit this loop brilliantly!
- Why am I piloting a penis?
Anyway, seriously impressive work, I had a blast with this!




