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kasdf

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A member registered Nov 05, 2021 · View creator page →

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the jam has ended, so you can freely change the files now.

I love everything about this, it’s the perfect jam game!! I want that tune as my ringtone lol

they only accept late submissions within an hour of the deadline, but they allow critical bug fixes for 24 hours (you just gotta make a ticket on the Discord).

there are some buttons and options under “Uploads” in the “Edit game” page.

if you’re doing a web export, check the itch docs here: https://itch.io/docs/creators/html5 (see the sections on “ZIP File” and “Embed Options”)

to be honest, I only tried this game because of the artful main menu screenshot — and it turned out to be a cool game! it reminded me of The Wind Waker’s open waters, it’s a nice contemplative mood. I love the little shouts from the crew lol.

I think the ship rotation could use some acceleration, as it feels very rigid when going from clockwise to counterclockwise (or vice versa). also, I kept losing sight of my cursor, it should stand out more. maybe A/D as an alternative to steer would be nice too.

combat seems optional, is that intentional? there doesn’t seem to be any rewards, and I can just sail away in a straight line. anyway, doesn’t seem like there’s an end, but I got to a funny number and stopped there: $12345

your feedback helped me realize there was actually something weird going on with the controls — the body of the snake kinda pulled back on the head, which made it misbehave quite a lot… I’m not sure if that’s exactly what you were experiencing, but I greatly appreciate your feedback anyway.

I’ll definitely add tank controls, I think that would feel much better. and I’ll consider mouse controls — I’m a bit skeptical, but we’ll see.

reward for clearing red things… that’s an interesting thought, I’ll try to come up with something.

I get your complaint about the timer, it’s not great, I mainly added it to prevent the game from going on forever. I’m working on changing the entire timer/hunger dynamic to make the game more approachable, hoping to introduce a more interesting difficulty curve.

thank you very much!

this is easily one of the coolest concepts I’ve seen in this jam! unfortunately, it’s quite unapproachable.

the main issue is that pressing R sent me back to the first level of the test, forcing me to replay levels I had already solved, which eventually made me skip ahead to other tests instead (btw, the “TEST FIVE” button doesn’t work).

the second issue is how difficult it is to gauge jumps, which often lead to a situation where I was forced to press R, and I didn’t really feel like replaying previous levels over and over. I think it would be nice to see line of where the jump would send me, to emphasize the puzzle aspects instead of the “guess where this jump will take you” aspect.

the visuals are wonderful, I adore how things wobble around, it feels very lively. and it’s cool how the cursor pixelates stuff behind it, though something’s wrong with the scaling — it works well in 1080p fullscreen, but it seems too pixelated for the smaller embedded resolution.

I also really liked the writing, it’s informative and funny. I especially enjoyed the lines that called me out for skipping puzzles, like “solve it properly” and “can you please restart and try again” :)

overall awesome entry, only held back by a few issues — mainly that R sent me too far back, which eventually made me lose motivation to keep trying.

I really enjoyed the entire intro sequence — starting the game and hearing the eerie ambiance as things pan into view, popping out of the bottle with a juicy sound, and the interactive tutorial… it all did a great job of hooking and teaching.

the art is fantastic. the monster has this kind of ugly beauty, it’s just wonderful. and I loved the ending cutscene — wow. during gameplay I noticed the eye seems to be about 20-30 degrees off from looking at the cursor, which was a bit weird.

I was thinking it’d be awesome if the camera zoomed out as the monster grew — and then it did, it’s a really cool progression. that said, I kept wanting to zoom out more, as the clarity of the gameplay is not ideal, but zooming out more might hurt the presentation… I guess it’s actually fine as it is, as the hurtbox (the eye) is not that big, and there are nice markers for off-screen enemies.

the gameplay was initially exciting, however it felt a bit samey towards the end. the progression is cool, the gameplay just felt the same throughout. the pacing is decent and it’s not too long, but in my opinion it could be tighter.

while the overall ambiance/music is solid, in totality it felt a bit too “safe” or generic for my taste. there are a lot of fitting sfx, but there are some inconsistencies — e.g. the missile explosion is very loud, lacks polyphony, is not affected by the volume slider, and I think it’s not positional. I suspect some of the other sfx have similar issues, but I didn’t analyze that too closely.

I was missing a proper fullscreen option, as the maximized window leaves a lot of noise on the screen.

regarding the low amount of ratings for such a cool game: I guess it’s a bit late now, but I think the game page would benefit from having some screenshots and maybe a gif, as you need to put in more effort to convince people to try your game when it’s download-only. it’s a shame that C# isn’t supported on web.

anyway, this is a stellar entry — great work and coordination by the entire team!

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lovely little game! the art style is very cute. I like the plant sounds when plating or poking around. stealing hats is really funny, especially when spammed as the poor little guy’s hat goes wild. I kept accidentally holding the mouse button when picking up seeds, which caused them to be immediately planted, so I think the controls could use some improvement. there’s not much gameplay, but what’s there is quite enjoyable and satisfying — sweet entry!

really funny take on the theme! I had some trouble at first as I didn’t realize the dash length was variable, but when I realized I should hold it down longer it made a lot of sense. the walk speed is a bit slow, but I like how it put more emphasis on the dash. I also liked the sense of progression with more and more things to manage. on my second attempt I died after the 5 candles, and I didn’t feel like starting over at that point. I had a great time though, nice entry!

wow, awesome take on the theme! it’s very dreamy, I love the mood. the controls are pretty janky though, I’d appreciate a way to stop growing so I could recover stamina and look around. I didn’t like how the camera was locked from moving up/down, and it kept clipping into things. some walls didn’t seem to be climbable at all, which was weird. I still enjoyed it though — nice entry!

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the control scheme is a bit weird, but I think it adds a lot of charm to this unique game, and it works well with the growing mechanic — it feels great to have that kind of control over the vine growth. also, I appreciated how I could use RMB+LMB to shrink a vine while moving down it. overall I’m glad you took inspiration from the one-handed wildcard.

I love the visual style and the perspective tricks it afforded. it felt almost brutalistic at times. all of the audio is simply superb. in the end this felt more like an exploration game than a puzzle game, but I don’t mean to be pedantic about genres in the jam comments. amazing entry!!

I really enjoyed this! cool puzzle mechanic with a lot of variation and a good amount of levels. I didn’t manage to beat level 32 yet, it’s quite tricky (which is fun). my only complaint is that there’s no undo button — I guess that would have been a lot of work. awesome entry regardless!

I love this kind of hopeful apocalypse, it’s a great mood. every aspect of your game came together really well to tell a sweet story, both thoughtful and entertaining. I appreciated every moment of it. stellar entry!

cute little game! I like how the rising water changes the movement between jumping and swimming, it’s a cool idea and you executed it well. the movement feels great, but I think it’d feel even better with variable jump height. I love how the water is just the Godot sprite, that’s really funny. overall short and sweet entry!

PS: you can enable screenshots on your game page via Edit Theme -> Screenshots.

I found this to be really funny. it’s tricky to go as fast as possible without going too fast, which is an interesting dynamic. short and sweet submission!

neat little puzzle game! it’s an interesting concept with great execution. I think the only thing it’s lacking is some sort of structure, in order to provide a difficulty curve and incentive to play more. overall nice entry!

I loved this. being the Minotaur stomping down invaders and walls was just awesome!

on my first attempt I got 51800 — I only got hit because of misinputs (skill issue). I thought the beginning was quite slow, so on my following attempts I went into a corner to move back and forth until the labyrinth filled up.

the enemies without helmets were my favorite, as they could be taken down without using any resources as long as there was room to play around their 2-turn cycle. the rest of the enemies often required the use of a berserk charge to avoid taking damage — but that trivialized them as I got a berserk charge back when killing them. in the end it didn’t seem necessary to engage with the wall breaking mechanic at all, as it was enough to kite back and forth in a corridor while using berserk to avoid damage.

despite the flaws, I had a great time with this and it’s one of my favorite games of this jam. nice work!

the audiovisuals are just perfect, through and through. the title screen is weirdly nostalgic, and even the screen transitions feel completely authentic.

the gameplay is rock solid too, and delightfully brutal. the landing lag from a big jump feels so good. the branching-then-converging level design is slick. the variety in environments, obstacles, and enemies is really impressive for a jam game.

at first I thought only the special pickups gave power, it took me a while to realize that a combined 100 points from small pickups also give power. it’s very punishing to lose power when taking damage, but it adds to the challenge in a good way. there are real stakes here, which I think is core to the experience.

the first boss was probably my favorite part of the entire game, it’s a really cool moment! I eventually figured out a foolproof strategy though: just stay on the ground and time jump-attacks in-between fireballs. for some reason it never shot fireballs low to the ground, so it was completely safe.

I have a love-hate relationship with the flying skulls.

the blue balls gave me a lot of trouble, but I eventually figured it out and got through. I beat the final boss with zero power and only got hit once, it felt a bit too easy after the gauntlet that came before.

my only real complaint is about the “extra lives” — I think that system should be abolished, especially for a jam game like this. it makes a lot of people give up as they don’t want to start from the beginning again. I think it should just say “∞” and let the player retry the level as many times as they want without being sent back to the beginning of the game.

I found a few of bugs:

  • getting a game over doesn’t properly reset the game state, so I had to close the game to start over with 5 extra lives.
  • pressing “give up” doesn’t reset things either, so it’s possible to repeatedly farm the secret powerup at the beginning to start with max power. the game is still properly challenging though, as power is easily lost.
  • being knocked into the ceiling from taking damage sometimes phased me out of the level and cost me a life.

I’ve played basically all the games in this jam now, and this is hands down my favorite!

neat little game! I had some trouble understanding everything at first. I agree with the comment below about simplifying the controls. after figuring things out it was quite hectic and fun, but it eventually got a bit repetitive as there’s not much variation. I love the cow, wish there were more chaotic stuff like that.

I think the sprite for “almost grown” and “fully grown” are a bit too similar — I often harvested unripe crops or accidentally let them wilt. also, I kept confusing the bells as they affected the opposite barrel of what I expected, so I ended up just ringing both.

overall really cute entry!

oh, one more thing: the height of the player character is pretty awkward — the thin but tall shape makes it really tricky to dodge horizontal threats. I think a shorter character would have made the game even more enjoyable. cheers!

I’ll add that control scheme as an option in the post-jam update. thanks for the feedback!

oh don’t get me wrong, I think it’s cool to have those dead cards in the game — it was part of my learning experience to realize that I shouldn’t pick them, it was a fun realization. and it makes sense that they help prevent softlocks, like you say. I was a bit let down that they couldn’t be used to expand the map, but it’s great to hear that you have some possible plans for them.

everything you’re saying sounds cool, I’m looking forward to whatever happens :)

every aspect of this game is simply awesome: art, audio, gameplay… it’s all top-notch stuff, and everything comes together incredibly well to form a cohesive and complete game with tons of charm. the scope is quite tight, but there’s still a lot of variation in levels, enemies, and pickups. it’s just a really well-made jam game.

it took me a few levels to realize there’s a double-jump, and a few more moments to realize it’s actually a triple-jump that lets the man fly by flapping his arms — is that foreshadowing? jokes aside, I assume it’s unintended since it’s pretty finicky. it only works from a short jump, so I guess it’s a bug with the variable jump height implementation. I’ll send a GIF on the Discord to show it off.

I got to the final boss on my 3rd or 4th attempt, but didn’t manage to beat him. I initially really enjoyed that final level, but the fight underlined my main critique about this game: untelegraphed attacks. it applies to nearly everything that deals damage, like snakes and birds close to the edge of the screen, but it was especially egregious during the final level when Thoth summons ghost gators from below. I guess the pattern is learnable, but dying to unavoidable attacks was kinda lame, and I didn’t feel like playing through the early levels to try again. maybe I’ll try more another day though.

still, it’s a minor complaint (or skill issue), and I think this is a 5/5 jam entry regardless. nice work!

PS: I loved GobblePobble too

Snek eat snak, Nak snak on Snek, Nak regret. 5/5 :)

yeah, I’ve learned my lesson — it’s a bad idea to be vague about mechanics in a jam game lol~

I was actually considering tank controls, but I decided against it because I thought it would be unapproachable for some players. I might add optional tank controls in the post-jam update, I think it could be fun.

thank you for the kind words!

brilliant title pun hahaha!

visually, some of the pieces are quite charming, but it’s overall lacking color as large parts of the screen are just grey. the walls and the ground has the same color, making them hard to distinguish at a glance, especially when zoomed out. the scale of the map is quite impressive, even though it’s not completely filled out.

the music is really fitting, I particularly like the menu music. looks like you didn’t fill the credits screen in the game, so I can’t tell if you made it yourself.

about the gameplay: I absolutely adore the idea of controlling and automating a hoard of lil kobold guys, but the execution here is somewhat lacking. I managed to set up the egg-automation in the tutorial, but it didn’t seem feasible to automate much in the real map. still, it was fun to manually move the hoard around to grow the numbers, arm everyone with weapons, and finally raid the town. unfortunately the kobolds didn’t want to drop their weapons to pick up gold, so they didn’t manage to bring anything back with them.

the game is quite rough and clearly unfinished, but I enjoyed what’s there — it’s always cool to see boids used for different ideas!

to be brief about the presentation: stellar pixel art, satisfying sfx, moody atmospheric soundscape, fitting music (with a nice touch of dynamism for the day-night cycle), and a lovely sense of impending doom. this is all very impressive and highly polished for a jam game — and then there are the mechanics…

it takes a while before things start happening, especially when dealt a bad starting hand. during my first run there were long periods of time when nothing happened, until the fire started picking up towards the end. also, it seemed like the challenge wasn’t to place rare building, but to randomly draw them in the first place. I ended my first run with hundreds of each resource, and nothing to spend it on.

I almost stopped playing after just one attempt, but I guess the relaxing pace (and the score screen) gave me time to think. I realized that I had a lot of ideas for new strategies, like letting fires spread to get more faith (which incidentally made the game a lot more hectic too, which was cool). I really enjoyed the sense of discovery, trying to figure out how I could maximize the score on my following attempts. my best score so far was 4987 on my 3rd attempt, but I’m sure I can do better, which motivates me to play more. I’ll definitely come back to this after the jam!

trying to balance getting faith from spreading fires without making too much of the land nonburnable is an interesting dynamic, it adds a lot of tension and urgency to the otherwise relaxed gameplay.

the main progress gate seems to be rock, and it’s important to get a quarry early. restarting to get a good starting hand seems essential for a good run.

a lot of things are dependent on randomness, which I like, but it would be nice to see some more agency (like deck-building or something).

meadows and forests are basically dead cards — the opportunity cost is huge, and there’s no real benefit as a lot of things can be built on charred land. at least forests have the benefit of allowing more camps to be built, but meadows seem completely useless.

during the final moments, I’d love to make a futile effort to put out the fires before the city in inevitably engulfed by fire. it doesn’t even have to give points or anything, I just like clicking the flames :)

bug: clicking “Exit Game” freezes the game on web.

superb submission overall!!

simply stellar! you had a great idea that fit the theme, and you executed it perfectly. the branching levels were really cool, I even backtracked at one point to try a different path when I was having trouble. I had a lot of fun with the bonus levels as well. level 12 had some tricky jumps, but I eventually figured it out and made it through.

to nitpick a bit: I think the divebomb homing angle was way too wide, as it sometimes sent me 45 degrees sideways, sometimes even into spikes. also, the spike hitboxes felt a few pixels too big — I would have appreciated a tiny bit more leniency for the bonus levels. lastly, I thought most of the writings on the walls were decent as unintrusive tutorialization and flavor, but in my opinion some of the positive affirmations seemed really awkward and out of place… that said, it didn’t really detract from the game, so no big deal.

overall awesome entry!

funky music and cool visuals! I absolutely dig the style here, and bouncing around feels satisfying.

the gameplay concept is really fun, I love the idea, but I found that it was a bit poorly balanced and it got quite repetitive. over the course of 25 waves it went from being too easy with no dangerous enemies at all, to six off-screen cannons that took shots while I was helplessly bouncing around trying to reach them.

there’s a bug where retrying doesn’t reset the waves or points, so I got to experience the later waves with a smaller arena — I think that was more interesting than spreading things out over a massive space… don’t get me wrong, I really like how the arena shifts in size and shape, but I think it got way too big beyond wave 20, as enemies spread out too thin and a lot of stuff ends up being off-screen.

also, I was expecting some kind of upgrade system since the description says “roguelike”. I think some active abilities to use while bouncing around would add a lot of depth to this concept.

overall good entry, just missing a bit of balancing and variation to make it great.

I liked the writing, it’s very somber yet somehow hopeful. the silence gives it a certain mood, though I think it’d be even moodier with a soundscape. the minimal 1-bit art fits well, but the transparency of things made it look a bit messy. I tried going outside the room for a while… is there really nothing for us out there? I think it’s cool how the whole thing loops back on itself — my conclusion is that we should try again, and keep growing!

thank you! that’s a great idea about changing colors, I’ll add it in the post-jam update :)

now THIS is my kind of jam! quick, ruthless, and absolutely hilarious. lovely art too!!

I was confused why the game ended, but I read the comments and figured it’s because of the queue length, it’s just not clear in the game. also, the timer doesn’t seem to do anything — I read it’s tied to the score, but I seemed to get 30 points regardless of time so idk. finally, it’d be nice with a quick way to try again after it’s over. once wasn’t enough!

anyway, that’s all beside the point — this is a stellar submission lmao

awesome Snake-like!! I like how hectic this was thanks to the Ikaruga-esque color changing. I was a bit disappointed when I realized I could brute-force every level thanks to the generous invincibility after taking damage — but after seeing the end screen results mocking me, I was motivated to play again and minimize the damage I took. in the end I had a blast! the boss was my favorite part.

slick minimal visuals with some nice flair, though the bullets are TINY and hard to see at times. the music is very fitting too, but it seemed weirdly panned to the left for some reason. (maybe something’s wrong with my headphones?)

I have one complaint about the controls: trying to do a tight U-turn often lead to a backtrack instead, and the timing was very hard to figure out as it depended on the current movement timing. waiting too long lead to a wider U-turn, but at least it was safer.

nitpicking aside, this is a really cool game with a fresh genre mashup, nice work!

the cult mood here is so good, everything comes together really well — great humorous writing, awesome 1-bit art, and a wild change of soundscape that sells the difference between each side of the operation. there were some lines through the text, which looked a bit weird, but other than that the entire presentation is superb.

the gameplay was interesting too, albeit lacking clarity and I had to stare at my numbers while clicking a choice to understand the consequences. after a while it felt a bit repetitive as the same choices kept appearing, and some choices seemed to have a “correct” answer that I just picked every time. hunger confused me a bit because it’s the only resource that’s supposed to be kept low — it makes sense when considering the resource name, but it’s weird that it’s opposite of the others. also, I think the pacing could be improved a bit by letting the transitions be skipped or fast-forwarded. I beat it on my second attempt, which felt reasonable.

overall great entry, only lacking some clarity and variation in choices.

I see, that makes sense about the “Def” UI — it’s a really confusing design decision though.

cool editor!!

thanks! I realize I made it way too obscure! in short, biting yourself creates a white circle that destroys red spikes.

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thanks for playing! I would have loved to do a leaderboard, but alas.

I just checked out your VOD, it was very interesting to see how you played — that you avoided biting yourself, which is the main twist of the game (y’know, like the ouroboros). that’s my bad for not explaining things at all.

a couple of tips in case you do try again:

  1. longer = hungrier, so bite off your tail to slow things down.
  2. biting yourself creates a white circle that destroys red spikes.

I wanted the game to be a bit mysterious to encourage experimentation, but I realize it ended up being way too obscure, and I think most players miss out on the main gimmick of circling red spikes to score big combos.

I appreciate the feedback! do let me know if end up trying again :)

nice Gnorp-like! it’s quite satisfying to interact with the production line, and even more satisfying to build up an army of lil’ mush guys that restlessly slave away for the greater cause of growth. despite the chaos, the entire game has a smooth relaxed mood — the dreamy music is very fitting, and the pixel art is hilariously adorable.

to nitpick, I think buildings should start at max capacity 1 instead of 0, as it’s a bit disappointing to save up for an expensive building that doesn’t do anything before it’s upgraded. other than that, it’d be cool to see the houses stack up when built.

overall really awesome entry!