I really liked the one handed jumping back and forth between different tasks. The atmosphere was on point. The upgrades didn't quite click with me. Clearly when I was racing they had impact, but when I was in the shop screen, I wasn't entirely sure what their impact would be, if I could get multiple of certain things, if they reset between races, if there was a cap for any of them, etc. Ultimately, it was a cool moody driving game with a fun gimmick, and I had a good time. Well done! It probably would have helped me too if I knew how to drive stick, lol.
kdreese
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The time loop mechanics worked well! The camera for your past versions was very helpful, smart putting that in. I almost got stuck on the first level, but I was able to find my way through the wall, and made it through most of the levels. It was an interesting challenge waiting to jump knowing that that iteration would be a platform later on.
The bandit spawning system needs a bit of tweaking. We're doing a surprising amount of math in the background try to keep it fun, but not too overwhelming. Towards the end of the jam, we were finding some problems with the curve and ways the system was too easy to take advantage of. Thanks for playing!
Since there's a maximum length to the lasso, we spent a good bit of "testing" trying to figure out what the max number of bandits we could catch in a single loop was. It was always especially satisfying when we got a bunch in a golden lasso and got to rain destruction throughout the wild west. Glad you enjoyed!
The art is so pretty and the idea is so good that I wish I could enjoy the mechanics of driving through the city. The combination of the immediate angular turns and the bugged(?) inability to turn/delay on turning made navigation difficult and frustrating. If I could get into a rhythm with driving, it probably would have allowed me to pay better attention to the rules and regulations and any attention at all to kissing up to the party in charge. I appreciate the vision, and I can imagine a not too distant version of this game where juggling everything is difficult, but satisfying.
This was neat! I started by just attempting to gather parts, but I lost almost instantly since the required score started scaling pretty quickly. On my second attempt I realized I needed a stopgap before I could start building up better loops. Eventually I got to a triple-nested for loop with the interior one being:
for j in range(1, b)
score = score * score * score * b
where b was my other var I was growing in the loops. I was concerned that looping in range 1 -> 1.16b would take forever, even with SPD:BRRR, but I did get to the mathematical overflow, which was exciting. Well done!
This was fun! I appreciated the rarity differences and collecting new fish. My game is also about drawing a lasso, so it was interesting seeing the things we did similarly and differently. We also gave the drawing a maximum size, but automatically completing the loop is a good idea we didn't end up going with. Well done!
Glad you enjoyed! The platformer aspects are definitely going to get multiple passes once the jam is over. Most of the levels were developed in the last few hours, so a lot of the jumps are tighter than we probably want them to be. Our theme connection was more narrative than mechanical this year with the little robot rebuilding (or more reconnecting the wiring of) the larger scale robot. We intended to have more puzzle types (hydraulic pipes, etc.) and narrative to make that clearer, but game jams. Hoping to get all that and more in when we come back to this after all the voting is done. Praise has been passed on to the puzzle designer and artists. Thanks for playing!
Well done! I thought I was getting the hang of it until the bags started piling in. Sorting got quite frantic by the end. The mobile implementation was fun, and I appreciated being able to slide things around with my finger. There were a few times where I thought I had thrown a bag out a side, but I hadn't brought it far enough, so I had to go back to it. It was something small I could adjust to, but it made each placement take a little longer as I made sure the luggage was outta there. Overall great game! And I got the kawaii cheeks Casey!
The original plan was to make the level design be more emblematic of the insides of a robot. Have big columns stretching down that you need to navigate (the legs), etc. Then some gradual hints with a big reveal at the end! But game jams and scope... aren't the best of friends. Hopefully when we come back around to revisit this we can tighten up the theme integration. Thanks for playing!
This was lovely! I appreciated the wholesome vibes of the game. Helping people always makes a game feel good! The art is phenomenal and the evolving music was super engaging. The mechanics also made for surprisingly elaborate dexterity puzzles despite the simple premise. This was a blast from start to finish, and all done in just four days is wild. Well done!
I liked the musical take on the theme! The art, music, and gameplay were all good. The one thing that threw me off was having the beat of the music conflict with the beats of the rhythm bars. I ended up just spam clicking to not have to worry about matching the beat of the rhythm bars. I'm realizing getting the rhythm bar to sync with the music would be really tough in under 48 hours, but would be a super rewarding addition if you keep working on this in the future. Congrats on the first game! And getting it all done in under 48 hours, well done!
Glad you enjoyed! One of the things we're considering adding post-jam is context based tooltips. Like not telling the player about WASD or space to jump if they just do that out of habit. We definitely tended toward over-informing to make sure as many people as possible could make it through. The level design was the last thing we focused on, so there's definitely some balancing and cleaning up we can do there. Glad you stuck with it all the way through to the end despite that. Thanks for playing!
There were many times during testing that we accidentally rolled over ourselves in the second stage by playing too aggressively in the tutorial stage, so we're happy that playing against a copy of yourself provides a unique difficulty curve.
In the current build the moves are all one to one, so if the round continues longer then it won't have any moves to pull from. Because of this we've found that focusing on surviving early by playing a lot of cards in their defensive form allows you to roll over the opponent once they stop playing units. After the voting period, we'll probably cycle back to this and give the whole game a balance pass.
Thanks! It isn't heavily pointed out in the game, but it's an extra layer of strategy to pay attention to once you figure it out. After the voting period, we'll probably go back and clean up some parts of the game including making it a bit more obvious that that's what's happening. The offense vs defense decision is my personal favorite part of the game, glad you liked it!
Using the dice faces as beat subdivisions is a super interesting take on the theme. Trying to pick out if a beat was just two eighths or two offbeat 16ths was fun. I really appreciated that you could separate out the tracks from each other, as it made it much easier to be able to focus on one track at a time. Great work!
Interesting take on the theme! My one critique is that it was quite frustrating when I would assign two medics to a particular patient, and then they would have lived even if I hadn't assigned anyone, or they would have died even if the medics hit max roll. It made it feel like the only thing that really mattered was how well the survivor's roll was, which led to occasions where I would have more patients with no assigned medics survive than the ones I actually assigned medics to. Other than that, the atmosphere and storytelling through gameplay was well done. The stretching of the staff mechanically making it highly unlikely to be able to save everyone delivers well on the established mood.






