ILFFC has way too much health and my chickens are very stupid, but that just makes me want to protecc them more. It was a bit of a frustrating game with some small bugs (none of them game-breaking, and occasionally even helpful such as when chickens got stuck offscreen and took airstrikes for the team there), but addictively frustrating, haha!
Kestrad
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A cute little incremental game/roguelike mashup that was also rather hard! That speed upgrade must feed your duck some steroids, because it suddenly goes so fast, but not getting the speed upgrade meant I often couldn't clear the spikes unless my timing was perfect. I unfortunately ran afoul of the hp bug after finally getting to my first implosion and had to reset the entire game, and didn't have it in me to try getting past the first planet again after that, especially because the randomly spawning spikes were sometimes rather brutally placed. A very charming game other than the difficulty, though!
This was a really fun and addictive game! I'm not certain that the score was resetting properly, though? Skipping an upgrade would reset it to 0, but otherwise the score wouldn't change between rounds. Occasionally if I was doing something as the timer ran out, that plot wouldn't reset between loops, and on one unfortunate occasion, I selected an upgrade without meaning to because my mouse button was down on exactly where the upgrade was when the loop ended.
Going hard into big carrot was a wildly successful strategy, and it's taking all my willpower to stop playing to find more broken combos and go to bed, haha!
5 minutes for a sweater? Nana Loops is a much faster knitter than me ;)
Short and sweet game! One thing of note: I mashed the cross stitch buttons repeatedly when I forgot which key was a loop, and I guess those inputs got saved, so the next cross stitch in that row immediately completed, which was an interesting bug!
Hopefully one day that sheep gets a sweater that actually is its favorite color!
Good birb noises.
This was a neat puzzle game that really captures the feeling of being in a time loop, doing things by rote and knowing exactly where to go by the end. I absolutely hated the floor puzzle level, and yet by the end I had basically memorized the path. Very Edge of Tomorrow/All You Need is Kill vibes. I was rather displeased to find that I needed to find the orbs at the end, especially given that there's no visual indication you've found an orb once you pick it up, which meant having to rely on the audio cue to tell me if I found it sometimes since it was very easy to immediately walk over it and pick it up without actually seeing it.
But by my indomitable will, I broke the curse. Be free, little crow!
The art in this game is really lovely! I really liked the idea as well, but the execution ended up being kind of frustrating for me - I could never get past level 2. I suspect part of it is just that I'm not terribly good at this sort of game, but I was absolutely terrible at lining up the laser properly, and also could never quite place the bomb in the correct spot. I really wish there was some telegraphing of when your moves from the previous loop are about to go, though, since I was basically always dodging the enemies or something such that my laser/bomb placement from the last time ended up being useless, and then with the wasted moves, I no longer have enough damage to clear the levels. The bullets from the previous timeline also ended up basically always being useless, so the lock to only 4 shots felt especially brutal.
I will fully admit that a lot of these issues are likely because I'm not great at this genre of game to begin with, and probably could be more strategic about how I play. It's a really interesting concept that I hope you keep playing with after the jam, and I really, really liked the art direction you chose and how it was a tribute to a specific artist!
Took me a while to figure out what I was doing, but once I did, it was fun! Unfortunately the game ended with me getting soft locked by lassoing a pig that immediately looped the rope around its front, and then refusing to do anything other than run in a circle in the wrong direction. I also had a lot of trouble with depth perception at first.
Yeeting the animals into the sun was very satisfying, though!
The art is really cute! I had a lot of trouble with getting my conveyer belts to actually draw, though, and there were a lot of instances where a customer just refused to pick up the food that passed in front of them? And it felt incredibly easy to soft lock myself as well. I also encountered an interesting bug where the saw encountered a large group of sushi and the game ended repeatedly, presumably because the sushi conveyer belt didn't stop running even though the game had ended, causing the heart count to go down and trigger the game end again.
Overall, it was a very cute concept that just needed some more polish!
This was an incredibly polished, complete game - I'm in awe that you managed to do it all in such a short time! It took me a hot second to figure out what to do, and also that I had the option to progress to the next loop early if I wanted to. Literally the only thing that I can think of that would improve the experience is for a win screen. Also, while the voice acting was a great touch, I did find it somewhat jarring that the lines played when the characters died, and only when they died, it seemed.
But my goodness I'm just absolutely amazed at the overall quality of the game!
This was an incredibly cute game with beautiful art! I also liked how you gave all the animals personality, with the chickens being skittish, the goats being jerks (both literally and figuratively!) and the cows just not caring whatsoever, haha. I did find it a bit difficult, as your movement is so incredibly zippy, and the red bar placement sometimes felt a bit awkward to reference because I was very much looking elsewhere in order to draw the loop.
Also, I don't know if the problem was on my end because I see you have audio assets credited, but I don't think my game had sound?
That opening cutscene was incredible, haha!
Migration is a great take on the loop theme. I'm not biased at all just because I love birds ;) I had a lot of trouble wrapping my mind around the diagonal alerts, though, and I don't know if I just wasn't skilled enough, but sometimes it felt like the timings between the alert signs and the danger actually showing up was inconsistent.
Absolutely loved the individual descriptions of the geese as well, it really made me want to cherish and protect them. Alas, I was not a very good guide. I had fun trying, though!
Final score: 17:20
This game was very satisfying once I got going. I thought I'd stumbled upon some incredibly busted combo, but looking at your gif, it looks like that's very much gameplay as intended. After a while it did get to the point where it felt like there wasn't really enough to actually do between upgrades, though pumping "w" while watching a birds' nest of lines cover my screen was very zen. It didn't look like any aliens were getting through, but I guess they were, as my health bar did slowly drain at the end. I wasn't sure what circumstances caused the sudden slowdown of the train, but I was able to circumvent it by pumping the engine instead of holding it down.
I know game jam constraints are what they are, but I'd love to see this game get revisited to have more content, so that it doesn't feel quite as repetitive at the end. On the other hand I drove in circles for 17 minutes, so.......
This game was such a fun twist on the incremental game genre! The artwork was incredibly charming, and I loved the chicken puns. I spent so much longer than I intended playing this game because I just wanted more chickens, always. It did take me a little while to figure out how everything worked at the beginning, though.
A few small things that did affect my enjoyment somewhat: It was a bit annoying that I could accidentally have roosters do nothing since they cluck by default. (Hillarious, though!) Also, once I filled up my lines with for loops, I couldn't switch or rearrange them without selling one, because they can't be dragged on top of each other. Part of me did also wish there was some way to more fully automate, though I'm not sure how that could actually be accomplished.
Overall, a really enjoyable game that fully stole two hours of sleep from me because I didn't want to stop playing, haha!
This is a neat little platformer and it incorporates the theme well! The narrative hints at something interesting, as do some of the weird effects throughout the game, though based on the hint that there's a "hidden part of the game" either I missed a secret or the loop isn't actually that deep. I do think the platforming is a bit floaty, but given that there's so much air control it wasn't a problem and the game wasn't terribly challenging, though given the looped (and therefore sort of repetitive) nature of the game I think that's honestly for the best. It was a very creative way to keep things interesting despite making the player go through the same things repeatedly.
This is certainly a game with some very interesting potential! It's impressive that you wrote this all in typescript, including your own physics engine! Though sometimes the physics wasn't consistent between each attempt, so it occasionally felt like I could just try for enough lucky bounces to complete the loop.
There were some things that made this game more frustrating than it needed to be: I really, really wished there was a way to delete individual pieces instead of having to reset the whole level, and also the build tool would make vertices offscreen if you tried to hit any of the control buttons with it selected. Also, the game probably needs a money limit per level, because being able to build arbitrarily often made the solution not terribly difficult.
I still ended up playing this game way longer than I intended, though.
This is a very cute little game, and the artwork is just so incredibly charming! Unfortunately, I found the gameplay itself a bit tedious. I might be a bit dense, but the game really did not make progression obvious and so I spent a while watching bars drain while just wandering around wondering what I was missing. The battle mechanics also didn't feel great, especially since at first I wanted to keep the plant shaded as much as possible and so I often was close enough to the plant while attempting to hit a bug that I just put the shade down again instead of striking. A health bar would also have been helpful for that part of the game.
I also still haven't figured out what you're supposed to do on the second day - getting water got me the message that it helped a little, but then I could never water the plant again, because I could only ever interact with the shade after that despite picking up more water. I could not actually move the shade such that it blocked the wind, either. I tried smacking all the buildings and am out of ideas, and redoing that day over and over again eventually just got frustrating.
Overall, the game is really cute and it's clear you put a lot of love into it! I just don't think the progression is obvious enough to someone who hasn't spent the last 96 hours on it. I really hope you go back sometime to give some more hints to dense people like me as to where to go, because I really do want little bud to grow strong and prosper!
This was a very cute little game! Loved the lizards that came for scale repair. It was a bit on the easy side, but that did make it very cozy. It took me a while to realize that I could appraise the values of the minerals, though, and once I found that out there was no reason not to do it. Overall though, loved how cute and comfy this game was, I wished there were more lizards at the end!
Came here for the birds and the art of the birds was very nice! Not sure why the different rewards mattered, though, and it seemed to be based on bird rather than height anyway. Not letting the player aim was an interesting choice that made the gameplay a bit more complex than just pointing and clicking. I think you probably should have limited the rate of fire, though.
This was a really nicely polished game! I'm not sure if I just didn't read the instructions carefully enough, but it took me a while to realize that I get to keep the card effects every day. Also, those weird townsfolk kept wanting nothing but elixirs, which was rather annoying, as I kept having to go harvest water constantly and ended up with just way too many water dragon scales, haha! One small nitpick: there are two items named Lapiz Elixir, one of which was the blue amulet, which I assume was not intentional. I also wish the tutorial quests told you to look in the shop first before telling you to craft any item, because I ended up crafting something that was useless for many rounds. But those are two very small complaints, as overall the game was very fun and well-made! Love the art and the music as well, the dragons convey so much personality with just their one pose.
This was such a creative concept and the intro animation was excellent! Reminds me of that one Dexter's Laboratory episode where he gets stuck in his video game system as well, haha. I think the platforming controls need a bit more tuning, though - the platforms felt really sticky, and that combined with the momentum required to push blocks made it really hard to be precise. I also kept forgetting to dismiss the contrast adjustment menu, which was a bit annoying. The laser level seemed to require a level of precision in positioning beyond that I was capable of inputting, unfortunately, so I didn't manage to play until the end, but overall I really enjoyed how creative and stylish this game was!
FWIW, everyone else has noted the spacebar reset issue already, but based on what I observed, it seemed to be that if you ever clicked the reset button, that bound spacebar to the button (since I assume space and click are associated together). This binding would go away between levels until you clicked the reset button again.
This game had some really cute graphics and I liked the way the cheese was just a giant ball of rage! I had some trouble figuring out what the point was at first before realizing that each grater and slicer I got made the cheese get smaller faster. It also took me a moment to understand what I was supposed to be doing for the second two minigames, especially the one with the musical scales. I....also can't help but feel like the fish theme was kind of shoehorned in for the sake of the jam's theme, as was the reference to the cheese actually being a black hole at the end, but the minigames were fun once I got them and the art and writing were very charming.
This was such a cute and unique game! I loved the way you could track the road trip geographically by the landmarks, that was a neat touch. My only complaint is that sometimes it seemed the subject of the photo needed to be cut off in order to get the correct shot? I also felt that the pose select was a bit unnecessary - it felt kind of like busywork before I could get down to the business of making the perfect shot. But overall this was a fun and very well-polished gem of a game :)
Nicely polished game with cute art! I like how you could control everything with just your mouse. I wasn't really sure that the size of the meal affected things enough, though, and I also had one round end before I'd brought everyone their food. But overall I enjoyed playing it and it was a nice smooth experience!
It took me a second to grasp what I was supposed to be doing with my crop arrangement, but once I did, this was a really pleasing game! I played several rounds just because making the combos was really fun, and the high score list was a great touch. The popping noises were really, really pleasing as well. I do think that since you don't actually currently have that many crops, you might as well just have the catalog open by default, especially since I never closed it on my playthroughs and when it's closed, it's both hard to realize that there's useful information I'm missing at first, and it looks awkwardly cut off at the top.
Also, other people have mentioned this already, but it was a bit jarring to not be able to drop the plant I wanted if it was already selected when the choice popped up. I understand it being a protection against accidents but since this isn't a super fast-paced game, I'm not sure it's strictly necessary.
Overall this was really fun and cozy! I could easily see myself spending way too much time playing it, trying to get the perfect combo for the highest score :)
This was a fun little - or should I say huge - golf game! I really enjoyed flinging the poor moon around. I do wish that there was some way of seeing where the gravity wells of the planets and black hole were, so I could have a better sense of where I should be aiming for, but it worked without it. I also had to really crank the brightness on my screen to be able to see the black hole. I'd definitely play more levels of this, though!
It certainly plays like one of those Getting Over It games, but the control screw was perhaps a bit much, especially as I immediately somehow clipped through the wall after the first ramp and couldn't do anything to go anywhere meaningful after that. Good implementation of commentary with the game, though, and I hope y'alls job searches end up being a bit less of a Sisyphean task than this game implies!
It just occurred to me that I'm very stupid, and 5 is 6 bigger than -1. So the bug was just that I was allowed to wager 3 coins, not the exploding. It was a very poor decision on my part to wager those 3 coins to see what would happen, haha. I did get the left side down to only 2 coins in an earlier game, and that time it didn't let me wager 3 coins, so it's possible it's just one side that isn't making that check. It's probably not an easy game condition to test, given the randomness of the game!
God, I was not expecting to get fully bodied in the feels when I started this game. The beginning absolutely transported me right back to picking up Runescape for the first time in middle school because all my friends were playing it, and the chat, it was uncanny how well it replicated MMO chats. Also, I really, really enjoyed the way you conveyed the story, and the way you ended it was lovely. (And the post-credits bit was pure gold!)
I will say, the game threatened to crash every time I logged in again for the first time I cast each spell. I also occasionally wished it was clearer when the story was done and it was safe for me to log out. But overall, you've captured the feel of early 2000s games so incredibly well and told a great story while doing so. Well done!





