Thank you! It's always motivating to hear from people who enjoy what I make, and this was a pretty fun project, using a lot of stuff I had learned from earlier jam games
Khyi
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Very fun concept, though a bit too difficult at times, but the controls being challenging is part of the fun. A map marker or arrow showing where to go next would be appreciated, it's very easy to get lost without it, and after a while my arm was physically too tired to continue playing. Still, it's an interesting challenge, reminds me of old GTAs and Micro Machines.
Thank you for the feedback!
I was debating making the orbs proximity-based instead of raycast, but for the sake of it being "self-explanatory" I wanted to make sure the player is looking at the orb to see the energy flow into it, and positioned the gate such that the lights display going up is visible at the same time. If I made this into a full game I would probably change some of that.
I agree that it would be nice to have an ending, but imo the only ending that would make sense in a game like this is a bossfight after 2-3 floors, which I didn't have enough time to implement.
Thank you for the feedback!
I had briefly considered simply making each weapon less effective to the opposite colour, but part of the core concept I wanted to include is a risk-reward relationship with higher level weapons, meaning a fast-firing but inaccurate weapon is technically better at taking out crowds of enemies, but also riskier to use because there's a punishment for mismatching weapon and enemy colour.
Focusing on the sacrifice mechanic seems like a good direction for future versions, a lot of commenters seem to like that segment of the gameloop "chain" ;)
As for the narrative justification, I have a sci-fi concept in mind involving hard light fabricators which would also explain your weapons magically upgrading mid-combat, but telling that story was beyond the scope of this jam entry, especially with such a small team.
Thanks for playing! I'll try to make the weapon transition more obvious, right now it plays a sound and of course the model changes, but I was considering flashing weapons white before they change.
The stun happens if you shoot an enemy with the wrong color, if it also happens at other times let me know, if so it's a bug.
Great combination of intuitive controls with a gameloop that encourages experimentation, meaning it's okay to not explain things upfront.
The visual style is also great, love the alchemy theme, but I wish there was some way to pin the scroll so I don't have to hover over it every time, or if the combinations were more obvious. It all made sense until I saw yellow+blue=purple, and then the second and third tier doesn't seem to have any obvious logic I could discern.
Very good game though, out of the few I played it might be my favorite so far.
Neat survivor/crab-like game, but I have a few bones to pick with it. Being in a herd of identical looking dinos can be confusing, especially when all of us are green and so is the background. I wasn't sure about enemy attack ranges, areas and timing, a few games solve this with a visual indicator of where an enemy is going to attack, rather than just relying on animations. The evolution animation and the different dino forms look cool, but didn't really add complexity, since all 3 attacks behave pretty much the same.
Cute premise and art style, would have been even nicer with some music. The controls feel odd, in one place you use WASD to move but have to press space first to fly instead of just W, in another you move with the mouse, but still select with E instead of clicking. A more unified control scheme would make more sense.
Very funny bite-sized game with fitting art and music. At first I didn't realize the chef's ghost was chasing me, because he started off-screen, but it is a nice touch. Not entirely sure about the lore though, didn't the chef's soul fly into the sandwich? Or did his death somehow just make the sandwich sentient? This plot is thicker than fondue.
The jump pad to the next area is physics-based, it might get slightly different results on other PCs, but if you hold forward in the air you should still make it.
The minigun has a spinup sound every time you click to help the player understand how it works, but I accidentally set its volume too low in the last version.
Shift is dash, I just might have to increase its speed.
Thank you! Always love to hear from people who enjoy my games.
The music is by Rory Donovan: https://soundcloud.com/r4ry_donovan/albums
He helped me with a bunch of previous projects as well. This time I basically told him to make something inspired by the nightclub fight scenes in John Wick, Blade, The Matrix etc., maybe with a bit of Perturbator, and he really nailed the vibe, even on kinda short notice. I had also made a beat counter system for one of my previous projects and was able to reuse a small snippet of code here.
Another inspiration was an old Flash game called Death Vegas, it has a few similar elements but without the rhythm aspect.
For a bigger, more polished game I would probably include more than 5 moves per character, different characters with unique moves and expand on the resource management/special attributes of their specials. The special or "X" meter ended up being crucial to making VS interesting, since you can cancel any move into special, and follow up with anything after it, without any recovery. Combined with the fact that simultaneous attacks always clash you can use it both offensively for combos and defensively to clash with an attack that would otherwise punish you after a whiff.
Am I understanding correctly that credits are disallowed outside the jam's submission page?
If someone stumbles upon the game from outside the jam I would still want them to know that the musician who made the soundtrack has a Soundcloud they can follow, or link to a team member's Artstation, so I would at least want to show those on the game's main page, if not in-game.
Great ideas! I initially planned to have the bird simply hit the ground if you collide with anything, but felt that it might encourage players to just plow through the levels, since there's effectively no penalty for crashing. Maybe a life system would be a fitting middleground, where you can crash 3 or 5 or however many times before a game over.
I will check out Midnight Echoes, thank you for the recommendation.
Thank you! I agree that I could still improve on the sound design, with the wing flaps I prioritized clarity and not making it sound too high pitched, but it may not make sense for a canary. Adding ambient sounds is a great idea, I briefly considered adding a quiet piano tune, but was worried about drowning out other, more essential sound cues.

A közepes pálya kis erőfeszítéssel sikerült, a nagynál csak utólag vettem észre, hogy az egyik narancs nincs a helyén, a menü gomb mögötti narancs hexeket észre se vettem. Talán még az segítene könnyebben értelmezni a mozgást, ha a mozgatandó emberek valamilyen highlight-al ki lennének emelve. Nagyon ötletes Rubik kocka-szerű játék
I'm usually not a fan of Sokoban-style puzzles, but this one's really well executed and the minimal artstyle feels intentional. Perhaps if your past clones were different colors depending on iteration it would help rethink your path if you get stuck, if the whole board is full of grey guys I won't be sure where I messed up.




















