Thanks for the kind comments :) Yeah we had initially planned for survival aspects, with plans for quizzes and puzzles (which would have been educational in nature) that you'd need to complete and pass in order to keep surviving and move to the next area.. but, jam time did its thing :)
KiltedNinja
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Insane. On point. Loved it.
2 very very small notes of critique:
- would have loved the "?" info to be before the hole (but I appreciate the gamification aspect of "do I get the info or go for par"
- Would have really loved some kind of minimap - even if it was vague, but again, I appreciate the difficulty this introduced.
Fantastic game.
Nice - simple, fun - I liked this.
The intro was cool, you set a good vibe. Yep, few bugs in the game, more than a couple of times I wasn't able to get back onto a pavement instead of the road, but overall not a big problem.
I think the colours / models in-game could be better tied to the vibe/style of the intro, but .. yeah jam game. Would have loved a bigger map, some more enemies. I'd have liked to be able to zoom out a little further.
Loved the animations of the player character and the enemies, liked the particle effects and impacts, the sound effects were neat.
Enjoyed it, nice work!
Dude, great game. Loved it.
I would really really like to be able to grab blocks out of stacks, like the extreme left and right.. I felt they stacked up too quickly for me and I wasn't able to push matching blocks towards them to bring them down... buuuut I think that's mostly a skill issue on my part :D
Yeah there's some physics things, some collision things - but - you put a heck of a lot of time, effort, and energy into this and it shows. Neat idea, well executed.
I'm aware that you spent a lot of time researching butterflies and sourcing graphics for them, but they were a little underutilised .. I kind of stopped paying attention to the butterflies and was more worried about jern's smug face being hit by blocks! But still a neat idea.
Nice work man ;)
Just reallllly nice. Great vibe. Nice mechanic that was very well executed.
Loved the player character - great use of the minimal style. The puzzles were fun.
Controls were a little tricky - just in terms of switching the light/dark mode and trying to jump at the same time.. but that's the game right? I did get confused with how to push the blocks in a few of the scenarios, it was a little hard to determine exactly how I could move them.
Crashed a few times, locked a few times - but, all in all, still a really great game.
Would have liked to be able to just infinitely restart the level than have the game end.. just feels to me like it would be better as that style of game.
Great job, well done!
Click the thing - number go up! Good execution of the genre.
To echo the sentiments of others, I'd have loved more things to be able to do, but I can certainly appreciate jam crunch and time restrictions.
The choice of mythos exposition via the avatars and chat popups was nice. The light effects were neat. The animations were pretty. I liked the "axe constellation" for the upgrades.
I liked it - well done.
Loved it. Became obsessed trying to get circular orbits instead of wildly erratic ellipses.
Simple - fun, more than a little addictive.
Would be nice to be able to go back and somehow modify or influence the orbits of existing planets.. (I say that, but I've no idea what form that could/should take.. it just occurred to me to mention it).
Good work ;)
I am absolutely terrible at bullet-hell games. Like, laughably bad, I really dislike playing them.. ..but this got me a bit addicted.
Fun attack patterns, good animations, I liked the water bottles turning into plastic straw lasers.
When the "taxes against corporations!" style pop ups appeared, they blocked my view quite a lot, so that kind of led to me spending a lot of time on the right-hand side of the screen because I couldn't quite tell when they were going to appear and cause me to get damaged.
Fun, well executed.
With tighter graphics, animations, some special fx (particles, glows etc) and some more sound effects and music - could be a great game. Nice work!
Great job! Quite good fun. I liked that it had a clear story idea, it was executed pretty well.
It's really good to see the progress from last year. You say you're fairly new to game dev, but we all started somewhere so don't worry - you're making obvious progress.
You had the idea, implemented it, had working mechanics, sound effects, and music - good job. I hope to see how you progress next year!
How do I give 6 stars? Fantastic jam submission.
Only slight critique I have is:
- The player character felt a little slow / slidey to move around
- Felt a little hard to interact with the items (with mouse placement)
But I mean, with everything else that you folks managed to get into this game.. it's nuts. I won't spent time listing the things I thought were great; all of it was. Excellent job.
Loved this. Very very cool.
I don't have much critique, but what I would say is this:
I played it for a while, enjoyed, scutch appeared, I was sad - kept trying, got overrun, much sad. Tried again, same deal.. thought "well, that was pretty great".
...I didn't realise there was a scythe/sickle. I mean, I _did_ realise at the start when I was thinking "how do I play? oh .. seeds, water, pick up, what's this shiny/cutty/metal thing? who knows! anyway, plant the seeds and la la la.."
I'd insta-forgotten there was a shiny-cutty-metal thing to cut the scutch.
So the critique is: it would be nice to have the icons have some kind of subtle flash, or attention drawn to them somehow - not sure exactly how to achieve that in your specific case, but I feel like that would have made me happy.
Graphics lovely, sound lovely, gameplay great. Escalation from cozy to "GAH" was fun. Excellent work.
Loved it. Silly fun. The opening chat set the scene - I didn't understand any of the in-jokes, but I can appreciate why they were there - I liked the random documents you find.
I get the choice of weak guns > strong guns, and while I really disliked the pea-shooter at the start, it definitely made the shotgun etc feel "worth it" and better. Nice sense of "character getting stronger".
Penguins.. like. What? Great fun :D
Things I would have liked (in case you have any plans for further development and/or care about my opinion):
- some parkour over the desks/tables etc,
- some melee attacks
- maybe being able to throw stuff at the penguins (chairs, baskets maybe?)
- Some indication of enemy health? (I don't recall seeing anything other than the fun bin-hat)
- Minimap maybe? would be nice... I got so (so) lost all the time.
- Maybe some control over the intensity of the head-bob camera movement? It felt pretty cool but was a little heavy.
All in all, yeah - very cool, good job ;)
Gents - I have utmost respect and a lot of love for you guys, but I have to be honest, I'm disappointed that it was more of an interactive experience than an actual building game.. I think you spoiled us with last year's game!
But looking at this, and seeing how you've used the assets and how you deployed the skillbase you have, the scene, environment, the atmosphere.. it's not too difficult to imagine exactly what type of game this could become. I'd really love to play that. Honestly hope you make it.
With that said:
- It sounds awesome; really pretty music, well chosen sound effects, great atmospherics.
- It looks amazing: I mean, it's you lads so.. that was a given - but it does look lovely. Great work on all the models, I loved watching the timelapse of the building. The waves went mental and at one point and there was some crazy rain, it was cool. Splashing effect on the screen was neat. Water was very lush, waves crashing against the rocks looked great. Map + book: very very cool, ridiculous to be honest. And speaking of the map.. really liked all the nods to community members, was a neat touch.
It was nice having the shortcuts to focus on the important areas but I would have liked to have a free-cam to kind of float about on my own.
Good luck with the progress!
I can appreciate the level of work, thought, and effort put into making this. I'm unable to go through the required process to play, but, I was able to look at the files in the download and see the rules, the art, the cards, the boards etc - so therefore I can get a sense for the amount of effort involved. Having tried to make a rules document for boardgames I've made in the past, I 100% know how hard it is to explain complicated rules in an efficient way - so, kudos.
If you ever make a version that can be played via install (e.g. unity / godot / unreal, etc) - then I'd love to know - I'd be interested in playing it.
Took me time (..) to get it.. but once I figured it out, I loved it. Really well executed concept.
I think an in-browser version would be more appealing to other jammers (..just because jam), but I'm glad I took the time to download and play it.
The swimming pool confused me but then I remembered to look at the UI for clues.. very nice (I didn't see the hints on the Itch page till now). Really liked the heart-shaped tree - nice touch :)
Not gonna lie, the story was.. weird to me - but (but) - I understand the necessity for a reason for the game. And it kind worked :) (nice tip-of-the-hat regarding the games the kids might play)
The graphics (models / textures / characters / animation, etc) were really nice. The sound effects were on point. The music was pretty, and it was well placed. Puzzles were very interesting. I would really really like to play more, it was over far too quickly.
Really liked this. Really well done.
Just a general reminder - when downloading and running executable files on your computer, you should run them inside a virtual machine, or windows sandbox - if you can.
You will probably notice a performance hit (depending on your virtual setup) - but unless you specifically know and trust the person who has made the .exe, you should be cautious.
..just general advice.
Thanks dude! Yeah I had plans to make this an RTS.. send troops to wall-off areas, park trucks to halt the flow, air-strikes, helicopters dropping chemical attacks ... all that sort of stuff :D The city is procedural as well so there was definitely a plan for start small (with slow blob, 1 spawn), get bigger and bigger with faster blob and more random spawns.. but yeah - jam be jamming :D Thanks for the comment and glad you liked it ;)


