Neat idea, and very satisfying to get a close match! It was a bit difficult but the UI elements help a lot -- watching the sliders turned out to be easier than checking the swatch, and having color-coded markers for past iterations was super helpful. I think maybe the slider dots could've been a bit narrower to better line up with the markers, but otherwise it worked great.
klaro
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Had a blast! Trying to pick the correct runes to achieve the requested effect was fun, but I ended up most looking forward to what bizarre side effects I'd generate each round (and slowly degenerated from trying to do no harm to becoming a chaos goblin). Did you write a custom effect for every possible combination? That's wild!
Really enjoyed this one! Figuring out when to switch from one growth area to another to optimize the feedback loop was very satisfying, and I liked investing in my little organism's future. It was also nice to have a change in mechanical interactions at each rung of the ladder to keep the gameplay interesting, while also inheriting synergies from the previous stages to make things a bit easier (which works great with the premise!).
Atmosphere and visuals are top-notch, I love the palette and seedy cityscape. Having useful information recorded in the journal was really helpful, although I wish the detective moved a bit faster. Then again, the deliberate walk fits the game's noir vibe pretty well, doesn't it? Embarrassingly I got stuck after the cabbie hint -- I wasn't sure where to find him. But I've really enjoyed it thus far, nice work!
I don't think I've encountered a game as wholesome as a grandma crocheting the events in her family's life, big and small. It's so cozy, and even the rhythm is very meditative. I did end up stressing myself out a bit trying to optimize rotation and color order to avoid waiting, but when Grandma said there were only happy accidents, it actually helped me not take things so seriously, haha. I had a lovely time, nice work!
Wasn't expecting this to be quite so up-to-date with current events, I choked a bit on my tea. Thankfully I didn't check out the screenshots beforehand or it would've spoiled the reveal! Love the premise and how each coworker brings about their own downfall, and the art style's got that quasi-corporate cartoon vibe that's just perfect.
Wow, definitely one of the coolest games I've tried so far! The looping scroll is such a neat take on the prompt, and the parrot was a lifesaver. It took me a while to figure out how to interact with objects, but once that clicked, I had a great time. I did get a bit thrown by some interactions having a clearly marked area for "insert object here", while others didn't (which I interpreted as not being interactable). It also took me a bit to realize that the merchant wanted pearls, since the icon wasn't quite what I expected a pearl to look like.
I really enjoyed this one, it was so satisfying to explore and figure out where to go to resolve each quest. Nice work!
Interesting game! I could have used a bit more explanation as to what's actually happening, although I did enjoy watching chunks of my undead army go feral and ping-pong through the neighboring towns whenever I attacked a settlement. I wasn't sure what the left meter was for, or what dictated whether a token was dead or just waiting to be reanimated, or if I was picking up dead villagers to reanimate. Could more info be included in the game description along with the basic instructions?
Great concept and execution -- I think this is my favorite game this jam! Really enjoyed the challenge of trying to create recognizable mini versions of the reference images, and it was so satisfying when the Martians liked them (I disagreed with some of their judgements, but not everyone can understand my vision. /sniff)
Very neat interpretation of the theme! First time seeing a puzzler built around drawing a pattern and the intersection mechanic made it even more unique. And a solo project in 48 hours -- that's impressive!
Some feedback on the instructions: I did have a bit of trouble understanding why the intersection to create new stars wasn't working, because I didn't realize I needed to finish a constellation in order to spawn the new stars. It was also a bit confusing on that level that I stopped being able to draw lines when both galaxies had been used, but the previous level stated that I could reuse galaxies?
I like the feel of assigning tasks and getting continuous feedback via ticker and DAU tracker, and the tradeoff traits on the employees is a nice touch! It threw me a bit to see task timeblocks vanish a short distance from the end of the timeline (what seems to be the "present")? It's a bit confusing for me as a representation of time passing and tasks getting completed.
Neat idea! It would be cool to see the company scale too, if there are updates in the future.
What a neat implementation of "human as PC"! I enjoyed how in-context the introduction of each interaction type was -- it was fun to see how xxKillerxx reacted to the glitches (and then to the glitch being fixed). I was actually getting some rhythm game vibes between the music and the gunshots, although maybe that would defeat the purpose of managing the stage for an unpredictable "human" player? Anyway, nice work!
Wow. Does this count as an RPG? Because I really felt like I was a stage element going rogue -- especially when I forgot the player was still bound by the game's laws of physics and squished them. Oops. The little shaking-free animation at the start of each level was a nice little touch too. Clever puzzles, fun game, great work!
also pig go pop hehehe
I love the premise and the way it wraps up the game's core mechanic -- just watching that little guy get bounced higher and higher made me happy, and their comments on their progress in the game made me laugh outright. Apparently the balance of my game is a bit off, but I had a great time all the same!
The simple visuals and music work together really well in creating a relaxing but satisfying experience. There's just something so nice about seeing those little green branches grow taller and taller along the path of the light. Although it's a little upsetting when I accidentally chop off the top of my plant waving the darkness around. Really unique!
Really neat concept! It was a bit confusing at first, but once I got how to play, it was a lot of fun thinking through how to build each hand, which new cards to take, the probability of being able to sabotage the enemy (or accidentally sabotaging myself)...
If this were to be expanded, I'd like to have more feedback for dealing the final blow, because the transition to choosing new cards is kind of abrupt. But that's a super minor nit. This is great!





