Not planning on expanding this game, but did make another longer game about a hero escaping a building. (He looks just like Hero, but he's not intended to be the same character. 'Harold' is just RPG maker MV's default hero and sometimes I don't change him if I'm short on time.)
Kobato Games
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Depends. If there's 30 on screen, just remembering which ones have aliens might be a challenge in itself. Maybe I should try it a few more times and see if I can master it, though if I recall correctly, the average person can only remember 7 things at once. Do want to say I enjoyed getting to relax with a nice puzzle game after playing so many fast paced ones.
Scene was set well with nice polish to the visuals and good audio and sound effects. The point I had a hard time with was that aliens from past levels did not seem to leave the pods. Remembering where the new aliens was was one thing, but also remembering aliens from past levels made it way more complicated. If aliens left the old pods between levels (or at least if most of them left) it would be a lot easier to remember which pods still had old aliens along with the new ones.
My spider got stuck too a little after getting the climbing ability and I never got to find out what the scientist can do to help :(
The concept of a small spider working together with a big human in different perspectives really is neat and from other comments, it sounds like the power ups were really well done if you did not get stuck. A random thing I noticed though is that for some reason my slow GPU goes up to 100% when I am the spider, but is barely used at all when I am the scientist. At least I could swap back and forth to keep my computer from over heating.
Hope you are able to find why the spider gets stuck.
This game was really fun, though it took two play throughs for me to kinda figure it out. The problem I still have is that it seems like every time I try to crush a same-type pile to make more room, more trash appears, sometimes right on top of it. I've been trying to see what happens when I put two same-type crushed piles on top of each other, but by the time I find one to combine, more trash appears on top of it and the room is now completely full to the point I can't move anything anywhere. Either I really don't get it, or the game could really use a garbage chute for when trash piles up too much, or maybe slow down the trash accumulation.
Nitpicking aside, the art and audio were good and the bantering between the robots was fun and really did a good job charactering them in such a short experience.
P.S. Maybe others have mentioned this, but the music did not loop for me.
Fun game. I only ended up finishing the trivia girl's route so far, but enjoyed it. Her questions were intelligent, while still be common enough knowledge I could get them all. A.I. looked okay and I understand the fact that you had very limited time. I'll have to come back and play the other routes soon.
I agree with kkcn. I'm a little confused as to what the objective is. It felt like something along the lines of buy a power up, then try to avoid the enemy. It was especially confusing since the first thing the game does is have me buy a power up and I'm not even sure why I need them yet. You kind of explain a little in the description, but for me it was not quite enough. (How do I get money? Is it from escaping the enemy?)
I think others understood it better than me, so I am sorry to bombard you with so many questions. A lot just did not make sense to me.
On a positive, the player character was easy to control and the enemies kept me on my toes avoiding them without being over powered.
Audio gave the game a really good ambience that fit the minimalist inverted theme. Fiddling with the inverted controls for the first several levels was an interesting challenge, though after 20 levels, it began to feel too long, though that might be a personal preference. I would suggest adding barriers off screen to stop the dot from getting lost off screen. Anyway, congrats on your submission. Making the game in an hour was a very ambitious challenge to set for yourself.
I agree having the scenes change is not too complicated, but setting up a working inventory like yours (outside of engines with built in ones) has always been really complicated for me. In a lot of my past escape games, I just skipped having an inventory with selectable items because creating code for it was just too complicated, though I have been working on an inventory template in GDevelop I really should try out sometime.
Finally figured out the box code. Slightly guessed the last two symbols since I was not 100% certain what the corresponding items on the poster represented. Really well made for having minimal time for puzzles after finishing the art. I've made a couple escape games for jams too and they can get complicated, both with coding and creating puzzles. I can't think of any suggestions beyond add a sound track (which I know you're already doing) and if you have time, add sound effects for some items, like a click when pressing the arcade button or unlocking a lock.
Thanks. I started to respond to you a couple days ago, but accidently closed the tab :(
Anyway, glad you did not find the game too text heavy. Just used to saying that by default since so many of my games tend to have a lot of text and that's often not the type of game other participants enjoyed as much. Would have been nice to have more steps beyond making the potion, but with 2 days left, I had to strictly limit how complex my game was allowed to be.
Started playing your game at the beginning of voting, but ended up taking a break after the books cause it was too late for me to think very well. Going to try again before voting ends.
This was a fun concept with a great sound track. I was not sure what to do at first because the question mark icon did not stand out to me immediately. If it shook or flashed a tiny bit at the beginning of the game it, might stand out more. Ideally, an optional tutorial showing you how to place blocks would be nice.
Once I understood the rules, I liked deciding where to place the blocks and watching the smooth movement of the red dot seeking out the yellow ones. I was confused at the end of both times I played when around round 3 or 4, I placed one block, clicked the button to discard so I could delete the second one (I had exactly 6 points, so I could), then for some reason, all the blocks exploded and it said game over. I had not even started the round yet.
I really enjoyed this game. Gameplay is well done and the animations add a lot of polish to the art style. While this is still clear in my head, I might have found a bug on the second playthrough of level 4 -- the arrows were pointing strange directions. I only got a screen shot of the a small corner of it, but the first floor arrow pointed up, while every other arrow I found pointed back down. I finally found my room on the far right end of the fourth floor, so all the arrows should have been pointing up.

Thank you for your feedback and glad you enjoyed the game. The story is actually not connected to any other games. It's kind of a parody on a standard JRPG and characters and the names are just generic RPG archetypes: Hero, a main character RPG hero; Lancer, a character who butts heads with the main character and is often also an antihero and/or rival; Mage, a character skilled in magic; Priest, a religious priest who probably uses holy magic. I had to write this quickly and with most of the characters unseen, this was the fastest way to create and characterize them.
Thanks for mentioning potential confusion about having to stand on certain tiles and use the inventory. It reminded me when I was making the tutorial, I wished I could have a part show the player how to use items. Like, being told to move Hero to the top of the bed and press Shift to select the paper. Then, when the paper is selected, the player is told "Very good. You have completed the tutorial!" But I knew that would be too complicated to complete bug free by the end of the jam. Not sure if this solves what you were talking about, but something I want to try adding.
Made it across the room and through the door, then the game reset. Was it just restarting or does the player have to go through the door multiple times?
Visuals are well designed and character movements work smoothly, though it would be nice if it worked for arrows in addition to AD. Thanks for adding the control instructions in the comment. Saved me some potential confusion. A quick FYI that you are allowed to edit your game page during the jam (it's just the game file that is locked), so you can add them to the description too.
Played again and this time it worked. Maybe Julia had a really tight hitbox or something or I did not get close enough to the exact spot.
I liked the opening, plot, and self made art. Some quick suggestions:
- Add a button to skip the opening in case someone is replaying.
- Like others, I also had trouble with room 2. Felt like there were too many bullets to avoid and no place to dodge them.
- Add additional move keys along with the arrows (WASD and alt arrows). I find it makes games easier to play and more accessible with these options. I use GDevelop myself, so thought I'd share my general condensed set-up for move events. (This is technically a platformer, but not hard to swap for top-down.)

I enjoyed the premise of trying to sneak your ghost past your family and the art was nice. The possessing feature was cool, though I did not end up using the phones much because it was simpler to just wait and sneak by, and I found the lamp a little confusing. Is it supposed only work a few seconds and only once? It would have been nice if being invisible lasted as long as I was on the lamp.
A minor thought about introducing the possession mechanic by having the MC say "I think I can possess... by pushing P." Hard to explain, but it would feel more natural if she either seemed confused that she suddenly knows this fact, or already knew it before death for a random reason. For example, something like "For some reason, I feel I can possess... by pressing P" or "I recall an urban legend about being able to possess phones to distract and lamps to hide by pressing P."
Like others have said, the minute long zoom after the car crash could have worked better if it was shorter - about 10 seconds could have worked. Anyway, congrats on your submission :)
Thanks. Not planning on a longer version at this point, but am working on a more polished version. A tiny bit more work to find coins, a proper "lockbox" type code input instead of a computer text entry box, and making the coins looking like their lying on the ground as opposed to floating on a platformer.
This was a really fun logic game with a very well made tutorial. Card prompts were the perfect level of "hint" to direct you to the next card without being too obvious, so I "felt smart" figuring it out. I had a great time with this game and expect it will do well in the jam.
Art and music were also good, though it would spice up the background a bit if it had some texture, like a faint outline of candy pieces scattered across the screen. Sound effects for flipping the cards could add some nice realism, though I see you only had a couples days to make it, so maybe you had to cut minor polishes like these.
I missed the Lives counter. That explains why I could get one wrong and still pass a level. Thanks for mentioning that.
I get your left and right click suggestion and it could be a nice alternate selection option, but I feel the buttons have benefit too, since they can work on mobile. I also have a harder time pressing right click on my very old touchpad, so if I had to pick, I might choose the onscreen button.
Congratulations on finishing your prototype. I had to give up on my VN because I wasn't liking the ending and did not have enough sounds or visuals, so kudos for getting yours done :)
I have two suggestions. One, check the "full screen" option in the game page's settings. I have a small screen and had to zoom out to about 75% to see the whole game, making the text so small I could barely read it. (This can actually be done during voting since it's only game files that are locked.)
Two, look into optimizing it. For some reason, despite being a VN as opposed to a large detailed 3D world, the game put my GPU up to 100% on my slow-ish computer, so I ended up unable to play it :(. I don't know if it's caused by too many frames per second or some other aspect I don't know since I don't use Godot.
(Had to type this quickly, so I hope I'm not coming off blunt (‘-’*) )












































