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krokozavrgame

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A member registered Mar 05, 2025 · View creator page →

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В данном случае, для джем варианта, надо было поболтать с другом на крыше, попытаться пройти доступные катриджи после этого разблокируется выхож

Thank you)

Thank you for such detailed feedback and for being so engaged — let us try to respond.

From the start, our main goal for this jam was to combine 2D and 3D space. We found an interesting collaborator and wanted to merge that approach with our artist’s work, so we decided not to put everything on a single screen (as in the early sketches) because it didn’t match the original concept.

We also wanted the game to be as intuitive as possible. The characters speak an unintelligible language on purpose — we were trying to explore the theme of fears and show that understanding someone’s words isn’t always necessary. That’s why we initially avoided giving a straightforward text explanation (although later we still had to add one in the game description).

Early on, we modeled a version with automatic filling for fears and answers, but it made the game finish extremely quickly. So we moved that part to the player to increase engagement in the process.

Choosing a 10×10 grid was our way of embracing the jam theme “as a whole.” However, the larger number of cells also made balancing much harder.

And yes — that’s an absolutely fair point: we had very little time for testing (almost none, to be honest). Because of that, the “Tutorial/Onboarding” task on our to-do list had to be reduced to the basics, and we also forgot to add one NPC line that was supposed to mention the key under the doormat.

I think that if the visual direction is interesting on its own, the game could be reworked later — for example into a simulator or something with a similar structure.

The camera was the most painful part: in WebGL, the system cursor doesn’t get restored properly. I searched for solutions online, and the most reasonable approach would be to never release the cursor at all (or to redesign the controls / input system). But by the time I fully realized this, it was too late to refactor, so we had to leave it as it is.

Nice visuals and sounds — it turned into a simple little mini-game :)

Fun game — I love games in this genre :)

A solid foundation for a bigger project — and a really bold choice for a jam :)

I liked the core idea of the game and the variety. In my opinion, it would be nice to add a time-speed (fast-forward) button, but overall the concept is cool.

Terrifying as hell — I didn’t understand anything, but it was really interesting!

I was really inspired by the initial 3D art, but it feels like you still need more practice with creating 2D visuals and gameplay mechanics. Overall, you did a good job — just keep developing and improving!

Thank you)

This feels a lot like Sudoku for the most part. Either way, I uploaded a playthrough of the game. Thanks!

Thank you)

You’re welcome — thanks for the kind words!

Not a bad attempt, but it feels like you didn’t have time to properly test the game before submitting it.

Hi! Thanks for taking the time to play my game. You have one of the most stylish entries, with great graphics, a simple mechanic, and a really polished result. Much respect!

GG

I tried for a few minutes, but I couldn’t make it work. I’m curious how you implemented it — it seems like it still needs a bit more polishing.

Overall, I liked the idea and the concept, but there’s still a lot that could be added or polished :)

A pretty simple little game, and it even has a tutorial. You did a great job! GG

I felt like Jerry from Rick and Morty — but I hope I did well 😄 Thanks for the game!

This is the most amazing thing I’ve seen in this jam. The way the colors and the mechanics come together is incredible — you made my day!

Yes, I actually had my developer friend evaluate the game, and it turned out that not everything is as obvious as we thought. So I’ll explain it both in the description and to you personally.

We fully adopted the jam theme: we have 10 fears that enslave people and get in their way. We run a magical little shop and want to help people get rid of them. We have 10 items, and our task is to figure out how to properly fight each fear and choose the correct item.

Inside the shop there are hints that reveal the correct answers in a notebook. Unfortunately, the 10th customer who was supposed to hint that there’s a key under the carpet broke (didn’t work). That key would open a lock, which would let you hang up posters, and those posters would contain another hint.

In the end we don’t have many slots left, and like in Sudoku, we have to fill in the table using trial-and-error deduction. The game ends when we give 12 correct answers.

Anyway, from a game design point of view, I made a mistake and provided too little additional information.

The controls feel great, and I really liked the overall concept. By the way, in the build you can find the compiled HTML file — you could add a fullscreen button there (just a suggestion). Great job!

Fun little 2D pixel shooter with a solid core loop. The controls feel responsive, and it’s easy to jump in and play for a quick session.

(1 edit)

Hello, At the top of the notebook you have the fears (i.e., the issue a visitor comes to you with). On the left side of the notebook there are items (the ones displayed on the store shelf—there’s a tooltip when you hover over them). We had hoped this would be easy to understand overall. Thank you for your time.

Magnificent design, gorgeous music, overall I really liked it.

Thank you for your time and effort! By the way, we’ve released the final build in which we fixed the main issues: first, we balanced the pitch so the sounds now play exactly as the sound designer originally intended, added skip buttons, and improved the fish with additional hints.

Thank you)

Thanks for the detailed feedback!

Appreciate it!

Thank you)

hank you! Glad the meditative vibe and shifting art styles came through—and that the team’s fingerprints are felt. Fair point about the difficulty spike on the fish/bird levels; we’ll look at smoothing those out. Appreciate you playing!

Thank you for taking the time and for the rating! P.S. Wow, that animated avatar—now I want one like that too! :3

Thank you! Huge shout-out to our artists. We had a lot of fun building the different minigames—glad that part landed!

Thank you for such a detailed comment—we’re glad you enjoyed it!

Thank you for you time)

Thank you)

Thank you, we`ll take that into account

Thank you)