I left my review. Love the pixel art. Too bad my dumb brain isn't built for puzzles but I still like it.
LekoTopaz
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Oh boy this one kills my brain cells. Puzzle games are not my cup of tea but this one is interesting enough for me to get to level 8 before all of my 2 brain cells die simultaneously. I dig the art style as well as the main mechanism. The interaction between different effects is also quite refreshing. However I do sometime forgot which step I am on with the wormhole effect and die because of it. I would heavily recommend adding UI elements or at least visual effects to indicate where each move would land you in. Similarly for the inverted control effect, some indications to remind the player of it would be nice. Good world overall.
I'll have to be totally honest here. I do find the gameplay solid. However I also find it rather predictable. Coming from someone with hundreds of hours in Slay the Spire, this game bears striking similarity with that game. This is not an accusation of anything however. Game can fall in the same genre as well as the same architype. What I would recommend is adding your own, unique elements to the "turn-based card-builder rogue-like" architype. Maybe you could add a weapon system, or a skill tree, or having other ways of interactions in combat other than using cards. Adding your own flavor is what usually help your game stand out from an existing genre.
I dig the aesthetics as well as the gameplay. I do believe it has huge potential to be a sandbox/restaurant sim if you wish to go beyond just "finding recipes".
I like how you need to physically explore the environment to get ingredients. Would love to see rare ingredients being placed on difficult places that requires you to do platforming or other risky maneuver. Gameplay itself is intuitive and the controls make sense. However, there are little things that annoys me. Having to go through portals multiple times just to grab a 4 items each trip is a little tedious. A backpack would surely make the experience better. And you can add mechanism to it such as making it weigh you down if you put too many ingredients in them. But other than that it is quite enjoyable.
I would also suggest adding more content regarding what you can do with the food you make. Having a restaurant sim attached to it might make the expiration and experimentation more meaningful (like how Dave the Diver does it).
It's a neat little game. I like the visuals and the contrast between it and the philosophical nature of the game. What I would recommend is adding more UI elements to make the game more clear to the players. For example, visualized ability cooldowns, indicator on where the heretic is and where they're going, what is a path and what is not, etc.. It's very funny to see the heretic being pushed into water and then starts walking on water Jesus style, but I do think a more careful physics system will help improving the gameplay. Good work.
This is really not something I expected. It's not really my cup of tea but I can see it being a great way for people to learn about geological spectacles or places of cultural significance all around the world. I would probably put it in the serious game category. What I do find a little lacking is the connection between gameplay and the locations. It would be more enjoyable if the puzzles themselves are more integrated rather than feeling like "solve this puzzle to unlock a cool fact". But overall it's very neat.
For some reason I got stuck on the guitar part and cannot progress. But I can see you're aiming for like a Yume Nikki exploration vibe, which I really dig. There aren't much feedback I could give you other than keep adding more content and polish the controls. Some interactions seem to be broken also. But I can see the potential.
I love the atmosphere your game creates. It was a little confusing at first then I realized that the clues are in order and everything gets much easier from there. Design-wise, I would love to see elements other than text in both agent messages and descriptions. I am not particularly good at reading fast so I had to resort to quick eliminations with keywords. Some images or audio clues will certainly make the experience much better. But I like it so far.
The story of the game is interesting. I can see what the main gameplay is intended to be like. However I found it cheese-able with just pressing the four buttons at the same time to whatever monster that's coming. Also the background music might be a little too relaxing and chill for waves of undead monsters. But other than that it's pretty neat.
I was expecting one of these anomaly finder game with spooky visuals but I was not expecting a rover drifter. Just zooming on the sand dunes full speed is very fun. And with the speed boost if almost feel like an extraterrestrial racing game.
However, the strangeness-hunting part of the game feels a little underwhelming to me. There aren't much to be seen and the anomalies easily discovered. And it is very easy to lose track on what you have taken a picture of and what's new. I my suggestion would to hide the anomalies somehow and let the players spend effort and time to discover them while drifting through the sand. It would also be great if there was some sort of indicators showing what you have already discovered. But overall I had fun. Nice work.
A neat ship building space flight simulator. The design is quite intuitive and I enjoyed the customization as well as the zero-g navigation. I can see the game being very expandable with just more mission types, more ship components, and maybe other mechanics like crews.
My main complaints for the game are the lighting and downtime issues. It was very difficult to see structures in the dark and the ship light was doing more distraction than help. And it is a little unclear what has collision and what does not. As for the downtime issues it's mainly about the auto-flight. It is cool looking at you ship doing its job almost like a tower defense game, but I can't help but feel like it would be more fun if there is something I can do instead of sitting there for a minute. Maybe give the player one manual weapon that's always available so the player can participate in that part of the game too.
Overall I enjoyed the experience. Nicely done.
Hi yall this is Leko.
I kinda do this for every game jam I participate. Do you want to have feedback on your game that's beyond just "this is cool", including what's good and what might need some more work (subjectively to me ofc), as well as suggestions on potential gameplay tweaks? Leave a link to your game below and I'll do my best to provide feedback aiming to help you improve as a game developer.
Here is our game if you got time to check it out but no pressure. Drafting a meaningful feedback takes time and I'm quite busy these days so please do be patient :3
EDIT
I now have more than 70 games in queue. You're still welcomed to leave you project here but I cannot promise that I will get to your game on time before the 2 week rating time run out. I wish I had the power to manipulate time but alas I'm just mere human.
A really fun game with interesting genre blend. The art and sound design are unique and rather polished. I had a great time until RNG hit me in the face. Sometimes you just don't get any damage card at all in rounds and lose every fight because of it. Heal cards are not energy efficient enough to be worth it. And a well timed corruption/double damage can end the run easily. I would love to play the gain again if some more balancing are done. Good stuff.
Wow this is something really innovative. Using window movement as control is a really cool concept and I don't think I've seen anything like this before. But as much as I like it, the control is really difficult to get a hand on. I can't really make some of the big jumps without the window sinking all the way below my task bar, and at that point I can't tell where the character is. I think all you need to do is do some tweaking in the acceleration numbers. Good work overall.

Look I made a new friend :D
Despite its simplicity the game is surprisingly fun. I didn't know I need a fast pace rocket jump fps. Launching yourself with explosion is just so satisfying. That said, there is a lot of polishing needs to be done to make the game stand out, notably level design. Currently you could skip most of the encounter by keep rocket-jumping of walls. Which is cool but kinda downplays the core concept of fps, which is, well, shooting things. But I believe this is a problem caused only by the jam's time constraint, and you would come up with more interesting levels and mechanics with enough time. Looking forward to see this game getting expanded. Good work.
This is a well-polished game and I'm surprised that you managed to include a full tutorial. That alone deserves big respect. The control and gameplay gave me a strange sense of familiarity but I can't quite point my finger to it. But they are still enjoyable and it was quite a fun experience nonetheless. I do like to point out some minor issue with the upgrades. Since you need to absorb projectiles to gain ammo for your drones, the fire rate upgrade feel like a trap since it does not improved the ammo-to-damage efficiency like the other two upgrades do. Some balancing might be needed. But overall very impressive. I have no complaints regarding the art and audio side. Great work.
It is really funny and I was not expecting a "make your own rule" type of game. The combinations are fun to experiment with and I like the idea of making getting achievement as the main goal for the game. I think the only suggestion I would give is to make the base control a little more smooth as the current one feels a little too restricted to me. Also maybe tune down the music volume a bit. Other than that I think the game is pretty neat.
Great concept with UI manipulation. Playing with both wasd platformer control and mouse movement is an interesting experiment. I can tell the levels are well thought but I believe due to oversight, most levels can be completed with just one barrel (by dragging the inventory UI while jumping). But other than that the game is fun and it fits the theme really well. I had a good time.






