Omg nice work finding the boss!! I was worried a lot of players would miss that aha
Undertales combat was def an inspiration, I'm really glad you enjoyed it!
Thank you so much for checking this out! been a while since I've made something in 3D and never something like this so I'm just plain chuffed it functions lmao
I can definitely see how holding forward or quick-tapping left up would be less jank than the kind of stop and start motion of the navigation, I'll def try and implement that if I go back to this one or make another Blobber!
LOVED the look of this, I've got a real penchant for games that look like they're made for high tech machinery. I managed to collect all 5 logs but kept dying before I could reach the bottom (I'm assuming there is a bottom given the map isn't random?), the instant death from contact did feel a bit tough. Fantastic presentation!
This was neat! I do enjoy this kind of incremental mining game, quite liked the light cycle-esque mechanic with running into your own drill line, and the reverse-backwards animation when you retreat is great! I did feel like the upgrades weren't the *most* exciting, I didn't feel particularly motivated to go for one over the other. Nice work with this one
INCREDIBLE entry for your first game jam!! I'm really impressed with the mechanical depth you've got on display, getting a Bazaar-styled auto battler functional in the time limit would be top marks but you've also got a cohesive art-style and intriguing story!
I think (and you're going to get this feedback a lot) some sound would really help round out this if you wanted to develop it further; along with possibly a web build that embeds in the itch website.
This was interesting! does the game have an ending? with the narrative structure of the messages I assumed after I collected enough stars that the section up the top would open but that never seemed to happen. At it's craziest I had the rules for uncapped speed, bouncy physics, can't stand up, double jump, 12 star rule changes and walls are lava which was definitely tough to control. Quite liked the art detail in sections, the big central statue is quite fun. Nice work getting this one done in time!
Saved Carrotopia! I really enjoyed the intro cinematic, felt like that added a ton to the overall experience. Moving 2 characters at once was tricky, but a lot easier on controller. The variety in attack patterns was nice, though I wasn't quite sure how the red rabbit is meant to fight effectively, since they do more damage at long range but the attack size is so small. Nice work with this one ^^
17985! Real cool twist on breakout, I especially liked the blocks that corrupt other ones to further their effects, gives you good motivation to aim and hit particular spot which is always welcome. I felt like it was a bit tricky to control at times, the ball moves quite quickly and you can't really slow it down. Really cool entry overall!
This was a really neat entry! It was pretty unexpected for the game to be about managing the ego-system instead of staying alive as a particular creature, the different game over conditions are cool! I did find that some of the wild rules are real harsh, only predators and everything sleeps feel really easy for everything to get wiped out. Think my highest score was 820? Liked this one a lot.
I was fascinated by this game!! I really liked trying to figure out how the hell to afford any of the anti-virus software (I think the bear generates fat stacks, my failed runs I was relying on emails). Its definitely a series of unpredictable rule-sets, I was kinda hoping that detectR would give me some clues as to what all the viruses did! Since it's pretty tough to figure out just from their behavior/appearance. All the programs/icons are really cute and the aesthetic is just plain cool, one thing I did find was I could only zoom in on the center of the screen which i'm not sure was intentional? Really unique entry, I enjoyed it a lot.
I really liked how wacky the different rules in the levels got, there's a ton of variety! favorite was the scary maze room where you have to remotely control the dot. I feel like some of the puzzles could have been a bit harder but that's def not a huge issue for a jam entry. Great work to the whole team on this one!
Really unique entry! Don't think I've ever played a jam entry where I have to come back the next day to check what's changed. Randomized modifiers each day is definitely an unpredictable ruleset, and I like how missing jumps and hitting the wall isnt really an issue with the multiple wall jumps, it just kills your momentum. The online leader board is a fun addition, nice work with this one!
I managed to get up to the GJ7 segment! I think I had the most fun with this when it was the basic ADSpace area since it's feels the most comfortable to use with the mouse. I don't think it's necessarily a bad idea to swap around the controls in different areas, it's fun to scramble and adapt to a different control scheme, but the foddian structure is quite a tough combo, I would have loved some checkpoints or segments being broken up into defined levels since it's quite fustrating as is. Quite liked being able to swing around 360 degrees, felt quite clever using that to bypass a small part of the JLB area!
This was really cool! Loved the gameplay and the design of the bobbermen is really fun. I did feel like I got unlucky a few times with the geometry and fish combos making it quite hard to avoid damage, but those were relatively rare. Cool interpretation of the theme by shifting up the characters moveset, one of my favorites of the jam so far!
This was an interesting one! the mist shifting so rapidly was a bit frustrating, especially in the final level, I didn't really feel like I could adapt to the weather patterns and find alternative routes, more just waiting for an ideal mist pattern. I did like that it seemed to alter a different property of the player in each level, the presentation is quite nice and it's definitely a novel concept! Nice work with this one
Had a few odd technical issues but I loved the island vibes!
-Mouselook can leave window when not in fullscreen, and is constantly veering downwards if not in fullscreen.
-In fullscreen mode the God's UI is cut off on widescreen! I didn't actually realize he talks to you the whole game until I tried again on a smaller monitor.
As for the actual game, I quite like it! it felt a bit like walking around in an analouge horror game, though I feel like the facade could have come down a bit further into it. The idols live reaction is a neat element, though I thought it was odd the good ending is so much easier to get than obeying the Idols conditions of fetching all the objects within the time limit, I'm not actually sure it's possible (that might be the point lmao) Art direction is really on point and the music contributed a lot to the feel, really cool entry overall!
Really cool entry!! I loved writing down the spell inputs as I discovered them, found the Mega Death Explosion Beam very helpful. Physics and movement can feel a bit janky at times, weirdly enough I think adding the ability to aim the staff would help, just to clear objects out of the way for smoother walking. I especially liked when spells are meant to be used in rapid succession, makes for some very fun somewhat interpretive puzzles. Also the lil guy is adorable! Great work with this one.
Really interesting concept! I could definitely see the steel ball run influence, but a FPS where you need to rely on your horse to move around feels like a great concept. I did find the gunplay to be a bit strange, the bullets seem to stray heavily from the crosshair depending on the angle shot while moving, and the enemy couldn't seem to hit me regardless of how I moved. Big dubs for making this in Python!
Really excellent presentation, it feels very high quality in both the UI and world. I did find I was wanting for a bit more gameplay, walking around and talking to the various residents is neat and suitably wacky but I would have loved a bit of fetch questing or puzzle solving to round out the experience. The voice acting was definitely a surprise, nice work on this entry.
This was neat! Ran into a bit of a critical error that caused a hard crash, but I liked the movement and variety in weapons. The wall clipping is something that I'm not sure is a bug, if it is I'd honestly consider adding it as an official mechanic since it feels pretty cool to be able to out-maneuver enemies by slipping though the environment.
I got to 85! Feels great to jump and I love the art style you've gone with, the rabbit sprite in particular is adorable. I was thinking about how handy a jump power indicator would be, but after 10 or so runs I got a decent feel for the timing so it's not super necessary. Great work with this entry!