Really good job! Like a lot of the other people who've commented, I really enjoyed the combat system. It's a really novel and cool idea, and it makes for a really fun game. My first run I chose rogue, and then I think I played for at least 10 minutes straight before stopping to try the other classes. I had a good time, but without some kind of win condition or scaling to enemy damage & health, there doesn't really seem to be an end to game, making it feel a little incomplete. Overall, however, it was really fun and it was a really great game!
LiminalDirectory
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The game was delightfully silly and fun! I'm especially impressed by how fun and engaging the mini games were. This game has a really good idea at its core and you did a great job executing based on that idea. I also enjoyed the difficulty of the mini games, even if it got a little absurd at times.
Overall, you did a really good job and made a really fun game :)
Very cool game! I love the idea and everything is so polished. Honestly, I'm still amazed by the full song and full voice acting. Overall, everything was great, the game mechanics and level design were very nice, and I had a good time. Unfortunately, whether at the fault of my low-end laptop or a bug (I assume the former), my mouse sensitivity was insanely high (even when turned all the way down, it was still quite fast). It didn't really detract from the game experience all that much, but I figured I should mention it.
Again, great job!
I'd like to start by saying good job. It's a pretty good game for one week, the controls were smooth, and the gameplay was straightforward and easy to understand/get the hang of. I think the best part of the game was the background music; it did a really good job setting the dangerous vibe when paired with the zoomed in camera.
However, there are a few things I think could be improved:
- Yeah, the zoomed in camera is cool and adds the the experience with the possibility of "oh no, what if there's a mouse trap just off screen and I'm about to jump into it," but what I think is bad about the camera is actually the delay in it following the player. It pans at a slow rate, which forces the player to slow down and wait for the camera to catch up sometimes.
- Discordant visuals. What I mean by this is that all of the artwork in the game (the player sprites, background, platforms, and mouse traps) all seem to have different resolutions, which makes all of the visuals less coherent. In the future, I'd recommend trying to keep the pixel sizes or resolutions of your sprites closer, which will make it look a lot better.
- Lastly, I feel that the game had a kind of bland interpretation of the theme. For the most part, I don't feel like there was much risk involved. Yes, there were mouse traps, but they're more of just small obstacles that don't have a huge impact, leaving the game relatively devoid of risk.
Making a game in 1 week is pretty tough, so good job for making something playable.
On the other hand, it lacks clear elements of risk, and while the artwork and physics are all there, some sound effects and music would add to the overall experience. Although I can't rate it highly for this jam, you should at least be proud that you made a playable game with some decent level design and programming.
I'd love to check out your game (I always enjoy games about brewing potions and such)
If you want to play mine, you can check it out here: https://itch.io/jam/brackeys-14/rate/3849088
Your game looks fun! If you'd like to add mine to your list of games to play, you can check it out here: https://itch.io/jam/brackeys-14/rate/3849088
Phenomenal game! The amount of strategy and depth that can be found in such an easy to understand system is really impressive. I enjoyed the art and sound design as well, as it really gave the game its own unique identity. Overall, I felt like I was playing a quirky puzzle game rather than a deckbuilder, and I loved the whole experience.
I'd like to improve my most recent project, Slimy Scales, a silly platforming arena fighter I made for a game jam. I believe it's a really good game, but I was unable to realize just how difficult it was to play while I was making it. I hope to make it more fun and fair for the player with the time I have during this jam. Specifically, I'll add more health, make the platforming smoother, rework some of the visuals, and maybe change up the gameplay a little.
If anyone wants to play the difficult version, you can check it out here: https://liminaldirectory.itch.io/slimy-scales
This game was great all-around, from story to art to music to gameplay, everything was great! All of the features are well-implemented and balanced, and the game certainly succeeded in making me think strategically about my choices. It seems like I missed a lot of endings, so I'll try to come back and play through the rest of them after the game jam grading period is over :)
This is such a cool and innovative puzzle game, and I really love the interpretation of the theme. The level design is quite good, as the game takes the time to introduce mechanics and allow the player to understand them in the earlier levels, then asks the player to apply the knowledge they gained in later levels. Level 2 is a wonderful example of this, forcing the player to move 1 item off of an inverted space and another onto a heavy space, teaching them the function of both in one short level. Although I beat a lot of the puzzles in only 2 moves, it was still fun because of the underlying logic. I especially enjoyed level 13 as I thought that the solution was well hidden, but still discernable through the use of sufficient logic. Sorry for the rant, I just love puzzle games and yours was an absolute joy to play through (and I didn't even mention how amazing the art and sound design were! Your team's composer and artist are phenomenal!)
Artistic fish-simulator bullet-hell was not something I expected to see from this jam, but I absolutely adore this game, how well the idea was executed, and the amazing audio and visual design that was combined with it. While the fish controls aren't extremely intuitive, the way of making the player use the movement to select the level is an amazing way of teaching them the controls. Overall, I felt as if this game took a wonderfully unique idea, created a great game out of it, and then used phenomenal graphics and audio design to enhance the experience. Amazing job :)
I choose to play this game because the cover art was comical. I continued to play the game because it subverted my expectations as immensely fun. The only suggestion I have would maybe be to make the controls/instructions available somewhere inside the game. Other than that, everything was phenomenal :D
This was quite a lovely game, although I am far too jumpy to take the time to balance the final game. Regardless, I still had a fun time, and I like how the balancing process got progressively harder as there were more and more variable to manage. Overall, this game was phenomenally designed, the audio and graphics were great, and the idea was super well-executed.
Super cool idea and a really fun game, but I feel as though the level design was a little too difficult. For example, the acid in the last level felt as though there was no room for error, which led to me taking probably half an hour to complete it. Other than that, it was a really good game with smooth controls, great art, and great audio :)
This is a wonderful jam game: it fits the theme amazingly, it's short but fun, and it's easy to understand. Overall, I can't really complain about anything as this is a pretty well-polished and complete game. I fell like the speed, sizes, and amount of numbers on screen could be adjusted, but it's a perfectly fine game as is. Well done!
Amazing game! The mini games are really fun and well thought-out, and even though there's only 4 of them, I still had a great time playing your entry. The graphics are wonderful, and the music as the game totaled my points had such a wonderfully happy vibe. Overall, this was an amazing entry, and I'd love to see a full game like this :)
Holy moly! Amazing job! This game was insanely and phenomenally fun to play. The gameplay was great, the art and audio design were lovely, and all of the gameplay mechanic were balanced quite well (I apologize for the pun). I cannot understate how much I love the art design, and I adore the combat. Literally everything was near perfect, but I do have a few small suggestions :)
Unfortunately, it seems there is a typo in the tutorial, where "shield" is spelled "shied," which is practically the only major error this game has; fix that, and it's golden.
Also unfortunately, while I was writing this comment, I went back to replay the game so I could look at the name of one of the cards, and once I finished the tutorial, the first card I played didn't get removed once I played it, but instead, stayed on screen. I was able to continue playing it and to continue damaging the enemies, allowing me to beat the entire game. I'm uncertain of how it happened, but I think the card that remained may have been the last one I played during the tutorial. You can see the card in the screenshot below.

Other than those two unfortunate errors, everything else was absolutely lovely and enjoyable. On my first run (which didn't encounter and glitches), I managed to make it to Apophis with 1 health remaining, got an amazing first hand with "Unbalanced Draw", allowing me to play all of my cards, draw a new hand, and balance my large scale, taking out both of the smaller snakes and half of Apophis' health. If it weren't for the fact that venom hit through shield, I would have won the fight on the second turn, but I still had a lovely time, and that goes to show how well-designed mechanics can synergize in amazing ways.
Sorry that this comment is so long, but I wanted to give my honest feedback mixed with the small bug report.
Great job! The gameplay was fun and the idea fits the theme quite well. The game was short and sweet, the controls were smooth, and the levels were pretty well designed. The graphics were a little bit lacking, but minimal graphics is better than bad graphics in my opinion. The audio was nice and relaxing, but I think it restarted every time a new level loaded, which was slightly weird just hearing the opening before the beat drop over and over again. My only main suggestion would be to fix that small issue if you do ever come back to this project, but other than that I think the game is designed quite well.
I had clicked on your game expecting something Tetris-like, but I was pleasantly surprised to see how different your game feels from Tetris. The unique mechanics made for a very fun and unique experience, and I think they were executed quite well. The audio design and graphics are simple but effective, and positively impact the experience of the game. My only advice/criticism is that the comets didn't impact the gameplay all too much. Perhaps if you were to add a difficulty curve where they get larger or more numerous as the player gets higher, it would have more of an impact. The implementation of a zen mode is also a nice touch, seeing as your game is enjoyable with and without the mechanics the zen mode removes. Overall, I enjoyed the game and I believe you did quite well in many different aspects.
I certainly love the audio and visual design for this game, and the idea is super duper fun as well. The only issue I could find with it was some difficulty in controlling the line, but other than that, the only thing tripping me up in game was my inability to count. Overall, this game interprets the theme well, it's design in a great way, it has a novel idea, and this is a pretty phenomenal entry :)
This game is so phenomenal, I cannot begin to describe how much I enjoyed it \( ^o^)/
I spent far too long playing this considering the list of games I intend to play, but this entry is just so good. Every time I make a mistake, or drive off of the road and just barely run out of energy, I kept thinking to myself, "I can do better. Just one more!" The quick respawn time certainly kept me playing longer as well. The visuals are smooth, the little crash sound effect is a nice touch, and all of the gameplay mechanics seem very well thought out.
Overall, you did an absolutely amazing job :D
Edit: My high score is now 99 (I was so close to 100 \( ToT)/ )
I love the idea! I like how you managed to combine art with the goofy horde survival genre. The artwork is nice and cute, and the mechanics are pretty well thought-out. Some of the balance and mechanics are a little rough around the edges, and a little tough to figure out, but it's a jam game, so who cares if it's imperfect.
The only other thing I'd like to note, however, is that the music in the background could use some variety. I love the song, and once all of the instruments come in, I think it's an absolute banger, but when it's just the first part, it feels like it's just the same few notes repeating for a good 20 or 30 seconds. My suggestion (whether you choose to update this game or make more games going forward) is to just take your main instrument, and for every other measure, just move each note up or down by 1 note. This can do wonders for making your music nicer to listen to and less repetitive. This is a just a suggestion though, and I am not very well educated in music (self taught solo dev moment), so take my advice with a grain of salt.
Overall, I enjoyed the game, I think your idea is super unique, and I think it's executed quite well :)
Holy moly! That was certainly an interesting experience. I really loved the idea of having your bullets be dangerous to enemies and yourself. I certainly made my life much more difficult as I played through the game, but I still had I great time. There's a lot of content for a 1 week jam game, and it told a pretty good story. The final boss was fun and challenging, but a little bit stale (though I can certainly understand if you didn't have time to implement as much as you wanted)
Overall, it was a really cool game, and I had a fun time :D




