I just submitted it!
Recent community posts
This is awesome! I've been playing a bunch of Super Auto Pets recently, and was actually thinking of doing some type of auto battler for the jam. Ultimately I thought it'd be too much work lol. But you guys pulled it off great!
Having the rock-paper-scissors elements to the units is a cool idea, it incentivizes you to have multiple different team loadouts for different situations, and makes where you place units more of a consideration. It's something I don't think I've seen before in this type of game, good job!
Thank you! Little things like "perfecting" the board or the bonus tiles that spawn were only added pretty late into the jam, which ended up adding a lot to the game I think. Forcing the player to make potentially "worse" decisions to get more points feels way more interesting than just filling up the board as quickly as possible.
It's really surreal to see someone playing my game on video, I appreciate you doing that. It's really cool of you to take the time to go through and play so many people's games. I appreciate the nice comments too, lol! (Looks like you found a bug too, you were supposed to fail the first level- but I think due to how I'm checking for completeness the top left tile is always considered "filled in" regardless of there being a block there. I'm not really complaining though, it's not meant to be a hard game!)
Thank you! I'm glad you enjoyed it! Puzzle games are not something I'm terrible used to making or playing, but it's definitely an area I want to explore more.
Thank you! I really wanted to keep this jam game relatively simple and focus on polish/UI, so I'm glad you liked it!
Thank you! I'm glad you liked it! All the art was done in Asperite, which is great for doing pixel art specifically (Although it costs about $20).
The music and SFX were done using a combination of FL Studio, Audacity, and ChipTone (ChipTone is a really cool, free tool on itch.io that you can use to make retro SFX https://sfbgames.itch.io/chiptone).
Thanks for playing! Yeah based on what a few other people there are some issues with rotating blocks and having them not visually match up with where you're placing them. Hopefully not too game breaking!
Amazing job! Extremely atmospheric and fittingly dream-like. The main movement mechanic is very intuitive, but has a lot of room to master. There are some areas where the colors of objects and the background changing makes it pretty hard to see what exactly is going on, but still: one of my favorites of the jam so far!
This is really cool! There's a lot here, you can tell you all put a lot of work into it!
It's definitely hard lol. Overall, I think the enemies are just too fast (at least compared to the player), so it feels pretty difficult to avoid damage a lot of the time, especially right when you start the game.
This is a really fun idea! Music and art are great too. You definitely weren't lying about it being difficult though lol. I'd be more willing to keep attempting the second phase of the boss if the first phase didn't take like 10 hits to get through.
The controls feel a little clunky though, there were a lot of times where I'd be charging a jump, start moving in a direction, then lose my jump since I released space bar just as I was walking off a ledge (A few frames of coyote time would help a lot I think).
Overall, great job!
Great job! This was really cool. A small thing that I think would make the game feel a lot better is some amount of feedback when the player takes damage (SFX, sprite flash, etc.), since it's not always totally clear when you've actually gotten hit.
Thank you! I'm glad you fought through your puzzle hatred to play lol.
Yeah agreed, I was going to set the scroll wheel to also rotate blocks, but realized after I submitted that I had just forgotten to do it. Unfortunate!
Thank you! That means a lot! Now that you say that, I was originally going to give him a beard, but decided against it because of how tight the space at the bottom of the screen got lol.
Thank you! That was definitely a consideration originally, but ultimately I decided to just keep it short like it is now. I don't think there's really enough complexity in the game currently to warrant playing for more than a few levels. IMO there would need to be something more to distinguish different levels, a few more restrictions outside of different level shapes that could be modified to keep things interesting.
Regardless, thank you for playing! I'm glad you enjoyed it!
I appreciate it man, thank you for playing! That was my goal, something short, simple, and low energy. I'm glad you enjoyed it!
Great job! The art and sound design is awesome, and all the minigames are pretty immediately intuitive!
This is a cool idea for a platformer I don't think I've really seen before. Good job! I really wish there was a checkpoint or something right after the tutorial though. The music is great too!
I think you may have linked the wrong game here, I remember playing Ratty back during GWJ 53 lol. You might want to contact the jam runners to see if you can update this page to have the right link, I'm not sure exactly what the rules are around that.
Regardless, I found Ratty's dream on your itch page, and it was pretty cool! You put a lot of work into the presentation and it shows! I'm glad to see an expansion on the Ratty Cinematic Universe lol.
This was a fun little game! That sheep sprite is amazing.
I burst out laughing when one of the pink sheep rocketed down and instantly exploded at the bottom of the screen. It really caught me off guard lol.
I know you said you weren't happy with the pixel art, but I like it! That's something you'll only get better at the more you do it. Strangely enough, there were some parts of the game that reminded me of Yume Nikki which, intentional or not, is pretty fitting for the theme of the game jam. There's a lot here to be proud of!
The jump/double jump both feel a bit inconsistent, which is understandable (platformer controls can be a real pain in the ass lol). Things like input buffering and coyote time might be worth looking into if you're interested in making more 2D platformers.
This is a really fun idea! I especially like the eye-closing transition, that's a very clever and fitting way to switch between the different scenes. Great job!
This was really cool! I like the presentation, everything is very clear and it's easy to parse everything that's onscreen. All it needs is some SFX/VFX to really take it to the next level! Great job, you got a hell of a lot done!
The later puzzles with the numbered blocks is a pretty clever idea (Although the hitboxes of the blocks themselves seem a bit wonky). I could see you doing a lot of interesting puzzles with that mechanic, if getting the blocks to where they needed to be was part of the puzzle along with figuring out which combination of blocks to use. Really cool idea!
I'm glad you enjoyed it! Do you have any more information on the bug with rotating? I can't fix it for the jam obviously, but it might be worth adding a note about it in the game description.
Ha, I appreciate the rating! Admittedly I rushed the "how to play" section a bit. The goal of each level is to "connect" the two tiles with lightbulbs on them. So if on the first level you place a block on the top left tile, then keep adding blocks that touch each-other until you reach the bottom left tile, you'll complete the level.
I'll probably have to add a better explanation to the game page description- regardless, thank you for playing!
Thank you for the detailed response! I really appreciate it.
Yeah it looks like a couple other people had issues with blocks going out of bounds/rotating incorrectly. Hopefully it's nothing terribly game-breaking! Probably rounding/tweening issues if I had to guess.
Thank you! That's actually interesting that you did that. I was kind of worried that players wouldn't necessarily realize that the demon head was something to avoid (Which since it's an insta-kill is kind of an issue and could be a source of frustration). It seems like, from other people's comments, that this ended up not being too much of an issue. But I think were I to do this again I would only have the head's hitbox activate and begin chasing you after you left the last room- so that the player had a few seconds to understand how the treasure they picked up affected their movement before having to run.
Regardless, thank you for playing! I'm glad you enjoyed it.
Thank you! I'm glad you liked it! I appreciate the spoiler warning (Although I there are plenty of other comments on this page that do "spoil" the twist lol).
Thank you! I'm glad you enjoyed it. I wanted to give the player another movement option, like a dash, but I didn't want to add another button to the game. Tying the dash to the existing attack action (which was really boring on it's own) ended up working out pretty well.