Thanks! I agree, numbers going up seemed like the easiest way to make a fun-feeling game while keeping the scope small. I usually over-do it on jams instead.
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I enjoyed this one, the music and audio/juice made it satisfying to pick things up. I think it would be nice if the level had a little bit more structure, at one point I kind of wandered around randomly while small and got stuck. I think a fully designed level could be too much to ask for a jam, but even something like fencing the player into a starting "area" would be nice.
This was fantastic! I know very little about music, so I had a really hard time remembering which notes to press. The pauses during upgrade selection helped a lot, but it might help to put a diagram somewhere. Even just on the itch page itself, or along the bottom during the upgrade screen.
Eventually I just stuck to fire and wind, but there was still a ton of variety between the projectiles and totems. I avoided the black keys upgrades entirely, but I see how multi-element combos could be really interesting. I also wonder if adding a metronome for timing would be useful/interesting, to give it a bit more of a rhythm game feel, or if that would be frustrating.
I like the idea of clicking to counteract a draining bar, since it makes the end-goal obvious from the start and visually fills up.
I wonder if it would be helpful to have the hunger depend more on fullness, like hunger = k * fullness, That way the bar doesn't drain at the start, but it drains faster as you get more upgrades. This might also help you tune the scaling, since progress would balance at fullness = hunger / k = (planet_size * clickers ) / k.
Fully balancing it out might be too much for a jam, and I just hand-tuned everything in my entry.
I thought the ambiance of the game was really relaxing, which was nice. I also ran into a lot of lag in the browser version after level 2, which caused some wacky physics glitches. The boats physically pushing the scale over is a hilarious fail condition.
I also noticed that because the cursor sets the (x,y,z) position of a block, I could just stack both sides full of blocks right away. Then I could grab one block to control the angle of the bridge by either lifting it up or pressing it into the bridge. I'm not sure if this is the intended way to play (essentially, putting your thumb on the scale!), but you could consider toggling the block physics off on click, then snapping their position to the scale if they overlap on release.
Absolutely! I used it as a replacement for documentation and StackOverflow. I can give some concrete examples:
- This is my first time using Godot, so I used it for a lot of engine questions. Things like "what is the Godot version of Unity coroutines?" and "where is the 9-slice image setting for this panel?" or "how do I make a global singleton?"
- I used it to get code snippets, like I would from the documentation. It was mostly for the tween library, so things like "var tween := create_tween()" or listing the different arguments for the set_trans() and set_ease() functions. Or the difference between "self_modulate" and "color" arguments when changing the alpha channel.
- I used it to keep track of my progress as a rubber duck/interactive journal/hype man. I'll put in a todo list at the end of the night, or I'll describe a design decision I made. I've found this is helpful for me to get through mental blocks when I'm working solo.
I hope that's clear. I tried to stay within the spirit of the rules by keeping it away from the assets, code, and design. The submission disclosure was much more broad, so I figured it's better to be safe than sorry.
Wow, creepy! I managed to get the key, but I absolutely got lost in the house, and apparently died to a tombstone(?). it would be really nice to have a UI element or map to help me find my way back. Or, if the rooms looked a bit more different.
I don't usually do horror games, and I really appreciate the lack of jumpscares.
Wow, what a great puzzle game! I really enjoyed how polished and well put together it was. My only complaint was that the music didn't loop, so I got stuck in silence a few times.
I had to come look for spoilers on how to beat the last level. I eventually managed it, but I'm not sure how. It might be a good idea to show an indicator for the path the block takes back for the undo. That would remove some of the trial and error for the puzzles where the number of blocks you push before reaching the exit matters.
This was an interesting game, I like the idea of having to rush through pretty basic bank tasks, but things like a missing negative or clicking the wrong loan amount could cause big problems! I'm not sure if it was intended, but about halfway through the game I started having the local thief between every customer, and apparently angry customers would get into (get back into?) line.
It's a fun concept, and I think it would work really nicely with an underlying story for the characters and interactions (e.g., do I give Robert ANOTHER loan after his third company fails??)
I thought the audio design was really nice and satisfying, and getting the sped up soundtracks gave me a bit of an Overcooked feeling. The chaotic bits at the middle and end of each level were nice, but I think the pacing could be improved. Maybe adding in a high score system, or algorithmically determining a desired "rate" of failures to adapt to the player.
I think the hitboxes are way too small on the first level, especially the top-middle pipe. I essentially lost the first game because I spent 20 seconds walking around trying to figure out what key to hit to fix things. I also noticed some inconsistency, where I could fix something without the UI popping up and prompting me to hit a key.
Overall it was a nice experience.
The graphics are nice in-game, and the opening title sequence really does a good job of setting the mood/atmosphere!
I'm not sure the long cutscenes added so much to the game compared to how much effort they took. I actually ended up exploring the whole map, exiting the game, then coming back once I realized I had to press E to start doing things. I also mistakenly hit E a 2nd time on the crew capsule and it went through the entire loading bar again. This felt more like a story that I was pressing E to play through (which isn't bad), but the slow movement and big empty space meant that there were long gaps of doing nothing between the main story beats.
I definitely understood the explanation you were going for after completing the game. It's kind of a boring sequence of events meant to mimic the boring sequence of events every morning.
I wasn't a huge fan of the screen drunkenly moving around, it made it just slightly harder to select things for no real reason. I think having to repeat the same sequence of tasks is interesting an interesting idea, and I think you could really play with the memory game aspect by moving things around slightly each day, or adding optional steps (did I put the bread in the toaster?). It's a clever idea and well-made for the short amount of time you had!
I liked this game! I feel like there are a few areas where the experience could be improved: an indicator that says when I've actually grabbed the wall (since the "launch" bar fills up even if I haven't), being able to control the direction of the wiggle (e.g., call it a little rechargeable RCS backpack), and highlighting which objects in the foreground/background are interactable. Whizzing around the rooms and trying to grab the batteries at a high speed was a fun challenge, and it would be nice to have a little more control, especially since the rooms are much bigger than one screen.
I think this would work very well as a metroidvania-type game, where you do some platforming then switch to 0G to solve a puzzle, then switch back. It might also help give the levels more interesting shapes.
I like when games have little mini-games inside of them, and I got some real among us vibes from these ones. I found the game really hard, and it was easy to accidentally end up in the wrong part of the sub. I really appreciate the red guide arrow, and not having to guess or go off of sound to see where the damage was.
I think it would be nice if you could use the arrow keys/WASD to navigate between rooms instead of only clicking on the boundaries, it seems like that would be a lot faster than dragging my mouse and clicking.
Nice game! The graphics are charming, and the description text has some good humor. The music was also somehow relaxing, and I was almost expecting a sassy narrator to remind me how expendable I am...
I thought the puzzles and mechanics were interesting and fit well together! I did manage to find some (almost) game-breaking bugs, but I powered through and finished it. I wonder if they came from me dying a ton of times on the level with two buttons on top/bottom that you have to press in a specific order.
- Occasionally bodies would not press down the blue buttons, and even if they were pressed when I died, my body would fall and they would un-press.
- In the last level the bodies would not block the laser, especially if I died close to the left/right side where it was emitted. It seemed like having 2 bodies in the laser line was fine, but 3 bodies caused issues.
- On the spike level where you had to use the exploding body mechanic to get a corpse (nice puzzle design!) the spike pits glitched and I would die on them even if there was a body there already. I realized if I died to the explosion then pushed the body onto the spike, I could move over it again. I was also getting 2-3 bodies exploding every time I died, too.
- The game ran pretty bad in full-screen, but at regular size it was smooth (Firefox).
I think the game was really nice... I probably wouldn't have tried to puzzle through the bugs if it wasn't!
You definitely put the hardest level first! The remaining levels were a lot clearer, I think because both guys kind of looks like they're both dead in level 1, so I wasn't sure if I was reconstructing what already HAD happened, or if I was finding a scenario for something that WILL happen. I think the remaining levels took less than half the time that I spent on level one.
In level 1, finding a sequence of 3 objects out of 7 options gives 35 combinations. In contrast, levels 2 and 3 required a sequence of 3 objects out of 4 options, which is only 4 unique combinations. I think playing levels 3->2->1->4 would have made it a lot easier for me to understand what to look for, and they're reasonable to brute force if you get stuck.
The idea of a hidden object + sequence puzzle game has a lot of potential, and it was satisfying watching the animations play out. With a bit of polish and some small QoL adjustments (little animations, more environmental interactions) it could be a great casual puzzle game.
This was a fun little card game! I tried to play without the tutorial (huge mistake), and I was able to get the hang of it pretty quickly after reading it. The bear and bee with axe cards were absolutely hilarious!
I couldn't actually figure out why I was winning, but I essentially just focused on making combos to have the points to up. I think adding more interactions between cards (like bug spray, alarm) could add a lot of depth. Right now it seems like whoever goes second has the advantage, because you can just disrupt the opponent on the last turn (by stealing their axe for example). Adding more complex interactions could mix it up (like if the axe is between two bug sprays, I definitely don't want to put a bee down). Nice job overall!
I really liked the CRT effects and PS1 style graphics for the characters. I spent a lot of the time anticipating what the twist/horror/jumpscare was going to be. I absolutely got lost in the house multiple times, and I started to wonder if the rooms themselves were changing! So great job setting up the horror environment and expectations.
It wasn't actually clear to me who Tim was from the intro, and for some reason I thought it was me. I think if there was a bit more buildup/clues to put together, I would've been drawn in even more.
Hi All,
We're sitting at about 15 ratings with a few days left to go. If you could play our game and rate it, I would really appreciate it: https://itch.io/jam/brackeys-13/rate/3349169
Drop a comment here or on our game once you do, and I'll be sure to rate your game (if I haven't already!) and leave some feedback. I really enjoy the indie vibe of game jam games,
Wow, this is a super polished game that looks and feels great! I can't believe how much stuff you fit into this for a one week jam. The title screen meta-commentary was a nice touch :-)
I started with the (wrong) notion that I should focus on cooling to survive, and that didn't work very well. Once I realized how great the cooling capacity upgrades were, the game became a lot easier! The unlock system was a great incentive for me to keep trying to get all the endings. I guess one of the cinematics isn't implemented correctly?
I enjoyed the tactics/puzzle element of this, once I realized exactly what you meant by "surround" the enemies. I was also able to break the game in a couple of ways I think:
- I was able to draw a circle around the other base, which captured all of their circles but one and soft-locked me (image below)
- I was able to play long enough(?) that the blue circles completely stopped moving
- I tried creating long snaking paths. and I could not get the blue circles to actually capture my pieces
The mechanics/concept are interesting, and I imagine it must be very difficult to write the AI for the game, congrats on that! I also wonder what kinds of strategies are the most effective... It seems like pushing deep into enemy territory would be too high risk to be worth it, unless you can use another piece or two to defend. That's the sign of an interesting system!

I came for the chill planting, and I stayed for the manmade horrors beyond my comprehension.
I like the feel of the game, it's wacky and mysterious and definitely surprising! I think the art + sound + lighting all worked well together.
The UI was a bit small on my screen, and it would've been nice to have a little more feedback to the player (what do the upgrades in the shop do?). I think with a little more content (what if the plants grow more the longer you wait between uprooting and harvesting? What if there were different areas/overlooks/soils you could get to? What if plants interacted with each other in surprising ways?) you could have a real gem on your hands!
I also figured out how to do this by climbing some rocks, poor guy:

This was a really good looking game, and I think you could use the great humor to lean even further into the surreal/absurd vibe. I definitely wanted to explore every branch of the game!
I did have some trouble with the controls initially. I thought the 1/2/3 were a sequence of steps, and I was confused why I couldn't do anything with the mouse/keyboard. The UI for the fridge interactions were also pretty far off to the left of the screen, so I couldn't see the numbers at all there. Overall, nicely done!
This was a fun little puzzle, and I appreciated the orange paint. I feel like the user feedback could be a bit clearer, I had a hard time figuring out what I could/couldn't interact with. It would be nice if things I can't interact with (like the safe at the start) were greyed out, and maybe the text was lighter when you can (like the key). It would also be helpful if you could delete/cross off items from the list as they're completed.
This is a cute game, and the variety of minigames was interesting! I had some issues with the fire alarm as well, I think the UI might be bugged to cross out the wrong thing(s). I also managed to activate the "hit buttons and flip switches" in the middle of the fire alarm task and lock everything up. I think it would help if you had some kind of global variable to track what the active task is, then you can disable the others. Nice job!
I enjoyed this, and the music did a great job adding to the atmosphere. It took me a couple of tries to figure out how to use the Vorp. It also seemed like if I restarted without exiting the game, I would just never see anything and I would totally run out of energy and lose.
Once I finally got the hang of it and got some good Vorp collected I ran into... something else...
I'm glad you enjoyed breaking our game, it's definitely more fun to break a level than to hit an invisible wall!
The speed armor actually is in the game, but it's an optional puzzle. It might be a bit too hidden, but the door opens when you defeat the ghost in front of it. It's very nice when exploring the other half of the level.




