You should feel ashamed of even remotely comparing this game to Outer Wilds, but we're flattered nonetheless. Thanks for playing!
R. Lopez
Creator of
Recent community posts
The main character is adorable, and I like how you can either run or go slow, or deliver less boxes at once and you kinda have to juggle which option is faster. Fit the theme well enough, though I'd have added more shapes for the boxes to make it more interesting ("do I keep rolling for bigger boxes or do I just go with the ones I have?" or something like that). Good job! Especially remarkable as a solo project.
Incredible that you could come up with something like this in just 1 week (even re-using some old systems)! The character slowing down the more gems they get, and forcing the player to plan their retreat ahead or striving for just one more gem really makes it fit the theme, and the traps are simple but punishing enough to make it feel like it's my fault for losing each and every time. I haven't played long enough to see if there's an ending or if it's incremental but bravo nonetheless.
https://itch.io/jam/brackeys-14/rate/3849481
Ours is a short first person driving game about chasing a tornado around for views!
https://itch.io/jam/brackeys-14/rate/3849481
First person game with driving mechanics ^^
Win-worthy! At first I thought that it didn't incorporate the elment risk as much as it did just randomness, but the abilities you and your opponent have make it so you almost always have "safe" strategies and "risky" strategies.
Audio and Art are phenomenal for a 1-week project.
My only critique is that there are too many abilities at once that cost too little, and recovering 2 energy per turn doesn't reward strategies about thinking ahead.
The enemy AIs are all very basic but as a jam game it's understandable and didn't hinder the experience in the slightest.
Amazing! Not only does it fit the theme very well (The fact that some of the foods you get from dead ends are useless is actually genius in my opinion) but the ambiance hooks you in, too.
My only gripe is that the mouse takes way too long to move, and there's no tap-and-hold feature, making short traversal very slow while the rest of the game is responsive.
Buckshot roulette but with cards and a lovely art style.
The gameplay isn't really risky, as you are forced to engage with it, and whether you should draw or deal the card is a matter of basic probability.
An idea on how to make the game fit the theme more: kind cards heal 1 HP, and you have the opportunity to discard cards so neither you or the opponent get the damage/heal effect. This way, both trying to heal yourself and damaging your opponent are risky, and the player having the opportunity to disengage conflict means the risk is all the more emphasized.
Of course, this is just one idea out of many on how to improve the game, but I hope I got my point across.
Exactly this! The gameplay loop is solid and replaybale, and the gimmick allows for creative level design and emergent strategies. The only problem is that there is no real reward for getting more points (permanent upgrades, unlocking new content, etc.). You could argue it's an incremental game and the objective is getting as many points as possible, but it's a cheap approach to a proof of concept that - if expanded - could be a solid standalone game.
There's no incentive for taking risks ever. The score you get doesn't get converted into any real upgrade, it's just a proof of accomplishments. It would need some long-term rewards for piling up score to fit the theme (there's risk but no biscuits).
The enemies are fun and interact with the player in different ways.
The game is really fun, the screen could use some post processing and it would be nice to have fullscreen, but the lack of those feature didn't hinder the enjoyment too much. My problem with the game is that there is no punishment for dying (i.e. limited lives), so it becomes a puzzle game rather than a risk-taking game. As a puzzle game it's solid! I just don't think it fits the theme too well.
Ok so, first off, I think the concept is very good, and the art and music really help with getting into the flow.
Just a couple of critiques from a design perspective:
- Firstly, the attack and block mechanics: There's little to no incentive to not use attack and block cards right away besides some specific scenarios where you have to wait for a slightly better hand combinations. This creates very little interesting situations (dynamics). A suggestion I have is making it so after combat, attack and block are reset to 0, so the player has to choose whether they want to "waste" that extra resources to ensure they won't be taking damage, or if they want to risk it and slowly deteriorate their health to not lose resources in the long run. This would also make health and block two resources which are situationally one better than the other, instead of having block as a straight up better version of health. These two conondrums combined would help players develop their own heuristics, seeing the game as a form of personal expression and getting more emotionally attached in the process.
- Secondly, the hand combinations: There's a clear inspiration from balatro, which is not necessarily a bad thing, but I think it clashes with the Solitaire aesthetic you were going for and makes this compact experience more complicated than it needs to be.
Then I think a couple of tweaks could be made to ensure a generated "floor" is always winnable, and less columns to force the player into tighter spots. But that's more of a matter of balance rather than design so it's up to preference, and can be sorted out later into the pipeline.









