The theme is hilarious XD Creative twist on the theme. The game is super polished, it feels like a full release! I liked the idea of a space soldier jumping around on a pogo stick in space with a shotgun. I am terribly at platformers and it took me way too long to clear 4 aliens on the cubes, the jump and shotgun use was challenging for me to get BUT i still had fun. Don't really have much feedback it's like a complete game. Incredible work.
magalise
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I love the idea and concept! I think it had great difficulty scaling, it never got so hard that you were frustrated with finishing the game, for a jam that's excellent. Loved the retro vibes and music. Really fun mechanics that broke the 4th wall in a way. The one thing I am on the fence about is the theme, I understand the unstable wifi but here you could manipulate it so I'm 50/50 about. BUT gameplay wise its great.
I hated the driving mechanic in the best way possible XD Just the right amount of frustrating and funny. I love low poly cell shaded graphics so you get high marks from me for this. I thought 25 pizzas was too much for a goal and I was getting bored after the 5th. Also I don't know if its just me but I struggled playing it in browser, especially when I exploded it would lag hard.
Fun little game, it's the great base for something bigger too. I can see this being played on the switch! Art style is sleek, UX feels pretty good. I wish there were more maps to try out. Fun to juggle the postage. I somehow can see this being a friend slop game, where you need to deliver with friends where one drives the other tries to balance idk but great potential. good job!
This may be my favourite entry. I really liked the simplicity. It was the perfect length for a game jam (a full release should be more money). The art style, palette and layout are superb. To answer your questions:
1. Yes, it was! I read the email first then checked the news.
2. It was, some were vague and you need the lingo (like moon means it's going up) but it makes it interesting so you find out what the terms mean when you try again.
3. I would add maybe a breaking news segment to add disruption. More stocks to manage, higher vet bill. But I understand for the game jam you had to make it simpler.
I loved it.
The parallax effect is cool. I think there should be checkpoints, it's really punishing to restart from the beginning but maybe that's the charm of it as well. I would have liked for the attack animation to override the jump. Right now when I jump and immediately attack it finished the jump animation first then attack.
Overall I enjoyed Gold Fever. It took a moment to get used to the mechanic, but once it clicked it was fun to figure out the paths quickly. Some of the environment art like barrels or spikes/stalagmites gave me the impression of being blockades when they weren't, initially I tried to jump over past them when I could just run through. The UI at the beginning showing the credits and especially the levels could use a darkened panel behind to make it easier to read. It was a little straining on the eyes. But solid game overall!
Cool idea and the theme is on point. However, I didn't quite understand how the mechanics worked. I would drag a log from my inventory and it would fly away off screen. The lock function also didn't seem to work for me, or I used it wrong. And i would have liked to be able to not play in Fullscreen so I could read the tutorial at the same time.
Such a fun entry! Great concept and execution of the theme. The mechanic is simple but effective, I could spend hours stacking up the furniture. It's great that you added an option to rotate them. Moon beams and orbs are also a great mechanic so it's not quite as punishing, but still high stakes when 3/4 villagers die when you are halfway to the moon XD I love the art style of the wizard and moon, cute whimsical. Nice way to combine the tutorial into gameplay too. The audio is fantastic. Great entry.
I like the concept but I couldn't get past the tutorial. I was getting confused with the commands it was saying Pull lever with P but P mashed the buttons. And the Stay Stay was to mash buttons? But it still failed. Not sure what I was doing wrong. I think the art direction and sound are brilliant. The concept is unique. I just didn't get the gameplay.
After an embarrassing long time I finally beat the tutorial XD I found the audio absolutely magical. It has such a great soundtrack starts calm and then suddenly the bass drops and i was like oh shit go go go (though i didn't have to). I loved that, the audio added to the instability and pushed the theme further that you have to remain calm. I don't have any feedback on design, I think this is a solid game that has great potential to be like QWOP or Getting Over It. Great job!
I LOVED this style of physics when the character is all wobbly and "unstable". Really hit the theme on the head. I liked the music, it fits well. My biggest caveat was that the camera didn't turn with my character, I had to pick up the other box in reverse. Having to do it in reverse was frustrating but not in a fun way. I also thought the "E" interaction could be better, it looks like you can only grab an object right next to it, instead of when facing it. That being said Ithink it's a fun entry! Character is cute.
Really cute rythm game! I adore the UI and the art of the cats. I actually had a lot of fun even if i had to retry so much because my brain could not wrap around the f key XD I think it would have been more intuitive for me to use WASD keys. I love the mechanic combining the space bar and mouse click. Well done I enjoyed it.
I absolutely LOVE the UI. The tutorial is so well made. Cool concept with the shoot and cards. I found it frustrating though that on every fail you have to go through the tutorial again. I think the difficulty level from the tutorial to the platforming was too steep. The explosion to jump but making sure you are on another card or killed an enemy wasn't intuitive to me at first. But it looks great and runs very smooth. Music 5/5.
The game looks beautiful! The camera movements are so smooth and pleasing, but also sort of painful XD I was getting vertigo from all the spinning. I think it's a fun beat em up, the music is really nice. I wish there would have been more combos or weapons to try out. But the hitting of enemies and the feedback felt great.
This game is so well done! It has a nostalgic feel, the camera movement during cutscenes is well done. Reminds me of N64 OOT or MM in terms of cinematography. And that this was done in 9 days is really good. The interaction with items was a bit difficult, had to get the right angle to get the items and some indication that you are in range of interaction would have helped. I would have loved a minimap too I got lost (there's always someone amiright?). The fights needed tuning because I could just kill every enemy with ranged weapons, close range was tricky to hit the enemies. It wasn't clear when I hit them (having them light up in red or some visual indication that the attacks hit would have helped). I am just nitpicking though because I thoroughly enjoyed this :D
I am terrible at this game XD I don't understand how the controls work BUT getting throw around by spike to wall reminded me of pinball, if you continue this game after the jam maybe you can make some pinball versions of this?? But that being said, I love the concept and the art is cute. Polished game and it's a great entry!
The game looks and sounds beautiful. Great moody atmosphere. Though I found it a little boring, I thought if you could control the barrier individually, or you had some vehicles come in faster or with forced priority it would have added to the stakes. I think the runs are too long, under 10 minutes would have felt better. I didn't notice the shop until later (i played full screen). But all of this to say, I think it has potential, the idea is original. Beautiful interface and feedback, it feels great.

