Very clever with fantastic presentation! I thought the puzzle was an interesting one due to the addition of differently sized clips, locked clips, and misbehaving clips; you managed to explore a lot. Great entry!
Marc Jones
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A really well presented entry which fits the theme well. I can see quite a few directions it could go in if you were to work on it further; such as more challenging enemy fights and perhaps a resource gathering loop. A much needed quality of life improvement would be a catalogue of previously crafted weapons and their stats, but I realise this was a jam and you prioritised other things! I encountered a bug where me and the customer just stared at each other (pictured), but other than that, I really enjoyed this!
Being your own enemy is an interesting idea. I initially dismissed the challenge as I thought you could just stop whenever you are the "wrong" colour, but I realise now that I think I just got lucky in choosing the final colour at the beginning correctly. I think an additional challenge, like an enemy chasing you, would make it more engaging.
An interesting and nicely presented challenge. I think I would have enjoyed it if all the letters were visible, as opposed to just the adjacent letters, as I thought the most clever part of the game was puzzling about how to rearrange the grid, rather than actually finding the word. I also feel like the theme wasn't used that well, in that I think this game would function equally well if the words were the correct way around! Nonetheless, a cool concept and a great entry!
Thanks so much for giving the game a go; really interesting to watch someone solving the puzzles in real time. I'm glad you pushed through some of the rough edges of the game and puzzle design to get to the end. Also really pleasing to watch you have the "aha" moments I'd designed the puzzles around!
Really clever interpretation of the theme; I love how thieving hamsters makes total sense given the mechanics. The house being the same between missions was good as it gave you an incentive to learn and map where things were to get your time down. I expected there to be a puzzle where I would have to eat something I wasn't "supposed" to steal in order to get to an item, although it would have required some clever level design to show you that that was the answer. I found the stealth mechanic a little frustrating at times with the crows suddenly turning around, but something which could be easily fixed. The graphics were amazing, really great entry!
A fun take on the cliché theme. Controls were good, and although I believe the art is from Kenney, you used and animated it well. Finding the doors on some levels was kind of difficult, and the lack of a restart / checkpoint system was quite brutal; something I've learnt from making jam games is to make them as forgiving as possible. I was very impressed by the settings menu, I've never been able to remap my controls in a jam game before!
A good entry, you managed to create a good atmosphere of mystery. I liked the tile mechanic, and you'd designed the puzzles well, with a few misdirects. The final boss was a cool way to end, although I would have liked the boss to telegraph its attack a bit. I didn't think it fitted the theme too well, but the art and animations were really good!
I really enjoyed that! I liked the various murder mystery tropes and clichés you had in there. I managed to complete it although it took me a while to find where to use the rope; perhaps you could convey that better with an obvious anchor point or something. Loved the art style and the music and the voice acting fitted it well. Some obvious bugs, but nothing that was too distracting. Great entry!
I like the economy building aspect of the game, and the graphics were impressive. I think it's a shame that the UFO was essentially a glorified cursor. Perhaps if it could have slowed down the enemies or something it would have felt more than just that. I'm not quite getting the cliché theme, is it something to do with aliens having built the pyramids?
Thank you for your detailed feedback! Haha, I never pass up an opportunity to make some sound effects, so I recorded myself grunting and randomly pitch shifted them; I kept chuckling to myself when I put them in so figured they should stay! Thanks for the feedback on the audio levels, I found it difficult to balance as it sounded different on different computers / speakers.
This game proves to me that I shouldn't be in a customer facing role, I instantly forgot what people wanted and had to keep going back and forth between the screens! I liked this interpretation of the theme and didn't find it difficult to work out what to do; all the switches and whatnot were pretty obvious and intuitive. The music got a little repetitive, but other than that the aesthetics and sound effects were spot on. While you could introduce points and make it more frantic, I think I prefer this more relaxed experience, and could definitely see it worked into some sort of narrative experience like Papers Please, but perhaps with a more light-hearted story!
An interesting mechanic which could have been quite frustrating, had you not made the acceptance criteria very forgiving, so thank you. The music and graphics went well together and made it feel very relaxing. I wonder if you should have leaned into that chilled feeling further by not having a lose condition (the spikes), but perhaps that's just personal preference. I've never come across "One Soul Two Bodies" as a cliché before, but I enjoyed your entry!
Nice interpretation of the theme. The levels were a little bit cluttered, in that I couldn't easily distinguish what I could walk on, and I found I was getting stuck on things in the levels. Not sure if it was intended or not, but I found that tapping "S" to keep swapping between flying and falling was more useful than jumping!
I liked the theme interpretation and thought you executed on it well. I can definitely imagine people getting very good at this game; I'd love to see a multiplayer deathmatch game based around this idea. A couple of the controls felt a little clunky. For example, the grappling hook felt buggy to me until I realised I was holding it down, rather than just clicking one. Instead of click to shoot it, click to cancel, I think it should have been click and hold to shoot it, let go to cancel, but perhaps that's personal preference. Graphics were simplistic but worked well, and the enemies were well animated and varied. Nice entry!
A fun take on the theme! I liked the core loop of flying near enemies as a butterfly, swapping to a bee, shooting, transforming back to butterfly, and escaping to reload; it felt like a surgical strike. Enemy variety was good although some visual variety in the background would have been nice. I think some sort of secondary play loop, like visiting flowers to upgrade your attack, would have really elevated the gameplay. All in all though a nice entry.
If ever a game needed a tutorial it was this! Once I realised how things worked I really enjoyed it, but I had to watch your YouTube playthrough of the first puzzle to refresh my knowledge of circuits. After that, the second and third puzzles I was able to do on my own. If it had a tutorial I could see this being a fun educational game.
I thought you really nailed the noir theme, and you a lot of the major clichés of the genre. I found the plot incomprehensible, but that only added to the theme for me!
Although the description said that stealth was an option, I couldn't manage to play that way and got the "Brutal" ending.
The graphics felt inconsistent, and the gameplay didn't progress, but I respect the amount of content you managed to make in a month. Nice entry!
Sorry I missed to rate this during the rating period. Really nice entry, which mixed puzzle and action elements. I liked the way the mages worked in particular, in that you were incentivised to break them to attack enemies; it subverted the mechanics you'd learnt during the game well. I think the game would benefit from a smoother difficulty curve, and better indications about when particular enemies are about to break. A funny level design "bug" I found was getting myself trapped in one of the early rooms (attached)! A clever entry, all the best with it!
A nice entry. Some polish would go a long way. Music and sounds of course, but I think being able to see when the rope was about to snap would also add to the tension (hurr hurr) of the game. A distance travelled score meter would make this a nice endless runner game, particularly if you added some humour like the farmer shouting obscenities at you when you crash!
Very nice entry with plenty of potential. If you added some animations it would make a perfect mobile puzzler. The move limit was a little frustrating due to it immediately restarting the level. If you implemented it instead as a "par" system it would be less frustrating and let people explore different solutions without fear of being optimal. Art was cute and communicated what you needed to do. Good work!