Feels a bit broken, but props for aiming high and attempting a doom clone from scratch in 7 days! Ended up just hopping around the map. Very cool!
MariSuCho
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Such a neat concept and implimentation! Initially the formula seemed super promising, unfortunately my brain instantly optimized the "incremental game" part, kinda trivializing it by just spamming the "money up" upgrade until I had everything. At that point, all that was left is the climbing game portion, which was still novel enough to be quite fun, but the finickiness of the controls coupled with the unreliable nature of "offscreening" enemies kept me from finishing it.
The idea here is really solid, and everything blends together well. It's rare to see a game with an incremental component that really "feels" like growing in some way. The visuals and music are very well done also. I think something to clarify a bit better when an enemy is far enough away to not hurt your stem would be good, or maybe leaning more into that system in general. Perhaps off-screening an enemy actually "kills" it, because the most frustrating way to die in the game was when I would overshoot, backtrack a bit, and then die because an isopod came back onscreen in a bad spot.
Excellent game, one of my favorites in the jam for sure!
Babe: Check
Spent a good amount of time with this one, very fun!! The sound design reminded me a bit of Yoshi's Island. The mechanics were so intuitive I could basically play the game without thinking, which is both the biggest strength and weakness of the game IMO. Even at the highest difficulty, it did tend to feel a little "mindless," except for the rare, tense moments where I'd lose track of a bomb and have to think about how to get rid of it on short notice.
Seeing the board clear and pop a bunch of flowers with a bomb combo was a cool spectacle, and was pretty rewarding for a while, although I rarely found myself feeling like I had lined up one of these combos myself. While I definitely enjoyed my time with the game, I think it needs a bit more depth to really scratch that "addictively replayable" itch for me.
Overall great work! It's a very stylish game, the visuals, sounds and gameplay complement each other very well! I only wish there was some music on top of it all.
Pretty fun physics gimmick, but the pacing feels a bit sluggish. Between waiting for the water to drip and just kinda, waiting for the stem to pull behind me, it felt less like a puzzle game and more like sort of an incremental game with puzzle elements.
Overall, It was pretty enjoyable tho, the music and sounds are nice, and it wasn't quite annoying to play, just a little slow. Thanks for making!
Glad I gave this one a chance! I found it pretty hard to progress past the boss as death is quite punishing. Having to do a full reset is pretty standard in games like this, but that's usually because there's enough randomness to where the start of a 'run' feels different enough each time to keep things interesting. That aside, I feel like all the mechanics played really well together, and made for a quite responsive action game! I never felt like dying 'wasn't my fault,' etc.
Really fantastic game! With some more polish this could be a really solid long-term project.
Interesting rage game! The flower feels like it could be a decent movement gimmick, but it was often impossible to tell why my flower wouldn't 'go' as far as I want it to. I feel like if I played it for long enough, that I'd start to figure out the boundaries of how far the flower could reach, but it being a rage game did create... obstacles to this. I think I got reasonably far, with a slightly less frustrating control scheme I may have had the patience to finish it. The physics felt pretty good, though!
Really rockin premise, and lots of little effects really make this game stand out! I really appreciate the inclusion of the little "tips" on the side, although some cases were a little ambiguous still (are the small flowers withered? etc.) The minigames were a solid addition as well, I can tell you worked quite hard to get those just right.
I ran into a repeated issue where for some reason, despite doing the "correct" thing with the plant, I would be rewarded so little money that I end up losing the wave regardless. It was also a bit frustrating how the timings between the events were really sluggish, I felt like there was a lot of time pressure but I spent most of my time just waiting for animations to play out. A few tweaks to make the game "snappier" to reward faster decisions would be great.
Also, having to do a full reset (including tutorial) after a failure is a bit of a slog. But the game was fun enough that I powered through and did a few runs regardless. Impressive work!
I'm not the best at rhythm games, but I had a decent time on a few of the tracks on Normal difficulty. This feels like a really strong start, but it needs a lot of tweaking to various little things, like the lead-up time for the notes, etc. I see that some QoL like offset were planned, which is good to see! The songs themselves were great! I do have one burning question though, why spacebar for the "up" note instead of up arrow?
Excellent fun and accessible puzzler! The music was excellently done, the mechanics were intuitive and just complex enough to make some of the last few stages a decent challenge to figure out! I love the stage transition, and the little conveyance touches like the "clickable" flowers looking different, moving, etc. The only issue I had was a strange bug I encountered in one of the stages where the bee would simply fly straight over one of the flowers without activating it, but resetting a couple times fixed this.
As a huge fan of Insaniquarium, I love where this is going. It's a bit click-heavy at the moment, some kind of automatic collector earlier than the vines could save some fingers. The win amount is a bit steep, and I wasn't aware of the vine's collection feature until I was quite deep into rose-clicking. Great music as well! Nicely done.
Sorry, that review was written by one of our collaborators lol, I've gone ahead and played the game and it's a pretty nice platformer! The controls are responsive, and the level design presents a good challenge. I don't think it technically adheres to the 1bit theme however, and failure can be a bit too punishing, so I ended up being rather frustrated by the end. It feels like a good foundation for a more robust platformer.
The complexity of the puzzles is impressive, but overall having to time 3-4 arbitrary timers does not make for a very compelling challenge. I think a few tweaks to certain things, like making pretty much every weapon trigger the buttons for a bit longer, would make this a lot more playable. Once the player "solves" the puzzle, it shouldn't really be a matter of precise timing to actually clear it and get to the next screen. It has potential, but the difficulty is just too finicky to be very fun.
An elegant puzzle platformer. The waiting/seasons feature is very cleanly implemented, and never felt too cumbersome. The map itself is well designed, and doesn't really waste any time even when 'backtracking.' My only complaint is that the death zones should maybe have been more clearly indicated somehow, as I found myself frustrated in both cases: when I wanted to use the hole as a shortcut, but died instead, and when I was hoping I would die and reset, but just fell to the next map instead.
Otherwise, phenomenal work, and a very well themed game!
Solid sokoban game! It does need an undo button, but the puzzles were short and simple enough to where it wasn't *too* frustrating to finish them. I think the ants blocking the path of the blocks is also a bit of a tough one, on one hand it does add a bit of nuance but on the other hand it created a few soft-lock scenarios in my playthrough that forced some unnecessary resets. I'd like it if pushing tiles over an ant would squish them, instead of getting blocked.
Short and pleasant platformer! Made me smile, I love little romps like this. One issue I had was on the 2nd room, I didn't know where the 'checkpoint flower' was, so the barrier at the end of the long flying segment was closed. Making the checkpoint flower a tiny bit more obvious (like one pixel bigger) would have probably solved that. Otherwise, the use of music to convey the platform timings was great, and I particularly liked the choice of colors. Great stuff!
Thank you! We're very proud of the visuals, you make a good point about the resistance of the flowers. That's something we tweaked a few times, it was hard to find a balance between making it feel like the flower "resists" the cursor and making it feel like they're actually following the cursor. We could have probably pushed to make them a bit more "springy" in hindsight. Great feedback!
Excellent, well-polished solid puzzler! I might find myself coming back to this one, the shop is such a good touch and it's impressive that you managed to fit this all into the 7 day jam period! My one complaint - I wouldn't *technically* call this 1-bit, the buttons are a different color... just teasing!
Babe alert! Now you're speaking my language. The color-changing is a nice touch, and the music fits perfectly. The controls do feel a bit jank, but improved a bit when I started ignoring the brakes/boost etc. I do wish the game wasn't so "wander a maze blindly" and maybe more "quickly navigate a course where the route is well conveyed." Maybe some more hints telling the player which way to go?
Great project!

