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Matuca

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A member registered May 15, 2023 · View creator page →

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I liked the sounds, especially the sound the cat makes when swinging the sword. Also, I found dying to gain abilities an interesting concept. I liked the tutorial, because it was clear, except for the dodge mechanic, which was not explained in-game. The weapons are all satisfactory and I found testing combinations fun.

I would like the game to be more bright, because I had a hard time discerning the player character, especially at the tutorial cave.

Also I would like the enemy design to be more forgiving or the health pool to be greater. I found it very hard to dodge the attacks of the guard and mimic. As I only had 10 health points, I would instantly die to them.

At the second level I found myself stuck, with no way to teleport elsewhere. I do not know if this was intented. I would like the game to have an endgame screen.

Overall I think it was a decent implementation of the theme and the prototype has space to grow into a full-length game.

If you would like to check the game I make with my friend, here is the link: https://itch.io/jam/gmtk-jam-2026/rate/4815614https://itch.io/jam/gmtk-jam-2026/rate/4815614

The game incorporated a countdown wherever it could. I liked the thinking I had to do around time management to do well. The art is consistent and there are enough upgrades to keep me engaged. 

I expected the combat to function differently. As the enemy timer is the only that stays on the screen, initially I assumed that was the timer I had to look out for. I was wrong. Later I noticed that I start the battle with my timer on and it disappears after a second or so. I would like the timer to stay on screen up to the moment I get some attacks right, it disappearing before the 3rd attack. That would give me more time to learn it. Once the game detected I was timing my attacks right, it would decrease the time the timer stays on screen at the beggining of the battle.

 In the same vein, I would like the enemy timer to be red, to indicate it is the enemy's, or to simple not be shown, since it did not add much for me and created confusion.

I liked the wilderness, but I wonder if there are anything beyond monsters to award you gold there. If there is, I missed it. If there isn't, I would suggest later versions of the game to add treasure and a wa of saving the village and ending the game.

Overall, I liked my experience. I think it fits the theme well, I had fun and was engaged. I think this is a prototype with a lot of potential for a full game and a strong contender for the jam.

If you would like to check the game I make with my friend, here is the link: https://itch.io/jam/gmtk-jam-2026/rate/4815614https://itch.io/jam/gmtk-jam-2026/rate/4815614

I liked the art because it fits the theme. The way the paws' face shakes as it gets low health is funny. The concept of the game is innovative to me and fits well the theme, both for the timer countdown, both for the tiles countdown. 

I would like the game to explain more clearly how it works to the player. I believe I had to play 4 times without understanding much before getting it. Basic control explanation like "click to choose which tile to go to" would greatly facilitate player learning, especially because there is a lot going on on the screen since the beginning of a match. 

If the player had a different color compared to the opponents that would help visual clarity. In that vein, tiles should be clearer on whether their effects damage the player or the opponents

Overall, I see potential in the game, it has a solid foundation on which to build on.

If you would like to check the game I make with my friend, here is the link: https://itch.io/jam/gmtk-jam-2026/rate/4815614https://itch.io/jam/gmtk-jam-2026/rate/4815614

I liked the concept of a typing game with a timer. As someone that uses monkey type and similar sites to improve typing speed and precision, I would see myself playing this. The art is beautiful and the music elevates the experience with relaxation.
I would like the game to have a bit more spiky design, with the difficulty increasing as I play the game. A way to implement this would be a countdown that gets faster or wrong words being more punitive. I understand the game has customizable difficulty settings, but I think the game would benefit from having adaptive dificulty. I did not feel like I was trying to avoid a game over, I was just typing uncommon words listening to some relaxing music . Also, I had hard time understanding some characters, I beilieve having a font that is less pixelated would help with that.


If you would like to rate the game I made with my friend, here is the link: https://itch.io/jam/gmtk-jam-2026/rate/4815614

Fun. Very hard, I found it

(1 edit)

Dev here. I submitted the game 30 min before the deadline, and wanted to upload a tweaked version  minutes after, but my previous file was deleted. I have already contacted support. I don't think I qualify for the Jam though. If you really want to play, get the release on git: https://github.com/mtcruz/EPICNESS/releases/tag/v1.0

AWESOME! Strong contestant. I would pay for more levels. I had a hard time in c1 though, the shield sometimes just disappears and I go back to the position I bounced from