Just checked the update out very briefly, wanted to say the controls feel sooooo much better now, and the item collection is a massive upgrade! Now flying feels fun from the start and combat feels down to my own skill and risk calculation. Flying around collecting resources is much more joyful to me now. Great update!
McNelly
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Thanks for your feedback! :D Yes, that is a bug, and choosing hirelings, as well as being able to level them up and understanding how their stats impact the job was definitely the intention. I've got a post-jam update ready with those things and fixes, unfortunately I ran out of time to implement them on the last day.
Pretty pun platformer, and very well presented! Adding a jump sound and a different sprite whilst jumping and I think the game would feel quite polished! There was a good variety of mechanics, and I really like that the game is based around having a chance to do a level carefully first, and then having to speed-run it on the way back.
A bit later in the game I found the time to rush back a bit too short for the complexity of the level, but in a lot of instances the balancing was just right.
Some bits of feedback:
- The music is really repetitve, and grew frustrating for me rather than complementary. Something with a bit more length and energy, given the comedy of the setup, would be great.
- It's not always easy to see which things can be jumped on and which can't. The picture frames in early levels at times resemble the outlines of jumpable platforms, but aren't. I think it would be good to better communicate what is solid and what isn't, either by changing the outline colour on non-interactable background elements to something that isn't black, or giving the level more depth by making the whole background object appear more faded.
The art style and concept are really cute, the intro made me smile, it was so charming! And it does a great job at communicating the stakes and the objective.
Great work!
Really fun to play, and quite challenging! One of those small jam games that picked their scope really well to arrive at a solid execution.
My few bits of feedback are that I think the items do feel too small for the scale of the hand, which just ends up making it look less intentional and immersive, and the visibility of the items isn't the best as a result either.
And I'd also personally look for a different music soundtrack - the music feels quite mysterious, whereas the tone of the rest of the game is more hectic and comical.
Nice entry with quite nice pixelart and presentation. I think the core gameloop has potential and the rags-to-riches, or at least rags-to-healthcare, sounds fun. I played long enough to get an idea of the gameplay I think, you gotsome cool elements implemented!
Some feedback if you want to expand on this:
- I think the intro is too slow -letting the player skip the text would make that a better experience
- nighttime is a bit too dark, I can't really see what I'm doing.
- It would be nice if the player house was visually much more distinct. the 'your house' text is only visible from certain positions and very hard to spot at night
- Having to keep a mouse key pressed down to carry items can be bad for accessibility, as some people get repetitive strain hurt from holding keys for long periods of time. I'm not sure this mechanic added much.
- Better ingame communication of how interaction works would be nice. The interaction icons for stealing and interacting look the same, so I didn't understand instinctively that I was looking for a different control here entirely.
- I don't think the police quite worked, it didn't do anything to me despite catching up.
Well done for all this progress in nine days!
The art and animation in this is really cute, the fishing animation looks so good! I really like all the character designs, they make for such interesting world building and give the setting a unique vibe. Very relaxing and cozy.
This works well for the short experience it is! Only feedback I'd add is that when you succeed at fishing a wallet I'd have liked a bit more visual or auditory feedback that I succeeded, as the wallet on the animation alone can be a little small. Even just a bounce on the score number might have drawn my attention to that element of the UI sooner and clarified that I was doing something right!
The score, but especially the time counter, don't have enough contrast with the sky to be easily readable.
Lovely work!
This is a lot of fun!! Super well polished, very intuitive, the card game makes immediate sense to me - the tutorial did a great job! The fight aspect and the roguelite elements feel wonderful, the map works so well, upgrades are exciting, I love all the character designs and animations, this is just solid all round and I'd love to see an expanded version.
My feedback is minor and focused only on some UX bits that could be brushed up, which you might already be thinking of anyway:
- Take this with a grain of salt, maybe this is just me, but I'd switch "accept" and "decline" around when a minion is offered and make the accept button stand out better. I wanted to accept, but my mind was naturally drawn to the decline button as more accessible, and as I expected the more accessible button to be 'confirm' I lost that minion. I think I expect 'continue/confirm/forward/yes' to be on the right, maybe due to reading direction.
- It would be nice to have an option to cancel out of the 'remove card' option if I end up not wanting to remove one. (that being said, by the time I finished playing , I had a better idea of what I was hoping to do by purging and didn't mind that it committed me to the intention. Since you randomize what cards might be purgeeable I understand that option represents a calculated risk. So scratch that, works great as is.)
- When we get the chance to replace a minion, it would be great to get to hover over the name of the existing minions to be reminded of their effect
- Generally, it would be nice to visualize more when a minion effect jumps into action. I saw it happen once with poison and it was very cool, but it was only after that I put together 'oh, must have been the viper minion' - a little popup animation for them jumping in to aid or something like that would be cool. Similarly, I dropped to below 0 a few times and don't know why I jumped back up again. I finally properly died in round 13 :D
- I realized only later into the game that you can stack the multiplier muscle cards to get multiple multipliers on the same damage card - it made it fairly easy to do 400 damage to some enemies in the first couple rounds. Given the pace of the game that might be fine, but some of the bosses seem underwhelming with taht mechanic in mind, and I don't know if there shouldn't maybe be a cap. I'd at first assumed only the cards right next to each other interact.
This is so so so so cool, I had a lot of fun. And I should really get back to work now :,)
Solid start, the idea of car jacking game is nice and you got some good core mechanics going! I did do a better job the second time I tried to play but the driving still feels a bit clunky and difficult, to the point of frustration.
3 minutes are very short when sometimes you randomly spawn at the other end of the map from your extraction point, and have such a long distance to drive, whilst other times the spot is quite close by. It would be nice I think to make sure that, if the timer runs so short, you're always within a reasonable distance.
A few small polish elements could improve the experience a lot. For low-effort improvements, I'd suggest randomizing the car colours between a few colours (using a white base car and the self_modulate property) and adding a few sound effects. Music and sound improve a game considerably, and if you spend an hour on that you can already get in a lot!
Nice work, you've implemented a bunch of cool systems!
Solid start, the idea of car jacking game is nice and you got some good core mechanics going! I did do a better job the second time I tried to play but the driving still feels a bit clunky and difficult, to the point of frustration.
3 minutes are very short when sometimes you randomly spawn at the other end of the map from your extraction point, and have such a long distance to drive, whilst other times the spot is quite close by. It would be nice I think to make sure that, if the timer runs so short, you're always within a reasonable distance.
A few small polish elements could improve the experience a lot. For low-effort improvements, I'd suggest randomizing the car colours between a few colours (using a white base car and the self_modulate property) and adding a few sound effects. Music and sound improve a game considerably, and if you spend an hour on that you can already get in a lot!
Nice work, you've implemented a bunch of cool systems!
I quite like the simplistic art style of this project, and the fight mechanic of jabbing in either direction. It felt challenging and like it could potentially have some good game feel.
Audio would make the world of a difference, as at the moment not enough is communicating what is going on. I'd love more clarity when I'm hurt, too - there seem to be bars in the top left corner, but this is too far removed from the centre of the action for me to pay attention to easily whilst also navigating the platforming aspects and enemies.
I think it might also be a better experience for the player to always spawn on a solid piece.
Really great work, the artwork and polish are fantastic, everything feels and looks really good. I especially like the little face animations for the devil, wonderful detail. And the animations of his finger moving the cards around!
The cardgame is quite fun once I got into it too, though the tutorial felt quite long. I think I don't really see stealing as being that big a part of it, so the take on the theme remained a little obscure to me. And ultimately whilst the cards are negatives, it plays like most cardgames on pairing high cards together, so I don't know that it feels like a distinct mechanic.
But in any case it's a lovely entry, very well done!
Really great take on the theme. I had a lot of fun playing this. I restarted once and managed to get to the end once I'd better udnerstood what I'm doing. A bit more tutorialization would be great to avoid that frustration, letting the player know a.) the drag and release mechanic and b.) that you have limited flicks that carry over into the next scene.
A lot of the sound design works really well and overall the graphics are quite good. The game feels polished! For the art, it would be lovely to see a pass where the icons and items are drawn at the right size for how they'll show up in the final game, as the image sizing and the outlines on them sometimes felt at odds with the restof the menu and artstyle.
I think the map worked fantastically and finding a path was fun. That bit felt great.
My biggest piece of feedback is to figure out a better way to deal with exiting a room - it felt very punishing to be sent back into the room by an invisible wall I couldn't predict outside of a door, and waste one or more flicks getting back out yet again. Maybe the outside area could have a 'slowing pad' so you can still get back in if you want to, but aren't likely to be catapulted there if you don't want to be?
Overall there is so much here for a nine day jam, really well done!
Really fun clicker that I hope you'll decide to polish up more for the christmas season, I think it has the potential to be a really cool small game! What's working really well already is the overall gameloop and the satisfaction of upgrades. The concept and slowly increasing chaos feel fun!
Background music would have elevated the experience a lot, as would a few more sound effects for unwrapping and presisng upgrade buttons.
I stopped at 180 parcels - I think at first the way the gifts on the floor move towards the hole on nudging feels quite good and fun, and it's nice that it always moves in the right direction. But once the game gets busier, the gifts get in each others way and get stuck a bit, and I found myself spending most of my time trying to wrangle them to the centre with little control over their movement. I think fixing that somehow would remove a potential frustration point!
Great job, it plays quite well!
Please inform me via reply too if you get it fixed! i tried the link you provided for the fixed version but this still gets me stuck when i interact with graves. This time it shows some of the stonework at thetop and the "0/2 found" but I can no longer do anything, not even exit.
The artwork is beautiful, I really love your page design as well. Hope it can get fixed!
This was really cool, I'm glad I clicked on it! The art direction is fantastic, you tied everything together so well and really evoked the setting and atmosphere. All fonts are really well chosen, the way your opponents sit down is hilarious, there is huge amounts of polish throughout and the cards are all animated in a really satisfying way to make this a promising deck builder.
It's not quite mygenre, and I don't play a lot of deck builders, so I have a harder time judging the quality of the cardgame. It took me a while to understand the importance of the discard pile so it wasn't unti later levels thatI realized the potential for strategy. A short tutorial would be great! Most of the time I felt like I was just spamming pickpockets and hoping for the best,and that did get me through. Mr. Big in the end had a few opportunities to beate but his AI didn't realize that XD
Once I understood more of it I had more fun, and the inclusion of more card types towards the end definitely improved it a lot. The first round was more tedious in that regard as it felt like just slow back and forth chipping away of the other's resources.
fantastic entry, it felt really good to play and had so much charm.
A cop that you can bribe was an early idea we had and is currently in the works for the post-jam-update :D Glad to hear that idea feels coherent enough to be wanted and obvious. I'm also working on hireling level ups and will definitely see if I can come up with different challenges and events from there!
Thanks so much! Yes, I agree, I had little time to test it and it's always hard to figure out the pacing as the developer, when you don't care to take it as slow and carefully as a player would. It's been really great to hear that many people would actually prefer to take it slower and spend more time with it, and there's enough going on to not have to do all that much all the time.
Thanks for playing!
I love this a lot, the idea is so damn fun and unique, and is a really cool take on the theme. I enjoyed copying characters a lot and getting better at orienting myself to lines and guides.The dragging works so well, the scrolling is a fun additional element. Really well done.
Some bits of feedback:
- I just really wanted some music in the game - I got in a zone copying Gubbs, and wish I could have relaxed to a tune additionally to that to just feel a bit more immersed.
- It would have been cool to be able to pick the colour of the robot as well to really see the similarities come to life side by side
- It wasn't immediately obvious to me what the scrollbar was referring to in game when it said "use scrollbar" - would be nice to have that specifically tied to the eyes a little more clearly.
I think this is a project worth polishing, the core idea is so charming. I played arcade mode but I don't know if that made a difference, as it still felt like I was probably just going to get endless Gubs to copy. A bit more story framing in the game would be amazing, a small intro would go a long way, and I'd just love something to intersperse the gameplay a bit.
Great job, really enjoyed it!
Lots to like about this, above all the overall art direction. The capsule and main menu art is stunning and all the colours, fonts and animations so well chosen to create a really immersive first impression. Huge kudos to the artist. I also appreciate the setting generally, it stands out from the crowd for feeling a bit different!
I like that the game communicates with colour which enemies have their back turns and which dont. I struggled a lot with the controls though and didn't get far into it. The one assassination I managed was satisfying, but I wish when I was found out there was an easier, better way to get away. I felt a little too out of control to want to retry too many times.
But that's easily optimizable, and there's great potential for a very fun game here, with certainly a lot of polish and quality already.
Struggled a bit with the controls and figuring out how to get past certain things, or into certain areas. But the sound design and art are really cool, and I love that you get to pour over a blueprint of the museum before starting the game, that makes it feel much more like a real heist. Great detail.
The grappling hook could be fun but I didn't get it working much, it didn't feel very intuitive. Did get me onto the roof though, where at last the police appeared out of a portal in the sky to arrest me XD
Nice entry, the vibes are great.
I'd like to give this another go, people seem to have a good experience with it - but I get stuck in the ventilations shaft after the crouching tutorial. There doesn't seem to be any interaction prompt with any of the vents, and I think I've tried all interaction buttons, but can't get into the rooms. Am I missing something?
Nice entry, and a pretty well executed version of the top down break in. The art overall is really lovely, and the music feels very well chosen. I like the noise mechanic and having to balance speed against that, I think that's a nice idea.
Few pieces of feedback:
- Visibility in places is really bad - I see how that makes sense for the danger plates on the floor, butI really struggled to see where I was supposed to go through doors because of the door or wall blocking me being nearly the same colour as the floor (or maybe the hitboxes just extended where they shouldn't?)
- I would really have liked sound effects on pickup and drop off to make that a little more rewarding.
- Ultimately the levels had maybe a bit too much time for there to be much challenge once you figure out the noise mechanic. And at this point, it became a little tedious to have to go back in so many times, so I wonder if something more can be added to keep the walking in and out more engaging. Maybe there's a way to attach some challenge to picking objects up quietly.
I had to end the game early as i failed level 3, and the retry button wasn't working anymore (might be that the game crashed).
Solid work, congrats on a great entry!
Love the cool funky artwork, the tutorial screen was very fun. This is a really well executed, simple game, and the aiming and amount of ants made it challenging enough that I stayed consistetly engaged! I like the concept overall and the ability to engage the other animals.
Aiming felt quite hard to start with because it was hard to conceptualize in my head where the tongue was coming from, but I got better at this, and it added a nice skill curve!
Was the yellow at the top meant to be a progress bar? That's definitely a small thing that would have added a little extra information - knowing how much time was left in a wave would have been nice.
Fantastic job!
Func concept with some solid graphics, it's a pretty smooth experience! I don't know why the customers are ghosts, but it's fun to whack them when I think they've misbehaved :D
I think the core gameloop would benefit from a bit more clarity for the player.
- I'd like to be able to keep the whole store in sight
- when customers come up to the till they often pay just before approaching it, rather than when they hit it. This has made it hard for me sometimes to understand whether a money increase correlates to an item having actually been purchased. A little icon appearing over the till for a moment could also fix that and make that more clear.
- Im not sure that there was clear enough indication when I attacked a ghost with justification, and when I didn't.
This is quite fun! The graphics work really well, I like that the turoial is inlet in the ground and the world feels a bit like a game board. Turning the beam on and off is a cool mechanci (that I didn't realize existed at first, I thought the ship was always so slow! XD )
I really like that angry farmers come out when you've attracted too much attention, that feels very charming. And the good sound design overall really adds to that.
UI and graphics feel cohesive with the game theme. Nice level of polish overall!
My only wish is that the difficulty had perhaps been turned down a bit so I could have played a little longer each time, and beating a highscore was more a reward for personal commitment and challenge.
Great entry! (Fun that there are two entries about aliens stealing cows - that must be a cultural phenomenon that wasn't on my radar much before.)
Really interesting submission, and one with really solid graphics and polish The pixel art especially is great, and I like your title and page design generally.
It took me reading other comments to go back and realize I could progress the game more, as it wasn't immediately clear to me what I could afford on the skill tree, or where my own gold and mana were recorded.
I agree with other comments that ultimately I think the inclusion of a skill tree and save load system seem superfluous systems for a 9 day development time, and I think that time might have been better spent on improving the core gameplay and creating a more satisfying core loop. At the moment, the actual task feels repetitive, and I can't seem to get any other items than cherry and ice. Having the option to rotate pieces, or seeing on screen when a placement gets me a bonus with a juicy effect or anything like that.
Otherwise I think the skilltree could have done with just a little tutorialization, by drawing attention to the first upgrades with a pulsing animation or similar. Or generally a simple tutorial might have helped me better understand my goal in placing pieces down.
Nice work, hope you keep polishing the gameplay! It played smoothly and without bugs and there's a lot here that could easily be evolved.
Nice theme and well executed, as always you tie a lovely final product together. I like the concept a lot, and see a lot of potential in it feeling really fun to play. The choice between plundering and upgrading already feels very good, the docking especially has a really comforting, nice effect. Overall the gamefeel is great.
The exploration aspect also works really well once you get a bit deeper into the game, and it's really cool to start to realize that there is so much more off to either side.
I have a hard time getting into it everytime I try it, largely because I think the controls feel just a bit too heavy to me, and I feel a little too slow at the start. This is, I think, largely exacerbated though by feeling frustrated at loot. When I shoot something from any distance, the loot can fly off in two separate directions and I'm too slow to catch any of it. Even if it conveniently jumps up and comes back down again this takes seconds, and makes looting more of a chore than a joy to me. I'd love to see a much more generous auto-collect feature maybe that makes loot fly towards the ship, and generally I wish the game would make me feel a little more epic for being a sky pirate, especially against small fry enemies, so that I want to engage in looting and combat and plundering all the more :D
Generally I think the 'starting area' could be a bit easier, either by virtue of fewer enemies or a bit less restrictive control on the ship.
But of course all of this is feedback based on the fact that it's a solid entry as always, and feels very complete!
Amazing artwork, I love that style! I think mashing in the collage like photographs to help out where you probably didn't have time to draw loads is clever, and achieves a cool effect for the most part. I love the body's portrait, and its slow, very subtle decay and transformation - having it on the side so that you're not constantly watching it is fantastic for that. The writing also achieves a great, consistent tone and is enjoyable to read.
Congrats on having gotten to the stage where you're not relying as much on tutorials anymore - you seem to have a really good sense for how to tie together a vision overall and you'll only flourish from here :D
A few bits of feedback, though I read you're looking to improve a lot already:
- A skip button for text would be nice to get to read faster - especially since the choices appear quicker than the actual description does.
- Seeing the success chances, if there are any, next to the option, would make it feel a bit more like there is some sense of choice and strategy involved.
- A clearer ending will be great, but also I think a clearer beginning, as I was not entirely sure what we were doing until the very end.
Unique take on the theme. I think it's a stronger incorporation of 'disease' than it is of 'theft' but enjoyed playing it in that context nonetheless. I had fun trying my hand at the game, and think the pixel art is lovely.
- I think the mini games let the game down a little currently. They quickly get repetitive and dont present much of a challenge, aren't designed as nicely as the rest of the game, and the suddenly urgent music rips me out of the flow of an otherwise fairly pretty, natural-themed game. I enjoyed the tile game, I'm not sure the minigame aspect adds much for me atm.
- Being locked into the 'upgrade'/'isolate' or revive screen when there isn't enough money and you have to click back before you can do anything else feels very punishing to me. The game is in those instances working actively against my intentions, and usually there seems only one action available, so I think having a button just disable when money's not available and not lock you into any ui screen might work beter.
One of the winning candidates for me so far, amongst the best I've played! This is so well designed. The game feel is great, you really feel like you're in an office, the visual difference between screen and office really works, the coffee breaks are a nice way to up the difficulty and force the player to keep alert. I was really focused and paying attention! Felt like real store surveillance :D Sound design is also top notch, you paid attention to everything.
The idea behind this is awesome, and you guys have managed a great deal of polish and atmosphere. Art style is fantastic and sound effects all work very well. its really fun to step into someone's bubble and see the text pop up and here them talk!
I think I found it really hard to keep all my targets in mind. If there had been more time, I think a simpler tutorial level would have been great, with slower moving targets and less going on. A way to review targets again though, most importantly, would have kept me a lot more engaged I think, as without that I had to kind of just resign myself to losing when I'd noticed I'd forgotten.






