Great game, really fun to play! It has a unique look, cool music, and smooth controls. Overall, a really solid experience.
A small tip: It would have been better to start with a bigger launch, but I found it anyway. :)
Top game!
The AI follows simple rules to determine which card to play. Both Blue and Red have the exact same AI. This means that with the same cards in hand and the same card on the discard pile, the AI would always play the exact same card. It first looks for Skip or Reverse cards. If there are none playable, it looks for cards of the same color, then for cards of the same shape/value (e.g., 1 on 1 or +2 on +2). If none of those options are available, it plays a +4 or chooses a color.
The increased difficulty currently lies in the fact that the probability of Blue getting a special card becomes lower while Red's probability increases. This means that gradually, you are more frequently forced to give Red a better card (since the available choices consist mostly of good cards), requiring more tactics.
This is a simplified explanation of how it works, but it's roughly accurate. I hope you enjoyed playing the game :)
How did you manage to create a whole 1GB game with beautiful graphics and an interesting concept so quickly? Okay, you had a few more people on the project, which explains it, but I still find it simply fantastic how much some people can accomplish in 48 hours.
The theme of the game jam was definitely executed superbly, and the game has its moments. At first, it took me a moment to understand that I'm essentially "the mighty boar," but thanks to your text (and then your game's name and logo), it gradually became clearer. It's really nice to see familiar games from completely different perspectives. Thank you for your game! ^^
I'm glad you enjoyed it and had fun. I also really like the music, but unfortunately, it's not created by me. As mentioned in the credits, it was made by Qumu (a YouTuber normally known for Nintendo remixes). Here are the links to the two tracks:
- "I Am," which I used for my intro and main menu.
- "Among Familiar Faces," which plays during the Uno game.Both tracks should be available on Spotify, to the best of my knowledge. I hope you have a great time listening to them.
The idea is really cool, and I played it quite far. At a certain point, adventurers trust you so much that they consider an item of the lowest quality as good and pay the highest price for it.
The concept of determining quality and price is definitely cool, and naming the items adds a lot of individuality. With a few additional elements, this could definitely become a bigger game :)
Yeah! I won and saved the country! The theme definitely hit the mark here, and the difficulty level was just right. I had to restart a few times before I managed to succeed. The graphics and music are nice, and with more time and ideas, you could definitely turn this concept into a bigger game. It was definitely fun to play :)
I like the concept, and it was somehow expected that someone would come up with an idea where you become the game developer in the "Roles Reversed" theme. It's really well executed, enjoyable, easy to understand, visually appealing, and sounds great. I honestly can't think of anything I didn't like about it.
Interesting concept. It's not the player, but the game itself. I haven't quite understood how to adjust the percentages to survive well. (It felt like I did worse when I increased the percentages, and I did fine when I left them at 0) - But maybe I'm just lost.
This could definitely be turned into a cool game; it just needs better explanations and a few refinements added to it.
I made it to round 7!! :)
The theme was definitely implemented very well - everyone knows the Bricks game, but no one has been the one to place the bricks for defense before.
The game is definitely enjoyable and has the potential to become much more (if you spend more time on it beyond the 48 hours).
There's unfortunately a bug where placing the bricks causes the entire screen to turn black, making it difficult to position them correctly. The idea of the healing bricks is really cool and adds more depth to your concept.
The UI could be improved for better clarity. It took me a while to realize that the upper half is essentially the shop and the lower half is the game. But after a few seconds, I figured it out.
Thank you for creating such a cool game.
I really enjoyed the game - I'm already a fan of tower defense-like games. It's nice to see how the thieves always take the fastest path to their gold (I assume you used a specific algorithm for that). However, the AI of the guards is still quite basic - you probably didn't have enough time to improve it. As a result, I felt that I could only solve Level 1 in a certain way.
Unfortunately, I couldn't progress beyond Level 2 because I couldn't place any more guards (I think it's a bug?). If the game had more diverse guard types with interesting AI, I can imagine playing it for a good while and having fun. :)
The game is structured like a classic puzzle game, and I always enjoy that type of gameplay. With more levels and elements, it could certainly become a larger and more complete game.
The graphics, unfortunately, aren't particularly impressive, but at least they were created by the developer. However, the idea does fit well with the jam's theme.
This game idea is seriously creative. I love how you're just demolishing Adobe Photoshop and similar software—I've had my fair share of moments where they've been buggy, and now I can finally get my revenge 😈
The game definitely looks good, the music fits well, and I appreciate how the sabotage is animated. The gameplay itself is interesting, but it becomes repetitive after a few minutes and can be completed quickly. With a few more features and increasing difficulty, it could easily become a much larger game.
The game definitely has potential. It's interesting how you play the "goal" instead of controlling the player directly. I believe this concept could be expanded into a full game with even more elements and levels.
Unfortunately, I got stuck on Level 3, and I don't think it's beatable. (It's likely a last-minute bug that slipped through). Aside from that, it's really enjoyable and gives a whole new meaning to the jam theme.
When the jam started and the theme was revealed, I also thought that a Pong game like this would have a certain appeal. Playing it now has shown me that it has real potential. I find it amazing how you implemented it in just 1 hour, and it demonstrates that with more time, you could have developed this concept further, such as incorporating a level system with increasingly challenging Pong walls. While it's still fun as it is, the excitement diminishes after winning a couple of times.
Thank you for your kind praise. Yes, initially, I wanted to make the game much more complex with additional rules and player-controlled elements to provide a more intricate gameplay experience. However, I realized that (A) time constraints prevented me from doing so, and (B) keeping it simpler actually makes it easier to understand and enjoyable.