This is so beautiful! The lack of sound isnt great, but I was blown away by how fantastic the art was. The parallax was incredible, and when it opened up into the field I was so impressed. I love how things are moving in the foreground and background around the player, it really does feel like every part of the environment was thought of and implemented.
Mister Coolest
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got a score of 952!! I love how you added segments before and afterwards, really added some more to do. I found most of the things enjoyable, with the exception of the programming one, where it was WASD inputs but formatted as a long string. Def super cool though, I feel like you abstracted the key parts to gamedev into minigames pretty well, and everything is super polished!
This has been my absolute favorite game to follow over the course of this jam!! I don't think I got all the paths but I did a handful of playthroughs. You have a really great sense for applying emotion and humor in the perfect amounts so create an unforgettable experience. The very first time I played this game at the start of the jam I was unsure from the barebones look, but then the storytelling instantly hooked me.
I didn't see a lot of the new content i think, only a few interjections from proppy, so let me know if i missed something obvious.
Are you working on other projects? I'd love to see more of what's next for i_like_snacksThank you so much!! I'll pass on these bugs to my friend as I didnt write any code, so idk how the systems work. The bug with the ending might have been me, as it wasnt fully implemented when i got my hands on it, so i had to bandaid something together to put it out. We will 100% be back next week, I hope you will too!!
This was so cool!! As a returning player I'd love to see some new dialogue, but the biggest thing i noticed was the beautiful art in the background. My favorite part was the clouds in the sky, I really enjoyed watching them go by. Like, a lot. Anyways, I love the narrative you tell here, how it fades between sad, emotional, then humor. It's a perfect twist to keep it light while still putting some depth in there. Super pumped to see what happens next!!
Exactly the trijam experience!!! I love so much about this, especially you quoting yourself at the end lol. Each minigame was pretty unique, although a few things. The "gray" was unclear in the painting minigame, as both of the colors were gray. Also, maybe this is intended but i found the typing minigame was easiest if you just spam all the buttons. I think it'd be cool if they were words, but that might be a lot more work, idk. I love how you can pick how you divvy your time, it feels just like an actual trijam in that way. The falling asleep during was pretty unexpected but I thought it was great.
10/10 reminds me of 5am crunches to upload the game.
Didn't play the first one, but this is such a cool concept. The art style is super fun, I love the low color palette minimalism, it adds to the minigame feel. I feel like the aspect thats lacking the most here is the sound design, I think some backing music could be interesting, and less crunchy sounds might do it good, but that's more up to preference.
The colors showing what you can hit is a really good idea, and it made the game much more sightread-able, which was a fantastic touch. Nice work!
Love this!! The new environment feels so much more like an interior than the previous one, so definitely an improvement there. The alien changes to the ship that happen looked visually quite cool, but I wasn't really sure what anything did. The door sequences are great to build some suspense, and the art rocks. I would love to see some more strategy be implemented however, because I feel like I didn't have much power to change a fight's outcome based on how I was controlling my units, other than running away from the enemies.
Generally though you did a wonderful job continuing your game, and I can't wait to see what's next.
Super cool start to the jam. I was confused reading the controls but then my eyes lit up when i realized it was an RTS!! I love the art style, very retro, and everything felt quite smooth. The soldiers don't really pathfind but i was able to work around it so it's not too bad.
I love the icon.svg for when you have guys selected lol.
As a member of a team that often goes overtime, sometimes well over, we do the jam just to have fun and make a game we are proud of. So if our game just doesn't really work when we hit 3 hours, we will go overtime to get everything done. Usually what happens with us is it takes multiple (2-3) hours to just finish things up, or sometimes we might just decide we want to go overtime to do our idea justice.
I've done probably 20 trijams at this point, and especially with my solo games i find the 3 hours not leaving me enough time to make something that feels fleshed out. In terms of getting recognition, actually a large portion really just comes down to a good thumbnail, and commenting on other people's submissions.
i have no idea what caused us to make this game, the process was basically if something was funny then we went with it (for example we were originally gonna have the goal be under the building and you kick them into the street, but a bug caused them to fly off really far, and we thought that was so much funnier). it was like 15 minutes before submitting when we stepped back and realized the gameplay was actually just kick 5 guys into a goal but by that point we had ran out of time. def an endless mode or a bit more would have been great, or even the player jumping off the building at the end to really tie in the theme.
regardless, thanks for playing the game!
i think sound effects would have really added a lot here. it was hard for me to tell if i had actually jumped or moved or landed on a platform vs the ground, which all could have been done through sound. otherwise, i think its a very unique idea. i did a similar thing in the form of doing things with limited/no vision, so it's cool to see we both had similar mechanic ideas but different genres.

























