The sound activating entities is a good concept.
MSolomon
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Amazing game, very fun. And I could not even finish it. I like the little guy's voice. The aesthetic came together very nice, the art style is consistent and gives the intended cozy homely vibe. The thumbnail is well made. This is I think the first game I played in this jam that was voice acted. (the warning message in the beginning). Keep it up!
I can't believe I swept the floor and did the dishes before taking care of grandma...
The art style, goofy run animation, screen transitions, colour palette, lighting and thumbnail are amazing. A visual miracle for a game jam. The gameplay is fun, I liked having the home as a base between missions and giving the little ghosties labour around the house.
Very funny take on the theme. I wasn't sure if I could interact with objects in the rooms or not and I think there was a bug and she could see me while not in the room with me. The art is good and I like the choice of wallpaper on the phone. I don't know what being a gambling addict in debt with a gorilla wife that wants divorce to take all I have is like, but I bet it feels like this game.
Amazing entry, the mirage effect on the background is mesmerizing, the visual are 5-star worthy, and the audio is crisp. The loadout upgrades are well thought out, with many possible interesting combos that can be done. Amazing idea and amazing execution. (the gold increasing bullet, when I miss it removes all the added gold from perfect shots plus -10, not just -10 on the current amount, was that intentional?)
What do you mean I got forced to pick "Death Wish"!?
Regardless, amazing replayable roguelike, the level generation is refreshing and the upgrades are great (I haven't seen them all), as a famous streamer once said "I love games where you choose between 3 things". The graphics are superb, the polished thumbnail text was what initially drew me in. I think you put the obstacles in the level and enemies spawning later to make up for the simple enemy AI and it works for the jam. The feedback on attacks feels responsive and good. The dialogue every few levels is funny, not overwhelmingly lengthy, evenly spaced across play time and skippable. Kudos to you!
Simple idea, good execution, beautiful aesthetic, good cover art. Chapeau!
Either the tank controls or the small pick up range or both made it a bit hard to catch the biscuits, maybe a more forgiving pick up range could make it more seamless (or maybe it's just a skill issue on my end), I constantly had to stop running to turn 120 degrees to pick up the biscuit I missed. Also the music track didn't loop. I like that I could go inside the slide. That's the best game mechanic. The scoreboard makes me want to keep trying and makes it feel more communal.
The art and color pallette is good but the unlit material on the platforms makes it hard to gauge the distance. Also, adding audio to the footsteps and jump and landing would go a long way to make player input feel more tactile and effective. I see others already commented on the moving platform issue. But I really like the aesthetic you picked for your game, good choice.
I started the game without reading the text here under "How does the game fit the there?" so I thought I just had to roll higher. I liked the art, the sound of rolling dice and some cha-chings would go a long way to add more feel. I would love to see more parameters I can control to increase my chances, right now it's just money and number of dice. This could be a good roguelike dice builder, like if you can buy power ups with your money after each round, for example (power to reroll 1 die) (one time shield from losing money) etc.
I like the art, it's a bit too difficult, I wish I could see the cooldown of the shield. There was a bit of clunkiness with throwing the sword and the enemies around corners, sometimes it felt impossible if the enemy is facing me and around a corner. Level generation is a good idea and adds replayability.
Amazing entry! I never played any MGS but I could tell this is an homage. Cutscenes are amazing, art is amazing, dialogue has character, gameplay is smooth. I understand that there are multiple endings from the the last cutscene but I couldn't get to it, first playthrough I killed everyone, second playthrough I didn't kill anyone and got red alert. (I don't know if it is intentional or not, but when I press play again after finishing the game I start with the weapon and bullets I finished the first playthrough with)



