Ahhh! So close to defeating the gattle snake. We killed each other on the same hand, but he won. Very cool jam game! I liked the sounds, the horse and rider, and the art a lot, great home made game jam jank! The gameplay hook is really interesting to me: Slay the Spire, but you only have a few seconds to see your hand and sequence your cards. I also think the card sequencing is interesting... I think this could work possibly as a two player duel card game, maybe taking turns leading / following? In any case great work! It would be neat to polish this further.
NailerZ
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Great polish, sounds, and appearance. I found the parry mechanics to be interesting, but the difficulty of learning the new system (parry + aim + parry cooldown) and the unforgiving "restart from the beginning" game over state caused me to bounce early and see less of the game than I would have had I restarted in my current room.
I love the frog art, and see what you're going for with this. After a few runs of engaging with the locks and rerolls, I just started spamming "submit" as it was efficient,. I maxed out a few upgrade trees like this, but otherwise didn't know what I was progressing towards? Is there an end?
I think, like in luck be a landlord, persistence + RNG will just yield this kind of spam farming behavior. I feel like if I had a bit more decision making power, and had to make it to maybe a certain depth within "x number of extractions," I would have engaged more carefully with the decision making and push my luck mechanics.
Also, RNG works best when there's like a lot of random going on, like a match 3 board. This ensures you almost always have SOMETHING going for you in your current results. In this iteration, it's too easy to roll twice and just not get a pickaxe. Maybe consider a bigger, modern slots style board? like a 3x5 grid or something? In any case, nice work, and I hope you stick with it. Push your luck / rng narrowing games can be quite fun and I like the "dig deeper!" theme!
Love the MS paint art, 10/10 art direction. Gameplay was a bit rough, I was able to win, but often I would crash into some sort of impassable wall immediately? And I felt like crashing through the buildings in front of me and cannoning them behind me were goals that were a bit at odds with each other. Still, got a bunch of upgrades and beat it. Nice work!
Ahhh, if you return and try again, I'd encourage you to search for the secret spell in the gas station level. Look up, there may be some out of place cars to jump on... I'm glad you enjoyed the art and vibe, and thanks for letting me know what worked and what didn't, its helpful feedback. Thank you for playing!
Almost bounced because I couldn't figure out how to start the game, really had to spam click, learned that from the comments.
The sound, art, and crunch is phenomenal. It reminded me kind of the old Toy Story games, haha, but much cooler and with a great sound track.
The minigames were a bit hit and miss for me - the time trial was my favorite. Racing was tough, as the cornering felt pretty rough and the boundaries weren't clear. The combat minigames didn't really land for me. Overall though, given some time to cook on the minigames more, I think there's a much bigger collectathon gachapon game here! Great work!
I had some sort of UI bug where one of the menus was overlapping my camera :( But besides that very fun, honestly. I like the progression, the sword was funny, and adding mass and getting bigger and zooming around was cool. Also nice polish in a few places, like the camera and obstacle overlap was a nice effect.
I had some sort of UI bug where one of the menus was overlapping my camera :( But besides that very fun, honestly. I like the progression, the sword was funny, and adding mass and getting bigger and zooming around was cool. Also nice polish in a few places, like the camera and obstacle overlap was a nice effect.
Really nice polish! But agree with others that no checkpoints is pretty brutal for a game jam game. I made it pretty far, past some tricky girder jumping and back onto several moving platforms, but didn't make it much further. Nice work! and level design! Also agree with others... what can an octopus do in a platformer that you don't normally do in a platformer? Suction onto walls? swing across monkey bars? Ink blast triple jump? (well squids ink not octopi, but whatever)
The positional stuff was very interesting! The art and style was fun, and skiing down the mountain was a fun twist on the branching roguelike pathing. I found the pacing just a little slow, I think as a result of movement sharing cards/resources with attacks and spells. I think there is something here worth polishing and iterating on though, great work!
Ehhh, Slick! Ok, bad
haha my four ratings above, wasn't sure if I was progressing to a finish or if i just keep delivering? The UI was very inspired, I felt like a distracted delivery driver in a snow storm, too cheap to buy a dash mount for my phone. Perfect! Would have liked some sort of progress indicator to know if I was progressing. I appreciated details like other cars off in the ditch, and the ice and snow building up over time. Very fun, great work for a jam game!
Wonderful intro and art, very charming. I enjoyed the first two stages but couldn't quite figure out how to reliably smash up enemies once I had them in the ice cube. Also it seemed like booping them into the lava prevented me from getting any health, so I didn't make it much further than stage 2. Still really nicely done, good work!




