Thank you for playing and taking your time to give so much feedback.
Nanto
Creator of
Recent community posts
Very fun concept. Is there a moment in the game when I don't want to spawn zombies? I noticed myself spamming 'Z' all the time. Also, unfortunately I find the game very frustrating that you start from level 1 when you die. Other than that, i enjoyed playing this game. Good job.
EDIT: Oh I just read that the zombie bar is also my health bar. I didn't notice this while playing.
I'm not sure if I really like switching roles. It implies that you have to plan from the beginning of the level, and basically figure out the solution to the puzzle. I'm more of someone who solves puzzle levels by playing and trying them out. So I would have preferred it if changing roles didn't reset the level. On the other hand, then it doesn't make sense to switch characters anymore. Maybe set the roles for each character without being able to switch roles? Anyways, i think the puzzle design is very clever, and the mechanics offer very unique possibilities. Good job!
Oh i really like the game's concept. I would be interested to know if the tactical depth increases if you can see the enemie's next turn. Similar to Slay the Spire. Or will it be too easy? Because I had the feeling that I couldn't plan too much, apart from looking at which element I had and which one the enemie had. Other than that, i really enjoyed playing your game. Awesome job!
Unfortunately, the colliders were much too big for me. Colliders in a 2d top down game should be placed at the bottom and not take up the whole object. For example, on a tree, the collider should not end at the top of the tree, but somewhere where the back of the trunk should be. I could also push away the animals, which made it much harder for me to collect them all. The art is looking nice though. All in all i think you did a solid job with this submission.
I would recommend you to update your game page (this is allowed during the rating phase, just be careful not to delete your game), add screenshots and a thumbnail. This would give you more traffic and feedback for the jam.
It bothered me a bit that you play the entire game with the keyboard but navigate the menus with the mouse. So after each level I have to take my right hand off the keyboard and move the mouse. A solution for this would have been to use the pinata's abilities with the left and right mouse button, or to enable menu navigation with the keyboard as well. I also wasn't sure how to use the blindfold. Finally figured it out through trial and error. I would have continued playing but unfortunately the game ended far too early. All in all, I think this is a solid submission. Good job.
I would recommend you to update your game page (this is allowed during the rating phase, just be careful not to delete your game), add screenshots and a thumbnail. This would give you more traffic and feedback for the jam. I think the idea that you can sabotage the robotic arms and then adjust where they grab and where they drop is really refreshing. The controls feel a bit clunky though. Nonetheless, I think this game is well done. Good job.
I downloaded the windows build because unfortunately the webgl version doesn't work. In my opinion, the game lacks meta progress. Because the game quickly becomes repetitive. I need some kind of reward system to keep playing the game (maybe upgrades or something else?). In the later course of the game, the enemies also become too fast to kill them all. A bit more player feedback would have made killing enemies even more fun, such as sound effects or particle systems. However, the controls felt very good. All in all I think this is a solid game. Good job.
Unfortunately the web version is broken. I downloaded the windows build because I wanted to give the game a chance. I would have liked to play more and varied levels. At first I didn't really know what the goal of the game was. Mainly because there are different goals between level 1 and level 2. The helplessness on my part is also supported by the fact that the game lacks visual variations. Still, I think the concept has potential in itself and i had fun playing your game though. Good job.
We also wanted to implement changing the properties of the objects in our game, but unfortunately we didn't have the time anymore. Though the game's architecture would even allow it. Nice to see how other teams have implemented this idea. The different objects make this game very varied. The puzzles are not too easy but not too difficult either. Great work!
I really appreciate the voice acting in this game. It serves as a tutorial and I understood the mechanics of the game straight away. Unfortunately, the game is very frustrating because the enemies or player colliders are too big. The duration of i-Frames are also too short for my taste. Maybe it's also because I don't get much feedback from the game when I get hit. Otherwise I had a lot of fun, the idea is very creative. Good job.
Small but fun resource management game. Unfortunately, the hero's movement was a little frustrating. At the end of the game he got stuck in a corner and died, it didn't feel fair. I would have found a little more meta progress more engaging. Like upgrading units, or unlocking new units. Still, I think the game is pretty good.
Very interesting implementation of the theme. The game feels very polished and looks damn good. But what I would be most interested in is what you would say about this experiment in retrospect. I mean organizing 24 people in such a short span of time is not an easy task. Would you want to do it again, or is it worth staying in smaller teams?
Otherwise, I found some sound effects very confusing. They seem to play randomly to me, but i think i just don't get it. Also, the collider wasn't big enough to repair objects. It happened that I had to reposition myself very often, which is why I didn't know exactly what to do at the beginning of the game.
Finally, I have to say that I love the art style and the music is also great. You definitely deserve my respect, especially for organizing 24 people. Great work!
The gameplay is very fun. It's a combination of perfect timing and skill. I noticed that the world wasn't fully designed in full screen mode (my monitor is 2560x1440, tried it on a second monitor 1920x1080 and it worked fine though). It was also very frustrating for me to lose all 3 lives if I touched the coral or the surface of the water. Still, I had a lot of fun with the game. Good job!
I love the idea that as a patient I am treating my therapist. I find the dragging and dropping of the buttons into a field a refreshing alternative to conventional buttons. This mechanic is supported later in the game by being able to drag surrounding objects into the field. Very creative! I think you did a good job with this game. Unfortunately the game crashed towards the end (Firefox).
I like that you took the trouble to implement cutscenes in this game. Unfortunately, the game lacks some pacing, collecting prayers takes too long in my opinion. I also had a little trouble understanding how to place the plagues at first, because the menu navigation is not responsive enough. Other than that, i think you did a good submission.