Short but sweet, controls are rather floaty but its a generally enjoyable experience nonetheless.
Notic
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Thanks for the quality feedback!
You can speed up the game with shift, that is explained on level 3 iirc. As for the later puzzle levels, I totally get where you're coming from. Difficulty was hard to get right, the rank system was meant to allow for less concise solutions to still work but it seems it didn't work for everyone.
There shouldn't be any RNG, I think there is a text box that says that nearest the attacks are targeted first, although I regrettably forgot to mention that once something is "locked on" it won't change targets unless the attack is destroyed. That part is poor tutorialization on my end, and it made later puzzles seem less intuitive that I'd hoped.
Glad you could still enjoy it despite some rough edges here and there.
Graphics were simple but fit very well, I really enjoyed the submission. Despite the lack of tutorial, things were relatively intuitive, honestly it gets a little too easy once you know what you are doing. Some QOL stuff like showing the attack range of a unit when hovering over it would be nice, but as it stands its still a solid entry.
Visually it looks nice, the sound effects fit well and the overall juice is pretty good. Larger buttons would have been nice, as well as an indicator of which tiles your ability would affect. Also right clicking instantly spawns fire for free, I believe that might be a thing you used in testing that you forgot to disable.
My end score when I won was 136 houses, 88 roads, and 12 civilians.
This was a lot of fun, the concept is very unique take on the theme, and although I wish there was more juice, for a 48 hour jam this is really good. I encountered a bug where I was on the same tile as a pawn, but neither of us captured each other and the game continued. Aside from that one instance everything ran as normal.
Phenomenal entry, good juice, fun core gameplay, everything works well together. It gets repetitive fairly quickly though. I kept going to see if anything major would come to shake it up but at around day 13 I just stopped even though I was still earning over a thousand dollars. For a jam game though, there is a ton of fun here and its a really cool take on the theme.
I love the aesthetic, I just wish there was more audio. The dialogue was a bit much for me, but thankfully you made it skippable. The best strategy I found was to just surround the ship with the larger slow asteroids, since they were easier to prevent from colliding with each other and could be spawned right in front of the ship to kill it.
This was a pretty creative take on the theme, so big props for the concept. I enjoyed it a lot.
This is a crazy concept. The baby making felt jank at first since I didn't realize you couldn't make babies while moving, but after reading your reply on how it worked it become pretty slick and easy. Music fits perfectly, gameplay is fun. Stepping on kids was a bit broken, if another thing covered the baby tile stepping on it did nothing, but aside from that it seemed bug free.
It looks very nice visually and is definitely not lacking in juice. My only real gripe was how the ai character wouldn't take the obvious routes, and so to make progress you had to repeatedly die to their odd decisions, memorize the pattern, and try again. While by itself that's not an issue, having the replay the beginning bit over and over again every time you make a teeny bit of progress got tedious.
I've seen a couple of games so far where you play as the cameraman and I think this one's my favorite, good work!
I can definitely see this in the top 100, it's very simple but in a charming way. The only issue I have with it is the lack of difficulty, I was at a little over 15 minutes still at full health before I decided to stop. The upgrades make you unstoppable, to the point where the game loses the frantic feeling that makes the early minutes fun.
Health regeneration is too easy and too frequent. Even without the upgrades letting you automatically regenerate health with kills, you get the option to regenerate 2 hearts via a different upgrade so frequently that the former isn't even necessary.
No new enemies are introduced as the game progresses, so enemy firing rates remain slow. At a certain point your bullet can smash through a ton of fodder enemies when they barely have a chance to look at you. The only thing stopping them is the shields, but with explosions and the bullet heaven nature of lategame that isn't an issue. Not to mention when the bullet explodes, certain upgrades let you reload near instantly making it a non-issue.
You run out of stuff to do way too quickly. I was getting bored at around 5 minutes in, but seeing the minor progressions in bullet speed and maneuvering kept me in. I was disappointed that nothing ever got more challenging, which sucks since adding new enemies with better fire rates or movement speed should have been fairly simple.
That being said, this game is still very good and well polished. A ton of jam entries forget how important sound effects are to juice, and although yours are mostly chiptune stuff, it still does the job wonderfully. Only audio issue was that the music got very grating, a music mute button or something would have been nice.
Fantastic work!
This is very much like Papers Please in presentation, the menu music is very clearly meant to sound like the Arstotzkan anthem, and the whole "Glory to Zabovia" is a reworked "Glory to Arstotzka".
I think the inspiration is a little on the nose, but still enjoyable. After rating the first two divers it would have been nice to be able to skip them on subsequent runs. The parallax effect on the clouds and such is a little strong and off-putting, but overall the neat presentation as well as unique take on this theme make this a solid entry.
Got to the final level where coins instantly killed you and it was there where I realized the models are very misleading and are not even close to hitbox sizes. Squeezing through visually is easy, but lining up the invisible hitboxes which are much larger than the visuals is way harder. Aside from polish related stuff and a bug with colliding multiple times on the same bear trap, I think that this game had solid execution. Good work!
Spamming the uranium grapeshot works for bronze and maybe silver. Grapeshot is used in the strategy for the gold rank but it's not the only thing (carronades are fast enough to distract both carabineers and barbettes in one go, and the slow nature of roundshot makes it work as a decoy and lets you time distractions).
Should've mentioned it in game, but rank is determined by your extra francs at the end of the level, so it can be better to use roundshot as a distraction instead of carronades or grapeshot in some cases.
I've seen a lot of submissions where you play as the invaders in a tower defense but in terms of concept and strategy this one has been my favorite so far. There are actual pros and cons to each toy you can send and enemy towers are very distinct from one another. Could use some more polish and QOL stuff like a speed up button, but overall this was pretty solid.
I like bullet hells, however this one feels a bit off. Whether its animation windup, lack of weighty sound effects, or the slow dashes, there is a definite lack of "juice". The visuals are pretty and interesting, and the dialogue is fun. Overall it was still enjoyable, but there are certain things that if tweaked even slightly would massively improve the experience.