Cool game, the particle effects were pretty nice, I also liked the lighting. With combat I got stuck for a while because I didn't realize you had to have your mouse on the right side of the screen to attack to the right lol. I also would've liked it if my jump allowed me to jump over the enemy, the jump didn't really provide any value it felt like. But congrats on getting something submitted, and making the game in only 12 hours, pretty impressive.
OfficialChaser8
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I loved the art and audio, but there was just too much stuff holding me back from really enjoying the game. I felt like the character controller was really unresponsive at times which was frustrating, and dragging blocks while moving created a lot of buggy moment. Also, resetting felt really tedious, I would have liked it more if instead of restarting all the way back at the beginning, you restarted at the spot where you first reached a new "level" (or height, or whatever). Basically I'm just saying checkpoints maybe could have helped, even if they were adjusted to have less time given back to the player. Also, I stopped playing because my game crashed randomly, and I still can't get the game to forcequit lmao.
So yeah, a lot of critique there but I genuinely think this is a good idea for a game. The puzzles are cool, the world is really expansive, the art is fire, and the music is super funky which I love.
Haha I loved this. You really nailed the frustration of automatic calling systems lol. My only suggestion for this game is to make the codes and username/password requirements slightly different each time. I felt sort of like I was "cheating" the game because by my 3rd attempt, I'd memorized mostly what to do, so I beat the game with like 4.5 minutes left. But still, very clever game, the amount of thought put into it is remarkable for just 4 days!
yeah, I was just commending you for bein a solo dev bc you added so much content, all by yourself. Also, glad you liked barry's jump haha, in the initial prototype he actually had no jump at all, but I quickly found that players found it super frustrating to hit space and have nothing happen when they weren't connected to any blocks.
Really easy to pick up and play, this game feels like it could totally be a sweet mobile game! The art was incredible, honestly, and just the whole presentation of the game felt so professional! I will say, I thought it was a little easy though, I would've liked it if instead of searching a different small area each time, if the areas to search got bigger, making it harder over time. But really, it feels like this where's waldo type of game has so much potential to become a fully released game, I encourage you guys to keep working on it if you see fit! Great work!! Zipzap :)
This game is really sweet, haha! I saw you posted on my game comments that yours was similar, and yeah it's pretty crazy how we had such similar ideas. In terms of your game, I really liked how you started adding switches, blocks and other funny events like the flag falling from the sky. It really gave the game character which I loved. And there were so many levels, which was awesome!
Two critiques: I wished sometimes that I could've just clicked R to restart the level, instead of having to deplete my stack. I also got tripped up a few times when I accidentally jumped and lost part of my stack during a transition (and at the end too), I would have just been nice if movement was disabled during those transitions/end cutscene.
Overall, great work, and also very impressive considering you're a solo dev too, wow!!
Awesome game, it had a really charming style and the music was bumpin which i loved, haha so good! The game did feel a bit easy, but overall I appreciated the polish and charm you put into it.
Also side note, I love the videos, I feel like I've learned a lot from them and some of your advice really helped me with my game during this jam :)
YES! OMG I finally beat the game :) Wow, that was fun. I loved how the count down was really what made the drawing mechanic feel engaging. I feel like the levels started off a little too slowly, but once I hit level 3-4 or so, the difficulty ramped up a lot. That was a little jarring, I can't lie, but I pushed through and it was definitely worth it. And honestly, every time after I beat those last few stages, I was fist pumping like crazy, it was really satisfying haha.
So yeah, overall very entertaining game, and great take on the theme! In terms of concerns, I would just say the initial difficulty curve felt all over the place, and also I wish you introduced the X block mechanic a little earlier. Also level 9 felt like sometimes, you could just get screwed, and have a path that was basically impossible. But overall, small things for me. This game is probably the most enjoyable one I've played so far in this jam. Great work!
Appreciate the feedback! I totally get your frustration on level 4, initially I added a nerf to that spot, but it made it so often, when you jumped off the block, it would float in the air (the blocks aren't affected by gravity). That's why I couldn't implement coyote time in that spot. Also, for pulling blocks, we were going to add a visible radius to show the area for picking up blocks, but never ended up getting around to it.
Haha the arcade lose animation caught me so off guard, I really enjoyed that effect. I think the game does well at constantly keeping you on your toes, but I feel like the game started to get repetitive after a bit, because I was just doing the same thing over and over with not much challenge other than the ticking timer. I do think that the "bad pickups" helped with this a little though - causing you to have to pick things up, and dodge. Overall, it was a cool entry, good job!
I totally see the ties to Balatro, it's an interesting concept! I liked how numbers started scaling really quickly. I can tell you probably overscoped, but hey, it's a learning experience for sure :) It's still a cool idea though, and one thing I would recommend if you want to add to this game---make there be some way to speed up the clock, it felt tedious to have to keep waiting for a 30 second countdown to end.
Yeah, it can get tricky for some players quickly, it was really tricky to judge the difficulty curve. I just added a solutions video with timestamps to the game description if you ever get stuck or need a hint.
Simple concept that was well executed! I liked how you added effects and changes in pitch to the sfx for the player feedback, that was pretty cool. I also agree that background music would really elevate this game more. I also think it would've been cool if the monsters maybe switched directions or took different paths across the screen during points of the countdown, I think that could increase the replayablility of the game, especially if it was randomized. But regardless, for 2h this is super well done, and my best score was 350 :)
This is a really cool incremental, I like how you went beyond simply making a clicker and had the player actually interact with the world while "feeding the beast". Addictive for sure, and if you wanted to expand on this game I think it would be cool to create different human types that give certain amounts of points or new abilities, and/or maybe adding something else you can do with the humans beside feeding them to the beast. Overall nice work :)
I like the combos and how that makes it so you can't just spam orders to try to get the highest score. The combo stuff, combined with the point value differences for the ingredients, really make you think and I like that! I would say for improving, just adding more player feedback when you submit orders would be nice, and also the atmosphere felt a bit lacking. Overall though, nice work!
Wow, this is super awesome! I love all of the procedural generation and the art is great too, I agree with Gentoo the game is very replayable. Two things I thought about for how you could improve this:
- The sfx for picking up the turkey kinda stuck out to me as being too loud, I had that sound stuck in my head the whole time lmao. Could be a personal preference thing but I think it would be best to turn up the background music slightly, and turn down some of the sfx slightly.
- Just something random you could add, I think it would be cool if while holding the turkey, you could shield yourself from the fireballs coming from above. It might make the game a little easier, but i think it would be a cool mechanic. And honestly from a visual perspective it looked weird to see a fireball phase through my turkey lol.
Overall, I had a lot of fun playing this and I'll probably come back again to it to try to beat my high score haha.
Simple idea but I feel like it works pretty well! I like the buildup of tension with the beast getting visibly angrier. I felt like acceleration and deceleration values for the player were pretty high---it made me feel like I was moving on ice, and overall because of that the response to my inputs felt pretty delayed. Also, my best score was 87!
I really loved how the humans would like run away from me, the beast, it was pretty funny and definitely a really good take on the theme "feed the beast"! For a critique, I would just say that after a while it just felt like a walking simulator, and there weren't any indicators of where anything was. But I get it, you only had 3 hours. Nice work :)
The monster guy is super cool, and I love all of the little animations! I'll say though my main issue with the game was the gameplay, I felt like just endlessly clicking two buttons kinda drew me away from the scene, and just caused me to only focus on the number of followers going up. Regardless, the concept and art was cool and congrats on getting something submitted!
The title of your game made me laugh when I first saw it, haha. I really enjoyed the struggle of trying to feed the blob guy, even if sometimes the controls/trajectories felt unforgiving. Honestly the main critique I have for you is the environment, I feel like if you added more grass and other scenery objects the world would feel much more alive. But I get that you were on a 3hr limit so it's totally understandable. Nice work :)
This is a really interesting idea, and I could tell you put a lot of work into the mechanics of your game.
To me though, the game did feel a bit overengineered imo. I didn't really ever pick up on what the different colored grid pieces each did, despite beating the game, and I also felt like the cards and stuff were really cool but there was like no risk when using them because you could just "restack" and just start over at any point, without losing any meat you fed the beast. I feel like if you added a way to reward good decisions and punish bad decisions when using your cards, the game loop would become much more engaging.
Also, I felt like the selecting card animations had a little too much movement, idk if you were inspired by Balatro at all but I would say it felt like that game's card movement (which is good), but just a little too extreme in my opinion.
I still thought this was a really neat game and I had fun killing the beast lmao :)
This is really cool stuff, I love the vibe! Just used two tracks in my new game for the Trijam, thank you so much! Made sure to credit you in the description :)
This is really cool! I enjoyed playing, and I think you could totally expand on this idea if you wanted to---there's lots of possibilities with different dice. My main concerns were first, I wish I could've just held RMB to shoot a stream of bullets, and also I beat the game like pretty quickly and then I had nothing to do. But I get it, it's a game jam with a time limit lol. Nice concept tho overall!











