Haha nice game I had a similar idea to you. I liked how you added patterns and stuff to where the chef puts the food later on, but I will admit the patterns ramp up the difficulty a little too quickly in my opinion. Overall nice work :)
OfficialChaser8
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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!
Yeah for sure, sorry i didnt make that clear. This section kinda highlights two things that i found a little frustrating: 1, the floating mechanic is good, but it is pretty delayed which makes it feel unfair at times, and in this section in particular i kept dying cuz of that. And 2, idk if it was just this section of levels, but the gravity felt really low, making those wall jumps really difficult and tedious. For that second thing, I would say just try not to design the wall jumps so they are just far enough apart that the player needs to also hold the direction they are wall jumping. In my (personal) opinion, its much more satisfying when the wall jump pushback force is just enough so the player gets to the other wall, making it so all they have to do is hit space. The way it was designed there - i had to constantly shift between holding a and d while wall jumping - which is fine - but it became more frustrating when there was also so much gravity pulling me down the wall. Sorry, its pretty hard to explain all of this in a comment, but yeah, those were my main things.
This might be my favorite game of the jam. The rules of each animal are relatively simple but when combining them you guys were able to create such unique and engaging puzzles. Kinda reminds me a bit of a board game i played called "dimension" if you guys have heard of that. The concept is genius, and for things to improve, i would just say the drag and drop is a little janky and not always perfectly responsive, and also, sometimes the numbers on the animals overlap with the raft too much which makes it a little hard to see. Finally I would say balance wise, the game was pretty good, but sometimes in the middle section of levels, I would take like 15 minutes to do one puzzle and then 1 minute to do the next, which felt a little weird (it might just be that I think in a different way or smthn). Overall, this is easily one of the best concepts for a game jam game I've ever seen - its addicting, and endlessly expandable if you wanted to add even more animals, rules, and layouts. Great work!!
It's a really cool concept i just think the difficulty is way to much to start. The speed you start at feels like the speed you should be at after like 5 minutes of playing. I think you could improve the gameplay by making the beginning a lot easier and ramping up the difficulty in a smooth way that makes it feel fair to the player. This could also help your game be playable by a larger audience, bc as of now the only way to make it somewhat far in the game is to have extremely good reaction time and sense of where the numbers are on the keyboard. But again, I thought the idea was still pretty cool and enjoyable, and with a better difficulty curve I know this game can be even greater :) Good job!
This was cool, I definitely see your guys' connection to the limitation! As far as gameplay goes though, it was pretty frustrating, as the controls could have probably been introduced in a better way rather than a tutorial page, and it was frustrating that I didn't know which objects I could scale up and down, I feel like some sort of visual indicator or highlight could help with that. Also I agree that the lose sound effect was annoying, I just shut off my audio completely so I didn't have to listen to it blare over and over. Overall, I think this idea is good, it just needs more clarity in terms of controls and a little more polish art wise with correct pixel scaling and maybe some colors. Still though, be proud of yourselves for getting a game turned in for the jam!
Really cool game, it reminded me a lot of playing pinball at an arcade - it's hectic, fast-paced, and you even added multi ball and extra life things too haha. My only complaint for this game is more of a complaint for these pinball arcade games in general, being that sometimes the way the ball bounces can feel unfair at times, but again, that's more so the case with this genre in general. I guess also I could say if you were to add to the game, it would have been nice if the properties of each block were more clearly communicated to the player. But really, this is a very solid entry, great work !
Yeah about the knockback, I added a jitter variable in code so it the water doesn’t always push you directly straight back. I thought this would make the gameplay more clumsy, but it seems like it just made it more frustrating. It’s definitely something we want to fix in the future. Also glad you noticed our “wild” implementation :) Thanks for the feedback!
Nice and polished 3d game jam game, I love it! Sometimes it was frustrating when trying to attack enemies because the attack hitbox would vary for each bobber man (like especially the green one with it being on the sides, it was something I had to get used to), but I wouldn't say get rid of it, I just think there could have been more of a visual indicator there. Also the game is very challenging, but I like it! Great job overall :)
Cool game! The rule switch ups were cool and I liked how the stars were scattered so it forced you to really explore the whole map. My main concerns were regarding the map itself, I couldn't tell what was the foreground and what was the background which left me trying to jump on things with no collision shape. Also, for the star boss thing, I thought it was a clever and "unpredictable rule", but I think it was lacking some sort of feedback when you get hit by it, like a hit flash, sound, or screen shake, something to let the player know they just lost some health. Overall though, pretty solid for a game jam game, you get pretty right to the point and have some clever connections to the theme.
I liked the art style and the different abilities the mushrooms gave you, very cool! As far as gameplay, it did feel a bit tedious going back and forth to get mushrooms then build the house, it would have been cool if you could have unlocked workers or something once you had reached a certain point in the game to speed up the process, because as it stands, the game kinda felt like the starting point of a tycoon or simulator type of game. i know its a game jam tho, and you don't have all the time in the world, so i get it. neat game tho, overall.
So awesome that this is you're first jam, good job on getting a game submitted!! The art was cool but at times the trees and other stuff looked like they were floating, which kinda threw me off. Also have to agree with what GalaxyMom said, its kinda just a walking game rn with no real incentive for doing anything except finding the collectible item thing. It's also cool that you learned about tilesets and tilemaplayers and that stuff in godot for this jam, as that was something I learned more about too with my game :) Still tho, be proud of what you made and if you need any help or advice regarding any future godot projects, you can always hit me up on discord (my user is officialchaser).
Cool narrative game, I made sure to get all the endings. I liked the story line but having to go back through all of the dialogue to get the good ending was a bit tedious at times. Also the hitboxes while moving felt weird, I kept running in to stuff when it looked like there was nothing there. You should be proud though for making a game for your first ever jam! You kept me playing all the way through :)
Fun! I liked your use of the limitation and the combat was kinda satisfying. One thing that stuck out to me as far as a way to improve this game is to make the level procedurally generated, as far as enemy spawn locations and map layout goes. I think it would add a lot of variability and replayablility to the game, because after a while it got repetitive taking the same route to kill enemies every time. Also, one of the round modifiers - the slo-mo one - was way to slow and way to easy, but I liked a lot of the other modifiers in the game. Finally, I would say presentation wise, it was ok but again the fact that the same screen with the same colors and background was present every round became dull after a while. I want to applaud you for your effort though, this is a cool game that had all my attention to the very end, and the concept is interesting!
This was really fun to play late at night bc the vibe of the game is so eerie but so good! I liked how you made the different roles for the little guys, but I wish there were a few more enemy types, after a while the combat became kinda stale. Also I know some games try to go for a more slower-paced style but sometimes the pauses in gameplay when I was just waiting just left me kinda bored. However, the ending and how the colors change is also a really nice touch though, along with the sound design. Nice work!











