This game is cool, I love the birds run animation. Simple concept with a fun game loop, I keep being to greedy on my run back up the beach, Very nice job.
OkaySalmon
Creator of
Recent community posts
The inverted mouse movement was throwing me off, would be good to have setting to turn it on or off,
needs the mouse movement to be captured whilst in game so you can look fully around. I kept getting stuck trying to look around. There was a lot in this game and I found the UI a bit overwhelming when fist starting .
Good job getting all this put together in 1 month,
I feel like the rhythm game playing at the same time as the battle takes away from from the fight, i think it would be better if either:
a) had the rhythm game overlaid over character like this mock up I just did

b) have the mini game play in waves between where the battle stops and it just powers up the next hit that will happen
the battles felt to long as well, your early fights need to happen faster and then build up in to longer fights as you get stronger and so do the opponents
hope this feed back is helpful
Graphics was the best part of this game, but don't get me wrong the I liked the play loop. it was quick to understand and fun, but I felt like I reached all three was to do in a loop relatively quick. I think the idea could be upscaled relatively easy and create a good exponential power increase sort of game. I think you all did really well to get as much in to it as you did within the 1 month of dev time.
Good job!
I see I'm not the only one that took the height value of my wave shader and made its time value fed in from a function that replicated the displacement map on the CPU that was being generated by the GPU so they could check that height value based on the positions of object. or at lest this is what I had to do to make the waves in my game interact with other objects with Godot, did you have to do the same with unity or was it able to just manipulate the Collison shape of the waves?
The concept is good but you need to game to give feedback to the player so they can see and understand how there actions are impacting the score. The game doesn't have to give the feed back at the time they make the beat and it doesn't even have to give it all away, even having just 1 or 2 of the things shown when saving the track, like highlighting something red that's negatively affected the score and highlighting something green that's positively effected the score. Just so the player can work out what they are punished for and what they are rewarded for.
however that's just my opinion and you can do with it what you will,
Congratulations on getting something completed and submitted that can be fully played through.
I think it would be more fun if there was a mechanic that balanced out the inevitable end, some way of slowing the spread down later in the round and give the player a way to "Win". If you took this same concept and then made it that you have to hold off the spread for a set time limit and once you reach the time limit you past that round then can move on to a more difficult level where the virus starts stronger at the beginning I think it would create a good game loop that people can get hooked in to.
Nice idea, and good work getting it put together and submit to a solid working state.
I like the art, and the concept is good, the calibration menu doesn't work because you can't return to the start from it and I couldn't get the A action to works, once the song finishes on the first level then the game just stops advancing.
Hope this info is useful and look forward to seeing more works for each of you in the future
I think I did a pour job onboarding the information to the player on how to move the crates.
you have to click the crate then move the mouse over to the raft where it will show a green image of where you are aiming the spell to place the crate, then you hold down the left click to channel moving the crate to the raft. I think the lack of tutorial is a short fall I have on this project
Sorry for the late reply, to move them you need to click the crate, then move the mouse over to the raft and it will show where its going to place it, then hold down the left click again and while you are holding it will channel moving it to that spot.
I think the problem is I have done a pour job giving the player this information, it really needs a tutorial or onboarding to help with this
Here is mine
https://okaysalmon.itch.io/wizard-accent-voyage-eternal
will work through the above
True that, I think it needs an onboarding level that walks you through the mechanics, which I was planning to make.... but I only ended up getting a few free hours across a few days over November to put as much of what was in my head in to something that could be played.
Thank you for Playing and for leaving feed back.
Did you play it though the DL version or through the browser?
What is it?
Hnefatafl is an ancient Viking strategy game where one player defends their king while the other tries to capture him. Every move counts as you outthink your opponent on the battlefield.
Features
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Play vs Computer test your skills against an AI opponent.
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Hot Seat Multiplayer challenge a friend locally on the same device.
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3D Visuals the classic board game brought to life in a modern style.
Made in a Weekend
This project was created in just a few days as a fun challenge. It’s simple, but fully playable, and I’d love to hear your feedback on how it feels and what could make it better.
What’s Next?
If enough people enjoy it, I’ll consider expanding the game with more polish, extra features, and maybe even online multiplayer.
Download it now and give it a try!
I’d love to hear what you think in the comments.
the link is https://okaysalmon.itch.io/free-hnefatafl
This game fit the theme really well for the jam.
I liked the cookie planets too, though I did wonder if cookies counted as biscuits. In my own game you can sneak around and overhear a conversation about that, which gave me a smile.
I really enjoyed the ramping difficulty as you got closer to the goal. Having to collect asteroids for ammunition was a clever touch and made for a unique gameplay experience.
The part I didn’t enjoy as much was the inventory system. It felt a bit clunky. I think it would have been smoother if collected items automatically went into the next available slot, with a simple “throw away” key to press when needed. The way the slots popped out and covered half the screen made it feel like I was being punished for picking things up, but that’s just my take.
Overall though, I think this was a solid entry that could have done really well in the jam. You all did great work and should be proud of what you accomplished in such a short time.
I know I submitted mine and it said it was submitted but now that the Jam is over mines no longer longer in the jam for some reason....
I will check yours out tomorrow,
here is mint
https://okaysalmon.itch.io/risk-it-for-buiscit
My submit ion was in before the dead line but not that the deadlines over it doesn't look to be in the substations any more?
https://okaysalmon.itch.io/risk-it-for-buiscit
Any one able to point me where best to raise this?





