That's a lot of content to put in a game for a jam :0
Very relaxing and cozy; I loved the fishing minigame! I agree with a lot of the accessibility concerns here. I think just showing the sushi you've made and the ingredients on hover would help a lot. It's hard to visually distinguish the fish, especially when they look totally different from the sushi in the preferences menu--maybe giving the fish names would help! I also wish the customers were a little more forthright with *some* of their preferences so that it's not just total guessing... But this was a super cute game! Great job to everyone involved!
Otterpop!
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I would largely agree with what Toxagen said! It was pretty frustrating to not have the balls react to elements like the fan on one simulation but not the other. You can also place pieces inside of each other by placing them with right-click instead of left-click, and i actually kind of like the precision better that way! Neat interpretation of the theme! I'm super nostalgic for these types of games!
Super creative concept for the jam! It was definitely a little overwhelming to see how many options there were for each zone, and it leads to some mismatched expectations when things like talking to the rat in the first level doesn't lead to anything. I wasn't able to get past the princess and evil wizard scene... I wanted to try chopping her hand off (sorry!) or just giving the hand to the evil wizard but I couldn't figure out the specific choice of words that was expected. Awesome entry even if I'm too silly to figure it out!!
oh this game fucks
I was pretty overwhelmed when the game started, but it all clicked really fast and the multitasking was extremely satisfying! I showed it to friends and they immediately wanted to reinstall Sea of Thieves. I agree with the other comments that I wish the steering was a little more responsive, maybe it could be an upgrade! :3 Also, on my first playthrough I died to an enemy ship running into a mine near me... Super super fun interpretation of the theme! AWESOME job!!!
Pretty neat! I liked the variety of enemies and the upgrades seemed reasonably powerful! My only gripe is that is that it would be nice for the player to be able to see what's behind each door without having to go up to it each time. It could be nice to also give the player one of each door (enemy A, enemy B, shop) each room so that they always have the option to spend money. I ended up with a lot of extra currency when I really wanted to spend it to get more powerful. Good job!!
My biggest piece of advice would be to playtest fast and early with people who aren't working on the game! I agree with a lot of the other concerns here in the comments... it's not obvious that only Right Control works, and selecting the blocks can be pretty confusing. I think the core mechanic of being able to move the notes is super cool and it's audibly very satisfying, but from what I played it seemed like the best strategy was to just find a small block and... take that all the way to the end. Cute game though! +2 for petting the cat.
I like the idea behind the game, but it definitely needs some more work! I thought that I was guessing incorrectly when my score wasn't going up immediately after picking a monster. Having *some* art or audio would also go a long way! It would be hilarious if the reports also had a shitty sketch of the monster that could include a hint as well.
Cute art, but I wish the gameplay was expanded on a lot more! It's a little weird that the credits are.. way longer than the length of the actual game when they could have been integrated into the world and used for some more worldbuilding! It sounds like people are getting yelled at by their parents enough in the comments...
Aww super cute! The dialogue was a little fast and I think it might be better to not have the wedding screenshot in the promo images (it was an adorable twist!) You could also 'juice it up' by splitting the items up and having them visibly repair when the player finished each seam. This was a sweet and relaxing game. Great job!!
I'm just confused on what to do. I understand that I need to move around and attack villages but I have no idea what makes my units 'active' or 'inactive' after any moves. The art and music are cool, but the gameplay is feels floaty and hard to understand. A 'rulebook' or tutorial page would go a long way in helping players out.
Wow, this game really surprised me! I feel like there have to be some crazy limitations that come with having to make a game runnable on GBA hardware. The puzzles felt like just the right difficulty and all the different mechanics came together super well. This is an amazing showing for a gamejam! I'd love to have a little more story and it would be perfect. also the music was.. scary :0
My criticism might feel a little harsh, but I'll give you the advice you asked for!
It *is* very repetitive. It would be interesting if something changed every loop, like if your tunnels persisted. It reminded me a lot of Motherlode, and I think that making the ability to move left and right more impactful--like mining sideways--would add a lot. For game jams specifically, most people aren't going to play your game for more than a few minutes so it's important to give them interesting stuff to do right off of the bat. The upgrades are priced a little high, the loop timer is a little low, and it feels like a lot of clicking for little reward. Adding an autoclicker would save a lot of people's wrists and let people explore the game more.
That being said, making games is hard and this is still a good attempt! Great job submitting, and hope you feel better soon <3
I love the core gameplay loop of delivering the packages, but a lot of stuff could be made more clear... I didn't realize I could put packages inside the truck until I saw the door open in the images on the itch page. I also wasn't able to complete a full run because talking to Michael would always spawn me under the floor and make me fall... Very relaxing game though! The driving is just the perfect amount of wonky!
I love the atmosphere you've made for this game! The music is relaxing and it's a very peaceful experience. It took me a long time to figure out... what I was supposed to be doing. It might help to make the controls more obvious because I didn't realize that I had to hover over the objects to see the controls. Also, whenever the dog spawned it would just push me and make me clip out of the boat. I love the fishing minigame and the vibe, and would love to see what it would look like with more time!
I like the music and the art but the actual gameplay could use more work. Like others have said, the hitboxes make it really annoying to jump over what are supposed to be simple enemies. I also encountered a lot of crashes and weird errors like whenever I died in the first level. It would be helpful to have some signs to tell the player where to go or to tell more of a story. Keep practicing, you've got this!
Well polished visually, but ultimately pretty frustrating to play. The bounciness of the ball combined with the slow rotation of the level makes any level where you have to play on the "rim" of the arena incredibly difficult. The sound effect for bouncing into the wall is really loud considering how much you have to hug the wall to fit it. I'd love to see a level select screen so I could see all the different levels and mechanics without having to go through each one. Nonetheless, good job! All of my nitpicks are little things, but they do add up.
It feels like the base for a good entry is here, but it needs a lot of work. Based on the description, we should be able to "Scale down and absorb Enemies and their projectiles into gift boxes, and release them back at them!". I don't think any enemies shot projectiles at me, so I wasn't able to use any "scaling" mechanics. Seems like it might just be a case of over-scoping, and is likely a good lesson for next time! Good job on submitting a game!
Wow! A popular interpretation of the theme, but the introduction of jumping affecting multiple mechanics makes this one stand out. There's a tremendous amount of love put into the graphics and the juice for this game. Cute, smart puzzles, and no major bugs! I give it... one raccoon thumbs up out of one
(and some extra love for games with cute cartoon animals)
This is the first game I've played to REALLY make me feel something... Walking around and firing these poor workers who didn't do their job but did their best is a really harrowing experience. I was almost in tears after realizing I couldn't un-fire Manager Niko. Also fantastic whiplash with banger lines like "Brother it was just a couple months late." Viva la revolución.
This isn't a game, it's art. And it's insane that it was made in 48 hours. Amazing job.
I love the visual design of the game, and it's impressive for two days. I do wish there was some more content that varied up the gameplay... I think enemies that you need to avoid, or eventually being able to eat the houses would do a lot for the game. I wasn't quite sure how hunger or combos worked, but I never felt like I was close to losing. I was getting a little bored halfway through the final section. It's a good chunk of criticism, but I do love the idea and the aesthetic. Great job, this is a cool game!
oh MAN this game has some juice. I was initially worried that it was going to be a standard 'scaling platformer' but managing to fit in a whole metroidvania into the jam is a real feat. The level design at the start was a little confusing, but it really impressed me after seeing the first upgrade. My only real gripe is that only the first gun has the cute little tune! I wanna see more!! Fantastic work.



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