Thank you! I wish I had more time to balance but alas I procrastinated, I only started to implement broadcastodon as a final boss like 2-3 hours before the deadline admittedly. I only realized how similar in concept a retro-ish creature collector was to Cassette Beasts like halfway through and started checking to make sure that game didn't do any of my monster names first lol. Thank you for playing and for your kind words!
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That could definitely be a cool idea! I toyed with a few options of conveying the player being close to matching the enemy frequency but a lot of them were too jarring, like having the sine wave fluctuate and warp the further away the player was. Music was a last minute inclusion (I always forget the SFX), but it could've been a neat idea to play around with!
Super charming! My big complaint is the same as codexplorer, a bit of clarity would do wonders because as is its a little frustrating at some points and almost feels like luck trying to figure out which input to do. Checkpoints would add a lot as well! Otherwise, the art and animation is wonderful and I love the concept!
Hi! Yeah sorry, its a confusing system and I wish I had more time to add to the in-game tutorial lol. Basically every monster you encounter has a secret frequency, be it 0.4, 0.68, 0.22, etc. You are able to adjust the frequency once per turn in either direction, and getting close to that secret frequency allows you to Sync with them to recruit them. If the sine wave is glowing green, it means you are close. You can also tell by how clear the static covering the enemy sprite is.
Alternatively, if the frequency is close to the frequency of your own monster, it activates a strong passive buff. For example, the first monster you recruit, Dialpup, has a frequency of 0.4, and while close to that frequency it gains increased damage and decreased defense.
Going into the party menu allows you to see the desired frequency of each monster you have and what the passive buff for being near it is, which is called "Amplify".
Let me know if you have any more questions! Its a weird little system I concocted that definitely needs more explanation in game.
https://itch.io/jam/shovel-jam-2025/rate/3737588 I haven't played it yet, but the art style for your game looks great! Looking forward to checking it out!
Here's mine! https://itch.io/jam/shovel-jam-2025/rate/3737588
Hope you had a good jam! I want to check out some games too when I'm not so sleep deprived haha
Thank you! There is a button for repairing the statue on the upgrade screen, but for some reason when I exported the game to HTML the button's texture is no longer visible. It's a little harder to see, but the text for the button is still visible underneath the other upgrade buttons, and the button itself still works. Good job reaching wave 20!
Thank you so much! The credits section of the game lists all of the amazing artists of the assets used, they're all super talented! I really should have included what resilience does somewhere other than the little tips on the upgrade screen, admittedly, but I ended up forgetting. I'll put it in the game's description real quick. Basically, it reduces the time that you're stunned for after getting hit by an attack.
Thank you! There was originally an eight-way dash but it felt awkward to use so I made it purely horizontal and increased vertical mobility instead, but it might be a good idea to revisit if I ever want to improve upon this game. Switching fairies mid-game could be interesting to explore too. The art for your game looks amazing btw!
Really really well made, graphics are phenomenal and the gameplay is cozy and fun. The level of polish from the animations and cryptid behaviors to the day/night cycle and SFX are really well done. It took me a little while to realize the biomes are interconnected and the cryptids move between them, and I ended up sitting there trying to gather all four for a group photo, though I couldn't quite manage it lol. Amazing job!

