Oh, yeah, definitely for that big level I could see a fast forward key being a nice quality of life feature, that's a good suggestion. Thanks for playing it!
Philip Markowski
Creator of
Recent community posts
I heard this one was lengthy so tried to set aside a good chunk of time for it but still ended up being unable to fully finish, but I still thoroughly enjoyed my time playing! The graphics, audio, and gameplay really nail the vibe of an early 2000s farming RPG, but the implementation still feels modern. The cave gameplay is definitely the weak point, I found aiming Gigi to be a bit challenging. That said, I thought the two enemies that are in the game are designed well and complement each other well, and combining the two made for interesting encounters. Great work, excited to see this develop more if you keep up with it!
Really cool and original idea. The art is cute, and the movement of the gremtomos is really nicely animated. The chaotic battles feels fitting for an Autofister game. Grems definitely felt a lot weaker than the Otomo, I don't think that's necessarily an issue since there's kind of a built-in hard mode, it just depends on the player expectations.
For some constructive feedback, flinging gremtomos manually was challenging because the gameplay is so frantic. If it were up to me, I would try to make sure the hitboxes for choosing which unit to click are very generous. What would really take it to the next level for me would be if the game slowed down once you have a unit clicked so that you have a bit more time to make a strategic decision where to fling the Gremtomo and make the player feel a bit more in control.
All in all great work! Really enjoyed my time with this one.
That was great! Really shows what a team firing on all cylinders can do in this short period. Art, music, gameplay and story all come together nicely. I ran into a couple of bugs, sometimes the drop area for the cores were just black for me, and there was one where a puzzle felt impossible because the down arrow was rendering underneath another block, but I was able to work around by removing the block and adding it back. Great work, really enjoyed playing it!
Had a lot of fun with this one! The models and music were great. Gameplay generally felt good, I do wish the movement felt a little tighter, particularly when there are a lot of projectiles on screen to dodge, but I was able to slash through those which was nice. Really impressive to have done all of this on your own. Great work!
The low poly Takodachis are adorable and the environment for the first level is really nice too. For some of the platforming aspects, I found myself missing a drop shadow right below the player character which would help line up where you'd land on a platform. As you've pointed out in the dev logs, some additional SFX for all the actions would really help make everything come alive. Nice work!
This game illustrates why I don't play piano.
The two track system is really creative. Gigi's hitbox was a little unclear to me and I found the control scheme for Gigi challenging, I kept pushing A/D relative to the lane that the car was in rather than ASD based on the track. Once I started to get the hang of it though pushing the keys in rhythm to the track felt really good, and the songs are great. Nice work!
Thanks for the kind words!!
I definitely get the feeling that there's something I can do to streamline the controls/interface. I think this game's a bit more complex than other tactics games, since you can perform actions on your turn in any order (i.e. have Gigi Attack, then Cecilia do a collab, then have Gigi move) as opposed to some other games where the action order is always something like "Move and then attack." I'm tempted to automatically select the move action when you select a unit with movement available, but I also want it to be clear that you can do other actions before moving.
My mind's definitely racing on ways to expand this game into a full experience. :)
Simple game but it's fun! Nice old school flash game vibes. Tracking your number of tries/time and seeing it in the level select is a nice touch, took me 40 tries to get Level 5 but happy that I managed to get some one/two shot completions on my first go around. The harder levels had me wishing that the restart was faster so I can hurry up and take my shot again. Getting a bit better view of the level would have been nice. Level design of the stages themselves was good. Nice work!
The web version didn't quite work for me, so I gave it a download and it seemed like it all worked well! I thought it was fun, I liked the idea of controlling a horde of goblins indirectly with the waypoints. Smooth implementation, nice graphics, great music, all makes for a fantastic submission! Nice work!
I thought the core mechanic was pretty cool! Having different rules for the alternate dimension is a nice way to change things up. I feel like the field of view for the camera could have been larger to have more perspective around the level. I also felt like at times the physics were a little inconsistent, I felt like I fell through the platforms sometimes. Bangin' sound track though. Nice work!
Fun platformer with a cool central mechanic! It took me a bit of time to realize that the Ame clones spawn based on where the player model is facing, not your mouse. The platforming is a little slippery too, are you using capsule colliders? A cylinder for a platformer might be a little less slippery since it would mean flat surfaces colliding together. Cute ending and I liked the secret level easter egg!
Nice game, the main mechanic is pretty simple to get but results in a lot of complexity and possibilities. I wish there were a way to view the other side of the board or rotate the camera, there were some times where I was close to losing a level just because I wasn't totally sure where I'd end up on the other side. Great simple art style and presentation! Good work!
Great game, the concept is really creative and fun, I enjoyed playing through the entire game. One idea I had while playing, it felt a little frustrating that you could play "perfectly" but still take on corruption because you have to enter a corrupt space to recover a memory. I think it would just feel a bit better for the player if you don't take corruption only for the first time you enter a corrupt tile, so you can have "perfect" runs for levels where you never take any damage. Overall balance would be exactly the same since you can then reduce the player health by 1 to account for the change, so it'd be a purely psychological change for the player.
Excellent submission!
The art and animations for all the characters are excellent! Nerissa's fight was the stand out gameplay wise. Unfortunately, Biboo's fight seemed to glitch out for me, it just kicked me back out to stage select. The character art and controls mean there's a good base for a lengthier experience here, but making enemies, bosses and full stages takes a while. Nice work!
Thanks for checking it out! I hear you on the corrupted Saplings, it's brutal to get them early game. There's a flat chance for them to spawn right now, but ideally I'd like the probability for a corrupted Sapling to spawn to be a function of how many Saplings you have so they're less likely to spawn in until you're more well established, but I was worried about tuning that curve before the end of the jam. Definitely pushed myself to the limit by trying to make this type of game but that's what Game Jams are for!






