This was very fun, and nice graphics! They, along with the music, made for a really feel-good atmosphere. Also just a great looking logo!
Well done! :)
One of the most unique games I've played this jam, not only for the great (and depressing hahah) take on the countdown-theme, but also as one of the few narrative-driven, voice acted and dramatic games!
The atmosphere is very well put together, and the art and lighting really helps to empthasize it.
I don't really have any critique or thoughts of improvements at all! It just feels like a well put together piece! Well done! :)
Oh it is kind of like a rocket launch rougelite, which is an absolutley amazing idea! Fun and unique take on the theme!
The art is lovely, and for some reason the way the ship jiggles and shakes when you use the thrust made me feel all giddy hahah, was great! That intro cutscene also set the tone fantastically!
The mechanics are simple but would be a great base to add even more abilities and systems, especially with the rougelite-upgrade system already in place!
Overall great job! :D
This is honestly just genious! At first glance it looks so simple, but 2 rounds in and the hazards and powers have completley changed how you need to think and made it a real thoughtprovoking puzzle! Having to not only figure out something to do this round, but also having to think multiple steps ahead for the following rounds, just to get those damn ants and suddenly you need to rethink everything!
I'm just in awe of the game design behind the core idea and of the hazards&powers! For a game about moving matches!? Fantastic job! :D
Oh this was snappy! Every animation and effect is just bubbling, and making a revolver wheel have so much personality is very impressive! This really does feel like a game that could be a minigame in a large western game!
If theres one thing I would like, as someone with pretty poor perception skills, it would be to maybe increase the size of the revolver wheel to make it easier to see. And talking about scale, maybe having the coins be even bigger as well, or maybe making the lesser worth coins bigger and keeping the gold ones smaller?
Either way, this really felt great to play, and one of the most unique games I've seen in the jam as well! Great job! :D
Now that is a fabulous knight! The animations were great too, but I think you could play with the length of the sword/ attack animation, to make it even cooler to use!
Also really enjoy the nod to the other classic indie knights hahah, and as someone who loves penguins, seeing them shoot projectiles were great!
Well done! :)
Hell yeah! Loved it!
Very clever puzzles and mechanics, it's like a perfect little mini-mix of rougelike and metroidvania! Having things like that bombable wall that's there to create the shortcut to the boss is such a small detail but really adds to the experience. You really do feel clever when you find it and use that second it saves to beat the boss!
The vibes are great, all that's missing is the bloke you bought the lamp from saying some fun things when you pass him and you got gold!
Great job!:)
Now this was very unnerving! The idea is very unique and clever like everyone is mentioning, both with the countdown that shifts the maze and the drawing to locate. I have a feeling those are ideas that Mark would love if he gets to play it!
But what stuck out to me the most was honestly the atmosphere! The graphics, lightning and audio made me feel very unnerved and uncomftorable, in the way a horror game would. Which made me feel like this would be a fantastic premise for a horror game! Throw in a Minotaur chasing you or something and you got gold! Scary gold!
But really well done! :)
Ohh I really liked this! Feels like a rejuvenation of sorts of pacman, with some very clever design choices and a very impressive pathfinding for a game jam!
The only thing I suppose I miss is some form of ability on the player. The ones you have on the enemies are very engaging so having some that the player could use on going through a gate or on a countdown could give the player some more options!
Overall very well done! Enjoyed it! :D
Also I feel like that damn yellow ship will keep chasing me in my dreams hahah!
Their head normal yay! :D
I really liked how clean the design of this was, both the cute graphics, the clear mechanics and even the transition! It felt great, and like something you would find with tonnes of downloads on the appstore!
As some other here have mentioned it would be great with some harder levels, and with they way you gradually introduced new mechanics, I believe you could introduce more difficulty in a great way!
Lastly just love the design of the main guy with the dented head hahah, great job!
Oh that was it?! Hahahah damn, I thought I tried that but guess I only clicked 3 heh.
Okay did it now and finished with 2.3s left, literally let out a "woohoo" hahah, felt great!
Another really fun thing that also speaks to the cleverness of the puzzle is that, now afterwards I checked the order that Mr_Cook did it in, and I did it in a completley different order! I did the 4-digit code first! Being able to solve it in your own path really adds to the solve!
Thanks for the help and again really well done! :D
The idea is absolutely fantastic! Focusing on getting your enemies to shoot each other is unique, clever and funny!
The movement felt great and combined with the art and color choices (especially the main guy's purple, love that) made a very nice vibe around the whole game, that fit the idea a lot!
I do wonder how it would be if there were more enemies that could shoot, placed around the environment, as that could maybe help create more ways the player need to dodge or line up enemies?
All in all it was a very fun time, well done! :)
There was so many times I thought "ooh that's clever!" here!
Using the countdown as the healthbar, and for the money, and showing the past you so you can see how much faster you're going, and having the shop be a physical space just left of the start, not to mention a bunch of the upgrades, all of it is very well thought out!
Also love the humor of the shopkeep, and how clean the animation for the speech bubble is!?!
But yeah, all around very well done! :)
This is extremely well done! The art and audio sets the tone completley and combined with the almost to smooth movement it was even nice to ignore the countdown and just sway around and click things hahah!
The puzzles are very well designed, and they are very well intertwined as they first overwhelm you but still allow you to delve in and pick them apart! Multiple times I got that classic "aha"-moment that Mark loves to rave about hahah, so that was great!
I did not manage to finish it though heh, and I do wonder based on the other comments here, that was there something else you had to do to make the green buttons add extra time? I'm sure that there was some button combination or current I missed but they never added any time and that made it difficult to get further than the shape-code time-addon. I think I understood everything else I had to do to finish it, but without the time to do it! Would really like to know so I can come back and finish it! :)
This game made me realize that a racing roguelike would be really cool!
I think this is a very clever idea, and after getting used to the controls it felt really nice and satisfying to dodge everything! The drift-boost felt great, especially in that area with blocks and turrets, that part truly felt fantastic!
I didn't manage to finish it all the way heh, even after literally saying "okay just one more" multiple times hahah, but when I get more time I think I will go back to this and finish it!
Great job! :)
This game looks amazing, probably my favorite art style that I've seen this far! The bunny's design and characteristics gives off classic game mascot-potential! The movement also feels great, but I just wish there was some more mechanic or system to differentiate it a bit from similar games. Possibly doing even more with the pipes? But overall still a very good and polished game, great job! :D
The aesthetic of the game is great, and the use of red as a contrast to the monochrome is a classic, but always so effective. Likewise the logo and the UI looks so stylish. That combined with the quick movement makes this feel great overall! Only nitpick is like others have mentioned to have the possibility to rewind quicker. But still, very well done! :)
Got on the top 10 B) (for now hah)
Really enjoyed it! Very effective aesthetic and the movement feels great.
Only problem I had was that the constant rotation did start making me feel a little bit motion sick, altho that might be partly due to the fact that I'm currently on a boat hahah, so won't hold that against you!
Well this is definitely the most stylish game of this jam!!! The style is incredibly unique and looks fantastic, and honestly the second I saw the title screen with its little parrallax I was sold! The movement was difficult but still felt really smooth, even when failing hahah. Overall just great work! :D