Very unique art style. I always admire a game that goes for it's own unique aesthetic. I also think it's cool that the currency spawn on the left but the damaging things spawn on the right. That way if you hang out on the left, you can dodge easier, but are more likely to miss out on currency. The only flaw is that the microwaves have an orange trail, but the pizza rats have a yellow trail meaning I tended to mix them up in the heat of the moment and take damage.
RavioBoi
Creator of
Recent community posts
I'm going to be honest. My experience with your game was kinda ruined by the wonky collision on the Vending machine. I died on the final day because the vending machine kept registering me as opening the dairy cooler. That was infuriating to me and I couldn't bring myself to try again. That being said, I did like having to learn the location of the items in the store. They are organized in a logical way so that they aren't too hard to learn. I did enjoy this game except for the wonky vending machine hitbox. Unfortunately that is so vital to the game's function that it sullied my whole experience.
I think the idea is sound but the connection to the theme is a bit superfluous the gun does pivot on an axis but its not like it's spinning around. Maybe that's just me. I did like that you couldn't just point at the fruit since the gun doesn't fire from the center, but from its tip. meaning you have to account for its rotation.
The ascetic of the game is impeccable. The pixel art is on point, but the game play is a bit lacking. It's a really cool idea, but I feel that it is a bit easy. You have so much battery that if you drill in a single column you could probably make it out in one cycle. I think that it could have had some kind of hazard like having to spend time reenforcing your tunnel to avoid cave ins could help.
EDIT: Never mind the game appears to make exits appear based on the amount of tiles cleared rather than a distance from entrance system.
Very cool spin on the typical roll the ball around game. Having to account for your lollipop's handle was an interesting twist. Also the fact it can be used to your advantage by grabbing things is enough to make it not annoying. The only thing is I wish it was clear whether your primary motive was to collect all the cheerios or get to the end, since some of the cheerios are too out of the way to be useful, but when it came to the race my bet time was 37.98s
I admit I first clicked on this game because the main weapon looked like the Coiled Nail from Hollow Knight. I really liked it, having your main attack be a dash is always fun. I did find the AOE weapon a bit lack luster though since with the charge time and limited ammo I would almost always use one of my other two options.
Yeah, its hard to account for accessibility when you are under a time crunch and neither your developer or artist struggles with much color blindness or motion sickness. That would probably be the second thing I work on should I turn this into a full fledged game, the first of course getting the game's grammar and ratings systems from "Good enough for a game Jam" to "Good".
The game actually does keep track of a total high score and that is how it decides what ending you get. Unfortunately that is in the background hidden from the player, may change that later.
I can try my best to explain it.
For the Grammar: So firstly each word is assigned a part of speech based on what part of speech it generally is. Words such as to are assigned as a "preposition" despite the fact that to can technically be used as part of a verb to be. From there it is simply a matter of calculating whether each part of speech was in a valid position. Like a hinted at earlier this system wasn't perfect. I didn't account for if a word was singular or plural, which obviously changes what pronouns and state of being words should be allowed, and as I said some words like to can be different parts of speech based on context. That's why I made the grammar system very forgiving where it needs to flag three or more mistakes before they start to count against you.
For the Scoring: That was way trickier to code since context is so important. Ultimately I gave each noun or verb an either positive or negative value depending on whether it generally has positive or negative connotations: Kicked given a negative value since you normally kick things you don't like. For adjectives, pronouns, and prepositions I gave them a negative value if they negate the word they are associated with Not being the most obvious example. Once that is all decided I multiplied each noun by adjacent adjectives, each verb by adjacent adverbs, and prepositional phrases were calculated separately. Then I added up all the nouns, verbs, and prepositional phrases. This system works about 60% of the time which isn't ideal but it was the best I could figure out.
That's about all there is to it. If I were to continue developing it I would probably redo these systems from the ground up, or find a way to implement a professional grammar checker, since those are not too hard to find on the market.
A classic arcade shooter for classic arcade fun. I like that you made the background a noise texture and not a solid color, as it makes the targets and enemies all the more striking. My only mild complaint is that the Void is a gradient so it can occasionally be a bit hard to tell where the safe zone is, but that was only a very minor issue.
The art work is great and I really like the attention to detail where when you get a specific band member to play their specific instrument gets louder. I mean the game is pretty short and all you do is look around and press space, but a game doesn't need to focus on gameplay to be enjoyable if done right.
I couldn't figure out the dash, it seems it wasn't fully implemented. I do like the balancing most jam games like this tend to be way too easy or hard. I also like how if you don't buy handling you have to worry about falling off, but if you don't buy the spin upgrades you won't be able to repel attacks.
That was fun I admire your ability to make a game with the limited 4 colors of the Gameboy color. I assume you used a specialized engine to get this game to run on the Gameboy color. Whatever, the only fault was not having a setting for keyboard controls, requiring me to dig a dusty controller out of a drawer to play the game.
I'm not gonna lie this game gave me some pretty bad motion sickness. The concept is pretty fun and enjoyable once you get the hang of it, but it was a struggle. It's mostly the first world. Admittedly the more muted tones of world two did not make me feel as woozy, but the spin speed still feels a bit fast.
Wow, it's incredible that you made a game in Pico 8. I think that the main mechanic is pretty interesting, having a spin that only harms enemies at a specific range, not too close nor too far, is an interesting concept. I did wish there was some music, but I straight up don't know if you can do that in Pico 8. Good job.
Nice work on your first game jam. The idea is pretty cool and the game functions pretty well, but I do have a few notes.
Firstly the weapons need to be more balanced since they are randomized on timer. Otherwise it encourages a player delt a bad weapon to set around and wait for a good one. There's a famous quote regarding this: "If given the opportunity, the player will optimize the fun out of a game."
Secondly yellow text on a bright background is hard to read. This is why most games have a text box to ensure legibility.
Thirdly I did like how you associated the amount of enemies with certain office workers, it did give them some character when certain ones showed up, especially "John Infinity Gauntlet" as I've started calling him.
Incredibly addictive, just like real gambling. I'd almost put it down then have one good run and think "Maybe one more upgrade will get me the win". It's also nice that you need all the upgrades to win instead of one or two to rule them all like most game jam roguelikes. Of course this isn't technically a roguelike, but you get the idea.
I very unique idea, although I still have no idea how the game is supposed to work. I just got stuck in a wall won 42,000 points and flew into heaven. I can't say I didn't enjoy it however, it was very bizarre but equally as entertaining. However why did you have to use bergentrückung manslaughter version? That song has been stuck in my head since chapter 5 came out.








