Thanks a lot :)
SaadTheGlad
Creator of
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Cute game, I enjoyed sneaking around and trying to distract the guards but I found it to be a tad too unforgiving.
I think the game needs a sound effect for the cat moving, and when the cat collects a fish it should be a chomp or something.
Also the camera moving with the cat is pretty jarring, I suggest making it stay in place and only moving it when the cat goes out of bounds.
Also consider changing the colour of the green line, right now it blends in with the yellow ones on the floor.
Anyways, great game for a first game jam!
I like the idea, the presentation and the writing, the gameplay is also cool but it has a massive flaw: my eyes hurt when I'm scrolling lol. I think this game would've benefitted way more from having random articles being generated, and maybe you needing to like them when certain elements appear. I'm sure you can find a way to generate these articles. Right now it doesn't make any sense from me to scroll when I see the colour yellow. You could also could also add a mechanic where you have to turn around and check if your boss is coming, and quickly alt tab, kind of like what FNAF does. There are a lot of ideas to explore. Oh also the play again button didn't work for me.
Also I like how it's inlook and micro$oft but tiktok is just tiktok lol
Cool minigame! Wish I could throw away some of my stolen stuff to remove the debuffs and perhaps use them actively while stealing so the game can turn more interactive instead of just having passive effects. Another cool thing you could add is that the thief could sell his stuff when he goes home and buy more stuff that helps him steal better, so you have a sense of progression. Also the graphics/UI look could be improved.
Ok so I love the idea, and the environment is sick as hell I was instantly intrigued/invested in this world and already starting thinking what this giant rainbow prism meant, and why I'm sucking light out of these crystals. However, there are a lot of gameplay issues. The crystals shoot too often and have too large of a range, their SFX also gets annoying pretty fast because I can still hear it even if I'm far away. If you're low health and try to suck the light, it's very difficult because the crystals nearby will still try to attack you so it's a lost cause, so you just go to the crystal, die trying stealing the light, respawn and rinse and repeat. Perhaps you can give the player immunity while getting light, or don't spawn crystals till you've sucked all the light, so the player will have a chance.
Anyways I wish you'd spend more time ironing out the gameplay because I would like to spent more time in this world.
This is a really original idea & execution. The SFX are amazing, the art is nice and it was satisfying to play.
One issue is that you need to flesh it out to make it more challenging/interesting. The core gameplay loop is there, but it needs more stuff to make it solid. Perhaps turn it into a memory game after a certain amount of people, remove guidelines, add events, and whatnot. I understand if this is all that you could accomplish within the timeframe.
Also something minor but at the start I didn't get where I was supposed to click, so perhaps highlight it first (make it white, size up and down) then make it grey again.
Also I don't understand the difference between arcade and endless mode.
P.S: I swear I got a 100% once but I didn't manage to capture it :(
I like the art, sfx and music and this is a pretty cool take on the theme, however there are some tiny problems which set it back. First is that I feel like an anteater should be able to eat ants lol, lemme devour those annoying bastards that keep stealing my food. You'd have to redesign the whole tower defence thing to work this in but I think it'd be way cooler/on theme.
A little bug (hehe) I found, clicking on ants to get the food back is very inaccurate, I need to be like right near the ant to get it back
I love this game, it has so much charm. The hearing aid joke was so good.
However I think there are some issues, like the knees hurting mechanic doesn't really add much, it just adds downtime. Perhaps make the player slower instead? And add a granny walk that you can use when your knees don't hurt?
Oh and unless I'm missing something I have no way of knowing if the granny will use pull, push or hold, so it just becomes a dice roll at that point and doesn't feel very "gamey".
The art is beautiful and I really liked the idea, felt pretty macho hopping off my horse and ready to do some killin', the problem is this game suffers from being wayy too difficult. For some reason I can only survive 3 shots while the enemies are bullet sponges. I think it would be cool if I could kill them in one headshot, and make them more aggressive, kind of like Hotline Miami. I think it'd fit this type of game.
The ammo UI also needs a rework, I thought I only had 6 bullets at the start and I needed to collect more, not that I had more on me and I could reload.
Anyways I think this game would benefit from a post-jam update, to realise its full potential.
Cool idea, I didn't expect the game to look like that either haha, it's minimal but does the job.
Imo the people with the highest score need to be pinned in the main game screen, not just mentioned at the start.
Also for the stress mechanic, perhaps there could be a way to reduce that? Because right now if you stay too close to a target who ends up having no money, you're screwed cuz you have to wait for your stress to go down but you don't have time left in the level.
I loved this game's setting and world, felt sufficiently macabre. The art and music were awesome and fit it perfectly. The backgrounds (especially the ones in the town) were really good.
I wish you could do something between the events, like give me control so I can move the characters so it's more interactive. Right now it feels empty just waiting for them to reach the next event.
I know you explain the premise in the itch page description but I'd like if it were explained a tad in the game itself, cuz I had to reread that description to get who I was and what I was doing.
Cool entry!
Very unique idea, and the execution is pretty good too, it's just that I wish the game had a tutorial. I missed the letter on my first go around and was very confused. A giant floating arrow pointing to it would help greatly.
I loved the abacus system, very fun, the map was surprising to see too it looked so elaborate.
I think the new day transition could do with being way shorter and some guy told me I collected from him before even though I never saw his face before, did I get juked? Anywho, cool game, just needs more polish, also I think how much tax is needed needs to be communicated more clearly, as in dumb it down way more so people know what you mean.
Oh and my favourite part of the game was adding a little bit on the tax that I calculated so I can skim some off the top, felt very criminal.
This game is pretty cool. I love the clear tutorial, it's kinda lacking in most jam games. The art style is very charming, I like the thick solid lines the vibrant colours. The level changing once you get the artefact is also nice to add some variety once you return.
I think that the armoured enemies should wander in their place, I got forced to die cuz this one blocked my path.
The tower level was also pretty fun, and I laughed when a ghost popped up once you collected the artefact, that's pretty much the same idea I had in my game haha. Anyways, pretty fun.
I like the idea, it was fun sneaking around and trying to spot the little nooks and crannies where the objects might be hiding. The art style was also pleasing to the eye. However the game is too short, this idea could've done with way more levels, perhaps y'all didn't have time, it's understandable.
The guy sneezing got on my nerves though I had to turn off SFX, also I don't get why I become slowed and my vision becomes blurry when I get close to people, is that like a deterrence for stealing? It's a tad strange.
Anyways, cool idea.
This was a lovely game, I enjoyed it a lot. I was sad when I finished all the levels. You can definitely expand on this. My one gripe is that the game is lacking a lot of QOL features. For example I lost my path so many times when I wanted to click on the play button but missed by like 2 pixels, also erasing the path if you made a mistake (this is especially annoying when you've hit something and it turns red). Also it'd be nice to play through a section of the path though I don't know if you wanna implement that. Anyways, peak game.
This was a neat little game. The gameplay was fun, I loved the art style and the dialogue was cool. I felt bad for poor clippy as I was manipulating the hell outta him.
My one gripe is that it's not properly telegraphed what the things on the right were. I first thought they were levels I was choosing, then I realised those were "items" that I used to hack my way into the system. A label or two would've been nice. I also didn't get that the dialogue my guy was saying was related to that.
Anyways, overall great game! Perhaps you could build on it with more varied minigames? Forgive me if there are and I missed it cuz I died after the wall.
What a lovely game. I decided I was going to beat it without any help and I... somehow did! I have no idea what I did exactly to beat it but I have a hunch:
I imagined that the lit up labyrinth relics were markers of what's a dead-end and what's not, and I followed them as such, not going into the turned off ones and just following the light. I'm like 50% sure I solved it completely by accident lol.
My remarks:
I like the writing, pretty strong and the one character who we get to see (whose design reminded me of Muffet from Undertale lol) gives off that feeling of despair pretty well. You need to change the font to something other than the default though, and this is something I notice in a lot of game jams. It doesn't take that long and it instantly makes your game look infinitely more polished.
Oh and I recognise that dialogue system lol, very cool.
Thank you so much for such an extensive comment! This little game is happy.
I dealt with the artistic part of the game so I'll respond according to that. The piano for the music was both a conscious decision and one that was born out of me not having enough time to add more instruments. I would've loved a violin or some other string instrument as accompaniment but I think piano solo works great for a desolate space environment anyways.
The asteroid breaking apart was an effect I made and I think I could've made it clearer that they were just a VFX but I figured players would probably bump into one of them soon enough and discover they're harmless.
The game was indeed supposed to be a love story with Sol, the sun, being the love interest and a final boss battle and solar flares and other cool jazz but alas time was too tight of a constraint.
I really like this game! Short and sweet, although I wish it had more puzzles to properly explore the limits of the main mechanic, which is pretty interesting on its own. The voice acting was also nice, as well as the lovely sound effects, those were great.
One thing is that when the coloured boxes converge, it glitches and takes a bit of fiddling, one time the boxes even started running away, that was fun. Also wish there were a full screen button and one to adjust the mouse sensitivity.
Nice experience!

























