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That's really strange, were you keeping the button pressed or pressing it repedetly? It should work either way though, we did not encounter this problem and also the rest of the people who commented didn't report it (maybe you're the only one who actually played the game)
Very interesting, I really like the console-based approach, it makes it stand out from the rest. I did not really get into the game itself, since as soon as I figured out the general direction it was going it was already ending. Still, very personal and original, good job!
I initially struggled to understand the basic concepts of the game, but after a couple of level it all came together pretty nicely. The art style is on point and the gameplay flows quite well with the sounds and the music, also the mechanics themselves are quite simple but original, nice job!
A really creepy take on Pacman (which arguably is already quite creepy); I really liked the music and overall sound effects, also I found the theme very original and interesting. I wish there was little bit more going on gameplay-wise though and I could not stop noticing the resemblance of Greg with Shrek's Gingerbread Man ahahah. Great job!
Despite the fact that after a couple of runs the game is basically over, as you can afford any amount of big turrets, I found it strangely addictive, probably because of the fact that I could come back after "losing" but keeping what I earned in the run. Graphics and sound are bit generic but they do they job well, the turrets are quite nice though
Interesting concept and fitting art style, but I found it rather difficult to play via mouse and keyboard, the latter controls being especially unintuive, but I still managed to get the highest score regardless ahahah
Dashing towards a monster stuns it for a second, that way you can push it and get away from it, no rng at all. This is a somewhat "hidden mechanic" that I was hoping for the players to find out by themeselves while playing, since I thought that it would be natural to try dashing towards the monsters and see what the effects was. On my part, I should have added an explicit visual indicator of the stun, there is at least an audio cue for it.
Very interesting concept, despite the fact that it's not really connected to the"protect" theme. I love the art style and the overall "demon" theme but it feels quite out of place with the mechanic itself, it's also a real shame that given such cool sprites the player has to focus only on the part of the screen with the numbers; I would have put the equations over the demons personally, it would have been more impactful. Anyway, great job!
Thank you for the kind words! I think that you're right, having the possibility to slightly move the light around could have added an interesting new layer to the game, I should try that and see out it turns out to be
The game is indeed a bit slow, but it was done on purpose for the atmosphere's sake. I tried to compensate this making the player move faster and dash longer when the shield is not on. Also, what do you mean with "getting stuck"?
Having (maybe limited) control of the light source could have been interesting indeed, I also thought of blinding enemies with light but the point of the game is the trade-off between visibility and protection; if the light gave both of them, it wouldn't have made any sense.
Thanks for your feedback anyway!
I realized a bit too late in development that players may find the game obscure (sorry for the pun), mostly for what concerns the movement between rooms. Apart from that, this is basically PacMan with lights ahahah
We both made a light-based game using Godot and we also have a somewhat similiar cover art, nice ahahah. I loved the minimalistic art and the light mechanic was also really interesting, even though I think that the game should be a bit more punishing when the green square goes into the light: I managed to cheese most of the levels with very little regards of what the yellow one did. Anyway, it's one of the best entries in the jam in my opinion, excellent work!
One of the most original entries I've played so far, very interesting. Apart from a generic sound design, I think that my only concern with the game is the UI: it feels a bit too bloated to me, you could have went for something much more elegant and coincise. Despite this, I really enjoyed playing it, thanks also to the amount of different items that you managed to create
The aesthetic is great as wel as the overall theme, maybe the sound design was a bit too uninspired in comparison with the latter elements. I used to like ragdoll games a lot back in the days and this game is also a very nice addition to that genre, even though it took me a while to understand that I could drag across any part of the screen and not necessarily near the ragdoll itself. My only real complain with this game is that it totally unrelated to the theme, but apart from this, great work!
The game does not offer much in term of gameplay nor sound design, but the character arts were lovely and very polished (despite the fact that the constant rotation of the main character was quite annoying to me), I also like the fact that you can damage the rabbit yourself
The idea of mixing card games and tower defence ones is very interesting. In spite of this, I feel that the game itself didn't leverage enough on it, but given that it was created in three days it's totally fine
Surprisingly more rewarding and interesting than I thought, given that its similarities with most of the other games in the jam in terms of base mechanics; the fact that protection is limited to the actual movement of the "shield" makes it much more rewarding and more similar to a rhythm-based game. Graphics and sounds are kinda uninspired though, and I found it quite unfair when yellow triangles spawned on the upper or lower sides of the screen, as there wasn't that much time to react
Concerning art (including UI) and sounds, this is one of the most polished entries that I've played so far. Sadly, the base mechanic of the game is the one most of the people went for, but the fact that you have to time your shots differntly makes it much more interesting, so kudos to that
The game lacks a lot on player feedback, especially when it comes to receiving damage. The difficulty ramps up too harshly and I was not a fan of physics-based bullets; having the usual hitscan-based one would have fitted the gamplay better in my opinion. Despite this, I liked the low-poly art style and the fact that snowmens are the enemies. Perhaps a the weapon could have supported this choice more, for example if we had a hair-dryer instead of a rifle ahahah
A bit too simple both in theme and execution for my tastes, but despite this the game is very polished and very smooth overall. I appreciated the various sounds effect for the rocks and the upgrades, nice job!
I like the concept of the game, but either I'm very bad at it or the difficulty ramps a lot way early; I managed to survive a bit longer only by buying the two upgrades as soon as I started. Aside from this, it's an interesting take on the tower-defense genre
The game lacks both in content and in being related to the them, I also felt that the chromatic aberration shader was quite out of place. In the hindsight, despite not being particularly helpful for this game, I really liked the way you could move the ship with your mouse, I think you should come up with some other game using this input scheme
The game is cheaply related to the theme and lacks very much in originality overall, both for the base mechanics and for level design, but the aestetics are nice and so are the sound effects. I appreciated the trade off between buying upgrades and maintaining your score and also the presence of coyote time and jump buffering, good job!
I don't really understand how this is related to the theme, also the presence of the tutorial surprisingly didn't make the game easier to understand: it took me a couple of runs to get that cows have different shapes, but most of all I didn't understand why putting the cows inside seemingly empty machines with the right shape made me lose the game, until I figured that once a cow is milked out it needs to be taken out of the machine, even if the cow disappeared. Once you wrap your head over said things, the game is enjoyable and with a good looking art style, it just need some more work with the tutorial (which was also a really nice touch)
I really like the idea of mixing chess and real-time strategy, but there given the nature of the game there a bit too much going on at all times, which led me to just focus only on the ground troops using the Sky Mage and stomping everything. It would probably be nice to have an indicator showing when a troop is about to move, in order to give more strategic depth to positioning.
The game in its current state is a bit empty, aboth in terms of content and player feedback, I was also often confused by the shadows of the enemies, which were a bit too visible and made me aim at them instead of the actual bodies several times. Despite this, the characters and the death animations are nice
An original take, both in theme and exectution, of the "move around something to protect" mechanic that a lot of jammers went for. I really like the inherent comedy of smacking animals with giant rocks that came of out of nowhere, the art style and the sound design sealed this optimally. I'm also surprised to see that with few elements which work together wonderfully the game is surprisingly addictive, being this the first game of the jam which I played again just for fun and not only to rate it objectively, excellent job!
That is my main complaint with the game too, as the conformation of the rooms does not tell you well enough were you can exit, but this is what I managed to come up with concering procedurally generating rooms in a couple of hours, I would surely improve this given the time
I think that even the weapon wheel would have not been the right choice for this kind of game, it would have not suited the frantic action well in my opinion. I would have just went for a set of 4 contiguous buttons for the colors and 3 continguos ones under or over the first 4 for the powerups
I did not even notice I could turn around and go the other direction, the game totally felt like it was an endless runner, probably a finite-sized map would have suited better having enemies spawn at both sides of the player