Thanks a lot it's encouraging to hear :)
Using jam as a learning tool and when it's not too hard I love to apply lessons learned to the project itself.
Thanks for the feedback!
Yes that's definitely a bug! Right now I think all dialog triggers all at once without checking the intended progress condition(!) We fixed that and some more bugs we'll patch in for sure :)
Me and noxid are working on bugfixing, maybe tweaking the balance and map right after jam ends, will let you know when it's out for comparison.
Not sure if we'll add entirely new areas/features yet but might revisit it at a later date or at least for sure reuse the characters/voice system maybe in another jam or hopefully full game some day. Sifa had been sitting around as a complete model with nothing but a walk cycle for a while, very happy we found a first home for her!
Reminded me of my favorite phase of Spore in an efficient and charmingly unique package
- Love the visual assets and think they fit great together, except maybe the funny looking fish which looked very different in rendering/texture but he looks funny enough I don't mind at all.
- Love so much that you included difficulty options. After losing very hard in medium switched it to easy and had fun.
- Really appreciate there was enough time in the jam to make a boss at all and was impressed he showed damage taken visually.
Wishlist/Random improvement ideas as tribute:
- The boss has a weird hitbox that confused me sometimes. Specifically I tried to stay behind him and bite his butt but sometimes just biting his ribcage seemed to damage me
- The boss movement looked erratic and very hard to predict/play around especially with its very long hitbox. It was funny and didn't overstay its welcome though. In a more complete context I think having it swoop left and right would've looked less jarring and felt more avoidably fair but tbh probably more boring and less memorable than the current version.
Good job :)
Immediately in love with the presentation
- Favorite song in the jam
- Favorite character design in the jam
- Love the intro screen and found it a clever way to set the picture without needing an entire dialog system
- Reminded me of old flash games I used to play in a good way (Dolphin Olympics 2 specifically)
Wishlist/Random improvement ideas as tribute:
- Took me an embarrassing amount of time to figure out I needed to HOLD space not tap it in bursts to gain speed. Wish it was under Controls instead of Tips section of the page, I thought Tips was spoilery but it was essential knowledge.
- Wish going to 0 calorie didn't double whammy you so hard. Not being able to boost anymore is already punishment enough in my opinion or at least it shouldn't break your speed as fast and completely as it does. It might make more sense if the idle animation played a tail wag that got slowed when you hit 0, but losing momentum speed from fatigue feels confusing and frustrating.
- Noticed hitting space right as I reach waves while going up would make me jump while at low speed. Tried holding space as soon as possible on reentry or going out at high speed but often just lost all speed instead of getting a boost. Didn't understand/notice if it was because I was at 0 calories each time or something else.
Very funny and interesting twist on Papers Please kind of game. Played it with the bf watching/giving advice over the shoulder and was a blast.
- Had interesting situations where we were really unsure or not if the person was going to get us punished for being sent to hell and started getting armchair philosophical about it
- Laughed out loud when we reached a point of the game where good and bad deeds can be shuffled and bf pointed out "THEY STARTED 2 FOREST FIRES!?"
- Also laughed when he'd read faster than me and I'd go "damn this guy's spotless" "Dictator."
Wishlist/Random improvement ideas as tribute:
- Wish the game had a communicated ending, we were very excited to see how else it would shake up the formula but found out the only thing that changed was the thresholds and quantity of souls to judge.
Loved the presentation
- Impressed by how simple but fun and rewarding the fishing minigame was. Love when idlers have ways like this to play them more actively or leave them in the background.
Wishlist/Random improvement ideas as tribute:
- I wish instead of being a separate purchase the first level of autoclick should unlock it. I think I accidentally bought autoclick speed upgrade before I bought the ability to Autoclick at all.
Love the idea and the nasty sounds the cat makes while eating. Reminded me of our cat even though he never ate cardboard lol
Wishlist/Random improvement ideas as tribute:
- Wish there was no Gecko mechanic, it got in the way without providing something interesting, just a disruptive button mash that got old quick. Would be funny as a one time/boss thing thrown in to spice things up, in that case I,d suggest keeping the button mash to Space too.
- Wish the next boxes was delivered automatically once I ate current one enough.
- Wish the way punching holes work was more immersive. It was too obvious they were being overlayed on top of everything instead of actually punching through the box specifically:
The cat bite indicator should be layered higher than the holes
The background shouldn't get punched through at the same time as the boxes
Probably prettiest game I played this jam, good job to all your artists :)
- Huge fan of the presentation, down to the texture of the sharp clean interactive UI distinguishable from its fuzzy pretty art
- Huge fan of how cohesive the theming is: You're made of wax, your health is wax, you heal by getting more of it
- Impressed with the variety of platforms especially considering I barely survived 87 seconds
- Really like how the back of the chandelier showcases upcoming platforms and keeps stuff not being immediately in sight from completely blindsiding you once the speed gets very high
Wishlist/Random improvement ideas as tribute:
- Wish there was something more stapled onto the core loop. Mario has fireball and it felt like the little guy needed something more novel/on theme than just doublejumping
- Wish the particles for the playable character were prettier or dropped. Think the clearly circular particles is the only thing that kind of clash with the rest of the aesthetic while the static platform fires looked pretty.
Love the idea and execution of an incremental eventually idle game that does not have a mashing click until I break my finger or mouse phase
- Love the idea of Breeding stats in this genre. Always been a fan of Chao Garden type stuff
Think I encountered a bug both times or didn't understand part of the UI:
- After buying a first extra lilypad a wooden block item in nursery gets replaced by a lilypad. Which seems intentional. I can then field another frog on that slot.
- After buying a second extra one though no extra lilypad sprites appear in the nursery (But an empty lilypad I cannot populate does appear in the play area so I think it's bugged?)
Probably my favorite frog game this jam
- Great environment work
- Funny sound effects
- Fun to boost around in the air once you get good at it
Wishlist/Random improvement ideas as tribute:
- Not sure if that's the case but thought levels were segmented in closed off sections you can't access without boosting when I couldn't nail a jump from a lilypad to the rock wall. This started making me anxious I forgot a chicken and didn't have a way to boost back into a previous level section. Turns out there was still one fly so I was ok.
Would suggest either:
- Blocking off level sections until the current one is cleared (meh)
- Having clear ways to slowly but eventually navigate between sections without boosts (meh)
- Have a clear "This thing will spawn flies slowly but infinitely" in each section (Better theming, more fun because more boosting but might imbalance the game and might require a new asset)
Loved the gameplay, level and sound design :)
Wishlist/Random improvement ideas as tribute:
- I wish the short platform in the middle of the screen in that one wasp level was wider (Or that it came later in the game). It was a high difficulty spike that felt a lot harder than the rest of the game.
- I wish the bloom when opening a new area was less aggressive or stylized differently. It was very bright and blinding when the spider stood in it.
Overall intriguing but very hard.
- Really loved the ambiance nailed both visuals and sounds.
- Love the SCP exploration log kind of vibes I get from this.
Decided to move on to try other games after dying without understanding the cause when reaching the lighter blueish gray area (pretty sure I didn't touch a wall and died mid-air).
Wishlist/Random improvement ideas as tribute:
I wish the game didn't feel as punishing as it is. Mostly the problem comes from:
- Dying is very easy (Not necessarily a problem) Instead of being a one hit kill, the game could benefit from slow regenerating health while the player is in specific safe areas or hasn't been taking damage for a while or something thematically/mechanically fitting/interesting.
- (As far as I know) Lack of a checkpoint system (Is a problem when combined with the previous)
In most horror games nowadays failure means being set back but not an entire do over, which kills the pacing at which curiosity is being rewarded.
Love minimalist puzzle games and this one ramped the difficulty just in time to stay interesting.
- Love the pencil tool and copy paste ones most for their alternate uses
- Very satisfying sound design
Bucket tool seemed really powerful in ways that often trivialized some puzzles.
But at the same time it was most satisfying to use not sure if and how I'd improve on it. Maybe by making the game into a Reversi puzzler and replacing bucket tool by "Flip all in given area shape" tool, but these tend to be a lot harder once you start having to stack shapes back and forth, really appreciated the simplicity of this one and the execution as is :)
Really liked the weird vibes and funky assets
- Sound design is good
- Favorite part was the weird fish and artifacts to fish out, was very curious to see them all and wish there was a way to document if/when I had
Managed to craft the first item but didn't do anything so I got lazy when I couldn't find the last slug. Hope I didn't miss much more lol
I'm a sucker for both spooky themed but not jumpscary games and idlers in general so I really liked this one.
- Very solid presentation, both in sound design and visuals
- Loved how once you upgrade buildings enough they change visuals
- Appreciate the shortcuts being directly on screen, surprised how these are missing in some big release tycoon/city builder
Wishlist/Random improvement ideas as tribute:
- Wish that instead of repeat clicks you could turn on/off each feed button to autofire when ready
- Wish the game had a communicated end goal or end of content. Took me a while to realise oh wait I got as far as I could (Or I think I have)
- Wish there was more depth or reasons to mix buildings. At first I was excited to unlock new ones but then realized the base buildings seem more reliable as each upgrade netted an extra income of the primary reason you built it in the first place while hybrid buildings leveled up both resources but slower and you are more often than not held back only by Faith late game imho.
- I wish buildings comboed with eachother. Like placing a house near a place of worship generates more Faith per ticks etc.
- I wish there was narrative and mechanical payoff to progress Mother. The buildings changing color as you level them was interesting, I wish similarly the island got more gloomy and corrupt or unlocked entirely new phases as Mother grows stronger. I think tying the research unlocks to Mother's growth would give stronger motivation to feed it and resonate the theme a lot
Fun infinite runner idea and solid execution that left me wanting more
- Really like the presentation think it's cohesive and solid
- Can tell levels are generated in chunks but can't tell easily when they start and end, they are very well and seamlessly connected
- Clicked for the cat and loved the cat, funny cute dialog, good sound clips. Looks like a pettable creature
Wishlist/Random improvement ideas as tribute:
The execution reminds me a bit of Dino Run and even more of an obscure Nintendo DS game it could steal notes from : The Chase- Felix meets Felicity
In it you outrun a level-obliterating void as you draw your own platforms using the stylus using a mana system. If I recall you can also grind down slopes to accumulate notable velocity).
Notable differences between this and The Chase:
- The Chase has a preset campaign made of handcrafted levels
- The deathwall goes at a fixed speed
I think, like Dino Run or The Chase, this would work better as a hand crafted or at least finite runner experience if you had had more time.
Currently you score based on how far you go, but that metric feels grinded for with time more than skills. You complete runs and get cool upgrades, but very quickly you master or trivialize all the platforming chunks (triple jumping over the garage area for example) and the only measure of how far you can go is how many upgrades you've accumulated rather than any test of skills. Then the high score chase loses a lot of meaning and left me with a bitter note despite the polished experience.
I think one of two ways could really improve this game if you chose to make it into a full title or similar jams in the future :
- Have a finite and clearly communicated end distance for which the player is grinding for
- Have individual levels to beat
Then the metric of success/personal satisfaction could be : Time to beat the entire thing or Number of attempts before beating the entire thing. Cheers and thanks for the feedback on our game too :)
Didn't get why it was called glutton until I lost a run to my own greed lol
Played it on stream and was liking it a lot. Bf had to remind me to try other games and not just go for a personal best a fourth time lol.
Wishlist/Random improvement ideas as tribute:
- I wish I could see my time mid game so I can reset like a depraved speedrunner if I end up doing worse halfway through
Solid atmosphere and thank you SO much for letting me disable jumpscares. I love spooky looking games but I can't actually play em out (Got stuck in SOMA of all things)
- Huge fan of card games in general. Think your card movement implementation is solid
- Very impressed you managed to squeeze in a leaderboard within the jam's duration(!) Might have to try getting higher up it, hmmm...
- I really like the ambiance and time pressure, I don't see these often in card games but loved similar horror vibes in Inscryption.
Wishlist/Random improvement ideas as tribute:
- I did really poorly on my first attempt but got a little better when I realised I just needed to play as quickly as possible. I wish there was a visual timer so it was a little less stressful when I need a specific card.
- I wish I felt more control over the card portion of the game. I feel a good run relies mostly on quick pattern recognition, quick menuing and good RNG than the usual skills digital card games involve and I personally love (Deckbuilding, probabilities, squeezing out the value from a hand by sequencing it right etc)
- I wish the card stacks opened more possibilities. The way it is setup currently only the top and bottom card of each stack matters. It could be interesting if you could dump cards in a stack despite not having the previous one it needs yet (eg : 4,5 add 7 now you only need 6) or ways to allow you to cheat wildcards in etc
I think the current prototype shows a lot of promise and could go far with a little more cardgame depth or resources mixed in like Shotgun Roulette.
Simple idea with a surprisingly entrancing execution.
- Relax and zen soundscape. Merits praise because usually games that play a sound effect for a very common action (Shmups shooting for example) end up grating. I expected the fire sound to get old but it just didn't! Wonder what kind of tricks did you use to keep it fresh or it's just the same sound effect each time?
- A really novel but satisfying idea. Makes me realize how often godgames don't lean in the desire to just obliterate and watch the world burn and crumble.
- Was addicting enough my bf had to try to optimize and find ways to really obliterate the map and my high score lol. He managed to barely break 2M somehow(!?)
Wishlist/Random improvement ideas as tribute:
- Wish there was an alternate mode where instead of reaching for a high score within a countdown, you had to wipe out the map and beat your personal best time. I think the relaxing aspect of the game would be better served without time pressure.
This one. Out of the almost 30 games I tried I hope this one wins.
- Very polished presentation
- Love the pixelart and strong cohesive palette choice
- Great physics both in and out of water
- Gives me lunchbreak flash games flashback tinted with nostalgia. Had to go back and play Dolphin Olympics 2 to confirm this controls even better
This reminds me of Rampage but plays even better. In Rampage when you're done blowing up an area of the map you have to go to the next one and it's boring and lame as not much is happening for a bit. Here the map comes to you and that little change is genius.
My favorite thing of all is the immersive menu that also serves as a tutorial.
I normally like to try to give suggestion and critique here but the only thing I can think of is I wish you could ingame remap controls so that speaks about how complete the package already is.
Respect.
Imho the jam showcases a very efficient use of your time/resources and makes for an intriguing and fun prototype.
- Very satisfying use of the theme
- We wanted to make a similar inventory system but ran out of time ourselves (and we were a team of 4!!), kudos for making one in time and on your own(!!)
- The physics are fun. Throwing shit everywhere and seeing it spin is satisfying in a way I don't think Godot on its own reaches without messing with the settings a lot.
- The two previous point and the gameplay imho highlights that you have been on top of your game in terms of what to prioritize when. I love the details like how enemies bounce up and down, how physics of dead enemies has them float around with low gravity. Everything has a bit of thought and juice put into it which gives it a lot of personality
Wishlist/Random improvement ideas as tribute:
- I wish combat was easier and/or slower paced. I really like the idea that enemies get faster as they enrage but they got so fast and I couldn't kill a single one with a full clip. Movement in general is just a little too quick. I think the default speed the character goes at would almost fit better as a burst sprint or dash etc
- If you end up putting more time on it I would loved to see enemy variety or item differentiation (Our game had the same fate on that end so don't sweat it!) Having different items have different properties when launched would be very fun.
Good job!
Very impressed with the consistency of the experience as a whole.
- Love the choice of chill music for downtime and funny more upbeat one for gameplay
- The premise is funny and the controls are as well
- One of the games that matches the theme best imho
Wishlist/Random improvement ideas as tribute:
- Wish the camera didn't tilt fully when the player does. While funny, the angles were getting too extreme and uncomfortable for replaying. It fits the tone very well but imho should be toned down for comfort.
If/when you want to make a bigger game where flying is a core part of the loop I strongly recommend checking out "Aer Memories of Old". Gameplay and narrative wise it is pretty shallow but the flying as a bird controls are superb.
I like the core concept a lot and think it fits the theme very well. Reminds me of Kirby games and always loved those.
I wish it was possible to heal by eating the dead guys. Then maybe I'd be forced to experiment with other abilities now and then instead of sticking with my favorite/safest option.
All in all fun idea, would be excited to see it expanded upon! Good job for implementing it as fast as this jam's deadline :)
- Really appreciate how personal the story sound
- Love your menu design and visuals in general
- Was very curious about the story but got stuck on a hard-ish puzzle (2 or 3 once food mechanics get introduced)
- Appreciate a lot the presence of a skip puzzle button especially in the context of a gamejam (But was too prideful to use it lol)
Liked this enough to try over 4 times until I finally beat it and satisfied especially with how short this jam was, good job!
- Very good ambiance, solid choice of music and liked that the sound effects didn't overshadow the gloomy tone of it
- Good writing that hooked me quickly, careful on typos, (they're a pet peeve of mine but don't stain the experience)
- Reminds me in a good way of World of Horror you might also like if you haven't heard of. Though that one I found too scary to play myself lol. And I think yours works better because horror imho relies more on story than replay value.
- [ SPOILER ] Really like how one person attacking you may have been innocent
- Really like the ending leaves me wanting for more and seeing how else it could end were it a longer jam
Wishlist/Random improvement ideas as tribute:
- I wish combat had more player feedback. It's very hard to tell if [the item you can find right at the start] does more damage than punching for example. Would love either a number display or a healthbar or have their portraits deteriorate at health thresholds (though that's probably not worth the effort) or similar
- I managed to find [a key item needed before accessing the last area] but didn't see any text informing me it had been acquired, maybe a bug or missing dialog
- Really liked the collages
SPOILERS!! (Idk how/if I can spoiler comments on itch sorry!)
- Like the end result of being revealed who we are based on what we engaged with, like a less overt personality quiz
- Decided to try reporting everything on purpose wondering if there were hardcoded edge cases to catch peeps trying to be sneaky. Also wondered if reporting all posts by the "DoNotReport" gang would get them banned and diverge the story etc. Think as a game it could work better as a sneaky Choose Your Own Adventure toying with the narrator or the platform's users ala Hypnospace Outlaw.
- But as an interactive experience it surprised me with how suddenly it caused some introspection and made me discuss it a lot with my friend who was watching when it ended, so good job!
Loved this.
Out of all the games I tested out this jam this one I'll recommend a few friends try too :)
- I like how well all the assets fit together
- Nailed the core loop
- Seeing the pizza get incrementally more complete exclusively from player actions is very satisfying
- Really funny voice lines and great delivery on them. Once I made one mistake and had the pigeon react to it I had to try out what other funny voicelines I could trigger.
- Love the funny premise
Wishlist/Random ideas as tribute:
- Wish there was an appropriately humorous way to consult current pigeon's impatience.
- Noticed a money score tally at the end but didn't see it midgame, would be fun to watch your score increase as you go if the final goal is a score chase. Wondered if the game had an ending but assumed not.
- Weird that you can jump but not do anything with it. Wish you could escape the counter for a bad/weird/funny escape the system ending.
- Always like the kind of inputs that don't serve a real purpose other than player expression, especially in loops where there is some downtime (waiting for the pizza). Jumping gives you something to fiddle with but it doesn't feel inherently pigeony or mafia pigeony. I'd love a funny button to just coo or do something only a pigeon does or only a mafia pigeon does :)