Figuring this one out was extremely satisfying, actually clapped when I got a win. Excellent work
sersaffron
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The visuals are very professional, the music rocks, and I'm a big fan of the concept of "holding" cards to give them a benefit (at the cost of not being able to play them yet)
I'd be interested in seeing other enemy types, such as those that switch stats after attacking, or maybe one that destroys your attack card every turn. Lots to build off with this concept!
I like the idea behind the gameplay! I think my main two suggestions would be decreasing the amount of time spent standing still, and increasing the amount of checkpoints. The player would spend less time waiting for the game to switch back to green, and would spend more time exploring new parts of the level, that way. Great first project!
And yeah, to repeat everyone else -- the music rocks.
While I think the concept is interesting, and one of the more original applications of the jam's theme, I found myself frustrated by the execution at multiple points. Bugs involving scaling the water were numerous -- not just from scaling outside the walls, but also water auto-scaling to certain odd sizes after trying to scale them a second time, or the input simply failing to go through at all. I was unable to find a solution to level 8 -- I think that this game shouldn't require exact solutions like that level does, as any one block of water greater or lesser than intended on that level resulted in a loss.
Still, I appreciate the effort you put into this project! And the cat is cute, of course, which is always a plus.
I think the concept is interesting -- I was pleasantly surprised when I found out that increasing the weapon's size also reduced its speed, and I think that's a fun gimmick for a game.
However, I do have a number of critiques:
- Some kind of title screen or pause mechanic would add more to the game than you'd think -- it would allow the game to remain open rather than crash on every death.
- For health, displaying numbers (or, even better, health bars) would provide more design clarity than just making enemies and the player more transparent.
- Enemy hitboxes and sprites don't seem to be synced some of the time, at least based on the hit sounds.
- Most importantly -- don't disparage your own work in the description or the game itself! In my opinion, this is by far the biggest mistake you made. It shows a lack of faith in your own work and sets your audience up to be unengaged with it before they even download.
I appreciate the time you put into this project, and I do think the concept is solid!
One of the most enjoyable experiences I've seen in this jam so far. The music and art work very well together and make for an immersive experience, and I love the concept behind the story. The puzzles are well-designed and require some thought. If anything could be improved, it's that the game could use testing to handle scenarios where softlocks and physics errors might occur, which are fairly common because of the game's premise -- but, again, this was made in 96 hours. Excellent work!
Honestly, I really enjoyed this one; it stood out from some of the others I've played so far. It's not particularly flashy or trying to prove itself as being especially unique, it's just a really solid concept executed well, and I think that's why it stood out to me. Good stuff, especially for 48 hours!
This game is conceptually fascinating. The music and sound design compliments the game very well -- combined with the low stakes and how you can take your time to organize things the best you can, it evokes a sort of zen. I'd also like to compliment the scoring system -- it's intuitive, interesting, and rewards the player for making the right choices without punishing them too harshly.
If there's one critique I have, it's that the game gives the player a lot of freedom in the placement and orientation of objects, and the orientation never factors into the scoring system. I think that neatly ordered constructions should score more highly than a mess of related objects placed in the same area -- although I understand that would be difficult to program. Good work overall!







