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A member registered May 11, 2019 · View creator page →

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Makes me think of similar old flash games. :) I pesonally wouldn't do a multiplayer game for a jam, but I respect those who do. The art style was simple and clean, maybe the kings could have had something to set them apart from the blocks a bit more but that's nitpicking. 

Some stuff needed exploration/just trying them out to figure out, so I think there could have been more visual communication. like it's not immediately obvious what the red balls do and how they differ from the basic ones.

A nice little game, the only thing I wish there was is some kind of tutorial or on-screen guide on controls. Yes, by trying all solutions you will find the buttons you need to use, but I wouldn't call that self-explanatory. 

The art is lovely and the atmosphere relaxing. Towards the end the wait for materials started to feel a bit long, but I guess one could call that an immersive experience. :D

A nice little game, playing on browser I was a bit confused at first before checking the page for the controls, I only found how to move on my own by trying the standard wasd. Otherwise I guess the gameplay was self-explanatory, although I'm not sure WHAT exactly some things were. But the art and theme are cute. :D

I guess it was made primarily for gameboy, which I respect. I've done a couple games for retro or unusual machines, it's a different kind of a challenge.

I like the idea, but I feel like the execution is lacking a lot of polish. I wasn't sure first what I was shooting until I saw the fires, the patching mechanics felt clunky, and there didn't seem to be any goal aside from going around doing those two tasks. 

I would also say that the game isn't that self explanatory, and requires both exploration and prior "game literacy" to understand.

I must admit, the tutorial image left me more confused than not, good that the game itself is pretty simple to understand once you start playing. Then again I have played restaurant tycoon games before, so the concept is familiar.

I like the theme and the execution of it, although not sure what I think of the sewer monster. But then again, the customers are so forgiving for getting more than they asked for, so I guess there had to be something to threaten the "business" (especially as you cannot exactly go bankrupt). :D

I personally felt that the stacked blocks were not that intuitive, but maybe I just prefer the traditional icon-based food games.

An interesting take on a billiard/snooker based game, although I must admit I probably wouldn't miss it if the ability to walk was removed. I also guess there is a story here, but it wasn't obvious to me.

I liked that there was some challenge to trying not to hit certain things and to get things in their right spots. The last level felt both a funny different experience and also a bit out of place. I could see a spinoff where the main goal is pure destruction in every level. :D

I think I noticed the character's face changing in the top left, but I admit I didn't find myself looking there much.

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While dexterity based games aren't my thing, I do like card games. I've never played Snap, but I like how you adapted it to this game. The audio and art are both great and make a seemingly innocent game of cards feel suspenseful.

Props for actually having the time to add AI opponents, makes the game feel so much more challenging.

Overall a really polished game jam game, can't think of anything to critique.

I like this one, I can see where the inspiration comes from, and it's a suitably small scope for such a short dev time.  

Maybe I was just bad at the game, but it felt like the enemy numbers ramped up a lot and I ended up stuck using the priest to defend the camp (although at that point there didn't seem to be any goal anymore either, could maybe use some kind of ending, now it feels unfinished).

It wasn't entirely clear in every aspect, like the level up powers weren't obvious as for what they do, and it wasn't clear if the archer only hits the first enemy in sight. Also I didn't understand why sometimes I ended up with a "ghost" ninja stuck in places, was it a bug or the chosen upgrade's feature? But that's a challenge with the chosen genre which usually uses lots of text to explain mechanics.

Overall it was enjoyable albeit a little unpolished.

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One of my favorites so far from this game jam! I was just mildly disappointed that the game's art style wasn't the drawn one but pixel art, as that one was something different, but the pixel art was well done too.

My only nitpicks are that the sheep and goals are very tiny, and sometimes it seems harder to get a grab on a sheep than it should be.

Props for the sounds being made by a guy instead of some stock sfx :D

A rather ambitious project for a game jam, movement like this usually requires lots of playtesting and polishing. Unfortunately it does feel unpolished in that regard, I quit the game after a while after the timer had ended after not getting far. The timer also seemingly didn't result in anything, unless I would have needed to complete the level to see the effect.

Not much to say about the rest of the game, a basic artstyle and some looping music to set the mood are ok for a jam game.

I did check the "comic", which was a nice addition, but I think it would have been better in the game itself. At least it shouldn't be expected to view content outside of the game for context.

I'm not that good at bullet hell games, so this was tough :D

But what can I say, it's a simple arcadey bullet hell, with a nice retro theme. It is unclear to me if there's any other difference between the "letter" and "plane" modes aside from the other having a dash and the other being able to shoot? It seems you'd always want to stay on the plane mode.

It was also unclear if there was any progress between levels or if it was just the same.

Other than that it's a nice little game fit for the scope of a jam. :)

It's a nice little game, a bit unclear though at first. I missed the second set of the tutorial images, so I had to relaunch the game to see what that was. Also the food items in front of the pot looked like you could pick them, and sometimes I burrowed when I wanted to throw an item and vice versa.

I did like the general gameplay, but I think I got stuck at one point as the game was asking for a vegetable that there were none on the field anymore. It was funny though to see the guy step on his own traps.

Audio was great, and you picked a good and simple art style considering the time constraint. You even managed to get a cutscene in, that's not something every jam game has.

Or we could do a minimalistic artstyle :D  But an additional artist wouldn't hurt.

Also I decided to switch my username to match what I use in Discord and other places, so it's easier to connect.

I'm ok with another programmer. :) There's never too many of them in my experience.

How does your schedule look like? Also what timezone are you in? We're both working with Josh and have limited time due to that, is that ok for you?

Yes, I'm ok with that. I was actually thinking the same. 

Well, I do have an old unupdated portfolio on artstation , though the CV part is mostly accurate (just lacking newer jams). And ofc my itch.io page, GGJ's old website isn't available it seems.

And I'm also working full-time, so something small and easy to fit within the limited hours would be nice :D  It's actually something I advocate for during game jams, I've seen how even a simple idea has people crunching an hour before the deadline.

Hi! What time zone are you in, and how does your schedule look for the jam? I'm an artist open to any game engine, but I think it'd be nice to be available around the same time.

While tetris stacking games aren't new, this one is well made and looks polished. 

It's an ok game, nothing mind-blowing, but it feels complete (which isn't guaranteed for jam games). Personally I would probably have added some visual guides in the environment, like arrows on the floor, but that's polish and not necessary.

A very polished and well designed puzzle game! The idea of the foglings and restoring color didn't really come to play much I think, as things kept looking the same (at least to my eyes), but the gameplay itself was nice.

I like the simple and unique idea, great for a game jam game! It does get a bit repetitive after a while, but understandably there probably wasn't time to add anything more. Maybe the falling speed of objects could have varied to make things a bit more interesting.

I like these kinds of games, but this one felt a bit lacking. The minimalist style was a nice choice, and the scope in general seems good for a game jam, it's just missing a bit of "juice".
I also didn't see any score that was mentioned in the description, and there wasn't any feedback for the level of success from what I could see. The "crafting" felt buggy with dragged items being left everywhere and I wish I was able to see what item I had created afterwards.

A cute little game. Looks nice and the gameplay is simple and clear. A well scoped game for a weeklong game jam! There was some resolution issues where the visible area was bigger than itch's play window, but that was fixed by zooming.

It's a unique idea for a typing game with a polished look. The guide wasn't that good though, I had to watch the video just to understand that the gameplay is basically "type the letters next to inspiration value AND the letter next to the value you want to assign it to". I started trying to click on the value fields because they looked like those editable fields in other applications.

I like this twist on the theme, and the game seems very polished for a jam game. I only wish I could remap the keybinds, but maybe that's just 'cause I'm not used to rhythm games.

Oh, no worries, I'm used to seeing broken game jam games, and am by no means annoyed by this. 
But I do empathize with anyone who worked hard and still had issues with their game. Good luck figuring out the bug!

I have the same issue as Ferall, I can only click on the elixir which then proceeds to say that I created the elixir and the end game stats. I can switch tabs and the buttons visually react to clicking, but I have 0 money so I cannot buy any ingredients or anything. It's a bummer, as the game looks otherwise polished and interesting to play.

Thanks! Yeah, that was one item on our wishlist that didn't get implemented, we'll consider if we want to add it after the voting period's over.

One of the best games I've played from this game jam! I love to see such a level of innovation on old classics. I'm unsure if the "you lose" is the intended outcome, usually that implies it's also possible to win the game. Also I wish I could have been able to play without using the mouse to see the block info since everything else could be done with just the keyboard.

It seems like an ok game. Stopped after a few minutes after getting to the jumping puzzle after unlocking double jump so can't comment on the rest of the game (these kinds of games just aren't my jam).

I like the twist on upgrades having the option to remove a debuff from an earlier upgrade. Other than that it felt pretty basic, but a great achievement for a one week project.

I like the idea, but some things were confusing. Some items didn't seem to be pickable and I don't know why, and at some point my gun didn't seem to shoot any bullets anymore. And after I died and restarted the game the character didn't move.

Nice little game, I just wish I could skip the "turning on the lights" step after restarting.

I don't play card games, but this was still very enjoyable once I got the hang of it! The graphics and sounds are great and fit perfectly, and the gameplay was pretty clear. As the others have mentioned, it would be nice to have the option to play fullscreen as the small numbers and symbols were a little tough to read.

Loved this one! Reminds me of the Papa's series (Papa's Pancakeria in this case). Good job doing the whole game on your own too in just one week!

Thanks! Funny you would say that, those games were actually one source for inspiration for us :D

A classic puzzle platformer, I like that you managed to create more levels by reusing them in the second half.

The counter was a little confusing, and I'd prefer seeing the number of moves without hovering over another UI element.

Pretty cool game, it's like three minigames which is a lot for a weeklong game jam!

A cute little clicker game. The addition of risk gives it a new flavor not often seen in the genre.

The upgrade buttons to the right are a bit big, they could have probably been smaller so all the upgrades would have been visible at a glance. Also the DOOM feels a little underwhelming, but it's good that the game starts again right away.