Very cool concept. I could see myself spending a lot of time playing around with different room combinations and layouts. I really like how you have to think about where you want each room to be, sometimes it may be better to place a room only for its effect while making sure the adventurers never actually enter that room itself.
ski11az
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As I finished day 2 I told myself I wouldn't be playing through all 10 days... I lied. The rising tension, constant addition of more things to juggle and an ever increasing pace kept me hooked all the way through. All accompanied by fitting music and great usage of SFX. While the mechanics themselves were simple the game stayed interesting for the entire duration by maintaining a perfect balance of pace, both within a specific day but also with which exact days changed certain elements. The mix of customers with 2 and 3 requests kept the gameplay dynamic by sometimes making you fall behind and moments later providing a calm period where you are able to catch up.
Really well made entry!
I really enjoy archaeology minigames and this scratches much of the same itch. Feel like this could have worked quite well as an incremental clicker game where you keep upgrading your tools. However, I don't really see the point of having a timer and trying to focus on speed. This type of game lends itself better to a more meticulous, almost puzzle approach where you have to be a bit more careful about what parts you dig out. Maybe there could have been specific parts you need to avoid or you risk damaging the statue.
I love this type of game and could have easily found myself making something similar for this jam. Haven't played superliminal yet but the mechanic of changing perspectives just opens up so many doors for fun gameplay experiences. Good job implementing the mechanic!
One small point of feedback is that the player controller felt a bit sluggish, the jump was slow and I feel like the camera movement could be tightened up a little bit while still keeping the flowy smoothness.
The game has some really interesting things going for it. The sudden shift to real footage worked well to sell the feeling of eeriness and confusion. The unique addition of interactive minigames was also welcome and I would have loved to see more of them but saw in another comment you struggled with the forever-problem of game jams: not enough time. Still, the ones you did have time to include were really neat additions. One small point of feedback would be to unify the control schemes for the minigames. In the bicyle minigame you use the W key, whereas during the side scroller section suddenly switches to the arrow keys.
Other than that I just found it a little strange how many times the text boxes just described the literal events being displayed by the visuals as if it was the actual script. Stuff like "Cut to...", "... fills the frame." and "A closeup of...". These things are already conveyed by the art so I feel like you could accomplish more by using the different media of the game (frames, text, audio) to each explore and "paint" different aspects of the scene to really sell the story.
Either way, Bougainvillea was an interesting, unsettling but relaxing game that I enjoyed my short time with.
The door mechanic worked really well with a rogue-like game. Going from room to room slashing down skeletons was quite satisfying. Main feedback would be to have some indication of what effect you have active. I couldn't really tell whether I had more damage or was healing. Other than that the game felt really solid. Some minor bugs but that's to be expected with game jams. Music was catchy, movement was responsive and I was really surprised to see you even had a boss encounter at the end. Well done!
Thanks for the really generous feedback!
Definitely a lot of details we would have loved to implement if given more time, especially when it comes to polish and more visual indicators.
We agree the game's performance is a huge flaw and I tried to frenetically fix it in the final hours of the jam. Unfortunately couldn't get a solution working in time.
When it comes to the music our composer actually made multiple layers to it that would get added as played. You made me realize I accidentally left that disabled in the build. Gonna upload a quick fix for that.
Again, thanks for the in-depth review. If you want to see more you can check out my page here on itch. Some of the games there are made with other collaborators but "Turtle Tumble" (while quite different in theme) was made by mostly the same people who made this game.
Hmm... no idea what the sound issue is, it is working on my browser so I would have to look into that.
The spinny blue guys are what you should collect and bring back to the start. They shouldn't put you back at the start as you touch them though. Maybe you accidentally got caught by an enemy who you didn't see.
We definitely tried to go for a spooky, eerie vibe so really glad you think we got it right!
Something that stuck out to me was the dynamic of pushing the visitors toward the monsters to scare them while at the same time keeping them safe. The cliche thing to do would have been to just make the objective to kill the visitors. This was a very fun twist on "you are the monster" where you are actually trying to protect them from another monster. Very well done in every regard. Would love to see this developed further.
Absolutely love almost everything about this game. The aesthetics, sound effects and music all come together and really sell the "Lo-fi" part of the title. The only thing I find a little unfortunate is that there isn't more to encourage you to keep switching hosts, almost the opposite is happening with the combo counter resetting any time you switch. This means you are in a way rewarded for staying with one host and playing this like any other game instead of playing to the uniqueness of the "you are the sword" theme. Other than that this game is very well executed with every action feeling incredibly satisfying.
Thanks for the feedback! We did implement some systems that would encourage Stuart to stay somewhat close to the middle but sometimes that isn't enough. A little tip though: you can intentionally use the rocket explosions to launch him where you want but it is a little tricky. Also possible to use the edge of the platform to nudge him but it is much less reliable. In general though, yes, he could do with some tweaking to make him less likely to wander off. We might do a little more polish once the rating period is over but unfortunately I don't think we'll do much more with it. Was a fun project to work on though.








