Congrats on your first game jam! Great game feel and I loved the animations. Healing never worked for me and I couldn't figure out the use for the time rewind mechanic. Unfortunately after I died and respawned, I couldn't move nor attack.
SnakenBacon
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Cute game with strong use of the theme. The doomscrolling was hilarious, I kind of wanted to click on and read some of the posts! All of the minigames were fun, but the click detection and timing on the piano was strange. It felt like notes should have counted when they didn't, and for some reason, sometimes letting go of a key counted as a misinput. Good thing I didn't need to play it perfectly...and maybe that was the point!
A 3D game? With good lighting? Intuitive controls? Addicting gameplay? Upgradeable skills?? I've only played a few games at this point, but this one is the best so far.
One minor complaint, the game glitched out towards the end. Even though I technically won, the treasure counter only showed 980/1000 (my treasure skill was maxed and the last treasure I collected should have brought the counter up to a thousand) and I lost all my lives. Not sure what that was about.
I respect the ambition! The first time I played, I didn't realize I needed to make a full robot (not just the parts that the customer requested) which confused me for a long time. I ran into a glitch where all of the bins went empty, and wouldn't refill no matter what I did, so I couldn't do anything after my first package. Cute game, could use some polish and more clear instructions.
The arena was really fun! I liked the constant early level ups and the shooting action. I tried the temporary power ups but it seems like long term stat upgrades are always better. The game ramps in difficulty quickly and by level 12, it seems my firepower can never overtake the hordes of enemies and I lose.
It might take a lot of code to implement but I think a rotating shield around the player that can deal damage would be a fun mechanic.
I figured how to create projects and move them, but for some reason I cannot add tasks. It's a good idea, but the productivity part of the game doesn't seem to have any connection to the game part of the game. Maybe there is a way to tie them together, or maybe you should focus on one over the other?
Good job getting this up early!
Everything is fantastic: the music, the art, the gameplay...I don't have much negative to say.
Playing as a cat that ends up slaying the villain-turned-rat is hilarious. The "pounce" feels like a natural fit for the character. Strangely, although there were many dead ends, the castle was fun to explore. Trying to find the right path felt like a fun little puzzle.
I fell through the floor of one of the bookshelves once, and the music sadly did not loop after it finished, but other than that I didn't come across any bugs.
One thing I have to point out (and yes this is a WEIRD rant but I feel this is important)---I think the self deprecating humor, like "this is supposed to be a bed" and "imagine this is a spring with magic in it or something", does not belong here. Devs put so much work into their craft, and even though your team may not have had time to finish all the assets, you all did an incredible job and it makes me sad to see stuff like that which cheapens a great experience.
You did an especially good job on the fairy lights. Yes, the game chugged a bit in the fairy room, but I think the effort paid off.
This concept of being a shopkeeper selling items to the main characters was actually proposed by one of my game jam teammates, so it is super cool to see someone actually made it.
From what I understand, the numbers on the cities represent the power level the hero needs to be to survive. If their attack exceeds the number of the city they plan on attacking, there is a good chance they will survive. And if they do, they will help restock your shop later with their spoils of war.
Although I had one run that was really good, it honestly seems like whether you survive the beginning of the game is pure luck. Most of my runs inexplicably end early because the heroes end up winning the war quickly, despite the fact that when I checked the map last turn, half the cities were taken by enemies! Is that a glitch? It's frustrating to get a negative score over and over again while trying different strategies.
Also my best run ended RIGHT before winning because of a scripting error. Sad, cause I made fat stacks of cash.
Overall, obsessed with figuring out this game and there's a lot of potential here. Would love to see the mechanics better explained and more fleshed out.
A good proof of concept that I wish was a little more fleshed out. I can see the style you were going for and the concept of an ammo delivery service on rollerblades is awesome.
Rollerblading around the city and soaking in the vibes was really fun, so extra points for that mechanic.
Also, the camera controls are a bit bizarre. When I first loaded the game, my mouse was positioned at the bottom of the screen, so when I looked up, I did it in such a way that my gaze was fixed skyward, and thus I could not look downwards enough to pick up the item. Maybe you could work in a reset camera button?
An awesome concept that needed a bit more work on the execution. It took me several minutes to realize I needed to eat a treasure before eating the hero---that part should be explained to the player in game, or at least on the game page.
As far as the gameplay goes, I had some fun, but overall it was more frustrating than fun. The hero moves at lightning speed compared to everything else in the game, so it's really difficult to position myself in the right place before he sees me. I gave up on level 3 because although I found a good hiding spot, the devil kept running up to the hero at my spot, getting us both killed.
A higher move speed for the mimic would have allowed for more active, "cat and mouse" strategies while also making the game less frustrating.
A cool experience that I unfortunately didn't quite "get". I like sim management games but could not figure out how to keep the people alive, nor find the "signal". I have plenty of power and a food surplus, so why do my colonists keep dying? How come most of them are above the age of 60, according to the game? How come so many die from back pain, specifically?
I could not find the answers to these questions. But hey, you have the start of something great here. Congrats and getting something for the jam up, and I'll check out the updated version of the game later.
Thank you for playing our game! I originally did make a web build for this jam. Unfortunately, due to the way web builds work, the blur effect for the screen transition completely broke. I tried to fix it, but the deadline was approaching, so I settled for a direct download instead.
In future jams, I’ll be sure to test web builds earlier so I’m not caught with my snake pants down :p we appreciate your feedback!
Great use of the theme! The visuals and sparse sound effects create a harrowing experience.
Without exaggeration, I shot hundreds of times, but only got one hit (at least I THINK I did, may have been one of my teammates). And if I tried to get closer for a point blank shot, I would instantly get mowed down. At some point a grenade icon showed up, so I right clicked to throw it, and unfortunately the game froze. So I stopped playing at that point.
It would be a lot less frustrating if 1) the game highlighted the enemy I was shooting at, so I knew the game actually registered my shots, and 2) if there were some sort of XCOM style of percentage hit chances on screen, so I could take calculated risks.
This game is cool, but I felt like my input didn't really matter and I only got past the gates by sheer luck---perhaps intentional from a story perspective, but not fun from a gameplay perspective.
I admittedly didn't have high hopes after failing my first couple of attempts to put items in town hall. I then read a comment about someone HOLDING left click (that should be updated in the game page description), and I was able to play.
Very addicting gameplay! I learned more and got better with each attempt. The "Boss" meter was a surprisingly fun mechanic, as I plotted to squeeze more and more resources out of the limited time before advancing to the next stage. The townsfolk AI is also self sufficient, although if you destroy the exact target they were going towards, they freeze until you give them orders again.
My main complaint is the axe chopping. It's slow and inconsistent. Sometimes you can get combos, but usually you just put the axe away, and sometimes the character just stood there with the axe out for several seconds while I clicked furiously! Also, putting resources into the town hall sometimes didn't register, which was offputting.
Very cool 3D game, and nice background track!
Hey, thanks for the response!
I'm on a Lenovo IdeaPad S340 with intel CORE i3 8th Gen. Updated my graphics drivers recently. I can usually play 3D games with no issues as long as there are graphics and performance settings I can tinker with. This pdf should provide full specs: https://psref.lenovo.com/syspool%5CSys/PDF/IdeaPad/ideapad_S340_15IWL/ideapad_S3...
I tried extracting all to new folder to launch the .exe, and the same thing happened. Here's the screenshot:
Love that Frutiger Aero, 2000s tech aesthetic. This whole game looks unreal, like something I daydreamed but could never explain or recreate.
Many underwater games/levels tend to fall short in the fun department, but this was a blast! You can boost through rings, AND on demand via a boost meter? Exhilarating.
The music/sound effects are also top notch, best I've heard in the jam so far.
This might be the best one I've played so far! The music and art are fantastic, the sound effects are satisfying, and the controls are incredible! They feel fresh, intuitive, and fun at the same time! (Seriously, you should make this a full game. I'd be first in line to buy it.)
The only nitpick I have is that it seems you can only pick up boxes while boosting with the space bar. Kind of weird, and made me lose my groove towards the end.
Fantastic job.
Great use of the theme, big fan of the villain twist. The gameplay was reasonably fun, though there is a lot of stuff that goes unexplained (if there are any consequences to choosing a low/high salary, what the strange symbols next to some of the henchmen are, etc.) and some weird glitches (clicking on a hired Spy in management instead shows a Muscle, game can continue even when win state is achieved).
I know you don't consider yourself much of an artist, Dr. Baxter-Webb, but I enjoyed many of the character portraits you made.
The game was able to run on my machine---barely, with glitchy graphics and 5FPS---but it worked, and it never crashed! Cool concept. It may have been the way my computer handled it, but it never seemed like my waves actually moved the people any where. In the future, consider lower graphics options for jammers with low end computers.
I love this concept! Probably my favorite interpretation of the theme. Unfortunately, the current build seems to be broken. There are no sabotage opportunities that occur, and once the scene ends there's nothing else to do. The script tells you to stand in specific places, but it didn't seem to matter where I went, the scene continued without my input really mattering.
A fascinating concept that left me scratching my head. It took me a solid twenty minutes to figure out what on earth I was supposed to do. I tried all of the seeds and managed to grow each one, but only the tri-ivy seemed to have a use with its bouncy sponges. I have no clue how the other ones are supposed to work.
The mops are limited and only good for a few uses. The biggest frustration I had was tracking blood everywhere. No matter how hard I tried and no matter how little blood I stepped in, I seemed to track more everywhere, which is not a fun mechanic.
I think I beat the tutorial level (even cleaned the drips off of the bridge), but without any indication that I had won, I wasn't sure.
There were some glimmers of fun, like the bouncy sponges, but "chore" games like these are meant to be zen and relaxing, and this one was tedious and frustrating for me.
Also, I say this genuinely---good job on getting a 3D game up and running! Some other submissions unfortunately could not be run, but this one ran pretty smooth for me.
I was looking forward to playing this game, but even after downloading WinRAR and updating my drivers, I could not get this game to run. I was greeted with a great battlefield and awesome music, only for the game to reach a fatal error and crash. I tried again, and it crashed again.
I commend your effort and ambition! However, I wish more game jam devs would focus on creating a consistent experience that can run on different devices, rather than pushing the graphics, lighting effects and bells and whistles as far as they can go. I hope someone was able to run this and enjoy it, because it seems pretty cool.
Funny concept that fits the theme, and I love the art style! It has that edgy Newgrounds kind of look to it. I didn't have a whole lot of fun with the gameplay, though, and there were a few quirks. First, after filling the Captain's rum bar once, it doesn't seem like you need to do it anymore. It gets topped off automatically. Second, in this level there appears to be two dig spots, but there's no win condition? I wrapped around the island several times, even restarted thinking I broke something, but nope, it's two things to dig up and the game just continues running. I would have liked some sort of indication that the player won (or a checklist of stuff you need to do if there is actually more stuff to do).
You mention in the page something about this being one level out of the whole game. Are you guys developing this as a full game? If so, congrats! I hope this feedback helps you improve, and I hope the game keeps its whacky style.
Hey, I played your game!
I liked the use of the theme, but this build of the game is very unoptimized. It barely ran even on the lowest graphics settings and it crashed twice on me, unfortunately :(
Gameplay was great conceptually, but in practice, it seems all the enemies and the hero just pile up together, making it difficult to target anything. As a result, the pheromones and rage potions end up affecting everyone, creating a wash. The flag javelins ("Flagvelins", I like that) kind of start to get the attention of the hero, but if he's already in combat he'll completely ignore it.
Switching between actions via buttons was a nightmare, especially combined with the low frame rate.
Overall, great concept and great ambition! I just wish this build ran well, which is a shame.
Hey, I played your game! Here are some suggestions:
-The theme wasn't self evident through the gameplay. Without reading the page description, I don't think most would understand the story. Some more NPC dialogue and perhaps an introduction would help.
-I got stuck on walls a LOT. Luckily, I never had to reset, but it's a very common problem.
-The "fake walls" mechanic wasn't fun. Combined with the fact that it's easy to get stuck on real walls, it made for a frustrating experience.
-Adding sound effects would have been cool.
I loved the mechanic where you close the window to return to the overworld---it's an interesting mechanic I have not seen before in any game. I also had fun with the gameplay loop (big fan of classic RPGs where you delve into part of a dungeon and return to town for supplies), but when I returned to the overworld and couldn't find my way back to town (I was in an endless desert with no buildings or people), I stopped playing at that point
Hello, Dev Mimi! I was looking forward to playing your game but it's taking me a while to figure it out. You should point out on your page that people will need to install .NET Desktop Runtime in order to run the .exe file, as some people may not have that installed already. Also for the future, it's best to compress all of the files into one .zip file before uploading, so that players don't have to do all that.
I did get your game up and running though! I hope this post helps others figure it out too.
I love this game! I've toyed with the idea of a morphing cloud sidekick in the past, so I was excited to see that someone made this idea and executed it well! Here are some suggestions:
-The cooldown meter for cloud forms got frustrating sometimes. I often wanted to be a platform for short bursts of time instead of being stuck in that form for a few seconds. Maybe if the player could switch forms whenever they wanted, and the meter built up while they were in a form, then if the meter got too high the player couldn't switch forms for a while, that would still create a challenging balancing act while not preventing the player from taking actions.
-I realized late into the game that the platform form could be used to change the main character's direction. Maybe if there were a specific challenge or level that required you to change his direction that way, it would be more apparent to the player that they could do that (it would also be a cool use of the form for level design). Not sure how you could do that, though.


