That makes sense!
Space Owl!
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I can definitely see the potential in the concept! I really like the ghost graphical elements you’ve designed. Obviously, you’ve said this is a bare bone concept of what you intend to finish so what I’m left wanting is likely what you intend to fix as you develop!
I envision being low on health after finishing an encounter and determining whether to take on an extra challenge so that I can earn more soul points to spend in the shop if and when I make it to one. It feels like a concept that could have satisfying risk/reward moments along with stressful moments of trying to hold on to the run for the next health or upgrade chance that would turn the game to my favor.
Excited to see how you develop this. I’ll follow to see where this goes in the future! Good luck.
Aesthetics: 3/5 Gameplay: 4/5 Engagement: 3/5
I dig the art aesthetics. Reminded me of some early pc games with a touch of Atari with how the map was presented. Finding and returning the objects was satisfying once I figured out the interactions. When I finished, I was left wondering what it all meant. Maybe that's part of the fun, but if it isn't, you could have some flavor text appear on screen to give the player a sense of why these items have been misplaced and give insight into the character's motivation.
I was thinking about the game's tagline and then remembered that I didn't understand the playing cards appearing after I returned an item to its original spot. I feel like there's a story lying in there somewhere so I'm gonna keep thinking about it!!
Jam Ratings:
Aesthetics: 4/5
Gameplay: 4/5
Engagement: 3/5 - (I'm really conflicted about this one because I'm engaged after the fact because I'm trying to piece together what I think is going on in the game's abstract story, so maybe this could be a 5! I left it a 3 because I can't tell if that's what you want me to be thinking about or not. I'm sorry that I'm this way. I hope this makes sense.)
The art style is so good! Very cohesive. Love the colors. I enjoyed trying to predict the results of the mating. An in-game way to track the results of previous mating could help the player make informed decisions as they experiment. I thought the game's controls were intuitive. I had a few moments where the cultists would be close to each other, making it hard to interact with a specific one, but hey that's a classic jam issue! It's neat how much energy is brought to the game just by adding some idle squash and stretch to the character sprites.
Great work!
Aesthetics: 5/5
Gameplay: 4/5
Engagement: 3/5
OH GOD This was way too relatable. Great job.
At first, I thought the success bar was cynical but by the end I was like... yeah just moving forward is a success honestly. Loved it.
Jam Feedback *Edit:
You communicated something that I assume is somewhat personal, but it is likely relatable to many others because of how genuine it is. I like the vibe of the music, and the aesthetics of the sounds matched the vibe but most importantly aided in a sense of progression that helped me pace myself with the story without having to think about it. It felt like the music layers were all at the same BPM but sometimes the entrances were staggered in a way that made them feel out of sync with each other. This may have been intentional, but sometimes it took my mind off of the game's text. The art definitely felt right for the game's themes as well.
Aesthetics: 4/5
Gameplay: 5/5
Engagement: 4/5
Thank you!! I actually almost added a system that would take extra bags away after a while but then I thought about it and decided not to, specifically because of that uneasiness that it creates like you mentioned. I thought it added to the dream-logic vibe of the whole thing. Thanks for checking it out!
Thank you!! It's a pretty neat little console. I like developing for it because I find that without tight limitations, I can never finish a game. It makes a lot of design decisions for you, if you pay mind to what it excels at. 1-Bit art restriction and minimal API for the dev environment is also a plus.
Ah! I think the UI scaling for the game is acting up. I tried playing on a few different machines and it cuts off the image about halfway. I zoomed in on my PC and it revealed the rest of the play area but the scaling on the UI objects were still off I think. It made it hard to interact with, sadly. Are you planning on fixing it? I'd love to give it a try.
This is nice!! This probably has the most solid gameplay loop that I've played so far in the jam. I sunk some time into it! The music made me feel like I was running around Zora's Domain in Zelda in the best way. It's a little bit quiet though and could come up quite a bit in the mix. The extra stormy particles almost started setting off my motion sickness weirdly enough, but I'm super sensitive.
Thanks for making this and sharing! I'd love to see a small run-through of your process making it if you ever wanted to do so in the discord or something.
Very cool! I like that the truck is smoother to control as I got faster. The music was fun and the sound of the tornado getting louder as I approached it really sold the tornado even though there wasn't art for it!
You're in Fort Wayne, right?! I think I used to pick up your Dirt Wain food scraps if you are.
This is really neat!! I've been getting into tabletop solo roleplaying games and have even made a small paper journaling game. I'll have to check out this system. I love the way the stats change organically with your choices, and I had to almost go with the stats rather than what I actually wanted to do.
Thanks for making and sharing this!





















