THAT DELTARUNE EXPLOSION!!
lol really well made congrats
This one is so much fun lol. You really nailed the gameplay, with the upgrades and everything. It's the scariest thing when you first boot up this game and all you see is an e g g jumpscare. (When you're the one doing the bullying though, it's so fun to smack into other carts and send them into the shadow realm.) Dig the music too, congrats!
Haha, very similar take! It can get a bit confusing though, I wish you could overwrite the automatically generated next video. Also, the engagement bar seems to go down even if you deliver a video they like. But I like how you had time to implement things like the viewer sometimes taking longer to watch etc. The videos are also quite funny. Congrats!
Brilliant use of the theme! It's like a word memorization game and gets progressively more chaotic as you try to remember each item. The physics based interactions are the cherry on top. The fact that you also have to pull the list up to view it also adds to the chaos. The aesthetics are so well executed, those transitions!! (Edit: The water in the water bottle moves?!) And I love the breakbeat that starts playing when you're low on time, it almost sounds like Windmill Isle Day from Sonic Unleashed, especially with those bossa nova chords haha. Excellent submission, congrats!!!
Took me a second to understand what was going on, but once I did, I liked it a lot! Really fun gameplay loop, very polished as well. The sound design and music in particular are a highlight. Can see this one making its way into a full release as a roguelike or something. Would love to see that! (Yes I've seen the twitter page haha.) No idea how you guys managed to get this out with such a large team (for game jam standards anyway) in 4 days. Really great submission, congrats!
Pretty cute! Filling the entire thing with victorybloom was quite satisfying. I like the game loop here, it could be developed further to include actual resource management like you had in your original scope. Then you could have plants that require water more frequently than one full loop around the field takes, and then sprinklers etc. Pretty polished for what it is, congrats!
(Result of filling the entire thing with victorybloom)
The puzzles are quite well designed, and the game is overall pretty polished!
But I think the mixing of a puzzle game like this with a very strict time requirement just ends up making it very frustrating. Because with the time restriction, more than the player's actual decision making process, you're testing the reaction time. So even if you know how to solve the puzzle, the game won't let you solve it because you couldn't click on the piece the correct amount of times. So you actually just end up testing that gap between the player's mental abilities and their proficiency with the means of control. In my opinion these two clash against each other in this game, to the detriment of the puzzles. Then in the later puzzles, it turns into a pixel hunt where you're in a rush to make sure that the shapes that visually fit are colored correctly, and good luck if you're color blind. (Edit: Okay, the colors all have different values, so it's accessible I guess. But still :p)
TL;DR: Strict time requirements don't mesh too well with puzzle games. Maybe reward speed completion but don't require it. Keep in mind the target audience of a puzzle game.
Either that or just make the time limit longer :p
Aside from that wall of text, the track pieces overlapping on the same tile is a cool concept, and I liked the music too. Congrats!
Yes, more feedback is definitely more apt. As we didn't have time for a tutorial in-game, for now, I recommend you check the how to play section of the description. You're supposed to keep viewers engaged all the time (keep them in the loop), so you deliver their next video. When they finish their current video, they move on to the next. As long as they watch, you earn points. If you keep them waiting when they finish a video, you lose points. You then try to find their favorite categories through trial and error and note those down, which give more points. That's it! Would appreciate if you could perhaps give it another shot.
Oh, when I said "maybe not the most creative take", I meant as in it doesn't have to blow your mind 10 times over, it's just a pretty well executed game. Recycling ammo is still a cool idea though! Besides that, the game does definitely have its unique identity with the vampires and everything. On that note, if you want to develop it further, you could probably go all out on recycling. Maybe you could have different weapons that share bullets, a type of bullet could ricochet around a few times before dropping to the ground, you could swap between your bullet types, etc.
As a side note, I just remembered this, the game can be a bit too dark in some areas.
The concept is really cool! The art, music and voice acting are all pretty cute too. A nitpick I will make is that I feel like most puzzles could be simplified further to their core idea and be less cluttered. I feel like some later puzzles could also make more use of the knotting mechanic. Then again, there are lots of possible interactions with the mechanics in play here, any you did incorporate something new in each puzzle, so it's totally fair.
Also, I encountered a little bug in level 7 where you could go beyond the allotted moves by undoing, in case it went unnoticed so far.
Congratulations on the submission, great work!
The art looks phenomenal, and gameplay-wise, there is certainly something here. Though in its current state, it's a bit hard to wrap your head around since there are so many variables, and every time, you have to look at your previous attempts and then reselect those same things except for 1-2 differences. The insight system is also quite hard to understand currently. It would be great if the buttons for the incorrect variables got crossed out for that plant.
Congratulations, looking forward to the full release!
The puzzles are pretty fun and well designed! I like how the collectibles allow the player to determine their own difficulty.
Though I would prefer to be able to iterate more quickly as you often need trial and error to determine how far a given command will get you. So maybe the commands could be executed faster, and also there could be a way to start faster (e.g. press Space) instead of having to drag your mouse over to the tiny start button every time. A reset commands button would also help a lot, alongside a more generous dragging area as sometimes the blocks end up snapping back to the stack. Oh and also restarting the level shouldn't reset the commands but pretty sure that's due to time constraints.
Quality of life features aside, it's pretty cool! A classic game jam trope of programming characters, executed nicely. Well done!
This one is giving off big flash game energy. Quite fun to obliterate a room in 2 seconds with the SMG, which is absolutely bonkers. For the boss, you can just stay on an edge during the ground attack thingy phase and avoid getting hit. But the other attack does a lot of damage and the boss has way too much health to the point where regardless of how broken it feels, I can't pass the boss :p.
Besides that though, quite fun!
Thanks! Yes, in the hammer one you can just stay in between the nails. Just didn't have a lot of time to iterate on them hence the lack of variety in bullet patterns. I also wanted to add the grazing mechanic from Deltarune which would give you additional SP when close to bullets, for some risk-reward.
As for SP, yeah, the balancing is quite off right now, you get too many viewers too quickly and that ends up backfiring. In its current state, you can choose to just engage with ~4 viewers and that will be a smoother experience.
Though we do want to work on an update to clean these things up, add more variety, and the grazing mechanic, so keep an eye out!
After beating hardcore mode, I can say confidently that I have exited the gungeon... wait wrong game
Really enjoyable submission! I dig the music too. Having collectibles was nice. It almost makes you want to pick them up 5ever ;). Hardcore mode adds a nice challenge too, further emphasizing your limited ammo. Maybe not the most creative take, but pretty well executed. Well done!
Oh I love this one! Absolutely adore the pre-renders. You could definitely take this one further after the jam. Add more games, some spicy lore, etc. A shame you don't have a web build as that would get more people to play. Also you can set the window mode to borderless fullscreen instead of fullscreen to get rid of the 1px border around the screen. Godot does that for some reason.
Also... WHY IS THERE A JUMPSCARE
lol great job
Very creative idea! Unfortunately, despite trying my hardest, I couldn't go much beyond crossing the two laces. The fact that there are 20 DIFFERENT BUTTONS you need to use simultaneously just to move the two hands is simply too much for me. I felt like I was playing a video game for the first time, haha. Maybe if it was playable with a controller I could more easily wrap my head around it (you know, two analog sticks, two pairs of bumper/trigger buttons for up/down, d-pad and face buttons for 8 fingers total). But still, I feel it ends up being a bit overcomplicated. In QWOP for instance, you only have 4 buttons. So perhaps adapting a simpler control scheme will benefit the game.
Regardless, really cool submission! I'm sure some people with more patience will make really cool knots, it's just too hard for me :p.