Unfortunately hit the same bug as others. Also the B key I assume is a debug key that immediately splits the cookie.
Stegersaurus
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Good game! I feel like I got a bit too finger tied at times with all the different moves and all the minor things that can kill you. Having the dash, launch, and stomp to switch between on the fly was a bit much for me. The slo-mo for the launch is nice but in the browser embed the cursor can cause issues when you're near the play field edge since it's not restricted into the game. Also I might shrink the hurtbox of the saws a bit... Perhaps I'm just trying to get more and more forgiving mechanics for a masocore game tho, heh!
Cute rolling system. Feels like playing with those popping mechanisms in old board games. Fun to engage with though I didn't feel like I was doing much from a strategic point of view. If I could see what the dice setup for the next round was before making purchases, or being able to use a powerup after rolling instead of before I think I would have felt more influence over the game, since currently it feels like you're buying an advantage, and can simply use it any turn, beyond perhaps saving the last will to use it only in a round you may really need it.
Fun little doodle-jump-esque game combined with an incremental game. I do feel like there could be more incremental upgrades though, or some locked behind also hitting distance checkpoints so that the second half of the tower doesn't become pure grind if you already got all the upgrades while grinding the first half of the tower
Cute game with some good atmosphere. Wish there was a bit more depth to the core gameplay as I felt like I was hopping between grassy areas adjacent to foes. Perhaps some more stealth mechanics could be put into play or different strategies to take based on the monsters. (beyond their chase speeds/projectiles)
A really fun idea, though I wish the scoring screen was snappier, especially if it's a situation where I'm going to restart. My first runs were getting the idea of what they wanted out of me to make it down the hill at all, and not catching the pause/restart buttons before the score showed up would ruin my flow a bit.
Really interesting design, one of the few run-based games that I've felt compelled to retry after losses in this jam. The one thing I really desired was a view of my stats when I'm in the shop, because when I'm under time pressure of self destructing tiles I wasn't always keeping close tabs on my health and energy levels.
A cute system that sometimes felt a bit time consuming to work within. I think that the arenas being circles works against your ricochet mechanics, since it makes your trajectories a lot more chaotic whenever it hits the edges which makes the shot preview system even more necessary, but still feels a bit random when you see bounces you couldn't really predict without the line. Game definitely gets more interesting as you're introduced to more interesting enemy types.
Fun Warioware-esque game! Always an aggressive play to go with a minigame collection, but it has an endearing style to it, though as some say, minigame conveyance can be a bit hit and miss, but that happens when you're trying to swap a bunch of different systems at once. Perhaps text instructions could be larger and more forward, and the control schemes could do with sticking with only keyboard or mouse instead of swapping around.
I love the idea of the character rig and the kinds of things you could potentially do with it, though the challenge of getting the physics engine to do those things without also getting difficult to manage behaviors is always a pain. A bit too much getting stuck on edges or my forklift wedging itself in awkward positions.
Cute game. I got past the first boss but got the wall softlock twice so it was too much to go on! Priority should definitely be in fixing the corner wall lfreezes but beyond that I'd suggest also going with a more friendly camera so players can see further ahead of them. I felt like I was running into enemies a bit blind sometimes because of the center positioning
Cute game which I had fun beating but it got a bit confusing at least at the beginning. I didn't see a reason to bet more than the 5 ante. I don't know if choosing your symbol has a timer on it like the betting phase, but I at least FELT pressured to pick quickly, and probably would have have a more natural time betting if it had just been Rock/Paper/Scissors, as we're already trying to figure out which choices give more biscuits, so might as well make the choice of what beats what feel more natural.
I think it's really neat to combine a gambling mechanic with Rock Paper Scissors. I'd like to be able to do something like this with other real people who I could fake out emotionally, but netcode is definitely an extreme piece of feature creep! Good job nonetheless!
Cute theme for a boss rush game. I didn't use the focus mode because its positioning was a bit awkward for my keyboard setup (left handedness w/ a mouse puts my thumb in a slightly awkward position to do that). Probably would have been happier with RMB as the focus and space or something other nearby adjacent key to trigger dash. Or even just put attack as auto-fire and do both special abilities on the mouse buttons
The jam is thematically about switching engines to greener pastures but is more specifically about playing with something new-to-you. Finishing a tutorial is very different from going through the motions of creating something from whole cloth so go for it. It's a month long jam to give time for learning, so going through one tutorial isn't going to give you an unfair advantage.
Great visuals and audio but kind of simple mechanically. The way AI works alongside the exploration structure makes every encounter seem trivial, just shooting from the doorway at whichever threat is closest. Maybe with the use of ghosts you could have ghosts "trigger" and appear when a player gets far enough into a room so that the player is surrounded by ghosts instead of always having enemies in a fixed direction.
Very cute idea but pretty challenging to push things around, especially near the edges of the screen. Perhaps if enemies and walls were bouncier it could help so that enemies don't stay near walls where it's hard to funnel them in a particular direction fast. Also locking the mouse to the game screen in webGL would help me not... accidentally hit right click outside the game window. Oops!









