Thank you! Ya, the difficulty tuning has been a big discussion in the comments haha
SupermuttGames
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For the statue, once you click it and "Pick it up", you need to then click the cups. We debated having it be auto-use kind of how you describe, but felt like sometimes you aren't ready, and then waste an item. We were planning to have the cups pulse with the outline kind of like the bell, but just ran out of time. Thank you for the feedback! Appreciate you playing!
Thanks for your very detailed feedback!
The imp was meant to only pop up half the cups, and the void magnifying glass was also going to show decoy balls (but we didn't have time to implement the decoys). But you're totally right. As it stands, they're basically the same effect, different flavor.
Also, agree with you about the items' descriptions. The conundrum of "Discovery vs. clarity" was a big one, and we wanted a nice balance between the two. But agree that all the item effects need to be a bit more telegraphed somehow.
We're thinking about potentially expanding, but we're also kicking around some other ideas outside the scope of the jam. No firm decisions just yet.
Really appreciate all your kind words and the very detailed feedback!
This was sliiiiiick. Nicely done! The diagetic UI for the time slow meter is fantastic. The core movement feels really good, shooting felt great with some nice feedback. This is a really strong entry. Gives me Neon White vibes. I have no feedback beyond the obvious like "I'd love to see more guns" or "I'd love more levels". Great work!
The water effect is amazing! And the overall art style is really charming and detailed! Great art direction and the individual sprites are incredible, although I felt the underlying tile pattern was a bit distracting from the rest of the atristry. Would love to see if you guys continue how you could add a bit more depth to the gameplay, but this was an awesome entry!
I love this interpretation of the theme. It's really clever. I tried 5 times but was never able to officially bring down the frog, but in all honesty, the game still felt fair and doable. A few more tries, and I could probably get it. Each new mechanic introduced with each "Phase" kept things fresh but it never felt overwhelming (at least in terms of comprehension, in terms of dodging them it definitely was haha). Nicely done!
This is awesome! I love this interpretation of the theme, and the very clever twist on a turn-based card game. I think this idea has a lot of legs, and frankly, could become a hit with the right amount of polish. Honestly, I'd think about maybe tidying up some of the art, and posting it to TikTok and see if it blows up. There's some really unique here. I like the 3D exploration map and the 2D combat art. Reminds me of Darkest Dungeon 2 a bit. My only suggestion is I think the cards should interact with the shooting a bit more. Like the tumbleweed card was great because it prevents the player from spraying and praying, but what about a headshot card where you have to hit it in just the right spot for crit damage? Stuff like that (and maybe you're already thinking about that and I'm just stating the obvious). Great work!
As others have said, really great vibes and mood. Riding a hot air balloon through this weird surrealist world and trying to quickly hop off to grab the records and then back on in time is a really cool gameplay loop. I'm definitely pretty bad at it haha, but I think I was mostly having a hard time figuring out the correct position to drop the anchor to make the balloon wait for me. The grappling hook is super fun though. I think if you could simplify the balloon a bit, you'd have something really special.









