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Team Broodrooster

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A member registered Apr 15, 2022 · View creator page →

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Oh, you guys also made the blackbird game(s)! I didn't realize! That makes so much sense. I played that during the Brackeys jam, and I really liked that too. Your art is lovely!

I wish you all the best of luck with your game dev journey!

I don't think it's coming, but I can make some more levels and do some polishing if people want! 

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Amazing concept, a zelda inspired extraction RPG. Love this! Hope you keep expanding on it. You can take this so many directions.  Building up a whole town, entering dungeons, all while keeping the same "few minutes a run" concept. Really cool!

Edit: forgot to mention, I couldn't figure out how to reach the anvil for the longest time. The hole for the doorway is a little bit too small, I kept getting blocked by walls at first and gave up trying, and then eventually managed

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Very warioware-esque, including the quirkiness. I love it. You sure didn't make it easy for yourself with all these minigames fully banking on all new art for every one of them!  I didn't really understand the time machine room.

In some of the mini games, I didn't really  understand what to do, until a few trial and error attempts. I think better conveying that information would improve your game. One thing Warioware does do, what your game doesn't, is usually show you a word on what to do. Like: "Scratch!", "Jump!, "Dodge!", "Marry!". I think that could work well here too.

Also really missing some audio to really set the right intense vibe

That jester be shmoving. Too bad about the controls bugging  / the instructions being wrong. Other than, I feel like the game is missing some juice to make everything feel a little bit more intense and fun. Also, in the moment when you change instructions, it'd be better if you pull the player's eyes towards the instructions, or flash something on screen telling you the new instructions

Very funny game. Great job. The music was a little buggy for me, starting and stopping all the time, and sometimes not restarting at the start of a day.

Too good. I had to stop myself from playing more. Really good take on 2048, and the music slaps. Hope you release a full version of this on mobile!

Fun game. I guess this really proves you can slap the balatro recipe on just about everything, haha. Maybe I missed it, but I wish the UI would state what time I pressed vs the previous round's target time. I'm also definitely missing more feedback sfx! 

I see the vision. I think this could become really fun with more content!

Nooo I wanted to go for a cool screenshot with my entire screen filled with chickens, but my game crashed. Ah, well. I never quite figured out what happens when an egg rots. But fun idle game! Definitely has potential if you expand on the upgrades/economy.

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I finished both difficulties. I really really like it.  Love the idea, it's really fun, the music is nice and chill, the alien audio is cool, the art is pretty. Feels like a fun single player board game! Wish there were more events, and that it was a little better balanced, so the events dictated gameplay decisions a little more. Also, for me, the random star "punishment" ended up being one of the best strategies to get around the map fast.

I see a lot of potential for a really fun full game! Hope you keep developing.

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Super fun! One of the funnest games I've played this jam. Very SpeedRunners-esque! Wish there was more! My only gripes are some platforming controls.

  • I'm very desperately missing a tiny bit of "coyote time", I keep falling off edges, when I feel like I should have jumped.  Also the same when attached to the wall. You could use that same coyote time to give an input left and jump. Now that's not possible, you immediately lose the jump window.
  • You should add jump buffering. It'll feel a lot better.
  • The character feels a little too floaty when falling. I think he should accelerate down some more.
  • There is imo something wrong with the slide. I think it should cancel a little faster on button release, although I never really got the hang of slide cancelling. I kept dying to spikes after sliding through a gap, and I couldn't figure out how to really prevent it timing-wise. It should be more forgiving

I also happened to make a platformer this jam, but we went very different directions haha

First off, really good job making a game all by yourself! I think you did a really good job for the time constraints.

I really like all the little animations you gave the enemy, hero and arrow sprites.

Balance and game design-wise, I think there is a lot to improve! I'm trying to think of what I would have changed without piling on too many new features. Let's see.

 I think the game starts off a little too slow (especially if enemies spawn in the corners), enemies and hero walking speed could probably double. 

You need a some more feedback when you damage an enemy to make it feel better. For example, when you click one, it should maybe squish a little bit. And maybe have a little sound (and very slightly randomize the pitch of the sound to avoid it feeling repetitive).

To make your ingame economy more interesting, you need more competing options for gaining power. Maybe you should be able to pick between a wizard and a knight. They could have varying things they bring to the table, maybe one is ranged but moves very slowly, and maybe the other is melee but fast.

I think you need some sort of hero upgrading, like movement speed or damage increases.

Maybe it would be fun if there is a faster enemy every once in a while.

I think Hero targeting is currently random, but I feel like that feels unfair to the player. Watching a hero walk from one corner to the other while surrounded by a gazillion monsters feels bad.

Something you can experiment with, and stuff people really seem to like and want in tower defense, is having LOTS of enemies. You want to feel like it's a flood of monsters coming at you, and you're awesome for stopping that. I think you should try to capture some of that fun. Obviously that would require heroes and click doing area damage instead maybe. But it's an idea!

Okay that's all my notes, I have to get going. Good luck.

Interesting concept, I do like murder mysteries! I found the killer, but I wasn't that impressed with the mystery. I just ended up looking for contradictory statements, and guessed based on that. 

In general, I think it'd be more fun if you had more to do, instead of just reading. Like building up a timeline, on some UI or something, or "answering questions" about the mystery. A bit like what a game like Return of the Obra Dinn does. Progress to the resolution bit by bit, and then be able to make a guess who killed the count based on process of elimination.

Other than that, it feels a little short with just one mystery. I understand that your angle was going for procedural generation. It could work, but I'm personally of the opinion that I don't think the fun in the replayability it would add would weigh up to a well-crafted handmade mystery that you would just play once. Unless it's done really well.

Anyway, good job!

Funny game. I was not expecting to find the entirely appropriately attired dancing individual enjoying life in such a manner, but I enjoyed it

That makes total sense! Hope you're having/have had a good trip!

Love the concept. Super good, super fun. The color mixing is a fun touch!

Very funny, great job! Really good use of theme

Super cute artstyle. I like the parallax effect. Too bad it's a little bit short. I'm sending this to my mom when you finish development!

Really funny concept. Great job, great execution

Really creative idea, better than many incremental games on steam already for sure

Really fun, really well polished for the jam length, and fun use of theme. I really like the concept of "a bounce plan", haha. It took me a while to really understand when you wanted me to hit the targets. At first i thought 321 blast emoji meant first bounce 3 times, then bounce 2 times, then bounce once, but obviously that doesn't really make sense. Could be user error or something to improve in the UI.

I closed the game when the game started asking for many many bounces, with the glass breaking and redirecting. It just really went beyond my capacity to visualize and plan out, and I did not want to start using hints.

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Hi again YYZ!

When I saw a doomer-ism game by YYZ, I knew I had to play. I mean, I was going to play anyway. But this one for sure. I played until I unlocked all the achievements, but the under 300s one never unlocked for me, while I did have the under 120s one. I don't know what happened!

I'm going to be a little bit blunt (sorry, I'm Dutch): I didn't like this game as much as your previous jam games. I think the way you move around and collect things (regular wasd gliding, and clicking, standing still doing very little (especially if you hover over asteroids)) is a little bit dull, and not very fun to me. 

I'm also missing something in the upgrade department. It felt like none of the upgrades significantly affected how I played or how I should play the game, other than helping me speed up the process. I understand that to be an element of incremental/Number Go Up games to an extent, but I think a lot of the fun in those games is in attempting to break the system's economy, or figuring out fun strategies that play very differently.

Also: personally in these types of games I'm a fan of adding systems that automate some parts of the gameplay loop for you. I think I've said this in a previous comment on one of your jam games. It's a short jam though, so that's obviously a big ask.

I feel a little bit bad about giving this kind of feedback, especially without offering real suggestions on how to improve, but then I also don't really want to do your creative process for you. You're perfectly good at that on your own. In my opinion your gameplay loop is just missing something. I can think of some suggestions if you want though!

Other than that,  the music was a good vibe, the achievements gave me something to do, and I thought the news ticker was really funny. It honestly made me hate the world a little more.

Yes, this is one thing I was conscious of during the design process. There is a great GDC talk by the Celeste developers that touches on this! Thank you for your comment!

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Yeah, I understand. I think I could have been more explicit that you should be dashing diagonally by holding two arrow keys, eg up and left and dash. There are diagonal arrows, but nothing telling you to dash.

Your development pace is crazy, very inspiring! I'll check out the demo next week!

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Thanks for streaming it! We had a great time watching you play! Daniel said he stayed up all night watching your stream. The rest of us all watched your VOD the following day. It was super useful seeing how fast you picked things up. You're a real gamer! And your game was cool too! Good luck in your future endeavours!

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You gave me a big review, so here I am, hoping to return the favor! 

This is an interesting and unsettling  point-and-click game! The vibes are terrific, and the "stitched together images" ideas is super creative! I don't really get why looking at an eye is so unsettling to me, but it was. I got two of the endings (well three if you count dying on the swing), and I'm not sure if I managed to fully experience the game/story. Are there more endings I've not seen? I would like for the game to tell me, perhaps in the menu?

Gameplay wise, I liked the little mini games as a way to mix-up the point-and-click gameplay. I died more times than I want to admit here on the swings part. But I think it's not really my fault? The optimal time to click the button seems to be right before it lights up, or very early in that phase. In fact, in my experience, clicking it consistently slightly later than that won't  even get you high enough to reach the sphere. And furthermore, the game registers the button press on the mouse_up (like a UI button), not the mouse_down I was personally expecting.

I was also very confused as to why the game ends there, both narratively and just game structure-wise, if you fail the mini game. Initially, I didn't even realise that I failed the minigame, until I retried the game and realised there was no other path to take, and then died there a second and third time,  then I realised that I was failing, and then I failed many many more times trying to do it right. Forcing a game over / ending is just not necessary I think. You're essentially creating an exit point, a point in your game where players feel it's natural to stop playing. It's good to minimise the exit points, so you get to have more time with the player to convince them your game is great!

Narratively, I guess you're trying to convey the nonsensical / strange nature of a dream, but I think you're alluding to something more sinister going on, during the dream. Some action that the player is guided to perform, that will release some horror upon the world or himself, or prevent it perhaps? If that was the some of the idea, I must admit, the latter part does not fully land for me. But it's entirely possible that is because I missed an ending? I mostly felt a little bit lost / empty at all the endings.

I've had dreams before where I felt compelled to do a thing, and I think that's an incredibly cool concept to work with. Especially if it's a recurring dream. I did see some mention of the dream being recurring during one of the endings, but I feel like maybe that is a narrative point that needs to be conveyed during play too.


I think that's all I got. Good job to all of you, including Mirco with the C, not the K. And good luck on the rest of your jam!

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Thank you for the kind words! I would have liked to give the tracks a little something extra too. I tried to give them some personality, but I'm not sure I fully succeeded in that regard. I tried to have a mix between short and long tracks, I made Pulmonary Speedway narrower (not sure this was fun or even noticeable), I made Aorta a wide level (not sure this was fun), and Vena Cava had the spiral boost crazy ending you talked about. I feel I could have done more interesting design with the little plaque boosts, but all in all, I'm reasonably happy with the ~4 hours I got to work on all the levels! 

If I could re-do the week, I would have probably asked a teammate to take over a few of the levels, and work with them a little bit more to figure some more interesting design ideas.

It's a little bit silly to me that I wasn't able to devote more time to the levels, since it's such a huge part of the fun of the gameplay experience. But that's the game jam life sometimes, I guess.

Punchier... noted! This is good feedback. It's an area of game development I've been trying to work on! Thank you.

I certainly did!

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You're a little nanobot specifically made for the purposes of clearing blockades! You get injected into the vein at the start of a level!

It's an incredibly interesting narrative-centered idea, and I like your interpretation of the theme. Ghosts, and haunted rooms are certainly strange places! I played together with my dyslexic friend, and unfortunately we were not able to reach the end of the game despite trying a few times. I am a little disappointed, because I was certainly curious to find out more of the story and setting. I would have liked to see a lower difficulty setting, or an option to turn off the timer, maybe offering the option to lower the difficulty after dying a few times. Having the player reset back to the start also felt a little bit bad.

I don't think this game needs to be challenging (through the timer) to be fun or interesting or even scary/unsettling. It has a lot going for it in the atmosphere, and narrative!

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Very funny interpretation of theme, and it's especially with the funny squeeky sounds, but the progression needs to be more interesting. The fish look awesome though.

Very fun idea, and a very well polished game! Love the little intro cutscene. And the flipchick is a cutie!Congratulations! My main gripes with the game are in the strategic department. I really like the concept of the game, so I want to give you some proper feedback. Here are my notes:

1. First thing I noticed: I couldn't tell from the sprite what way the flipchick was facing. I thought he was facing right when he was actually facing up. This led to my first actions being turning around twice.

2. Coinflips are an interesting idea. Every coin you add having two sides, or a 50/50 of something you might really want to do, and something that is less optimal is fun design. However, having infinite flips just makes that part of the design obsolete. You can always just get the result you want anyway. Furthermore, it becomes more of a chore to flip the coins. If I have all my options available to me at all times anyway, why do I have to jump through hoops to do the action I want? I think you should have maybe stuck with flipping all coins at one time, then choosing your actions from that.

I like the idea of moving the window to flip the coins, but then you can't guarantee that all coins flip once. So I would have probably cut that feature and added a flip button. In my opinion, I think, in this case, preserving good strategy design is more integral to your game than a fun coin flipping mechanic.

3. Defending is way too strong. In a game where you have 5 hearts, getting an extra life whenever you want is super significant. Compare this to Slay the Spire, where a defend card blocks 5 damage (out of 80 hit points) for often only one turn. It was very easy to beat the game because of it.

4. The one dimensional movement can work really well (like in shogun showdown) but I think you will need to play around with attack ranges more, so I would recommend starting with two attacks for different ranges by default.

That's all I got for now. Hope you keep working on this! Good luck!

Really cool idea. Props! I thought it was maybe a little short, I wanted so much more! For the last level, I couldn't remember which teleporter I came out of. It would've helped me a lot if they were color coded maybe, so you can see which one links to which.

Great little game. I love platformers with unique mechanics, and you obviously do too. Good job!

Loved the art, music and the narrative design. I sent it to my mom and she loved it too. 

I will say, I thought the first dried flower book was maybe a bit too many flowers. It took me a while to do, and it stressed me out a little bit. Then later, mechanically, I was expecting the paper puzzle pieces to click together, but they only seem to click to the correct spots. So that threw me off a little bit.

The second flower book (or leaves, i guess) I realized the strategy was to just move all the leaves off to side so I could properly see what I was doing. That helped, at least.

Great job on this. The visual effects were an interesting touch beyond what I was expecting from the game initially! Very polished little jam game! Enjoyed it!

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Just call me Kevin. Mister Kevin is my father

These types of games are always fun! You can be proud of this one. 

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Very creative idea visually, narratively, and great use of the theme!