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The Feasty Five

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A member registered Apr 12, 2025 · View creator page →

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Bonnie's fate is tragic. I love the fact that there is a plot, as I have not seen many games that actually have any sort of plot to them explained within the game during this jam. I really like the death mechanic, the levels are designed very well around it, although I do wish the timer actually impacted the levels more. The timer wasn't really concerning the way the game currently is. The story is great though, the characters are fun, and the animations are really stylish while playing the levels. It feels nice to move around. This game deserves to have much more popularity!

This is a neat little game! I like the core mechanic and I found it really fun to play. The timer was short enough to be stressful but not so short that I risked running out of time. This pressure did cause me to run into a ghost, though. I like the way the ghosts force you to ignore some objects, although sometimes the ghosts spawn right next to the entrance to the maze, which makes it impossible to avoid them without resetting the level. I really liked the amount of ghosts, though, and the game as a whole was quite fun!

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This is fun! I really like the base mechanic and the game played very nicely. However, I think a harsher punishment is needed for being in contact with the ghosts. I was able to just stand in one spot with the mouse pressed down and gain time pretty rapidly after a few minutes went past, since so many ghosts were surrounding me. I reached about 20 minutes on the timer using this. Once I got to approximately 20 minutes, the ghosts stopped spawning for some reason. I am not sure if this is intentional or not. I really liked the creepy background, and the visual effect of the circle looks really nice. However, the game lacks audio and I think that brings it down quite a bit. Great job though!

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Yes, it definitely does have room for extra death. We might try to develop it further after the game jam ends to hopefully make more out of the concept. Thank you for the feedback!

This is a fun game, but I ran into problems with requiring a lot of luck to actually accomplish orders. The orders have really short time frames and it is pretty common for the whole time frame to pass before you even get one of the materials you need for the dish. Something should be added requiring the ingredients needed for a dish to be given during its allotted time. That being said, the art style is pretty cute and the hectic vibe is great!

The art style of this game is amazing! I really liked the different weapons and the somewhat strict time limit. Health was never an issue for me due to the abundance of healing items; I am not sure if you meant for it to be a major part of the game but it barely affected my actions as it stands. The enemy variety is also pretty good for the length this game is. I do like the consumable items as well, although i never figured out how to properly use them when I wanted to. When I clicked on the consumables or pressed the corresponding number key it only worked a fraction of the time, and I am not sure what caused this. It might just be my computer. Overall, this is one of the best games I've encountered so far!

The level design is really good, and you did a good job iterating on the mechanic slowly, with no two levels feeling the same. I feel like some of the timers should have been a little bit shorter, as this feels like a game where the player should not really be stopping at any point with the fast-paced conveyor mechanics. The slight waiting segments, while unavoidable to make the game actually reasonable to complete, ended up breaking the flow of the game a little bit for me. The art and music are great, and the game as a whole is really fun!

I love this game's concept, and the puzzles are quite cool too. I think the equalizer could definitely have more usage. The game seems very clean and polished though, and it is extremely fun to play through!

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I liked the concept for this game. I really tried to play it. However, as far as I can tell the only actions the player has are the flashlight, crouching, and cameras, and I was unable to figure out how any of these could be used to deter hostile entities. I ended up dying at 1AM every time I tried, and I didn't see or hear what killed me any of these times. The picture below the desk was great, though, and it was still a fun game despite this!

Nice game! I like the popups and the overwhelming feel. I do think the game could probably benefit from a slightly slower start to the pop-ups, though. I also love the art!

This was quite fun and well made! It is very difficult, and I really like the different enemies and the 2 minigames. I think the spellcasting is a bit awkward, but that may just be my personal preference. I also wish the arrow color changing minigame was explained in the tutorial as well, because that took me a long time to figure out what I needed to do. I like the art style a lot!

Good job! Once I got over the square and circle assets, this was really fun! I ended up getting to level 11 because the 5 dots at once were too much for me to handle. I did find that if the player ever touches a border of the playing area, they will be stuck to that border permanently. Overall I had a lot of fun playing this aside from that bug!

This is great! I love the vibes and art style of this game, and the minigames are all very fun. The pace of this is quite frantic, and the audio really helps to sell that as well. The only thing I can really note is that the heart minigame takes significantly longer to complete than any of the others, even when done perfectly. Great job though, this was a really fun game!

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This was pretty fun! I enjoyed the fact that you could aimlessly push around the people and that was fun to mess around with for a few minutes. I feel like having some progress method and tracking the developers' progress on the game based on how much you have distracted them would be good. Overall, though, I enjoyed this even if it is a bit dull after a few minutes of pushing people around. Also, adding audio of some sort would make the game much better and keep the player engaged for a bit longer.

This is quite fun! I like the game and it was very fun to play, although at points it did get a bit frustrating for me, mostly due to the controls. I ended up giving up on using the dash at all because I could not figure out how to reliably press it well while also moving and jumping. Additionally, I ran into a problem where sometimes the dashing attack did not deal damage to basic enemies. I kept pressing the button and it showed that I was attacking but it did not seem to be dealing damage sometimes. The enemies were fun to deal with, though, and I really liked the movement!

Yes, absolutely! We unfortunately did not have time to make a tutorial which is why we had to resort to putting the instructions on the game page. Thank you for the feedback!

Thanks for the feedback! I am sorry about the crashes, and they probably are related to the bat move, as that was the move that we got the least time to test for bugs and as such a few slipped through with it. We also may update the game after some more work after the game jam ends, and if we do this we will add something in the UI to display which move you are on so it is easier to learn.

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Wow. This is awesome! The gameplay is pretty fun, and of course very stressful as well. I really like all the little jokes and references you put in this and it is clear that you put in a lot of effort. The game is amazing and I'm not really sure I have anything negative I can say about it.

This is a really interesting concept! However, it is really easy to lose every ability you have within 1-2 rounds or getting it, especially if you draw bad tiles. I think the game might benefit from the timers being a bit longer, as right now the abilities do not last long enough to create any sort of build, even if you extend their time with gifts. It was still pretty fun, though!

Nice little game! I like the fact that interacting with the enemies is completely optional and you move fast enough to just outrun them, but then they could bite you back later. I would say that having a different bind for the interact button would be good, as it can be very easy to accidentally press W or D instead of E and waste a lot of time. It was really fun, though!

This was really fun! I enjoyed trying (and miserably failing) to avoid the cookies and the horse pop-ups were great additions. Sometimes horses did come directly on top of a task and obscure both the yes and no buttons fully, making it impossible to complete that task until the horse disappears. I also liked the blue kill button. I fell for it once and i did not expect it at all.

This is quite fun! It took me a bit to figure out how to use the portal gun properly, but it was fun to use. I really liked the rocket launch movement as well, and I am glad that was utilized a lot. I did notice that portals can be created when the portal surface isn't visible, and I don't know if this was intentional. Specifically, on the fourth level I placed the high portal from the location of the lower portal, and it worked despite me having to shoot through a platform.

This is awesome! I really like the mechanics and the map is fun. The enemies are a good addition to spice things up. I do think the timer should be moved, as it is difficult to see anywhere below where you are to see if you can safely jump down. I ended up losing because I fell down and then got lost for 40 seconds because I couldn't see. It was still really fun though! 

This is a fun little puzzle game! I enjoyed the puzzles and they made me think quite a bit more than i would have expected. I tried to get the gems at first because i thought they were necessary to complete the levels, and then missed one on accident and realized they were not. I still got all but one gem but I think it would be good to communicate this. Also, this is just me and not the fault of the game, but I found level 3 to be the hardest for some reason.

I love the concept for the game! I did run into one time where the mid air ricochet repeatedly kept targeting an enemy that I had already killed (I believe it was in the first level that contains corridors of red targets). This game was really fun, though, and I loved the mid air ricochet concept as a whole.

This is a great game! I really like the mechanic of swapping counters! I do wish it was indicated in some way that you can only have up to five cards, but other than that the game was amazing!

This game was very fun! I really like the screen wrapping mechanic and i would have loved to see more of it in the later sections, as it largely wasn't used after the first few levels unfortunately. Great level design as a whole, I really enjoyed this! As some other people have said, though, if you throw a box (or presumably the key as well) while close to the ceiling it will get stuck there, and if it gets stuck far enough in you cannot pick it up again.

Great job! This is a neat little game and I really like the minigames you added to some of the alarm clocks.

Thanks for the feedback! I am glad you enjoyed the game!

Yes, I absolutely agree. Unfortunately, we ran out of time a bit towards the end so we didn't have time to add much feedback anywhere :/ We may finish the game with some improvements and additional levels and mechanics after the game jam is over, as our original idea had much more to it but we ran out of time. If we do, we will definitely keep this in mind! Thank you for the feedback!

Thank you for pointing this out! I have added instructions to the game page now, we ran out of time to create an in-game tutorial and forgot to add instructions to the page yesterday. Sorry about that! 


Also, you can press Esc at any point to restart whatever level you are on. Hopefully this helps!

This game is a solid base, but it seems lacking in a few major ways. Adding some sort of audio to the game would have been nice, as the tension that this game seeks to provide is very difficult to get with no sound effects or music. Additionally, adding some sort of visual response to each input could make the game feel more fun, such as if a wire became cut in two after each input. One final thing that could be good and increase tension is simply making the codes a little bit longer and/or reducing the amount of time you had, as the player would be more likely to see that there is very little time left and be more stressed. That being said, this is a neat project and a fairly unique take on the story to set up diffusing the bombs, good job!

This is fun! It was a fun 30 second game and I really liked the "yay" sound effect at the end, I think that was quite funny. Solid game, it is nothing super notable but fun for what it is!

Actually, there is a slideshow showing what everything does! You can access it by clicking the "rules" button on the title screen. That brings you to a few pages explaining the rules of the game and what each building does. Hopefully this helps you!

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I tried to beat this and was unfortunately unable to get very far, but did enjoy the bit that I was able to get through. I think the gimmick of the sand is a great idea and definitely incorporates the theme well. I think the mechanics needed to be explained a bit better, though. I am still not fully sure if I understand the sand well, because when I throw a second sand grain at a block that is already falling because of one, it seemingly slows down the falling speed of the block temporarily, although only slightly. If this was intentional, it definitely needed to be explained in a more thorough tutorial. Another bug I encountered was at one point in the first puzzle after you get the first big block out of the way, I threw a sand grain onto the block on the right and then fell into the void at some point afterwards, except every time I respawned afterwards the block was already in a falling state from its starting position and I had to restart afterwards to progress any further. Additionally, the screen blinks briefly after death sometimes, and for a very inconsistent amount of time. I cannot tell exactly what is happening, but it looks like the player is getting transported between two different Y positions every frame until it settles on a stable position, if that helps at all. I'm sorry that I could not get very far to comment on more, but I really enjoyed playing this! Also, having an intro with a spoken backstory was fun.

This is fun! I like the concept, and I think the design of the ship (intimidating but you get familiar with it quickly) is good. One suggestion I have is to have the light make a little bit more impact. If you know where you are going, you can very easily keep the ship up as long as you want since the light is not a very harsh punishment for not keeping it, and it is far easier to just let the light run out. I think, if the punishment for running out of light was a little bit more severe, this could create a pretty stressful loop of resource management. Good job for such a short development time!

I am interested in participating, but I will only have a few hours to work on the game during the time period and likely won't have time for art (not much at least). Are games that just have colored squares as sprites accepted if I end up having no time to make art?

Great game! I love the concept and I feel like this is extremely well-made for the game jam. I think the later levels were a bit too difficult (at least for me), but the level design was mostly pretty good. I think it might have been good to do something a little bit different for the twist reveal though. I could not really see the player character when it was zoomed out, so I would recommend potentially zooming in and panning instead of the full zoomed out view, but I understand if you think that goes against the point of the reveal. Good job making this!

Thanks! I'm sorry that it got laggy. I know why it is lagging though (the tire marks), so I will fix that and release an updated version with proper size and that works on windows with less lag after voting ends. 

This is a fun loop game, although not super unique. It has a charm with the constant references to the developer though. The dialogue should probably only display the first time you start a level, though. Additionally, I could not progress past level 4. After about a minute of hopping around in loopie's hitbox and spamming J, I was unable to activate the cheat and could not progress further. I am sure it would continue to be fun if I could progress further, though.