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!
The Feasty Five
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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!
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.
This is quite fun! I will say that the third level is extremely luck-based, and I think in most games it will simply be impossible to win, but other than the difficulty it is a fun game. I especially love that the gambler creates so much inception, and it really is like you are gambling with the amount of luck needed to play well. You did a great job!
Good job making this! It has a nice message/commentary, and also just an interesting and fairly relatable story. I think you did a good job with the difficulty curve and making the upgrades feel like they made the game worse from the level design (at least that was how I felt and I assume where you were going with the story) with how it is hastily added and the assets do not match. It lasted for a surprisingly long time. I am sorry that it broke, though, and I may come back and go through for the last story beat after the jam ends (I assume you've fixed it based on what you said).
I like this as a base for creating a rhythm. I think you chose a great way to condense a tool to make fairly complex rhythms into only a few factory machines. The way the splitters worked was a bit tough to understand at first, and wire connections also took a bit of time to get used to placing them, but other than that the tools are fairly easy to use. I cannot make music at all and do not have all that much interest in making music, but I imagine this would be even better for people who did know how to make music well. The concept is great, and the execution is about as well as you could have done within the time period we had.
I love this! It gave me the same vibe as This is the Only Level, except if it also had eldritch horror elements to it. By far my favorite thing about this (with no offense intended towards the gameplay) is the way the eyeball moves around in the background. I love the details you put in like that, and those, as well as the art style, give it a bit of a different feel from the other time loop games. Great job!
Another corpse game. Great job with this one, it is probably the best execution of a corpse game I have run into so far. The puzzles take the focus here, which is a nice refresher from most of the others I have played having a larger focus on platforming. I do wish there was a button to end the cycle and assume no input for the rest of the time, though, because there are some levels where you have to spend 10-20 seconds just waiting for the timer run out over the course of the level. I loved the level design, though!
I love rhythm games, and this is a great base for one! I like the concept of a VSRG that's not just guitar hero, and I think this could be improved to be an amazing rhythm game! I think you could definitely benefit from more polish, like the missiles doing something whenever you hit a missile successfully. Additionally, I think it would be good to have an additional distinction between the missile types, as if you have 2 missiles close to the opposite edges of the screen the gameplay feels a bit unfair. For example, maybe left and right missiles could come in moving to the left or right a little bit so you can distinguish them more easily, and some could come in faster as well. However, I think this current system you have has resulted in good gameplay, and it is a good rhythm game base, especially for the short time it was made in. I am not sure if you manually charted all the songs, but if you did, I would recommend taking out some of the break sections, as there were some 20 second+ periods in songs where I only had to hit one note every few seconds for that entire period, and some periods where the music didn't feel super well synced to the missiles. Great job though, most of the charting is pretty good!
Great job! It is very impressive that you made this large of a game within the 4-day period. I enjoy the time limit as an added layer of difficulty, and I wish it didn't become obsolete so quickly in the late-game. It took me a few rounds to figure out exactly how to get ore, so I would recommend adding a tutorial or at least something noting which block it is, as I just thought the ore blocks were extra-hard blocks. Once I got past that hurdle, though, the game was really fun and I loved using the bombs (Unfortunately even 4 bombs could not break the bottom of the map).
I love the art style! The controls are a bit awkward, and I ended up accidentally moving my cursor off of the game screen briefly, which ended up resulting in some damage, so it might be good to put the joystick a little further from the edge of the screen. Also, the arrows move extremely slowly and often miss because enemies move past the line of fire too quickly. Overall though the game is good, and I love the concept for it.
Also I ran into a (I think) bug where the arrows took up about half of the screen (the sprites got scaled up) for a few shots.
Nice game! It is a very cool wordle-like concept, and one of the more creative interpretations of the theme that I have seen. I am embarrassed to say this, but it took me 2 or 3 turns to figure out the colors. I would recommend forcing at least 2 of the words to be valid words, though, because I was able to "cheese" the game quite easily by guessing most of the common letters remaining at one point. I got it in 6 guesses first try though :).
I really like the simple driving format, if you had to turn manually this would be a nightmare to play. I also like the thought you put into every obstacle, as none of them feel cheap, since the fast cars avoid you and the children are very slow (sometimes I clear them off the road though :)). I'm not sure if this is intentional, but one time the white car just ran into me from behind. I just assume this is a bug because every other time, it has steered around me. Great job!
I like the gameplay loop a lot! It is quite similar to Mousewheel (You should check it out, I think it deserves more attention than it has gotten), but I think it takes a different turn with the concept in a unique way that suits the game. I believe the arcade style is the best way to do a game about looping around enemies, as a game like this could become rather boring if the difficulty did not ramp up. I do wish that enemies were forced to spawn apart if you were below a certain length, though. From what I have experienced, if you are unable to loop both enemies, it is extremely difficult to loop one of them quickly enough before your tail gets completely demolished by 2 people mining it. Other than that, the game is great!
This is a nice, quick little clicker game. One recommendation I have for you is to make the progression speed up towards the beginning (think of if the first 2 or 3 items you got made you breeze through the game for a couple minutes) and then slow down again. Also, the main reason I think people play idle games is to see numbers go up, so it is usually good to have very high numbers thrown around after you get a few upgrades (like in the millions). However, I like the project as a base and I do think you excellently phased the game out, making progress slow down slowly towards the end until you don't feel too bad when you reach the end and there is no more speeding up progress. Also, nice job picking SFX, they fit the game well and make it a lot more fun!
I think I understand how this works. This is a cool game base! It's a very loose interpretation of loop, but I definitely like that you did a "board game" type of video game. I also like the fact that there is just a shotgun for no reason. However, after playing a few times, the gameplay started to get a bit boring. I would recommend adding in something else if you continue this game, such as varying board sizes or time limits, just to add a bit more strategy to the game if it is harder to count the gems your opponent makes. Great job though, it's a charming little game.
I like the concept of this game, and the level design is... to be honest, it's kind of mediocre. The walls that you phase through are a bit annoying, and I kinda wish there was some indication of them (although I'm sure better art would help). The levels are well-designed aside from that. Also, the corpses are placed a bit to the left of your body every time, which makes pressing buttons far more difficult than it should be. Good job though, it's a solid base for a puzzle platformer!
This is a fun little platformer! I like the movement, it is very responsive. There was one jump that you were forced to use coyote time for in I think the 4th level (or around there), that was somewhat jarring because the rest of the game did not really use it much. I would recommend moving that level around to be later. Additionally, I feel like the cop hitboxes could have included at least part of their light. The game is very good though, those were just a couple of minor issues I had.
Great game, and this is a very creative interpretation of the theme! I love the main mechanic, and I am personally glad you did not add dying. I took 278 damage because I don't have a mouse, and I would not have wanted to die because of using trackpad. I also love the general vibe of the game. I think the boss has a bit too much health on its final shield phase, but other than that the gameplay is great! I cannot comprehend how you were able to make something this big and high-quality in 4 days (The art is great I love it).
First of all, that song is amazing. Also, this is a really neat concept and I think a lot can be done with it. I cannot think of many timed puzzle games, and that's a wonderful idea to have one like this. I think more needs to be done in terms of mechanics if this were to have more than a few extra levels (for example, road intersections and stuff like that), but the mechanics that do exist are solid. Also, I spent way too much time on this :)
We used Gamemaker. I am not sure why it crashed, I have never encountered that, but I also had not tested the windows build after making some last minute changes, so I will look into that. But yes, I just recorded a boo and asked my friends to give me their boos and then played them all together. Thanks for the feedback!
I have no comments. This is a peak game, with no flaws whatsoever. I do not know how people have not thought of this before, but some major game studio needs to buy this for millions of dollars. Seriously though, good job. The sound design is pretty good and the idea is perfect. I also love the vibe of the game.
This is a great game! I love the idea of signing papers as a roguelike, and, given the time constraints, I think this is about as well as you could have done. However, I would recommend adding more substantial upgrades, as the ones there are almost useless (for me at least). This is a really fun game though, I'm glad you were able to make this in 2 days.
Really fun game! I like the powerups and the "snake but on a loop" concept. I really have nothing negative to say about this game, other than just that it could have been a bit more creative and varied with the powerups, they don't feel like they do very much (except for the litter bomb) as it is. Good job though, it is impressive that you made this in 4 days!
I really like the concept of this game! It is a good idea, and has potential to be a fun multiplayer game. I hope you continue working on it. I did not enjoy the game very much in its current state, simply because there is not all that much to do without multiple people (and since the door took some time to open I ended up getting possessed before getting it open from the inside. However, it is still pretty fun as is and I think it will be great once it has multiplayer!
Great idea! I love the idea and the execution of it. The puzzles are really fun, although many of them are susceptible to moves that simply repeat many times and bypass parts of the puzzle that are (I think) meant to be interacted with. I would recommend having a turn timer, collectibles, or some other way of encouraging players to interact with the levels in a more thoughtful way to complete the game. Perhaps some mechanics that complement the looping and loop as well would be good, such as blocks that turn on and off every move in later levels. However, the game is still fun and requires a good bit of thought to figure out the puzzles. Great job!



