This one was a little too chaotic for me, I was confused if I was meant to be racing the giant wall of mice or not.
I do appreciate the visuals, and breaking the televisions/interacting with the trashcans was satisfying!
I really appreciate the aesthetics and vibes. I was hoping for a bit more variety in the movement. For example, I feel that I rode quite a bit of platforms that were up-and-down elevators. I was wanting some variety in getting that vertical movement.
I did spend a lot of time praying I didn't fall, as I would've been very likely to stop playing early had I fallen and had to start over.
Overall, it was intriguing, and interesting! I think this vibe and aesthetic should be further explored.
I loved all the details in this one. The little fellas jumping when the level was completed; the fist attack having a wind-up, the attacks also moving around the collectibles, all great stuff. I'm glad you took it further than the basics in level one. When I saw that clerics were also an ally to have, I knew this was gonna be a treat.
The art/music was great and fitting.
Overall, this certainty fits the jam's theme.
Love the concept, was certainly self-explanatory.
It was a little frightening due to the good choice in ambience, enemy design, and art overall. Player character was well designed.
I think the idea can be explored further, and I echo some of the criticisms of others (the candle sprite; jumps in the dark). Overall, I enjoyed and appreciated it.
I love the atmosphere. The virtual museum concept is so cool. I really appreciate the loads of creativity in the environment design. Starting off fairly benign and ramping up the crazy was fun to experience.
I think I cheesed the space room by dropping the same item over-and-over, but I do see the puzzle concept, and it was neat. I actually made the sun so big, it encapsulated me and I was soft-locked. I knew that going into the bug, though.
Overall, loved it. I felt whimsy the whole way.
Very much self-explanatory! It was very addicting building up a zombie army.
On the first level, I was a little bored once I understood the mechanics. And I actually thought "It needs someone shooting back or something.." and lo and behold, level 2 was exactly that, and level 3 built on it further. Each level was more fun than the last.
The music was fine, but it was a little monotonous after a while. I think there needed to be additional sound effects, like the sound of humans being eaten, etc.
It was a very smart decision to have the camera zoom out based on horde size. I really appreciate that design decision.
Overall, very cool.
I like the set-up for this game, but I had a lot of trouble with it.
Playing on windows, it seems that the click-boxes weren't working as intended, and I wasn't able to progress past the second puzzle.
I THINK I understand that its a "match the pattern" game, although with the trouble I had with the controls, it was hard for me to tell.
I like the coal icons a lot, the distinctive colors make for good puzzle pieces. Overall though, I think the art could have been improved a bit, it feels a bit muddy and dark overall, but maybe that's the intention.
The extracted file was over 7GB, so I was expecting a little bit more. I would definitely see if something can be done about that file size in the future.
I was able to figure out the gist of the game through the title. If I didn't have that, I would have wondered what to do. I think a very small cut-scene of some sort would've help a lot.
Graphically.. this game either had an uncapped frame-rate, or is using very resource-intensive lighting, because my computer fans spun up when I ran it. I do appreciate the simple visuals, and I think they complement the gameplay. I think the environment design was good, there was just enough "clutter" without making the game too hard.
I appreciated the music, although the "wrong item" sound effect was a little grating after a while. I think it was too long and too high-pitched for a sound someone will hear a lot.
Overall, I like the idea, and I did find myself wanting to play more when it was over!
Graphically, it was really cool. Levels felt very thematic and distinct. Great use of assets.
As far as being self-explanatory, I had a lot of trouble rocket-jumping. I actually didn't really know what to do at the rocket-jump tutorial, until I saw the words "rocket-jump" in the game's description. Once I got it, it was super fun. I didn't use the katana much, other than to save myself from a few bad jumps. I think the whole game is playable without the katana. Would've liked to see more interactions with the katana and rocket jump, and maybe some destructible walls! Those were fun to destroy in level 1.
Also, I was able to cheese level 3's "death tunnel" by rocket jumping over it. Which is great, because otherwise there's no way I was making it through there.
I did have some freezes and a weird.. shiny graphical bug in level 2? But I believe that is due to the web version, and they were minor issues overall.
I thought this did a great job of telling a story! The tutorial was very by-the-books, and very understandable.
As a player, I did lack incentive to engage with any enemy. It was far too risky to attack, and much easier to run past. I'm not sure if that was the intention.
Also, there should be more invincibility frames after taking damage. That contributed to combat being too risky to engage in.
There were a lot of decisions I appreciated in this; projectiles not being hitscan, the thruster gradient, the overall color tones. Cool models as well!
I did feel I was able to cheese it by just staying on the left, but perhaps that was intentional given the amount of enemies toward the latter half.
I appreciate that night vision is just a bad green color, its actually pleasant to look through. I like the foundation here, although I wouldn't mind guns feeling a bit smoother to shoot, and items being auto-picked up when the player walks over them (kinda like Goldeneye 64). Overall, cool, shame you couldn't finish!
Unfortunately, it did crash on me, which was only frustrating because I was pretty engrossed in what was going on. There's a lot of fun dialogue here, and I was pretty interested in where the plot was going! Here are the crash details if you want to troubleshoot:
```
I'm sorry, but an uncaught exception occurred.
While running game code:
ScriptError: could not find label 'lostanumbers'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "//game/script.rpyc", line 2301, in script
File "/renpy/ast.py", line 1712, in execute
rv = renpy.game.script.lookup(target)
File "/renpy/script.py", line 1103, in lookup
raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'lostanumbers'.
Emscripten-3.1.24-wasm32-32bit wasm32
Ren'Py 8.3.6.25022803
RING/RING/RING 1.0
Fri Mar 21 18:28:23 2025
```
I really enjoyed this one! It has a solid loop, its a unique approach to tower-defense, too. I made it to wave 6 before the big guys got me good. The only thing I would have liked added or changed, is some sort of way to lessen the "corruption" effect. I like that its there, I just wish I could tune it down by about 20%
Fun! I did have to use low graphics, as the other ones were just too dark for me; could be my PC. Watching the hot ingot transform was really satisfying, although I did lose the ability to use my hammer a few times, and I wasn't quite sure how to fix it other than restarting. I could see myself playing this on a rainy night, drinking some hot tea.