LOL. I absolutely love the extreme intensity of Henry's section contrasted by the serene calmness of the other ones. Made me laugh every time. I do think that this would've been a little better if it were easier, actually. I think dragging the items into the pot in Henry's part is one step too many, and the brewing could have taken place in the inventory itself, possibly by dragging an item onto another item. That's just my little nitpick though. Overall, good art, good sounds, good design, good idea.
toadmaster3
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Cute game! I loved the narrative you created here, very charming. I think it would've greatly benefited from a fast forward button though. Or just like a 'skip to end of day' button. As it stands there was quite a bit of waiting around for the day to end. Other than that, I thought this was genuinely sweet. I love the fact that you can drag the cows around even if you're not dragging them anywhere useful lol. And the music was great!
Neat concept. Reminds of Dave the Diver. There's potential here if you'd be willing to explore it! I unfortunately hit an annoying issue though where hitting spacebar just bumped my browser's scrollbar downwards, and despite doing everything I could, I couldn't get it to activate the shop, especially since you hadn't enabled full screen. I won't let that affect my rating though as I can see others below didn't run into this so it was probably on my end. Overall good job :)
Hahaha nice one. The whole time travel story got a good chuckle out of me. Rhythm games are always a fun time, and this is definitely a good rhythm game. It might've been good to utilise some kind of a better scoring system, possibly locking level progression behind a certain combo count, forcing the player to repeat a level if they didn't do so well. As it stands, you can just play the whole game without doing anything. Then again, maybe that kind of chill non-punishing feel is what you were going for, which is also totally valid.
Really great vibe! I could absolutely see this getting expanded into a Papers Please type game. There's lots of room to build from here. I will say, it's a bit of a shame that all that wonderful art has to clash with the basic font everywhere :D, but I get that that's the last thing you think of during a game jam. I also agree with the other reviewers that its confusing that the post-its from previous search requirements are left visible. I thought I was supposed to find someone who fits all the requirements at the same time because of it. But overall really enjoyed this. Thanks for the experience!
Thanks for taking the time to check this out! Yeah, I'll see about expanding this idea. There's already so many things I wish I had done a bit differently but game jam pressure will force you to deliver whatever you got. There is consequence for working past retirement age - Gary loses happiness every year - but if he's got a really good relationship/family or loves his job, then it sort of cancels out. If I had more time I would've playtested it to get it balanced.
Definitely could've used a better tutorial section to introduce the concept of the player having to count ammo in their head. I was confused for a while going like 'Where do I see how much ammo I've got??' before I realised that was the point. Once I understood I was all in though. Reaaaally fun game. Fantastic vibe. Charming art, music and sfx. Just a really great job and very impressive for a game jam.
I personally absolutely hate when a game makes me wait like half a minute before trying the combat encounter again. However this is definitely a very well made piece and I enjoyed it! The artstyle and music combine to create a really gripping atmosphere that locks you into gameplay. And I had fun learning more about the crazy narrative with each level. Great job!
Holy hell! How on earth did you manage this in time? Just when I thought the tutorial was over, it kept going, and going and going. I was pretty overwhelmed during my first runthrough but on my second I got the hang of it. Really like the idea with the knights you have to send to raid cheese factories. Cute, funny, and enjoyable. Well done!
Wow! My mind went to all sorts of places while playing this abstract piece. Are these facets of life that I'm switching between? Is it a commentary on the finite nature of time and how you can only do so much before you run out? But then I looked at the colours and shapes - specifically the red squares - and I wondered whether these are in fact emotions that I'm bouncing between? Perhaps anger, indifference, and joy? Really fun stuff. I like that you didn't adhere to the conventions of what games typically do well in game jams or whatever. You made something cool. Keep making more!
I enjoyed it overall! Personally I hate having to read through a buttload of text to understand a game but I get that with the time limit of a game jam it's hard to do anything better. My other gripe is that the explosion sound effect was way too loud. I was wearing headphones and I think my ears need medical attention lol. Overall fun time, cool art, neat idea
Like the others, I couldn't play this game properly because of some sizing issues, and it seems I wasn't able to enter full screen mode. I had to zoom into 200% on my browser and scroll the browser window back and forth to see certain parts of the screen during runtime. However upon doing this, I definitely enjoyed the narrative you created, and had a few chuckles while purposefully getting to the bad ending. Overall good job, and fun idea! I'm sure you've learned your lesson about the sizing going forward haha
Dang. That sucks that you got disqualified. Clearly you put some work into this and it's a fun idea. That said, yeah, the rules were pretty clear. If you were worried about your game art not looking good enough then it's always an option to go with some kind of a minimalist style. That has its own charm! Best of luck in your future endeavours
Fun artsyle! Feels like a mix of 2d and 3d. I think it would've been a bit more interesting if you hadn't included the enemy lock-on feature, and just had bombs fire wherever the player threw them. As it stands it turned out a bit too easy and I wasn't too incentivised to get excited about my upgrades because even without them, every hit landed.
Controls could have been made a lot clearer. Took me a while to noticed them in the corner of the screen. There's also quite a bit of time spent waiting for the character to get to places. Putting things closer together or increasing movement speed could have helped. Otherwise enjoyed the unique spin on the theme.
Fun premise! I could've used some better indicators for how far I was going to throw every object rather than figuring it out via trial and error. Also I didn't realise for quite a while that you can throw pretty much anything, as some objects like the tables and computers look like simple set dressing. It might have been good to include a tutorial section where this is demonstrated
