We wanted it to be a little bit janky, but we may have gone slightly overboard :b
Glad you liked it either way!!
Thanks for the feedback, we will definitely consider it when polishing the game!
I admit the ranking system is in need of reworking - there is a time bonus but it is veeery small, and the best way to get S rank on the upper and right level is to score with a ball in both goals and hitting all the rats (or to get a perfect dash many times cos it gives +50 points). The arrow critique is fair too, since it was just a debug tool we used and didn't have time to change it for the release :b
Such a simple yet engaging puzzle game, and such good level design! I think you nailed the difficulty on this one - it's a bit mind bending while still not making me frustrated at all, probably due to the only punishment of "bad play" being a lower score. Speaking of which, I really liked the score system, and getting 100% on a first clear felt super satisfying, ESPECIALLY the few times I got more than 100%!!! [:
While the gameplay was super nice, I think that with a bit of polish on the presentation, this could become a great puzzle game! The music got a bit repetitive after a while (good that you had a music toggle button tho), but otherwise I really liked the sound effects in this game! The simple visuals did their job well (especially when the screen changed color), but I think that with a bit of juice, e.g. blocks squishing and stretching when they move + light screen shakes, it would become even more fun!
All in all a great puzzle game, especially for the time we were given! Good job!
How nice! I'll play yours too now, here's mine!
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638
Such a very nice comment, thank you very much!! I'm glad you seem to have enjoyed the game, and that you went outta your way to score a goal as well heheh c:
Making Bertil be able to walk around for more precise grass cutting is a really nice suggestion - we definitely want to avoid frustrations over missing the last few pieces of grass!
I really didn't expect to find a fnaf style game with the prompt we got, but I'm surprised you managed to make it fit!! I liked the ambience from the audio and the pipe sounds, and think that the spotlight definitely added to the visuals (even if it maybe coulda been darker around the spotlight to make it scarier heheh). I also thought that it was a nice challenge to go from turning the pipe to checking the camera, to then quicky shining the light on the door if the hare was close [:
After trying to speedrun the game (from your post on a thread heheh), I realized that I could keep turning the wrench while looking at the door (which I assumed was intended since I think the wrench sound got quieter?). Abusing this unfortunately broke the immersion a little bit, and made looking at anything else than the door redundant. I'd highly suggest to take that feature out to make the gameplay feel more intense :b
I enjoyed playing the game tho, and it was a really creative way of interpreting the theme!
I didn't track the time but I managed to beat it very quickly once I figured out that you can keep holding the button to turn the wrench when staring at the door, and then it became a bit too easy hahah, I will post a full review and rating soon!
Here's my game if you're interested, it has a timer for the levels :b
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4713638
Switching between defeating incoming enemies and stirring the cauldron is such a great idea, and a very creative take on the jam theme! The visuals were also really cute, and I really liked the little witch [:
I also liked how there were different cooldowns for the different attacks, and I found it fun to switch between them to try strategies out! I think that the bomb was a little bit strong though, but I can absolutely see this becoming a really cool system with some polish and added upgrades! I liked that you can still get points after beating the game too, and it would be even cooler if the enemies started swarming you more and more!
Close to the end of my run I realized that you can stir while shooting as well, but I think the game would feel a bit more intense without this mechanic (and I believe it makes more sense hahah). Although, I kinda like the concept of having part of the screen covered as a debuff, but it might be tricky to make that feel balanced :b
All in all I really enjoyed defending and stirring the cauldron - great job with the game!!
Also nice pfp, all hail Shadow B)
The art in this game was so very cute, I really liked it! I thought it was gonna be easy to get a good ending after the first few alternatives, but then the answers started to become sillier and harder to predict the outcome of - which I really liked!!! The way the character moves around nervously while choosing answers is super nice, and the desperate answers were hilarious hahahah
I think it is intended, but on some choices, both alteratives are the same (e.g. for "Cool! What's your fav genre?" and "Whattt" shortly after that). I'm guessing the intention is to steer the conversation more linearly, but it would feel a bit more polished to only have one choice box for those situations :b
It is regardless crazy that you made a game with so many branching paths, and none of them overstayed their welcome - the game is the perfect length for a game jam imo! Great job [:
I really like the simplicity of this game, and how easy it was to pick up! It's awesome when puzzle games can have flexibility with their solutions, and this is definitely a good example of that [:
I also really like how you can rotate the platforms while the bat is moving, so you can tweak them on the go! I bet that can create some really cool situations (and skill expression!), at least by making it clear that it is possible :b
Great job with this game, I really enjoyed playing through it!
This brought me back memories of playing flash games! The sound effects and music were really funny, and even made sense with the game's name heheh :b
I also thought that the movement felt reeaally polished, and maneuvering around the stage by propulsing yourself away was definitely a highlight for me!! I can't shake the feeling that applying this movement to a speedrun game could become such a banger! Great job [:
I really like the style of this game! The main character is great too, and adding a blinking animation goes a really long way to make the character feel like a living part of the world! Getting launched with the canons to the next area, as well as the background hills really reminded me of playing New Super Mario Bros for the DS and Wii, so that gets nostalgia points from me [:
The movement and platforming felt pretty good, and the trail effect was really satisfying when reaching high speeds. I kinda wish that there were more bouncy mechanics, as it fits spin tops, and could add a lot of cool ways to clear certain parts of a level is designed well. I think that going for slippery movement is a nice choice, but I kinda wish it was sliiiightly less slippery, and that there was a little bit more air control :b
All in all this was a great entry and I enjoyed it a lot, nice work!!
This was such a cute game, and a really cool idea with the game theme!! Seeing them spin away in their wheels was fun, and I really liked their animations and personalities as well!!! I understand it was likely due to time constraints, but with some music and sound effects, I can see this becomming really addictive and fun in a future version!!
I'm not sure whether I was doing it incorrectly, but I could not see the abilities each of the hamsters had? Not a major issue tho, since they had plenty of personality and I kinda could infer what they did from that hahahah (the green guy running like crazy was a fun idea heheh).
All in all, I had a nice time putting the little guys in wheels! :b
Very cool visuals, I really like both the tornado and the player character!! I got around 3000 in score, and thought it was pretty easy to stay up once you got the hang of riding the tornado :b
I think that this has potential to become so fricking cool by adding some kinda tricks with sound effects that you can do while riding for extra points, or some kinda items that trigger some event to spice up the gameplay [:
This was such a cool game to play through, I can totally imagine how awesome it would be to see a full version of this with more polish and time! I thought the presentation was lovely - the sunset outside with the music was such a nice vibe, and it felt intense when the drums kicked in after triggering the meltdown!
Personally, I think that this game would benefit from doubling down on making the spinner feel a bit more "slippery", and design stages that allow players to exploit that. Right now, the player has a bit too much control over movement, which is uncommon in these kinda platformers - a great start would be to experiment with using accelerations and velocity, instead of input simply adding values to the player position (especially for air control, as right now it's easy to overshoot the platform you wanna land on)!
I also think that the wall slide/jump was a really fun mechanic, but it was a bit unpredictable and could break level design (which can be really fun, admittedly). I think that making so that it launches you upwards and away from the wall would be a bit easier to both design levels for, and to learn as a player!
Also I have no idea if that's the inspiration, but I remember really loving messing around with the spinner item in Zelda Twilight Princess, and this really reminded me of that [:
How I love the n64 aesthetic, and this game captured it really well! The visuals and mc design are super nice, and contribute so much to the vibe of the game! I thought that the mechanic of having to shoot enemies with the opposite color is really cool too, and makes you think before you shoot instead of getting away with spamming a shoot button [:
Movement in these kinda games are always a bit tricky to nail, but I think that the movement was in general pretty nice! If anything, I think that the jump could have been a bit faster - when I look at Spindo I imagine he springs up and then falls down kinda heavily :b
I understand that time constraints were tight for this, but I think that the player experience would be really enhanced by adding some kinda music or ambient track as well. All in all, I really enjoyed it, and I love to see these kinda n64 style games!
I loooooove the gameboy color aesthetic (I'm a big fan of link's awakening)!!! It's amazing to see how well you managed to replicate it with the visuals, music, even the aspect ratio... just perfect presentation! It's such a super cool take on the theme as well, and I thought that using the background as a "charge" indicator was super cleve! Very fitting for the game, and quite Earthbound-esque :b
Y qué chulo ver un juego en catalán, BONA FEINA!!!
Such a cool twist of the jam theme, I really liked it! The visuals were nice, and I especially thought that the audio was really well integrated, and the general atmosphere was just very cool [:
When I failed with the alien girl I thought the announcement screen was really nice as well hahah, I don't regret letting her through for that :b
This was such a trippy but pretty fun experience hahaha, having the wobbliness was a fitting touch for a game like this, but it was great that you included an anti wobble as well! The sound effects that I assume were voice recorded were really funny too, and definitely fit the feverish vibe really well (and they made me wonder whether the other parts of the pinball machine are reincarnated humans too, stuck in purgatory hahahah)
I'm glad to hear you liked it!! I used Vital, and mostly messed around with putting LFO on the pitch to make the sounds go up or down. For my charge up sound I used two LFOs on the pitch so it would feel like it was rising and pulsating at the same time [: (Although the sound maybe became a little sharp heheh)