Super cute game! I like the addition of the side quests, but I do think that the main quest should have been a little bit more complex, it feels like you find the golden key way before you're even close to finishing the rest of the quests. still, a fun game with some nice polish!
Truq
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Wow what a creative idea for the gamejam ;) I love the trolley movement, I wish we had done something more similar in our game! I like that it's multiple levels rather than randomly generated, you really have to get used to the layout of the store so you can start racking up those points :) Great submission!
I played this for far longer than I should have. very addicting, from the music to how it feels to mine blocks to how it builds up! i do think the solution that gets you to the end is a little boring but there's only so much you can do here, and it's satisfying to get to that point. i do think the ramp up could be a little bit faster. also, there's a very annoying behaviour where if you have a block on the second last level of the factory (the lowest level you can place blocks), and then a conveyor under it, there's a fairly high chance of getting blocks stuck there. i ended up removing the second last level and that really slowed down my progress. overall, amazing output for a game jam, shockingly addicting and i'm afraid of what you'll come up with next
Sooooo cute, dripping with charm, and the gameplay is more than engaging enough for this short experience! A few more levels even wouldn't have hurt (i'm not sure if it's level based or score based, but either way). I never quite figured out how to know how many "scratches" there were but alas. Great job, really fun game with style! Including a whole tutorial during a game jam is amazing and you picked a great way to do it, too!
Unfortunately echoing the same complaints as everyone else, but also the same compliments! The art has a very cute style (though there's very little avenues through which to enjoy it, since it's not like the enemies change)
In future, for a small scope game like this (especially for a game jam), it's usually better to really decrease time limits by a lot more, and increase the rate at which you level up. For a shortened survivors-like this unfortunately misses anything that normally would make it fun, which is the insane ramping up in both number of enemies and power of the player, and ends up quite boring even like 30 seconds in. You need more level ups, a higher ceiling for abilities and a shorter timer. By minute 4 I had already fully upgraded both of the weapons so there really was no reason to play any further.
Sorry to be so harsh about it but I thought I should be honest! It is a game jam so I can appreciate that this isn't necessarily your best foot forward, so I hope you don't take it too hard. Great work on submitting!
Echoing the other critiques about the heavy strike aside, I feel like there's a really interesting game lying underneath all this. If it were properly balanced, the way to play the game would be to stay far away from your opponent, and then swoop towards them at the last second, timing your strikes so they land during a cooldown for them. I feel like that basic component has some legs but the game here is a bit too simple to make use of it.
Thank you! The only thing that determines the score is how much time you have left by the point that you collect all the items on your shopping list :) It would have been nice to have some other stuff (like having to get a certain number of an item and being scored based on how close you got to that) but of course, can't have everything in a game jam :)
Unfortunately didn't keep my attention, I like the idea in theory and the presentation is cute, but it's way too much to keep track of and navigating the world is pretty annoying. Sorry to be so negative about it, this is really impressive work to finish in just 4 days! It feels like with a bit of polish and some more design work this could be really really cool, but in this form it doesn't quite work for me
i pretty much echo what squirrelbaffler said. fantastic vibes! it's a strange game because i felt that the longer the round went, the easier it got. i got to wave 5 (i'm the second "megabrain" on the scoreboard but it didn't seem to save my name) and pretty much failed thrice in a row because i was off by one a couple times. selling cards makes it easier (though i agree with squirrel that sometimes it can make it harder by throwing your memorisation out of whack, but you have time to readjust and usually i have one card that i have difficulty remembering that i can just get rid of)
cool idea but i dont see it having legs past a game jam due to its simplicity. which, really, is a great thing! it means you scoped extremely well and you executed beautifully. great work
Wow so well put together, it genuinely does feel surprisingly realistic for something so simple! I wish there was a way to skip the game playing timer, I do like that it encourages you to keep yourself topped up rather than just barely scraping by, but maybe having it be a toggle (perhaps one you can unlock) could be good for the future! I can imagine this being really fun when you can start making your decisions and clicks super quickly. Amazing work!
Great work getting a game up in time! I had trouble controlling this because every time your troops reach a location, they get unselected, so continually reselecting them was quite difficult. On top of that, if a big enemy spawns on top of you, you die immediately! There also isn't a restart button. It's cool that you added different enemy types though!
love the aesthetic and the vibe, and the game concept is pretty neat! it has problems with balancing and whatnot, but the thing that felt most annoying was that it was sometimes confusing why my units weren't attacking. i assume there's some sort of cooldown but it felt fairly long, and it felt like most of the time, my units would just walk away from an enemy and not attack, and once they're on the other end of the loop they can't reach so the enemy doesn't die for ages. maybe just a skill issue though. cool game!
Very very cool idea! Took replaying it once to figure out exactly what it was the game wanted for me but this is a very cool way of twisting the "Exit 8" style of gameplay, it's not just that you have to "spot anomalies" but that the game is actively trying to make you forget. I do wish it was more polished but I totally understand that this was already a lot to put in during just a short game jam. Nice work!
solid game feel, and i really love how the "bigger" collectibles look, it's very satisfying to collect them. the game takes a little bit to get fun, is fun for about two "runs", and then starts to be boring again.. there doesn't seem to be any good reason to kill enemies, it's better to just get a ton of fuel or shields and just ignore them, and once you're at that point it feels like there's not really any reason to keep playing. it would be nice if there was some other obvious reason to keep playing because it is fairly decently polished!
wow, very cool game! i really wish there were more indicators for how the game works, the belt buckle multiplier idea is really cool but it's a little unintuitive to figure out, sometimes you'll just get thrown out of a level without realising (until you figure out what's going on, which isn't obvious). it is very interesting to try and balance getting lots of loops with being able to actually reach your belt buckle. nice work!
interesting concept! there's definitely a solid game here, but the small number of puzzles and lackluster instructions are a bit of a disappointment. some sounds would be nice too! i managed to figure out how it works fairly quickly, but i think it's quite confusing that the "input" and "output" containers are on opposite ends of the screen when you're actually able to put the inputs and outputs anywhere on the collider. it might have been better to make the containers just be part of the tiles you place rather than separate. i did like how there was a little fact about quarks every time you completed a level though, very cute
really cute style, and i like the effect you get after a speed boost. it does feel a little clunky to play, it felt a little jittery (especially when you're moving quickly) and i'm not a huge fan of how the spider controls (after you loop around a bug, it seems to turn you 180 degrees, which means that if you're boosting you'll immediately slow down), but there's a lot of charm and potential here! oh, and i loved the dynamic music!
cute idea, i wish there were more obstacles, and that if you fell off, it would put you back on the track rather than resetting the game. i think that would encouraging improving each round and learning the track, rather than just going slowly the first 4 times. not only was it really easy to push the ghosts off, they also usually drove off the track themselves! i like the idea but it could use a lot of work :>
i think gmtk played this on stream! i'm gonna echo one of his critiques, which is that it would be nice if there was at least one other action that could be taken other than punching. i also don't feel that it really fits the theme, "looping" a level over and over is hardly enough when that's the main gameplay for almost every game. still, this is a pretty fun concept, kind of combining superhot and "free flow combat" from the arkham games and making it super duper simple. there's definitely potential here!
tough game, but interesting game loop (heh)! seems almost like the kind of flash game i would have spent hours on as a kid. the fact that the circles are moving towards the left of the screen actually makes this game a lot harder (and honestly a bit more annoying) because it means the loop you have to make has you moving your mouse much further to the left than you think, and once you're almost about to die it's almost impossible to actually complete a loop before your cursor hits the wall on the left edge. still, a nice game!
awesome! i'm in awe of people who can come up with such cool puzzles during a game jam, my brain would turn to mush. level 19 in particular made me laugh out loud and i enjoyed putting it into action. i do wish there was a way to skip the timer once you've done all of your actions for a run. also, it kind of seemed like level 20 was bugged? i unfortunately couldn't get past it, once i made the first character move to the right, they immediately fell into a hole. then, when the second character goes, the first character immediately disappears, so there's never a chance to spawn a platform underneath them (as in they disappear as soon as the game starts). nevertheless, very cool game!







