Hi,
We are grateful that you felt so positively about our game. I will need to remove the linked video. The Tidal Bout team is unanimously in favor of more diversity in media, and we don't want to associate the game with culture war content.
Maybe it's nostalgia, but I loved the setting, It seems like you went to great lengths to create the atmosphere of a supermarket (from a kid's perspective) with the ambient sound and texturing. And this is totally the kind of game that a bored kid dreams up on a dull shopping trip with mom and dad.
Based on the previous comments, it seems like you're aware of some of the gameplay jank - but once I figured out the "shift-to-stop" trick, this was a quick, breezy, fun entry. Nice work!
I have seen so many polished, rock-solid pico-8 games from you that I sometimes take them for granted. This is another one with the signature Achie charm and craftsmanship!
I love this concept, and your implementation is really satisfying - particularly the scoring. If I could have any quality-of-life changes, they would be the ability to see the rules alongside the gameboard (so I can stop flipping back and forth) and maybe a "par" score for a generated level, so I can guage whether I am improving over time.
But without any changes, this is a pico-8 gem! It was one of my most-anticipated entires, and it did not dissapoint! I continue to be a big fan of yours!
This is so cool. This is my favorite design that I have seen in the jam so far!
I love how seamlessly you transition from visual novel style dialogue directly into combat. I love the unique turn-based positioning and swapping combat - which also hits the theme out of the park.
Obviously this is incomplete, but what you have here totally rules. Incredbile work!
This is a tough game to rate. It seems like you set out to make a faithful PS1 RE-style game, and I think you achieved that goal! A lot of my annoyances with the controls and design are products of that early PS1 era, rather than something you did by accident.
This is definitely an impressive entry. The atmosphere is appropriately spooky and it seems like you did a ton of modelling and texturing in only a few days!
I don't think I'm your target audience for this style of game, but I'm glad I played it!
I love this idea! Maybe this was just too hard for me, but I got super stuck on the level with Friendly + Social + Loud + Grumpy. It felt like I tried every combination of positions, and couldn't hit that 700-point target. I do appreciate the fact that there is no explicit tutorial, and you're expected to figure it out through trial-and-error. But my main QoL ask would be for the ability to remove ghosts from plots (placing them back in their original spots) so you can more easily check the symbols for different pairings without submitting for scoring.
Mechanics aside, this whole package is very nice! The art is cute, the ghost voice-over is really fun, the sound + music fit the aesthetic well, and you nailed the theme. Great work - I am a huge fan of Acorn Jelly as a team!
Great aesthetic! And I loved the extra work you did to make the game feel like a late 90s windows app. Even though this kind of sliding block puzzle isn't my favorite type of game, I had a blast clicking through the menus and taking in the atmosphere. The stock sound effects were a hoot, too!
It did seem like there were a few stages where the boxes could wrap the screen in one horizontal line, but not another - it might help to add a visual indicator if this is intended.
Obviously this is a triumph - I wish I had enough time to offer a sophisticated critique of the core mechanics, but the polish and complexity here is incredible. The first 5-10 minutes totally captured my imagination - I loved the intro that cuts to a slow-mo title during a fall. I loved the modular control/inventory grid as a concept. And I loved the richness of the world. The art and sound is top-notch (as always). Great entry - this is at the top of my list of games I want to come back to after ratings week!
You packed a lot of detail into a jam game! The title screen that pans down to the first stage left a great first impression, and I love the color and font choices you used.
The lasers, mirrors and keys were a little bit abstract-looking. It took a bit of poking and prodding to understand what each piece was an how it worked. But this is a cool puzzle system.
The gravity flip felt a little out-of-place. It added some "outer-spacy" flavor to the movement, but otherwise it felt like it was mostly interchangeable with a big jump in the few levels I played. And there were quite a few rooms where reversing the gravity shot me off into space, never to be seen again!
This is a very impressive first game! The code feels super solid here - you combine platforming and drag-and-drop level-building in a way that's pretty intuitive and totally free of jank. Well done!
As a few other commenters have pointed out, the difficulty has a massive spike after a few levels - but what I did manage to play was super polished and fun!
This is neat! The digital wireframe neon aesthetic looks great and cohesive, and the music was groovy!
I like the idea of adding some hostiles to a Portal-style first person test chamber, and it was awesome to discover how polarity interacts with enemies. This was a really cool take on the theme, and it really seems like you went out of your way to make something unique.
I do wish the levels were a little more compact - you need to walk a LONG way just to find the locations of the enemies, blocks, pressure pads and doors. It felt like I was spending more time in transit than I was actually solving puzzles.
Good take on the theme! Maybe I'm wrong here, but it seems like you are actually applying physics to the blobbies. So this isn't just a turn-based puzzler, but you can also rotate multiple times in succession to redirect your lil guys in flight - which is cool!
The "block" texture takes up a huge chunk of the screen, so I wish it was a little more interesting-looking. But for every so-so piece of art you have, you also have something iconic and weird like the creepy gnome!
Nice work!
This is obviously not a finished design, but the bones here are cool! I think you could make some pretty neat puzzles (or immergent gameplay) using this ecosystem you have built. And I know turn-based games and animations are both hard to build - so congratulations on getting this over the finish line, and I am looking forward to your future projects :)
This is so funny. I love this so much. The art looks awesome, the absurdist premise is really good, and the voice-acting kicks ass!
The process of moving the cursor around on the Bean Machine is really satisfying, and the code behind this is obviously pretty sophisticated! As a game, it's not super fun to play - it's kind of like flipping through a Where's Waldo book with some colors that look kinda similar. But as a complete experience, this is wonderful! Nice work
Cool idea! I was a huge fan of your Pocket Change game for the PP Community Jam, and it's neat to see you take on a different genre. I also appreciate that you created two wildly different modes with the same basic system.
There was a pretty good number of good-looking sprites and animations here!
The explanation that the man is so weak that HE WILL DIE if he makes contact with anything made me chuckle when I read it, and then again when I died by walking into a wall.
The hitboxes were a little unforgiving, so this was a little difficult to play. It would help if there was an "aim" line that showed the path the man would follow if you barked. And I would be more excited to play a version of this where the dog and man both move faster, and you have to evade enemies that chase and corner you.
Nice work, and very impressive for a 13-year-old!
Delightful! The lo-fi beats are sweet and relaxing. And there is some sophisticated logic behind the scenes here to determine the layered rendering of objects on shelves or under furniture. I would imagine this is partially inspired by UnPacking - and I really loved your take on the theme. Nice work!
This is a great concept! Seeing the staggered swap buttons on the second stage really wrinkled my brain. Once you figure out how to focus on a single lane/color and reroute from other lanes, it becomes more of an execution challenge than a problem-solving challenge, but another pass at this to add a more aggressive time limit, (if there is one at all) or some other element to reward players who can juggle multiple lanes would go a long way. I really had fun with this! And congrats on having a clear and functional UI in your very first Godot project.
The pico-8 release of Crossgunr Infinite is one of my most-played carts ever.
This new version is immediately really fun. It's not super clear how I am supposed to use the spear. Should I HOLD the button, or just tap it? Is it supposed to clear the screen/destroy enemy bullets? Or just serve as a finishing move to defeat an enemy and clear nearby bullets as a result?
I found that was an overwhelming amount of stuff on screen at first, and the FPS was pretty inconsistent when the screen was full of powerups and bullets. I am using a relatively low-spec laptop, but it does have 12gb ram, and I can typically able to play modern 2d indies with no framerate issues.
I am so excited to see your continued updates on this project! My best score on the demo stage so far is 5.2 million!