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tuunaa

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A member registered Dec 20, 2018 · View creator page →

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Thank you for the feedback! I hadn't thought of that, but it's a great idea. Currently we're considering a few changes that will hopefully make the categories more clear, but I think this would still be a good addition on top of that :)

Maybe certain card types have the opposite effect when matched, where the cards go to the other person 🤔 I would be careful with it though, because like I said, I think the simplicity is part of what makes this so great :)

Really interesting idea! It took me a bit to realize that pressing space would start the game, I think something about how the space bar is designed a little bit different from the rest of the keys (with the hole in the center) meant it didn't quite register as a space bar to me. Then it also took me a while to realize that I had to press keys randomly to find the ones that effected the pieces in play, but I appreciate that you made sure to add enough pieces that this had to be understood before the game started, so solid tutorial :) Unfortunately I don't think I ever got to the point at which I wasn't mostly just pressing randomly, what really threw me off was how many keys worked on the same type of piece, but only on one of that type of piece currently in play. Maybe in an expanded version, each key could be bound to a unique type of piece, and you introduce the new types more slowly over time. Almost like Cook Serve Delicious somehow. I loved the art, and the music was really really good too, though it was often overshadowed by the SFX playing from the keyboard. Overall I really enjoyed it though, and it was definitely one of the more unique ideas in the jam, but not so unique that it backfired. The solid UX and consistent feedback went a long ways in making it self explanatory. Great job!

It was definitely pretty easy to understand how to play, hahaha. The SFX were way too much IMO, very loud and tons of them playing over each other all the time. It seemed to be a game about building up as much momentum as possible, but the camera was so zoomed in that it was pretty much impossible to predict when you were about to run into something, which I felt turned it into an exercise of memorization more than skill. I loved the art though, and the immediate, constant chaos honestly impressive

Couldn't figure out how to do anything other than walk around :( A tutorial is probably needed, but I pressed every button on my keyboard and nothing seemed to mine the rocks or interact with the machine thing inside the house.

Super cute! We had similar concepts for our games, even down to the music layering in over time, hahaha. I loved the art, it all felt really cohesive, and the sound design and music was great too. The fact that all you have to do is move around is perfect I feel, a "use" button would have been redundant, especially with a jam theme like this one. I wasn't ever confused at any point with what I needed to do. I also appreciated that when you picked up the last item you could hold after getting the basket, the item would go into your hand. Super clear indicator that you've maxed out. You can really tell that you guys put a lot of thought and effort into making sure the experience was as smooth and intuitive as possible, and it really paid off. Just a really solid game all around. Fantastic job!

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I couldn't really figure this one out :( I picked up on the basic interaction of picking things up and swinging them around pretty quickly, but past that I was pretty consistently confused. I understood that there were some areas where I could combine things, but to what end I couldn't tell. I also didn't really like how it felt to move things around, especially when trying to bring them all into one of the little combination areas. The fact that they could get up and walk away, and would do so pretty soon after dropping them, made me want to move everything else over quickly, but if I did that then I would accidentally hit something, and the item could break. So it turned into a tedious little minigame of slowly bringing three things over and trying to wrangle them all into one place, and then doing the same thing again two more times to get up to the next tier, and I just couldn't really be bothered to see how far it went. A lot of the items also seemed to be created in a way I didn't fully understand. Some items you couldn't pick up, which felt strange, but the grass and the wood could pick them up, which felt even more strange. Then picking up the guys that had picked up an item would make them drop that item, and I was left wondering what I was supposed to do with the items that I couldn't pick up, as it felt like the game was telling me it didn't want me interacting with them at all. So I went somewhere else to experiment with another thing, and when I came back they had somehow converted into different items, which could have been a cool discovery moment if I had done it myself, but instead it just sorta happened. I also didn't really like how some guys would get deleted if you hit them on anything and some guys wouldn't, and I found it a little frustrating that there seemed to be so many breakable objects that didn't drop anything when they broke, as the game taught me at the beginning that breaking objects and picking up what they dropped was a key mechanic. There were just a lot of inconsistencies that made it more unsatisfying and difficult to learn than I think it could have been :/ I liked the sound design though, and I'm still genuinely intrigued by what's here, I think it just needs a little more time in the oven to make it a more straightforward experience.

Interesting idea for a racing game! It wasn't quite clear to me for a while that the tape on my horse was what indicated how many charges I had for the whip, and it took me even longer to realize that picking up candy would refill it. Maybe there's a better way to indicate that. I also really couldn't tell what the indicator on the left side of the upgrade screen was showing, and if that had any effect on anything. But other than that, this was easy to pick up. I like games where you get to go fast :)

I don't think I've seen this concept done quite this way before, where the bodies you leave behind can block your path in addition to acting as platforms, which is interesting! A game like this definitely needs some way to remove bodies though, or at least just reset/remove them all. It was interesting at first to accidentally block a path I was working on and have to make a new one to go around it, but eventually I reached a point where that happened and I couldn't continue forward because of it :( I also found the jump sound a little to loud, and it got old pretty quickly. I loved the music though, and the art was nice too!

Really solid card game. Honestly not much wrong with this, just very well done. I did feel the difficulty could have ramped up a little faster, or maybe the 2 player and 4 player rounds could have just been a little shorter. Other than that though, this was really easy to pick up and surprisingly tense once the cards started flipping quickly. Maybe for a full release you could add a couple more rules that you can add on the more games you play, but I think the simplicity is also what makes this what it is. I think it could be cool if the cards flipped over a little faster for each player that gets knocked out, at the moment it just gets easier the less opponents you're going up against. Great job!

Really neat mechanic. It was fun chaining together a bunch of arrows to kind of create a path for myself, though it took a little bit of experimentation to figure out that that was what I was meant to be doing. Getting yourself positioned in the right spot on the ground felt really awkward, I almost wonder if this concept would work better if it was designed around being able to move normally only while on the ground, maybe even with a small jump. That might help prevent accidentally touching arrows too, if you made it so that you could only touch them if you were in the air, as that was another pain point for me personally. The levels got pretty punishing pretty fast, I think I would have liked some checkpoints, or maybe just for the puzzles to be a bit shorter. But I really loved the mechanic, and I think it's definitely worth exploring further with some refinement :)

Fantastic game! I like how it was immediately obvious what the end goal was. The sound design was on point, however I did feel like at certain points the large number of different SFX playing over each other was a little overbearing. I also found that often when I was clicking the button, I would end up picking up a person or a thing that was sitting just behind it instead. It also took me a surprisingly long time to realize that anytime you picked something up, everything that you could use it on would kind of "bounce" to indicate that. Maybe a small additional sound with a little bit of panning could help draw the player's attention to that happening better? I loved the art, and all of the animations had a really satisfying bounciness to them. I also thought it was really clever the way the button drip-fed items to you, and the discovery of new mechanics and interactions felt really natural for the most part, which played a big part in what made the game so fun. Great job!

Really solid game! There's honestly not much to say about this one, I think the only problem I had was that it was at times a little difficult reading the colors on the sheep and matching them to the colors of the holes. Maybe if the sheep and the holes were made a bit larger, and the difference between the two greys was made a little bit more distinct. The sound design was great, everything had really nice feedback. For a jam game, I appreciated that it didn't really hard lock you if you "failed" a level, and still allowed you to keep progressing forward if you wanted to. The steady increase in chaos was perfect. Great job!

Really interesting concept! The platforming could definitely use a little better feel. Variable jump height is important, as well as a little bit of acceleration to allow the player to make fine adjustments to their position. Coyote time might help a bit too. I appreciate the position of the camera being kept so far above the character considering you're moving up for pretty much the whole game, but I think it would have been nice to have the ability to pan the camera down a bit if you held down. If you need to go back down at all, it feels very claustrophobic with how little you can see. I also think I would have preferred for the enemies to simply kill you and send you back to a checkpoint, the knockback doesn't feel great, especially when paired with a moment of helplessness while you watch your progress wash away. And I wish there wasn't a short cooldown every time you move a slide puzzle piece preventing you from moving it again for a short time, or maybe if it could just buffer your inputs or something. When you're only moving around the indicator, there is no cooldown and it feels great, but once you pick up a piece the cooldown makes it feel sluggish. I loved the art style, and the music was fantastic! I was able to understand pretty much immediately what was going on with the slide puzzles, I think the main menu screen helped prepare me for that really well. I also really appreciated that the camera would move to bring the slide puzzles in focus and allow you to better see where you were trying to get to. Great job!

Pretty well done vampire survivors type game! I might reconsider where the health and XP bars are placed. With them being so small and really tucked away in the corners, you have to really strain and take some time to find them and process what level they're at. With Vampire Survivors, the XP is a giant bar that you can see even in your periphery if you need to, and the health being placed right below your character means you barely have to move your eyes at all to see what health you're at. I also think the player character is too tall, and it makes its difficult to predict where your own hitbox is. Usually top-down action games like this prefer to have rounder hitboxes, as it makes moving vertically and horizontally equally safe. This was fun though, I really enjoy vampire survivors games like this :)

I liked this a lot, I was a little intimidated at first but there's enough feedback that once I started experimenting it was really easy to pick up. I did find it a little frustrating how often I seemed to get two elements touching each other that should have been able to combine but just refused to, but other than that this was solid. The screenshake felt really nice, and I really enjoyed getting some chain reactions going. Great job!

Interesting concept! The control scheme is very unique. I was a little confused by the tutorial screen, and it took me a bit to pick up what was going on, but once I got it figured out it felt pretty intuitive. Maybe there could be more clear indications on what interactions points are connected with what. I also found the game could be cheesed a little bit by clicking and holding on your ball while moving around, as that would allow you to basically still hit other balls with the normal force, but with the much more controlled WASD movement. Maybe WASD should be fully disabled while charging a shot? I loved the art, it felt like a callback to early flash games in a way, and I appreciated the variety of level ideas. I liked that one was designed after a pool table, and the one at the end was designed around causing as much destruction as possible, although I did think destroying the cars was a bad thing at first. Great job!

I really liked the concept of this one, and it felt really nice to play, although I wasn't a huge fan of needing to hold down right mouse for a bit before being able to use the punch. I get the idea behind it, but I think something about the way the interaction was visually indicated just didn't quite work for me. I also couldn't quite figure out what the wizard was for, it never seemed to do anything. I would love to have a little sound that plays when the level ends, and another sound that plays when you die, maybe paired with an additional graphic or animation. The difficulty picked up a little too quickly across the levels imo. I loved the sound design and all the interactions felt very juicy and generally seemed to give a lot of good feedback. Great job!

Really fun idea that I don't think I've ever quite seen done before! There's not much about this that I think was done wrong. I was confused by the movement at first, but it quickly made sense the larger the horde got. I think there could have been a more satisfying, bubble-wrapp-poppy sound and visual when turning a human (probably not a literal pop sound, but something that evokes that feeling). I really enjoyed this! Great job :)

Cool concept! I liked the art a lot. I never quite understood what the yellow thing I was holding was, or what it was doing when I pressed space. I also accidentally skipped the tutorial screen, as I was pressing space since that was what the first screen told me to do, so it took me quite a while to realize that I was sprinting from pressing movement keys twice in quick succession. For a while I thought it was random, and I think the fact that it would still activate even if you pressed a different movement key in between to two presses of the same key didn't help with that. I found the footstep sound a little tiring after a while. Adding some pitch randomization and even a couple other sounds to randomize between would definitely help a lot with ear fatigue, though I think the sound you chose might also just not be the best. I didn't really understand what was happening in the end screen, or the sudden change in tone with the music. I loved the rest of the music though. There's an interesting idea here, I think it just needs to be polished up a bit more.

A parkour game is definitely an interesting and ambitious challenge for a game jam! Unfortunately it didn't really feel that great to play to me :( The biggest thing was the amount of time it took to slow down to a full stop. The acceleration felt okay, if a little long, but when that amount of time is applied to the deceleration, it makes you feel like you're walking on ice and don't have much control over the player character. But it also felt like there was something more than that about the deceleration that was throwing me off, and after some experimentation I realized that, when decelerating, the momentum always pushed you in the way you were looking, rather than retaining the direction you were going when you stopped moving, which made it extra unpredictable and difficult to manage. The frequency with which walls pulled you into a wall run also felt too aggressive to me. More often than not, when I was just trying to land on a platform I found myself getting pulled into a wall run. The checkpoints bugged me too. One problem was that they didn't save your mouse position and reset it back to what it was when you initially reached the checkpoint, making it very disorienting at times when getting sent back to a checkpoint, especially with the monochromatic walls and lack of decorations to serve as waystones of sorts. Another problem was that they seemed to have the tendency to respawn you right on the very edges of platforms, making it really easy to immediately walk off without jumping unless you look down and realize you need to step back a bit. An increase in FOV would be great too, as I felt like I was spinning around constantly trying to understand what was going on in my surroundings. Overall, I would say it's actually pretty impressive what you managed to accomplish here! However, I think a system like this that requires so much polishing and testing might just not be the best choice for a jam :/

Fun little mischief simulator! I was a little confused at first by the vegetable indicators in front of the pot, I thought I had to pick them up or interact with them in some way that I wasn't figuring out. It wasn't until I went up and thought to bring the same vegetables down that I realized the indicators were slightly transparent, and were, in fact, clearly intended to be indicators hahaha. Maybe instead of showing 3D indicators on the ground, there could be a little bubble above the pot showing the vegetables you need, and you throw the vegetables directly into the pot instead? I also liked that you could dig out dirt underground, and I wished it was more mechanically involved somehow, though I'm not sure exactly how it would be. And it felt a little cheesable being able to break chase so easily by immediately digging underground. Other than those things though, I thought this was very straightforward and easy to pick up, and I really enjoyed messing around with it for a few minutes! You had a really clear theme, and everything in the game is there explicitly to support that theme, including Joe's face on the farmer which got a good laugh out of me. Great job!

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Absolutely knocked it out of the park on this one. I was a little confused at first, but picked it up very quickly all things considered. The puzzles were fun, the atmosphere and sound design were on point, the art was really nice, and I adore that you get a little sandbox mode once you do all the puzzles. I did find one bug, if you're holding a star in your hand and click a star in a slot that's locked in place, it'll pull that star out (the star you're holding won't fill the slot, it stays in your hand), and you won't be able to put it back in. But it was pretty minor overall. This might be my favorite submission to the jam :)

Thank you for the feedback!

Super fun! I thought this concept worked great for this jam. I've seen it done before, but not with the sort of battlefield idea this game has. The lightning spell was definitely the most useful, I usually got the farmers and the priests with the basic version and then picked off the knights with the upgraded version, but there were still some waves that required I experiment with other spells, which was great design. I had some trouble activating the stone spells in particular, but that can be expected with a jam game I guess. The drawing identification worked much better than I expected it to given the time you had to work on the game. Great job!

Thank you for playing! Appreciate your kind words :)

Fun bullet hell stuff. I really couldn't tell if there was a reason why I should be the letter instead of the paper airplane at any point in time. I also found the health bar really confusing to read, it definitely needs more contrasting colors to help convey what color represents the amount of health you have and what color represents the background of the bar. Movement could have used a liiitle bit of acceleration, as that helps you make fine adjustments to your position by tapping the keys, which is important in a bullet hell like this. And I thought the speed of the player's projectiles could have been made a bit faster, but I have a thing about slow moving projectiles lol. On the topic of projectiles though, they player's projectiles need to differentiate themselves from the enemies' projectiles through more than just color (although the colors need to be made more distinct from each other as well, and should probably contrast against the background a bit more too). Nuclear throne (my personal favorite bullet hell game) does this by making the enemy projectiles a round shape with a deep red color, and the player's projectiles generally rectangular with a bright yellow color. No way you can get them confused there. Other than those things though, I really liked this! I thought movement and enemy projectiles were at a good speed, didn't feel too slow, and I thought the difficult ramped up quickly enough to keep my attention, but not so fast that it became immediately overwhelming. There was also an impressive number of different enemy types with pretty bespoke abilities. Very well done!

Thank you!! Glad you liked it :D

This was mostly intuitive overall, and I liked the sort of non-traditional control scheme. I wasn't really sure for a while if the asteroids would hurt me. I also found the fires were kind of hard to get the right angle on, and when I did they sometimes took a very long time to put out. Sometimes fires would spawn on top of raised platforms, and I couldn't figure out how to put them out at all. And of course, the game could use some audio ;) But I liked it! Great job :)

Really fun puzzle game. I thought it was mostly intuitive and easy to pick up, but it seemed like some areas would be reset when a satellite got blown up and some wouldn't, with no indication on which was which. I also found the fourth level particularly unintuitive, it took me a while to understand that you could use two satellites at once, and even after I understood that I had a hard time figuring out exactly how it was supposed to work. It seemed like you could shoot a second satellite once one satellite reached a certain area on the screen? But there was not indication on where this would happen. I actually thought it was broken for a while and almost quit, which would have been unfortunate cause I really loved the puzzles that came after it. All in all though, it was a fun time, and I found most of the puzzles really satisfying :)

It took me a couple tries to really figure out what was going on. I couldn't really understand the tutorial screen, and while I picked up pretty quickly that you could drag the ingredients on to the plates, it took me a while to understand that you had to then drag the plates to the raccoons. Once I did start to understand things, I found out pretty quick that you could just stack everything onto one plate and then give it to a raccoon when you inevitably reached the minimum stats they were asking for hahaha. An interesting idea for a sort of "cooking" game, though I think it could use a little more time and thought in some aspects. Either way, great job!

Interesting little drink making game. I thought it was pretty easy to pick up, but the check button that you can click before you've put anything in the drink and the lack of feedback for when a drink was incorrect definitely confused me at first. I really liked the little guys, and the agreement at the beginning was clever, hahaha. Great job!

Very cute, I like the art a lot. The platforming felt pretty good for the most part, but the long acceleration/deceleration did make it feel a little floatier than I think it needed to be. I think I would have preferred if the stun on the enemies when you hit them was a little longer, or maybe a little clearer with when it ended. I found it hard to get into a good flow in combat, because it was just hard to tell when to attack. I loved the speed of the game, platformers should be fast and you definitely nailed that. Great job!

I was unfortunately left pretty confused by a lot of stuff in this game. I think there may have been some visual bugs at play, like the larger enemies would sometimes disappear after getting targeted, but there were also a lot of UX things that I don't think I fully understood. I didn't really get why the floor had a border, but then the same tiles that were used for the border were placed under enemies. The resource system involving the bar on the left side never really made sense to me. There was a button with two swords on it that seemed to skip a turn? I think? I didn't understand what was happening when the humans reached the settlement in the middle. I also didn't really like that I could only rotate attacks after placing them, and it definitely tripped me up at first. Also sometimes the archer just didn't seem to attack. But, once I started to get past that stuff, it did begin to become an interesting little tactics game. I think it just needs a little more polish and to have some more thought put into the UI overall.

The tutorialization on this was very well done! I maybe would have enjoyed a fourth obstacle type and for the obstacles to appear a bit faster too, the whole game was a bit of a steam roll. The ending really got me though. Great job!

This was really fun :) I love puzzle games like this! Everything felt responsive and was easy to intuit. I feel like a lot of interesting puzzles could be made around each one of these little guys, I would definitely encourage you to experiment with different level layouts and how their behaviors might interact interestingly around them. Great job!

I really enjoyed the art style on this one, captured that retro screen saver feel perfectly. I found myself pretty confused on how the construction worked for a while, I didn't realize the grey items were just indicators telling me what I needed to use, they looked to me like in-world items that I couldn't interact with for some reason. Maybe it could show the items in a little bubble only when you approach something under construction. I also didn't really like that I had to fish to find pretty much any of the necessary items after a certain point. There was a particularly bad issue I experienced with the fishing too where I believe it'll only give you the next item you need to use and nothing more, and it had given me a rope but the rope somehow landed under the grey indicator for a rope, and I didn't realize it was there. So I just sat there fishing for a few minutes, wondering why I wasn't getting anything hahaha. Other than those issues though, I really liked it. It looked beautiful and the atmosphere was impeccable. Good stuff!

Really fun puzzles. It was easy to pick up on what was going on, even with all the new pieces it introduced. I don't really think there needed to be a button to return to the map, I felt that sorta broke up the flow of the game a bit. I liked it!

Very cute and easy to understand. I felt the tutorial screen explained more than it needed to, and that actually made it more confusing. All I would really need to be told is the controls, and I could probably figure it out from there. I also wasn't a huge fan of the camera, I think I would have preferred a camera that follows the player around. I liked the art, though I feel the animals and the player could have used a couple extra poses to provide more feedback for what state they're in. I liked the way the walking looked on the animals, but for some reason it threw me off for the player, and so maybe an extra pose would help with that. I liked it though, and like I said, very easy to pick up! Great job :)