Really appreciate the reply, would have gone crazy not seeing a clean solution; now I'm sitting here like "Why didn't I think of that..." I think I convinced myself that splitting them all into their own tracks was going to be slower due to longer reroutes but clearly not. I think the systems are good; there's some learning and some tinkering, but I was able to get a pretty good understanding even without any direction from the game. Like for this level at first glance, one big ring through all the nodes looks like the fastest solution -- it's obviously not and I assume that's because the cars are slowing down the ones behind them as they spawn through nodes. This isn't a knock though, it's actually a good thing; I'm able to figure out the systems through gameplay instead of explicit guidance. Now obviously there's a balance to be had between the two, and that could be found through iteration, but even the presence of that dynamic is laudable, especially in such a short time frame. It's only because I got so obsessed with this game and that I like it so much that I've noticed some of the hidden, unexplained things (seemingly cars don't have to go through every node of their color, just return to the starting node) that both frustrated and intrigued me. The more I thought about it, the more this feels like Poly Bridge than MiniMotorways. I can beat a level with endless tweaking and optimizing, but sometimes you need to step back, scrap a whole idea, and start fresh, and that is very, very, very cool. Anyway, thanks for making the game and sharing it, if it's not clear from my rambling, it's awesome and I love it.
Velvet Overkill
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Really fun puzzle game, and by really fun I mean I put 5 hours into it lol. At least 3 and a half of those were on Traffic Lights, which I did manage to get (exactly), but it was inconsistent and would work once, but then not the second time. I'm really curious if you have your solution on hand so I could compare; I feel like I must have been missing something with this level. Fantastic job though, I got sucked super deep into this game. There's the obvious comparison with MiniMotorways, but I think beyond the theme and aesthetic, they play like very different games.
I love the dream mechanic; influencing the level geometry for your next loop is very engaging and a creative twist. The graphics are fantastic as well, I especially love the star wipe transition, it gives me GameBoy Kirby vibes. The level design is just maze like enough to be interesting, but not too much so to be overwhelming; I felt challenged to keep track of what path I was taking / where I needed to dream for progress, but never completely lost. Ladders felt a bit finnicky to me, I wish there was a way to go down them without the cycle of falling/catching with W rapidly -- there where a couple sections where I'd be on a ladder with a one block gap on the left/right and it was difficult to navigate through. All in all though, a great platformer with a super novel mechanic, nice work.
Short experience but very charming! The cycle of weapons couldn't have been a better selection; special shoutout to the ball gun, seeing those bounce around paired with it's sound effect was just fun to shoot. The mix of platforming and shooting on the parrot loop was my favorite part, actually pretty satisfying to jump spin and shoot all at the same time. Good graphical cohesion to embrace the whimsical vibe!
Really inventive take on a time loop platformer; the added layer of different blocks depending on where/how you die adds some novelty that bumps up the game for me. I enjoyed the creativity allowed between the options of normal platforming with wall-jumps, planting flowers, or using cloud blocks/launch pads. The controls felt pretty tight and intuitive -- wall-jumping was not frustrating at all for me, and that's hard to fine tune in a lot of games so kudos there. Only feedback there is that the jump feels like it has too high of acceleration; I felt like my character was snapping forward and gaining momentum out of nowhere, though it wasn't hard to control, just a bit jarring. I also enjoyed the small learning curve of the loop mechanic; at the start, I was placing a lot of flowers and reclimbing them, but then I realized I could just rewind back to the top and save myself some of the trouble of planting/growing. Art was super charming and cohesive, and the sound fit the mood perfectly, well done!
Formatting the deck builder on to a grid is a pretty ingenious idea; I like adding the dimension of not only picking your card/target, but also accounting for where you are and where you're going to be. Unfortunately, I got stuck on the card pick screen each of the five times I got there -- I'd pick a card and then I'd just see sky with no way to return.
I like the aspect of looking ahead at what pattern you need to press, then prepping on the control panel to execute. It's a cool flicker of the eyes from ahead to down to center, corresponding to the signs, the screens, and the buttons. Pretty sweet dynamic that adds another layer to the rhythm game; it's not just reaction, there's some short term planning involved too.
Awesome balance of mystery and intuitiveness. First run through I was kinda stumbling around and butting my head into walls, but the generous amount of trial and error plus the brief pulse of each box on trigger (this was a genius addition that tied the game together) gives enough info to the player so they can understand what's going on. I respect the commitment to the alien language even on the score screen. That thing with the teeth was nice though right? It was just coming to thank me for feeding it all the spheres?
Oof, yeah the heart was pounding with this one. Great sense of unease walking through the looping rooms, really set me edge just dreading what was going to be behind one of the doors. I enjoyed piecing together the story through small breadcrumbs, and it, along with some other obvious things, reminded me of PT. The camera focal length was quite high for a game -- it worked well to add unease during the intense parts but might have been a bit cumbersome for the normal navigation.
Honestly, crazy to put this together in such a short amount of time. Layering two uses of "loop" on top of each other in one game is really fantastic. I got some intense flash backs (in the best of ways) to navigating Brittle Hollow in Outer Wilds, especially on Level 3 where the custom gravity / looping starts to shine as you can take advantage of falling through the map. Pretty mind bending to wrap my head around all of the geometry at first, but once you get comfortable with the map and have ingrained some orientation, it's immensely satisfying. Kind of wish I had the dash/double jump from the start so the fun movement could start earlier.
A game that mixes corporate brutality with the precision jump-throws of smokes in CS2? I'm in. I had a good time toying with different strategies; I settled on tossing all the aliens in a pile behind me while shooting the fruit, tools, and recycling like basketballs across the conveyer belt, hoping they went into their buckets. When it worked, it worked, but then I'd look up, see 20 seconds left and realize I forgot to sort my aliens. This unfortunately led to my demise as I was recycled myself (the blood splatter caught me off guard but I loved it), but I'm excited to get some friends to hop on with me and see how far we can go.
Yo, this was actually so sick. I loved the finesse of estimating how long your tail was to draw a circle large enough that you don't get whacked, but small enough that you can still connect it. Definitely had a few tense moments of chasing my tail just one segment away because I lost one while drawing. And what a cool balance between offense and defense once; you can be conservative and body block the idol, but do it for too long and you lose the ability to loop a lot of enemies at once. I found myself going in cycles, looping everyone on screen, then rushing back to the center to defend against any straglers I might have missed.
Fun twist on the defense genre that makes you think in a different way! The ability to move in only one direction changes the gameplay in ways that shouldn't be underestimated. The little touches on the mechanics really added to the experience for me; the little bit of lag time where the wagon still fires after picking it up, the slowdown on the edges of the curve, the ability to body block some of the enemies -- all minor, but when taken together create a satisfying game.
Fantastic take on the theme, I really enjoyed filling out the map and the game does a great job of communicating the sense of exploration. It took me just a few minutes to figure out the mechanics, but they came easily to me after the first encounters and I didn't have any problems (other than wanting to succeed on every encounter and spending all my money). I prioritized the map filling ones the most, always choosing my best cards for scouts and intelligent creature encounters. The whole experience really harkens back to exploration/RPG flash games for me (like Frontier) with the modern deck builder archetype thrown in, and the soundtrack is perfect for that vibe.
Nice short experience, I liked how the dialogue provided was just simple enough to give a small glimpse into the relationship while conveying a lot of unsaid emotion underneath. Really loved the mix of 2D and 3D prerenders too; I actually found the rendered scenes quite beautiful in a nostalgic kind of way.
Yeah that's a good suggestion to help with difficulty. The pack is actually informed by a 2D rigid body beam on a center pivot that gets offset up and down depending on the load and leaning applies a torque to it. During testing it was definitely easier to have the 2D overlay on, but I didn't have time to implement a good visualization of it.
Pretty impressive scope for such a short time frame! I thought the environments were nice, and personally the assets meshed together for a unified feel. I was stuck in the house for a while not knowing I needed the backpack first, and I fell into some inescapable geometry in the mine; some wayfinding/direction (like your crosshair being an X instead of an O for objects you can't interact with yet) would be a nice polishing touch, but it's a jam and I'm sure you already thought of it. I apologize to my wife, but I did not follow the road; driving was honestly more fun than it had any right to be, I was whipping that lemon back and forth, hitting jumps, and crashing into trees like it was GTA.
Incredible work on the atmosphere. The sound, the mechanics, and especially the graphics come together very nicely to create a foreboding ambience. I especially loved the look of how the flashlight interacted with the environment, how did you go about creating the rain? This invoked a lot of the same feelings as slender and other games of its ilk, and I felt some real despair as my flashlight ran out of battery on a particularly steep incline, forcing me to navigate (unsuccessfully) by lightning (which also looked incredible). I thought the brief flashes of the whole environment were the perfect length, giving you just enough time to get some bearings but short enough that the mystery stayed intact.
Graphics are great, creates a really cool atmosphere. Though its a prototype, the base concept is appealing; grappling to go farther down is a neat twist and the controls made it pretty satisfying to build up speed. Set my mark at making it to 100, but I topped out at around 85 (damn Paul kept slowing me down, er, I guess slowing me up). Cool to see that even without a set objective there's joy to be had here.
Got sucked into this far more than I expected to at first (I like seeing big number go up I guess). The graphics are very smooth; the transitions and effects are all on point. After a couple of runs and tinkering about, I got a strat down that could go really far. Two ropes (or lil poops as I called them, endearingly), a spyglass, and some flowers and then just hunt for the 9 deck. Guaranteed a 16 draw after spying to ensure no mountain. I don't know what expedition I ended on but I think it could have gone forever. Really nice execution on the genre, the picking expeditions is a smart twist. 
Great work, pretty impressive scope and controls for such a short time frame. Everything worked pretty intuitively and I was able to pick up the system without issue. Pretty satisfying to nail a long range throw on to the ship, and it's nice that the hook can be thrown again quickly to catch cats that you see are about to fall off or miss the boat. Fun stuff!
Nice graphics and audio design; I love the splash screen and it sets the tone for the game really nicely. I felt like game speed was a little slow and lacking in feedback; the first run I had, I died in about 10 seconds and later ones seemed to last forever. Without a coin tracker in game, it was hard to understand my progression. The scythe throwing is fluid and satisfying though, I like the small moments you have to adjust your positioning on its way back to arc through more innocents.
Nice one button concept; the idea of emitting waves at the right time is a good hook but I felt like it could be capitalized on more. In the current game, you can just spam space endlessly -- but you already have a smart solution to it, the blue dots! Only allowing myself to go for one shot kills made the game much more enjoyable, and nudging the player in that direction through some mechanics would add more depth. It's genuinely satisfying to learn the wave speed and align it with the enemy speed; gearing the game around that more would go a long way. The minimalist aesthetics and vfx are great for the feel of the game, and with just a bit more connection between the ideas here, you'd have a complete package.
An awesome physics base puzzle platformer. There was a really good balance between planning and execution on most of the levels. My favorite part of this game is the fun amount of experimentation allowed. I had a few aha moments that are great in puzzle games. The first was on the level with one bone and two boxes were I used the bone as a catapult by throwing a box down on one end; the second was applicable to all levels where I stood on top of a box, jumped, then threw and released quickly. I imagine both of these were intended, but they felt "discovered" in a way that was very satisfying but intuitive. Very well done on creating that experience, it's hard to achieve. I wish there was a bit of leeway with death on held objects, mostly when you're under a box and you lift to drag it up. It doesn't feel like it should kill you, but I imagine implementation of that could lead to some difficult work for other interactions. The double spike level was indeed quite difficult, but I'm glad I persevered through it. Great stuff, you've achieved a lot here.
The art on this game is stunning, lost of personality and creative charm shines through. Kudos for making a local co-op game, it's a leap of faith for a jam and it works well here. Controls felt really responsive especially with the parrying mechanic, which is very crucial for this style of game. Sound design is on point and fits well with rest of the vibe.
The concept behind this game really has legs, but there's too many roadblocks in the way. Races are very slow; waiting 2 minutes for the slowest CPU is frankly too long and I alt-tabbed out most of the time. It's most glaring at the beginning when you can only afford two wide corners and the only interactivity is pressing accelerate at the start. Additionally, there's no incentive to build different tracks -- a rectangle with tight corners can be constructed by the third race and after that, you can win every time. I really like the sandbox idea, but when the optimal route is also the least fun one, it's hard to go past that. I'm hesitant to suggest adding mechanics because of course every game jam game would be better with more things, but varying map obstacles that force experimentation would go a long way to fleshing this game out. The flow between constructing and playing you've come up with here is inventive and fun, and with a bit better implementation, it would be really fun.
Did I know I had a lawnmower power fantasy until now? No, but I'm glad I got the experience. Really nice ramp up throughout the game, I always felt in the zone between things just getting out of hand but manageable with smart play and good shop timings. Changing seasons was a really cool mechanic and surprisingly realistic somehow? First day of fall is really chill, then all the leaves fall and oh my god how am I gonna rake all of this, then yay! winter is here and I don't have to maintain my lawn. Added a nice layer of depth and immersion. I got dinged for a few grass tiles I didn't notice at first hidden behind the house, and every once in a while there was a tile I couldn't interact with, but those were the only minor issues I ran in to. All in all, a pleasing tight package with fitting art and sound design, would fight against tyrannical neighborhood leadership again.
The constant spewing of shapes is a nice hook to the game, I had to balance spitting out enough to push shapes closer to the conveyor belt but not so many that it'd clog my route. I'm glad that failed boxes keep the shapes that are still inside them, that was a nice touch to make partial fulfillment still feel worthwhile. I think understand the intent behind separate clicks for moving and picking up to encourage more precise movement, but it felt a little clumsy sometimes and maybe a unified move and select command could work. To be fair though, I'm a chronic spam right-clicker from playing DotA and once I slowed down it felt a lot smoother.




