I also got stuck on the camera bit, which is a shame because I was really keen to see where the game went next! Would've loved a timer on the cards as they're about to swap, but really enjoyed the card game overall, it was really satisfying to win it. The atmosphere really added tension too. Great work!
WaitingGames
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Really loved the visuals and the retro music, took me straight back to the PS1 era. The handbrake didn't seem to have any noticeable effect when I was playing it, the car just seemed a little floaty all of the time, which made it really tricky. But incredible effort making a driving game with a minimap in the time you had, nice work, I know how long both of those things take!
Loved the atmosphere of this one! Sort of reminded me of Cube.
Found it quite punishing, I could've done with the hitboxes being slightly larger on the enemies, and the wall running kept slowing me down and dropping me in the paths of enemies,but the progression through the maze was a neat idea.
Great work!
Neat concept! Simple but effective, and you did a really great job of making basic visuals stand out.
I'm not sure adding time pressure worked, as it can be quite hard to find the numbers, even if you've worked out the puzzle, so just introduced frustration at having to replay levels, but overall I enjoyed it!
Really impressive visually, and I admire the ambition, but I think you might have given yourself too much to do with a platformer that has a whole combat system added on. Controls were really clunky and there was quite a lot of input lag in the web build version. Would've preferred just a really tight platformer. Definitely something to build on, though
I didn't seem to get any upgrades on my playthrough, maybe it just takes a lot longer? Enjoyed seeing the shadows of coat hangers flying through the air! Really cool main menu as well, though all the sounds defaulted to 0 for some reason? Really impressive getting fully animated models in there as well, nice work!
Really creative take on the theme! Took me a while to figure out what reflect was supposed to be doing but it all made sense in the end.
Impressive enemy AI, I noticed you could run away from them and they stop tracking you, which is great!
A bit more visual variety in the backgrounds might have been good (rich coming from me when I made a monochrome game, I know!) but it's a small thing, the enemy variety made up for it.
A really impressive effort!
This was fantastic! Getting those triple-slices in felt great. The turn-based element gave it a nice strategic touch.
I did sort of softlock myself with the cage level, but was happy to replay it and figure out where I went wrong.
Think there's loads of potential in this for a more fully-fleshed-out game with different enemies etc.
One of my favourites in the jam, well done!
Really enjoyed this one! Being the maker of your own bullet hell is a great twist. Loved the attention to detail as well (the arm moving with the recoil and the crosshair lerping to the mouse position gave it a real sense of weight). I think the upgrade mechanic works really nicely too.
Honestly not much I can critique, one of the best I've played this jam!
Thanks so much for playing and for the great feedback! It's actually a 3D game made to look 2D, just because I've never made a 2D game so wasn't sure how to scale it properly. Ironic that that's what's made it fall apart for you on your ultrawide monitor haha.
Really appreciate you going back and giving it another shot though. It definitely needed an options menu, just ran out of time as you said, I only had the weekend to work on it. I definitely could've put the controls on the main menu though, that's a great point that I hadn't considered about game jam games. Will bear that in mind for future.
Thanks again for playing!
Hey, thanks so much for playing and for the feedback! You're absolutely right, it falls apart a little bit due to the level design. Wish I'd had a bit more time to test ideas (like stopping the player moving if the enemy hit a wall etc) to prevent some of the mechanics being exploited, but was too excited by the idea not to try and make it in the time I had.
Thanks again
I can't believe how much you guys got done in the time! Seriously impressive, and there's loads of potential in this idea.
As you've pointed out in your description, it's a little text-heavy at the beginning, especially because you've made it all fairly intuitive in-game. But I really don't have any other complaints. The mechanics all make sense and there's plenty to think about tactically. It's got a great aesthetic and the characters' little victory speeches are great.
A really impressive entry, well done!
Really liked this! The challenge ramped up nicely and the mechanics felt good. That last level gave me a hard time but I stuck with it past the ten death mark, which is always a good sign!
The camera zooming in and out was a really nice idea, but maybe stayed in too close in certain sections and caused a few inadvertent spike-deaths. The space bar not being jump also caused a few accidental deaths...
Overall really good though, lots of fun! And I loved the aesthetic





