Glad that you enjoyed! We've been accused of using the same trapezoid+head placeholder art design for years. Finally, its time has come to rise to the top, and feature in a game with explosions! We'll check out your game momentarily~
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Pokemon Black and White provided a little bit of aesthetical guide for how to handle the camera. Perhaps in a larger scale game, we can do the projection more justice; this little game jam game has a lot of enemies clipping in to the walls! Still, feels like it came out pretty nicely. Thank you for playing, and for your detailed comment!
Getting a smile was our goal!
The, "you get one definitive action" design decision looks like one of the common ones this time. Thinking about that kind of mechanic led naturally to one, big, earthshattering KABOOM. Go get 'em!
The puzzles themselves are pretty great, and it feels smooth and the music and sound jingles are delightful. It is a tinge frustrating to do a lot of a level and run in to a deer that you're trying to flip, though, and it was a common occurrence. We stopped playing after a pretty fun puzzle level due to running in to the same deer four times, eheh.
You have a really smooth-feeling game, here. For the first bit of playing, the groovy feeling of the shooting sound almost sounded like an intentionally designed song; it's just such a good "thoop thoop thoop". The way enemies in the correct palette light up is really appealing, too.
Our core complaint comes from the amount of health the enemies had. It feels like they can take a lot of thoops before going down. We ended at a humble 680 points, although we're guilty of testing out the hitbox too much.
Thank you! We spent a bit of time watching some explosions from the reference material, and had couple friends give some small bits of advice. It wasn't a collaborative work, but in this way explosions brought us together a little more.
The environment stuff started as the same pixels-per-meter sizing, but ended up getting squashed and stretched and such. In the end, left it as it was in the original draft. We'll work on environmental art more in the future. Thank you for playing!
Thanks for the quote, and the full feedback! We had a reel of Megumin's explosions on, to give the game that extra Animu-punch. Perhaps for next jam we'll be less derivative, but it was nice to revel in such raw, crimson power.
The two sizes were mostly to fix a small, silly problem with the game. Originally, all the frogs would jump at the same time, which overlapped the audio clips. After spacing out the small ones randomly enough, sometimes the frogs would be actually impossible to hit at the same time. So, big frogs, with their own timing! In hindsight, using something other than raw randomness would've also fixed it, but then we'd be in a world without big frogs which is objectively worse.
Goin' full Gameboy is certainly novel! The core mechanic of only being aware of one enemy at a time is a great use of the game's theme, and the core way the game plays fits that well. We wish that there were tighter corridors for the enemy to come down, though; since they can come from anywhere, and through walls, we didn't really form a strategy. Trying to play by flipping between ghosts and popping them as they come is only somewhat more effective than spinning in a circle and shooting.
This was a charming game, and it's nice to hear that you were able to round it out! Only caught a teensy bit of you streaming its development.
This is a pretty impressive RPG combat system! The way the theme is held to is really nice, and the combat puzzles are really fun. We ran in to some sour spots with small bugs, like enemies casting first if the previous one was defeated by a DoT. The oddest one is that the "your power + your teammate's power" spell seemed to stack in a strange way with fireball, resulting in 100+ damage being dealt just by passing the turn. It was a fun game, and we gave it a twice over.
The game plays pretty well, and it's immediately pretty fun to commandeer a new set of legs and go for it. The last level, while pretty tight in its ordering, shows how fun this mechanic can be. Wish that there could be more puzzley spots like that!
Our largest complaint is how slow the rope-like enemy takes to retract. We spent a decent bit of time waiting for it to come back to us for swordinating purposes.
We got a humble score of around 218, and earned a very tired pointer finger for our troubles. The interactions are cute, and you have to be quick to figure out a way to handle the Elementals. A few things do feel a little too much out of our control, though. Fire enemies will often charge near the ice, and water enemies can be very difficult to push in to the right area. We're not sure how we'd make it easier to do so, but it's a little funky.
The music loop and general feel of the game were good, well done in that area!
Graphically charming, and the core idea is neat. We couldn't quite feel out where the player's exact hitbox was, so we often died to enemies that we were walking towards, sword in hand. This was a pretty enjoyable little game, and getting the enemies together for a good ol' fireball was satisfying. We capped out at 17 points.
This game has a pretty great groove! The neon outline artstyle, light animations, poppy music and sound effect, and cute dialogue comes together for a smooth experience. We cleared the game and generally had a good time.
It's neat how the design leads to a sort of, optimization problem. It's all a math puzzle of how hard can you press yourself. The design space for that is limited, which makes it a pretty good jam game; there's no room to outstay its welcome, and this is about as far as this pleasant idea can go.
The specific numbers are a teensy bit awkward, though, and items don't feel terribly rewarding to play as. We tried a silly build where we pack-ratted away a whole bunch of Firecrackers to use in later levels, but it didn't quite come together. Getting the fancy sword for 50 Crystals right away, and basic attacking through all the encounters, just sort of feels like the way to go. Still, even if the numbers didn't add up perfectly, the presentation was interesting enough that we played through twice just to see if it'd work, and that's a lot more time than we've put in to some other games in the jam. Well done!
Those were the targets! The cathartic level, "kaplowey a bunch of crabs at once", was one of the earliest designed ones. We used it tune the explosion animation timing. Writing "thanks for playing" actually took longer than some of the actual levels; needed to change how the walls worked to make them show up!
We're glad the camera perspective is well received. We've seen a few other people's takes on a similar style throughout the jam, and learned more about how we'd do it if we do a similar perspective again. Thanks for playing!
There's a lot of great things going on here! The elevator-takers' sprites are delightful and varied, the sounds flow really well, and letting the elevator take a long ride to the bottom is satisfying in a bizarre way. This was a genuinely fun and complete jam game; feels like no amount of more development time would have improved on this lovely design. Our only complaint is that it's easy to forget what someone's floor is, or for their bubble to be covered by another person's, and there's no way to re-query. Perhaps you should be able to ask again?
Playing it has also given us a small insight; definitely want a shareable grade, or discussion hook, in our future jam games. We got a 77/100 on our first run, 86/100 on the second!
One of our roommate's big feedback items was that we should be more like Megumin. While we didn't follow through this time, perhaps that's an adoptable life mantra. "Be More Like Megumin." Thanks for playing!
After a bit of egg-struggle, it gets in to amazingly cathartic and delightful territory. Out of the games we've played so far, this is certainly the most charming one. You just got something right! It ramps up in a delightful way, and really finishes on an interestingly high note.
This is difficult! We needed to bring in a partner who has more experience playing platformers to get past around level 6. It's very fairly difficult, though; all the information is fairly presented, there's not much in the way of unfair platforming tests, and it handles pretty smoothly. We got far enough to see a couple creative uses for the slow sliding green block. It's clear you put a lot of thought in to the game's design.
We wanted to compliment a particular thing; the dialogue in the game is pretty patient with the player, rather than applying pressure or being rude. In any game that touches on mental health, handling the player with respect is important. Well done there.
That was pretty charming! We went perhaps an embarrassingly long time before realizing there was a reading of the poem; the font-flippy sound was loud enough, that we thought we were hearing everything. The font-style of the outline randomly flipping, combined with the pretty forgiving health bar, made it a bit hard to tell when we were doing something right.
The aesthetic and basic design idea is pretty cute and clever! Interactive poetry is delightful.
Feels a bit mind-bending to control properly! Oddly, we found the most success by keeping the middle shields still, holding W and jamming on the space bar. Red dots rarely get in to the center, even without much deterrence, for a little while. Sooner or later, though, there'll be a big ol' swarm; while seemingly impossible to intentionally deflect, it's sort of pretty to just watch it unfold.
We couldn't get past the room in the second screenshot (the U shaped water area) due to the terror of the ghost. It took a bit to realize that the bow can hit the ghost, so for a couple of play throughs we just avoided picking up the Shield and the Bow to stick with the more effective, predictable Sword. The Shield seems to make you immune to the moving block enemies, but it's a bit difficult to tell.
The movement felt enjoyably silly and slippery, and mostly felt like the presentation of the game was on point. It just seems that the rotation of the items, mixed with how hard it is to hit the quickly flying ghost, is too much for these ratties to handle. It was an enjoyable dungeon romp, tho!
This is an absurdly impressive amount of content and UI work for a game jam game! A large variety of cards, pretty responsive crafting and card usage controls, and a nice upgrade system. Well done on the content creation front!
We lost our first run before learning how to use the energy cells; you have to upgrade from the bottom most row first. The second run, we got to an absurdly powerful state. Just like in other deck builders, say no to skills that don't fit your build. Our final set was just loaded with some Strength increasing abilities and cantrip-y feature type abilities. By the time the final fights came around, the character was unstoppably powerful; very similar to how deckbuilding dungeoncrawlers can end up. While the game can be rough around the edges, the fact that we got drawn in enough to play through twice tells you something!
The adherence to the theme is a bit rough; you have Only One day to survive is a good theme, but not reinforced much in game. There's a numeric clock up top ticking up, but perhaps some popups to say "you only have X time left" or somesuch. We think the screen darkened a bit and the encounters got a little more difficult as time went on, which is definitely in the right direction for reinforcing the theme. Overall, great game!
This is a pretty charming game, and feels a lot like an old NeoPets style flash arcade game. It's juicy, and bouncy, and overall very visually and audio-ly appealing. Fantastic work on the polish!
It's a little unclear how the different enemies work. They seem to have more health, but it takes such a long time to get back to the levels where they appear that practicing is hard. We only clocked in a High Score of 30, at Round 5, because of the difficulty spike around there.
Very well done! Y'all should be very proud of your ability to create something this good looking in such a short amount of time.
Ever since playing Pokemon Black and White, we've loved this sort of sprite-heavy 3D aesthetic. A dramatic zoom in for the explosion was the first idea that we had, so the game's visuals were adapted to suit it. After adding tall walls and the waving water, the perspective came together better than expected. Thanks for playing, and for the detailed comment!
The camera zoom and pop-pop-pop was basically the first thing that got worked on, to try and sell ourselves on the charm. Took some revisions, and perhaps lingers a bit long, but it seems like people found it satisfying. Thanks for playing!
Absolutely could use animations. All of the "animations" in the game are single frame state things. The number one take away from this game is that animation state machines should be an early part of even game jam games; it quickly became too cumbersome to actually add more animation states. Would have loved to make the character's cape flutter when you cast explosion, for example.
Thank you for the feedback!