Good game, the customer service and handling is good and fun, it starts easy and progress smoothly in difficulty, which made it much better to get used to the game mechanics. But honestly, the art style and evil mechanic didn't click with me at all, I guess it must be me since others seem to enjoy it a lot though. Anyway, good game overall.
Wyvern93
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Did you make this solo? It is incredibly polished and fun. The art style is very unique, even the menus, it felt a bit like the persona games which I always thought were very aesthetic. The time mechanic, the parry and combat system altogether worked surprisingly well, I enjoyed it to the last moment. The parry mechanic mixed with the turn based combat is very unique and fun. It was definitely addictive. Probably a winner of the Jam in my eyes, not gonna lie.
Good game, I would've lost all hope irl if I was in his situation to be honest lol. It had a lot of smaller things that made the game much more enjoyable like the whole smartphone chat thing and the physics. I remember throwing a bottle of water to the bin just for it to bounce back to my head... Physics are scary. Really good game
Type, fast! Before the chuthulu tentacle arrives! Damn, I've never had to type so fast for my life. The art style is god tier, the music was really good too, it was easy to understand, and it even had a story, very, very impressive. I'm used to typing fast, so I could finish it on my first try, but it was still quite fast. Though more than type recipes, it felt like reciting some sort of cult bible lol.
I liked the stealth mechanic and exploration with the light / wall thing, I ran into a few bugs, one of them I think was when replaying the game it got stuck and I had to reload the page, and the arrow with ingredients didn't show until there was like 5 ingredients left, it's also easy to get lost, I think a map would be great.
One of the most creative entries I've seen, I'm not mentally super agile so my head started to hurt after a while xD... but I can see it as a good way to exercise mental agility and it was definitely fun. Though I think it was a bit hard to figure out where the numbers you needed were, sometimes there was too many of the same number and only 1 of the one you needed. Also cute art, that's a plus
Very cozy and unique aesthetic, it was really pleasant to play. It took me a while to catch up with the pacing. I think it was a bit too fast, but it was very fun. I would've loved to see ingredient combinations and more things to add to the potions too, and more recipes. I honestly enjoyed it quite a lot. My max score was 6. Managing two separate characters at the same time was quite ingenious and unique too.
I also thought that, but apparently it is harder to aim the dash, so I will be trying things out, making it toggleable would make it hard for speedrun balancing, so I will probably limit it in other ways to make up for it. It also didn't help that the walls are flat and you hit your head on them, killing your speed most of the time xD.
It's most likely a mix of things, the slippery controls are a bit too slippery for some people, the dash is meant to help with that a lot, but some people have trouble aiming it, the camera also needs some adjustments because it's hard to see where you going at times so... There is a lot of room for improvement and accessibility, so yeah, thanks for your opinion. I will probably try some things post Jam.
Thank you very much! I actually had to scrap a better tilemap in the last 4 hours before I submitted it because it took way too long to design the levels, so it's a simplified version, I'm glad it's still good! The Witch sprite was the first thing I made for the game by the way.
With first try you mean first time you played it or... first itch.io entry? Because I got some people asking about that.
Despite using a lot of AI, the end result was surprisingly good, I mean, it's definitely different from the other games, but the game had good game feel, clean UI and gameplay, and it was fun to play, the music and sounds were also great and the art was consistent. So, amazing work, not just because of the game idea which is quite interesting like a good puzzle game but also using all these AI and making something coherently working is not easy.
If you don't mind, I would like to know more about how you managed to make the game itself since it looks like it runs on the browser without an engine, and I'm not sure if it's something that Claude helped you code (I had him made me a webpage with similar UI so that's why I ask) or you coded it in other ways.
Hey, I played it back now that you added the recipes. It took me a while to be able to finish the game (with a score of 530, not sure if that's good or bad), but it ended up being pretty fun. As I said before, it has a lot of potential, definitely needs an ingame recipe list but also the difficulty was too high from the start, and learning all the recipes straight away was hard too, if you decide to continue this post Jam I would suggest making each day about one or two recipes and add more things with each day with a recipe popup or something before starting the day with the new addition.
Anyway, the idea was cool, it just needed more time in my opinion for polish.
I think for the next Jam I will try to get playtesting sooner because I could've improved the controls and the dash a bit more before uploading the build. Whatever changes I make will be after the Jam, and there's quite a lot regarding the dash and the "slippery" movement. I also want to increase the hitbox of the ingredients since they are a bit small and maybe add a power up, but that will be all post jam.
I'm impressed you got procedural generation, auto tiles and all of that in time. It was very fun to play, I missed not having music but the gameplay was fun, especially because of the procedural aspects of the game. If you plan to further develop this after, it could be great to have something to do with mining because it seemed that it wasn't fully used in the game, also a better display of ingredients like how many you have per request (1/4 for example) would help because when you track the ingredients you need and you have it's hard to see if you have enough or not. Anyway, great job here, I loved it!
Quite addictive, little precision platformer, the controls are spot on, the level design is great and it felt very fun to play, gather the points and unlock the ingredients. I have ended up playing this way more than I should lol. I even ended up trying to speed run with 1 hp and dash (not that my time was any good since I ended up gathering even more points to unlock stuff lol)
Very impressive, it really felt like Papers Please but Cooking, it took me a bit to understand what was going on until, and once I did, it clicked magically. I mean, the art, the music, and the gameplay was spot on. I wanted to continue, but the finger thing part broke it for me (I can't stand gore), if there was a way to avoid that mechanic I would've kept playing.
Overall, very fun concept, it has the potential to be a good business simulator. I couldn't do much, though, because I didn't understand how to make a hamburger or a hot dog, in fact, the controls said "Throw", and I didn't even know you had to throw the ingredients at different places. I may play it back later, because the game looked so fun to play despite this, and I want to fully experience it.
Beautifully executed time mechanics. It turned out like a bullet hell against myself, which was very fun. My best score was 30, I think at some point I ran out of places to cover myself though. I also didn't expect the past selves to use shields too. The limited range of shooting was a bit complicated to handle though, I thought it was bugged at first or that the aim was off.
The game concept was nice, especially changing between screens and unlocking new food. The catch the fruit reminded me of Osu! which I'm a heavy fan of. Overall, I enjoyed it, but it was confusing at first because of the controls, the ingredients that fell also seemed to be random, which sometimes turned into a wait game and lowered the client's score.
I couldn't beat it, but it was quite fun. Quite good for a solo dev. I liked the personality of the character. If anything, I never understood the time-reversal item, but it looked really cool. I expected it to fully reverse it, though (like bringing items back and all of that), and at some point, the map filled with them.
