Really nice looking entry! I might have messed something up but I couldn't get the mouse captured so my cursor would not move the camera when it left the browser window onto my other monitors... But the car felt good to drive and it was a satisfying learning curve to get good at driving around. Good job!
YouCarryOats
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I wasn't able to figure out how to actually dig a hole, but I didn't have tons of time to try and tbf it's probably a skill issue. Also, don't beat yourself up to badly in the main itch page, first jams are the biggest hurdle and yours looked really solid! Most devs never ever put anything out there, so getting this far is super cool. Congrats on the first entry, I hope you stick with the godot games!
Well I WAS gonna play some more games today, but I ended up getting to wave 20, having 300K in the bank, and moving so fast that single-tapping the W key put me on opposite sides of the map clipping through objects lol. Seriously, I had an absolute blast with this one, thanks so much for sharing it with us! Seriously, I don't even like wave defense games but y'all really nailed this one.
If I were forced to give feedback, I think setting the damage of the shotgun based on distance would balance it a lot. By like wave 10 I was insta-reloading with fast speed and could clear whole waves from the bank. That one tweak would go a long way in stopping people from breaking the game... Oh and left-handed support is always nice, but I could go righty across the keyboard to make this one work (super glad I didn't do what I typically do and give up when I don't see left-hand supprot!). But like for a week of work this one was a banger, amazing job team!
Wow, great job! Fantastic art and nice ambitious design for a jam entry, especially solo! I get where you were going with the combat,and even if the execution wasn't perfect it was a fun innovative idea for such a short timeline. And I loved Glorbo's design and the care that went into the different animated icons, etc. a lot.
I wasn't able to get past the part where you collect the third lens (nothing happened at the spacecraft) and the text was a bit tough to read, but those are easy fixes if you choose to develop it a bit further. Last thing is that the map is pretty big, so for jams it'd be good to tighten up the place you can explore so players aren't holding an arrow key for too long while walking down a long hallway. But otherwise, really solid entry, great job!
Nice entry! On a wide monitor you can see the cookie animation in the corners, which was a bit distracting (but also quite hard to test for bc it requires the right equipment!). I liked the decision to go with ambient forest noise over music, it's a decision that matches the game's aesthetic really well. Overall it was pretty fun, thanks for participating!
The cut scene art made me chuckle, great job to the artist(s)! Gameplay was nice and simple while still being engaging. The crunching sound when using the vents kinda threw me off the first time, but such is a jam entry! I had a good time playing it and the cohesive art direction was my favorite part. Good job team!
The cut scene art made me chuckle, great job to the artist(s)! Gameplay was nice and simple while still being engaging. The crunching sound when using the vents kinda threw me off the first time, but such is a jam entry! I had a good time playing it and the cohesive art direction was my favorite part. Good job team!
Holy depth, there's a lot here! The art and music was fantastic, the game itself was super fun (admittedly I didn't make it very far but would never get to other entries if I played as much as I'd have wanted to lol). Knowing what to click could've been more clear in some cases; like it took me a few rounds to realize I could turn the biscuits into currency in the shop scene. But otherwise this is a really great entry, good job team!
Thanks for including controller support, I got way further than I would've without it :D The aesthetic was 10/10 and the level design was super solid (I love a well designed 3D explore-and-collect jam game!). The controls took a bit of getting used to and I definitely had times where I thought I would jump and just walked off the edge, but probably skill issue. It would be great in a few spots to be able to tilt the camera to look up, coz there were a few jumps that I felt I needed it. But in general, very solid entry, well done team!
ngl Sandwich Cookie chan was my favorite part about the game lol. And yeah I wasn't able to get all the edge-cases worked out (I lost ~2 days of jam time lol), so it was buggier than I like a jam submission to be. Usually hitting tab once or twice would get you back on track with your issue, but that was hard to communicate to the players because if I could reproduce the issue I'd have tried harder to fix, heh. Thanks a lot for checking it out either way!
I loved the interpretation and not-so-subtle pitting of US (USA! USA!) vs. UK. Maybe a little physics based action like trying to launch the other team's biscuits into the trash or something would be a fun addition, but even as it stands it's fun to play through. Thanks for including a leaderboard, those go so hard in jams :D
Yeah the execution of my autobattler leaves a lot to be desired compared to y'alls, but c'est la game jams lol. I saw you talking about the end state in Discord, and I love the idea. With a bunch of diversity, which is hard to balance but easy to implement in the design you have, it'd be a solid asynch pvp autobattler. I'll keep an eye out for continued development. Great job!
Thanks so much for checking it out! It's definitely a "you gotta play it for a few rounds to get it" type of game, which generally struggles in jams lol. But I haven't learned that lesson in past jams and damned if I'll start now! I did learn a ton, so there's definitely thanks. Thanks for the kind words!
Hah yeah my Achilles heel in jams is not broadly playtesting enough. The UI was pretty common feedback and in hindsight I def could've added features like what you described, but after a week and a half of crunching on it was like "nah people will get it" lol. I appreciate the feedback for sure, and the kind words re: foundations!
"Meme-able marketing" is an underrated goal for a GDD :D Had a ton of fun with this one, with some higher-level story and more content (not expected from a jam, obvs) this is easily a solid mobile release. As someone who tried to solo make an autobattler for this jam, I think y'all really nailed making the progression feel fun. Would've loved an end state for my small army of buffed unique katanas, but getting there was well worth the time. Thanks for sharing it!
Ayy thanks for checking it out! Yeah I always have a hard time communicating stuff like that explicitly lol. The blacksmith has more life, baker attacks faster, and librarian does more damage. In support roles they use different skills and consumables. Not sure why I thought those things would be clear to players after a night or two lol.
Still, I appreciate the feedback! And I agree re: storing their choices, except that the available villagers get randomized every day so that had to be out of scope to get it in on time. Def something I can add for an update when the jam is done though!









