Make sure you keep an eye (and ear) out for any weird anomalies in the facility! Maybe try waiting a bit in the office before opening the door, you might get a visitor :)
Yoyoyollie
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Very nice, very cute, very creative, overall well made game
I think the story was decent, and the art was alright, though the audio and sound fx weren't *that* great. Loved the combat feedback though, it felt pretty satisfying to encircle cows and stuff. The 2 cows stacked on top of each other is pretty funny, i thought it was like bugged out or smthing but nope the stronger cow is just 2 cows. Peak cinema. Wished there was better kill feedback through, they sorta just blip out right now.
Great entry, good job team!
This game really feels like a massive waste of an honestly not that bad concept. If you had focused less on content and more on game design, removing the whole generic roguelike design methodology for something simpler and less orthodox, it couldve been amazing. What about making the boomerang not throw out a high rates? Controlling the arc and the curve of the boomerang manually? Focusing more on concepts such as shielded enemies? Forcing the player to have to catch the boomerang to throw again? It doesn't much feel like the game was made around the boomerang, rather than the boomerang made to fit a roguelike game.
Despite that, the presentation was decent. Good audio and nice visuals! Though I would've preferred a better usage of the pixel upscaler, though it was alright. Audio definitely carried a lot of the experience, I especially liked the sfx for dying. Very dramatic.
In terms of enemies, I liked the concept of shielded enemies, but I didn't like how the little shielded enemies could have their shields broken by hitting them from behind (?). Big spear guys couldve also had windup to their attacks, fighting them felt like staying just outside their reach but also being unable to use regular boomerang throw against them constantly.
The game was well polished, theres some bits which are a little rough but overall that part is nice
Good work though!
Very fun very well rounded arcade game! The visuals are real nice, I love how fluidly animated all the pixel art is. Your artists did a great job! The music was pretty good too, the concept / gameplay was good, and the execution was amazing
Very sad you can't do tricks on the skateboard, imagine being able to press space once more in the air to do a kickflip or smthing which does nothing aside from looking cool
The thing the game lacks most though is narrative, which, in all honesty, is a very stupid and dumb rating criteria to have in a 4 day long game jam. But alas, until we start a coup, I have to rate it on that category. The story feels pretty mid and forced, told through a singular cutscene and the description. Eh. Not the best. I mean, I'm not sure what I expect from a 4 day game jam entry from anyone, forcing narrative just means its not possible to make a perfect 5/5 game anymore, because good narrative drains so much of your time you're forced to compromise elsewhere. I hate it. I hate the new rating criteria. Honestly the rating criteria worked fine before. I expect to see a lot of games in this jam that are forced to add story when they really really don't need it (like this one), which is so bloody horrible and restricts game design freedom by far. Game devs are able to do so much more when they don't have to worry about story in a jam.
What was I doing again? Oh right, game review, yeah the game is good all around (except for narrative grrr i hate the new gmtk rules) good job teamwanna form a coup together team
Interesting game, quite a simple premise, but interesting nevertheless. Funny voice acting and great visuals, it feels quite... I wouldnt say slapstick, but a skeleton building a ladder out of bones is pretty metal. The music was great, i like how it only kicks in after a bit and doesnt start immediately
This game is whimsical in nature
You can really feel the power of 4 audio people. You guys somehow made a full game ost in 4 days.
When I started this game, I did NOT expect to be trashtalked by the music: "You cant eat this mountain. You cant even eat a smaller mountain"....holy hell I started sobbing uncontrollably
And I also didnt expect a full vocal credits song.... what the hell, how powerful is this army of musicians...
In all seriousness though, despite this games obvious charm and amazing audio all around, there are issues: The game lacks well, gameplay
I mean. Theres nothing exactly wrong with the gameplay, it just feels.... simple, sorta, and kind of "small" compared to the insane art and music present in the game. The enemies were far too easy to beat, and the dash didn't really have much of a use (At least, I did not use it once outside of the tutorial)
Additionally, I felt that the particles in this game definitely lacked in comparison to the rest of the art. Though, thats just because the art is way too good
Well, overall, great game with lots of charm and a very nice vibe to it, fits the theme well, but is quite lacking in the actual gameplay
REALLY good game, and made my head hurt...
Main issue I have with the game is the.... I almost want to say lack of polish, though now that I'm writing it out I don't see a proper way to remedy this without a ton of work, but I felt like the mixels in this game definitely broke the style a bit, and the particles weren't exactly the best
Additionally, the sound design of the game could use more work, the looping of moving blocks got a bit annoying
However, these criticisms are very minor and don't subtract from the game being absolutely amazing, its just that when you have a game so well made and polished overall, the parts which aren't stick out like a sore thumb.
So lets talk about the good: the level design was wonderful, the last few levels really got me to think and the progression / learning curve felt very natural for a jam game
The main mechanic fit the theme.... well, I would say perfectly, but I could see a standpoint where it doesn't fill the "built to" part (I am not of that standpoint), and the mechanic was explored in depth and was quite emergent
The art of the game overall is really good, aside from the criticisms with it mentioned above its pretty much perfect
While I wished the character had a variable jump for game feel, I could see why that wouldn't fit in this kind of puzzle game.
Overall, amazing work once again team Jamadoo, and a very solid entry again like you guys somehow pull off every year
I can give a quick explanation:
Enemies become alert when they see you for the first time
After they become alert, their vision (both when you are in and out of light) gets larger
If they see you again, you lose
They will investigate interesting things, such as if something was broken. During investigation, their vision will be limited to a cone in front of them
This game is superb, great art, wonderful music, and good balance. Few nitpicks:
- The webgl build is a little broken for me and I cannot see health or how many knives I had
- I can't tell how big my parrying/hitbox is- sometimes I will try to go parry a bullet only to get hit instead
- I wish there was an enemy which fired like a billion bullets
Aside from those, the game is great, I absolutely love lining up the bullets of like 4 enemies onto one square and taking them all out in one go, felt super satisfying
good game!





























