Hey, competent is what I aim for! Thanks for playing, and thanks even more for the video review! I'm glad you enjoyed it!
shieldman
Creator of
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I've done a few game jams, both on itch and in person, and my biggest tip is to make a title screen as soon as you can. It sort of forces you to think about the actual shape and flow of your game, and that both helps you keep your scope in check and makes the game feel more "real", at least in my experience.
I swear the timeframe is plenty! Remember you're not making Grand Theft Auto 6, you're just making something small and silly to practice all the nuts and bolts of gamedev. There are jams that are only a weekend long, or even a single day long, and some truly magical things come out of them. Take breaks - you're more productive when you're energized and excited than when you're just grinding out the motions. And don't forget to have fun! That's why we're here. :) I'm excited to see what you make!
I'm the first guy to mix a bunch of sodas at the soda fountain, so I like the concept of this game! Echoing the desire for labeled buttons, but after I found the labels on the particles I had a better handle on things. Some sort of stock animation for pouring drinks on top of the particles would also have given it better game-feel. Overall I like it!
This is fantastic!! The art is evocative of other beautiful games like Loop Hero, which is an accomplishment in a game jam. The gameplay is also super, super fun, as it's deep without being clunky. I played about six rounds, and though I didn't win them, I had to tear myself away because otherwise I'd be up all night playing. Great job to the team!!!
Super, super cool idea! This clearly has a lot of thought and work put into it. I enjoyed the tactical aspect of rotating the tiles, and it did feel very rogue-like when I was cornered by wolves at low health. My one suggestion would be to provide some sort of agency over the tile deck, such as abilities that shuffle it or generate certain guaranteed tile types. Great job!
I played through two and a half runs (I might have been able to salvage the third but I got impatient lol). My deepest floor was floor 4, so it was mostly a skill issue on my part. The level generation never gave me a good place to line up bow shots after I'd bought the bow so I just ended up dying to math (I couldn't deal more damage than the slimes in melee). Still, very fun and I see myself coming back to this after the jam.
Personal bias on full display, but I love plant games, and this doesn't disappoint. Big fan of the synergy items and the rewards for diversifying your crops. The franticness of trying to click on everything as the days ticked over felt a little at-odds with the otherwise tactical nature of the game, but if missed harvest value is a feature, I can see the intent. Great job!
The concept is really cool! Unfortunately the tile rendering made it difficult to tell what was going on in combat, and in four runs I didn't manage to kill a single enemy. Unsure if that's intentional for a Babel-based game, haha. I also had an issue where the inventory/spell/etc icons overlapped the text box, so I missed some of the dialgoue. With a little bit of number tweaking and some refinement to the UI I think this could be really awesome! The language-based character creation sticks out as a cool selling point.