Great game all around! I loved the SFX especially the kiss when you save the carrot hahaha
Play Mission
CarrOPS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.192 | 4.192 |
| Concept | #1 | 4.333 | 4.333 |
| Use of the Limitation | #4 | 4.128 | 4.128 |
| Enjoyment | #5 | 4.051 | 4.051 |
| Presentation | #6 | 4.256 | 4.256 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Smidge7
Software used
Gamemaker Studio 2
Use of the limitation
The carrot is the weakest creature (compared to the rabbits), he dies to any thorn or rabbit, and never grows stronger.
Cookies eaten
3+ :)
Comments
really fun game ! good music, mechanics and fun - very solid game overall! good job :)
Really unique mechanic! Don't think I've ever quite played something like this before, I felt like you were able to flesh out the level design with just a few parts to take full advantage of said mechanic. Fantastic work with this entry!
Great work.
I think the swing momentum could be stronger allowing for more dynamic swings with maybe a depth dampener making it harder the further down you go. But then opening the way for swing powerups or maybe a temporary shield.
I don't understand how games like this are made so quickly. Great game with a great art style. Reminds me of Stickman Hook a little bit.
I clench my but while playing this each time lol... soo good.. find myself playing it for an hour lol. Great job
Really sick entry, was awesome to see a game do something unique with the limitation! so bonus points there.
This game was very satisfying to do well in, weaving in movements, learning the patterns and weaving in and out of it. I got ever gem and got *half* the speed runs, the later levels got hard enough that I prioritized winning hehe.
Visuals were great, very charming, audio sold the theming well too.
Gameplay and presentation both are great basically hehe
Some notes/nitpicks tho, with the preface of "This game was great overall, and for a jam it would be unreasonable to say you missed these things since its perfectly reasonable to not have had the time or energy for these minor things even if they did come to mind":
- Collecting stars is fun, but I noticed no way to tell what stars I had/had not gotten. There were no stars on the level select, which did some what impact my motive to grind for the better times. If you have a star system the satisfaction of seeing the 100% screen is real. Basically makes the stars a more direct reward.
- The timer was nice to have but I would have to beat each level once to know the time required to get the star, then restart and remember the needed time. It would be nice if there was a time underneath your current time with the "star time". Makes it easier to chase the stars. (tho honestly I almost would prefer slightly longer levels with a 2nd gem rather then a time restriction, since personally I found finding the right cycle and executing moves tightly was more satisfying then doing the whole level fast but THATS A PERSONAL TAKE)
- very minor one, 11 is such an awkward final level count haha, it wasn't a bad level, but after level 10 I popped off like "damn that was hard great stuff.. oh there is more? how many levels are there! Oh that was the last one, huh well good game" obviously doesn't make the game worse in any measure but was a funny moment for me hehe.
But yeah to reiterate, gameplay good, presentation good, concept good, content amount good!
really well done.
Hey I’m glad you liked it and thanks for putting the time into your comment!
I definitely wanted to put a ‘Star Progress’ on the level select but never got around to it and I love your idea of putting the goal time visible at all times!
As far as 11 levels, I had planned on 15 but life gets in the way 🤷♂️ Let’s just call it an homage to Ocean’s 11 :)
Thanks again!!
This was fun! Had a bit of weirdness with the movement tho: my keyboard is not qwerty, and you’ve got A/D for left/right on scancodes (good!) so i could swing left/right intuitively. but S for descend is on keycode, so the descend button was actually on the opposite side of the keyboard entirely. I switched to arrows, it’s fine, just wanted you to know that the french or germans or etc who might be playing your game might find themselves confused.
Cool Idea and really well made levels with a goood difficulty curve. Extremely polished as well :D
You've made brilliant use of constraints, and the gameplay feels refreshingly original!
This is a good take on the limitation. Very fun and challenging. I'm way too slow at it to get the 3rd star lol








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