I've never heard of a tween being used for music before, that sounds super badass and I will definitely look into that as the usual resident music guy lol ty!
ABuffZucchini
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I LOVE the art in this, it's simple but it scratches an itch texturally that really clicks with me. Card art is all very clean and communicative, big fan of the opening stuff, everything visually in this game is just so dang strong even if the gameplay took some getting used to! Was the music dynamic, or did I just get lucky with my timing in the opening cutscene? Awesome work!
It was very satisfying to watch this one snowball, and while I thought the music was definitely a tad abrasive the sound design was overall really good and chaotic and fitting. Loved discovering all the new types of birds, and especially liked how the ones that mattered more had more powerful sound effects, you can really hear when a bulldozer does something amidst a million archers. Very well put together game with a lot of nice effects to it! Also haven't seen down as in feathers used in the theme before, which is super refreshing.
The idea of needing to time your jumps was super cool! One issue I ran into was not knowing if I had collected a key at first, since there wasn't a sound for it but there were sounds for other things. I think having the zoomed in visual for the player would've worked better if things like background pipes didn't show up as well, obfuscating the visuals and defeating what I assumed was the point; to show how much time you had left. Sometimes it felt like I missed my jumps a bit undeservedly, but when the level design was more focused around restricting jumping, it was really sick.
Big fan of the concept of using time as currency and health, but unfortunately I just never ran into a way to get extra time for some reason, some safeguards to make sure they do sometimes appear would've been nice. Visually simple but informative with lots of juice and lighting up whenever anything happens, which is super appreciated. Fun theming although the enemies just being robots that shoot lasers felt kinda unrelated to the vibe. Great entry!
The visual style here hits a nice mix of clean but a tiny bit gross that you would see in older flash games, which I absolutely love. I'd also like to mention how cool the opening of the game was in conjunction with the itch page! Gamewise I thought the concept was simple but effective, although sometimes grabbing a person felt unresponsive. Nice entry!
This is a gorgeous game, love all the effects at play, wish some of the mechanics were taught a bit more intuitively, such as being "spotted" which initially just showed up as a bit of a jumpscare lol. Overall though the audio is great, visuals are great, colorwork is especially pleasing, dialogue does what it needs to do, and this game rocks, Hour Guy is also just a badass name for a game.
Wish the counter for changing the weapons was actually visible, I was pretty confused at first! Definitely missing some things but overall a solid entry with some nice spritework and enemy variety. I especially liked being able to turn enemies into ice cubes and throw them, but all the weapons that worked had a unique and nice flow to them. Nice work!
Holy crap, this game is gorgeous. All the visual elements come together to create something that feels playful, but also very oppressive, ambivalent, mysterious, etc etc etc it was just very very pretty and also the audio was very good too. I thought the controls were a bit confusing to get used to at first, and it maybe could've used some tutorials in-game rather than on the itch page, but this was a cute idea, reminded me a lot of playing Terraria's Thorium mod, which was also the inspiration for my game! Possibly the prettiest game I've played in the jam so far, amazing work y'all.
A cute chess puzzle game, might've been a little more dynamic with moving pieces or something, since it felt weird having multiple pieces that didn't really make much difference from each other, but I really like the premise! Being able to reroll also made a lot of interesting decisions, and the extra tile types were a nice touch.
Beat it in 20 attempts, amazing amazing game that reminded me of learn 2 fly. I adored the way the movement worked, although I think it might've been nicer if teleport was on right click instead of w, that way all the controls were just left right and mouse stuff. The bazooka might've worked a little more the way you probably had in mind if it was more powerful against ground, since by the end of the game you can kinda just fly through the air, although the midair platforms and stuff does a bit to combat it. Overall the design on this is really good, the flow of things being introduced is balanced, and it left me very happy I had played this, absolutely made my day!
I was very confused at first; the controls felt a little unresponsive on resetting so it was unclear what was and wasn't supposed to be interacted with, and the game felt really sluggish when you didn't know which moves to make, as some of the puzzles take a lot of moves that individually add up really fast. I like the artstyle and audio design a lot though, and the room names are always a really nice touch. Especially nice colorwork, it's simple but subdued in a way that I think really adds to the vibe, nice work.
I don't think I ever really got hit so there wasn't much of me personally engaging with the mechanic, but I think the upgrades are all really smooth and the game is pretty dang juicy. I think the juice is the best aspect of the game so I wanna elaborate on that a little further! Personally my biggest gripes were freeze frames happening a bit too often (you can REALLY feel it when you have one or more ricochet upgrades, it feels like the game is running poorly when really it's just a LOT of freeze frames happening in actions that you aren't super in control of) and I think the audio for shooting was pretty repetitive (the easiest fix for this is a subtle pitch randomization each time the effect is played). Lastly, I thought the xp not having a sound when it reached you was definitely a missed opportunity as I think it would've felt pretty awesome to walk into a bunch of xp otherwise, although it was also a tad unresponsive in going towards you imo. Overall though, this was an awesome entry, with some nice style to it. Sick job!
Wish there was audio but this was a really cool take on the limited moves concept! I think my biggest personal gripe is that the elements get introduced really quickly, and there's a lot of them. At the start, when a few elements are being introduced at a time it's more manageable, but eventually it starts being really hard to tell what's causing what, and understanding individual nuances of the different elements gets thrown out in favor of banging your head against things that you don't fully understand. Overall though, a ton of sick ideas with a really nice visual style!
This must have been a logistical nightmare to come up with, but everything turned out super crisp in the final product so while it's short I think it still works nicely, encouraging you to really think about your actions and the specifics of sentence structure, especially towards the end. Loved the multitude of choices and the way everything was elaborated on a little bit, expanding the story. One of the most creative entries I've played this jam!
I see the vision narratively, it ballooned in scale in a beautiful way as it faded to white and coupled with the intro cinematic it hit pretty hard! I wish the game had audio to accompany it, but the artstyle is charming as heck and while the upgrades sometimes switching was really annoying and it had me clicking the wrong one often, it was a silly incremental game with something to say. Nice job!
Wish there was a bit more in the sound department since sometimes it felt lacking and sometimes it was loud. Overall though, this is a cute take on the theme which was surprisingly easy to grasp, thanks to it only being mouse controls! Loved the artstyle of everything and a big fan of the warioware vibes.
Got a score of 13,177! Absolutely loved this, Being only mouse controls works greatly to the game's benefit as everything feels immediately really intuitive, and it was refreshing to play a game in this jam that didn't have a timer as its innate mechanic. Getting the combos felt badass and it was really funny when the guy showed up to be like yuppp you did two things at once get a billion points. A properly juicy entry that ends at just the right time. Awesome work!
Being able to press a button every now and then to stop the timer is really clever! I wish there was a little more going on, and it would've maybe been nice to compress some of those keybinds into one (like one button for dashing and it just goes whichever direction you're facing, maybe if you try to dash while pressing down it lays the egg instead, etc) but a cute idea presented nicely for a short platformer!
Wish it had audio but dang this was really fun! It was tough to figure out at first, and I wish it was just like, drag and drop or something for the special pieces instead of an individual keybind for each one, but it was super cool trying to dismantle and retcon my various pipes on a timer, and the randomness made for a really slapstick and engaging time. One of the most memorable games I've played this jam!
I had an awesome time with this one! A lot of levels can be done in unintended ways but I don't think it's a bad thing, unrestricted puzzle gameplay that reminds me of Bad Piggies, which was one of my fav games growing up. The visuals are especially polished and I love that there's descriptions for any items you hover over, which is awesome for figuring out weird intricacies. Would play another 50 levels of this for sure!
I found it a little frustrating to figure things out being dropped in after several walls of text, but the opening otherwise is incredibly strong and it's a pretty dang cool concept with nice art to accompany it. Always exciting when there's clear effort put into proper character designs in jam games!
I think having damage values on the cards without knowing how much health an enemy has makes it hard to do actual strategy, but the style and animations of this game are really good, and the theming is on point. I wish there were definitions of some of the terminology somewhere, which might have been clearer if I had played Slay the Spire before maybe? But I unfortunately have not. Cool game!


