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A member registered May 16, 2022 · View creator page →

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Thank you for the feedback! Yeah i agree. i made the enemy hitboxes in a kinda weird computational way for no good reason and it makes them not as intuitive as a normal enemy hitbox. I'm glad you enjoyed it regardless!

LMAO hilarious!

This game is a really creative merge of two genres! You don't usually have to clicker for your life like you do in Glungus Clicker! I enjoyed this one a lot!

First it's got to get its web novel adapted into a manga but then the anime won't be far behind

Thank you for giving it a play!

lmao now this is peak

10/10 no notes!

I really liked the concept of this game! It has one of the most creative takes on the theme I've seen so far! And the visual and audio polish makes this game very satisfying to play. It took me awhile to get a hang of the move and dash mechanic as I kept wanting to dash in the direction my mouse was facing instead of in the direction my wasd were controlling. I didn't have that trouble in the normal gamemode, but for some reason I really wanted the dash to follow the mouse lol! Really well done!

Sorry but the countdown is waaaay too short

This game is super well done. The art, narrative, and audio design are particularly standout! I wish I could do things out of order, like getting the hat before I learn why I need it because otherwise it was often hard to tell where I was actually meant to go next, especially if I had already clicked something for no response earlier. That's a small gripe though! This is super cool overall! Really great work!

This is a super creative puzzle game! I really like this concept! I wish the character controller felt a little more responsive. I died several times just because the slime slid off the edge of the platform I was on which got frusterating since (i'm assuming) the intended challenge was to order the clocks, not to do parkour lol. Even so, this has a ton of potential to be a full release if you felt so inclined! Really good job!

Ahahaha I wanted to start with a short manga style cutscene with the protag getting hit by a truck transporting egg timers, but ran out of time for more art by the time I started writing the dialogue and made it the pot roast instead. Thanks for giving it a play!

It can be fullscreened now! I think! I tried to make it be fullscreened at least lol

Yeah, i went back and forth on keeping the FOV restriction on rewind. Thinking about it more, I wonder if it would have been better reversed so you zoom out on rewinding instead of zooming in. Too late now lol!\

Thanks for the feedback!

I too have no idea how I came up with this concept lmao

Thank you for giving it a play!

Aaaaaa a few people now wanted me to give it fullscreen mode but I didn't actually test the UI to work on different aspect ratios. I will go ahead and enable it anyway and hope there are no problems because I do agree it will play better without having a small screen. Thanks for the feedback!

Aahahaha I really like the art style for this game! It's so goofy and charming! I had a hard time following what I was supposed to do even with the text tutorial. I thought you had to press space on every beat after the go instead of waiting until the nth beat, but once I figured out how it was supposed to work, it was fun! I like the different enemies have different beats. Great work!

Thank you for the feedback! Yeeeaah I made the final boss fight in the last hour of the jam so i did not have time to balance it, but I'm glad the art and story help make up for the poor difficulty curve!

oh and thank you for the feedback about different play styles as well!

Thank you for giving the game a play! I can't take credit for the soundtrack as it's various royalty free kevin macleod tracks, but I'm glad you enjoyed the dialogues haha!

Thank you for the feedback! I would have liked to add some more power up types with different strats but of the 4 I coded, I only liked the feel of eggs and bacon and ended up scrapping the other two entirely and ran out of time before adding more. I'll think on ways that the weapon types could have changed player behavior though for next time because you are 100% right about that!

This is high praise, thank you! The ammo types actually are dependent on the number (1 extra egg every 30 minutes and 1 extra bacon every 50), but I agree it would have been neat to have it more explicitly dependent! That was actually an initial plan of mine and I even have some of the UI assets to go with it, but ended up scrapping it for time. Thanks for the feedback!

I really liked this little puzzle game! The splitting mechanic is an interesting one and allows for some great puzzles. For the time limit of the jam, this game is really great, but I think if you wanted to expand it to a full release, some of the early puzzles can be cut or reworked. Most of the early levels feel too open-ended, like I don't really have to time the splits that carefully because I can walk my way out of most situations. Around the last quarter of the levels I think they start getting into a more appealing difficulty range where I actually have to plan out my steps. Overall, I thought it was great! There's a lot of really good potential here in the mechanics! Great work!

This is a very cool concept for a game! And it's execution is very clean! I like this one a lot. I got 3rd on the leaderboard haha! I like that each phase told you a set of tiles in advance so that I could know what tiles are safe or will be safe after a certain beat was played. I'm not usually a big rhythm game player, but I liked this one. I do feel like there was a bit of a disconnect between the movement mechanics and the shooting mechanics. If there was some way to improve the cohesion of those two elements this would be a 10/10 game in my opinion! Great work overall!

This is the most creative game for this jam I've seen so far! On first play I thought I bought everything I could buy and still was left with 500k only to discover there was more content than I thought on my second playthrough! This game is very fun as a short little experience, but would also make a really fun simulation game if you wanted to expand it and allow for some sort of action or mini game that would let me get my business accounts or permits to buy more expensive objects. I also think it would be great if there was a calculator on your computer taskbar. You don't really need one to win, but it would be fitting. Overall, really great work!

Ahahaha great game! I liked the deckbuilder mechanic for a dating simulator and enjoyed the spooky atmosphere! I got soft locked after running her hearts all the way down to zero and the end screen was a bunch of text and I couldn't reach the resume button. I also didn't understand why sometimes playing a card trashed the rest of your hand or not. I liked the hint of world lore in the conversation you have with the girl! It's an interesting way to tell a story! Sometimes her likes and dislikes didn't seem to make sense with her dialogue though. For example, she said she didn't like the heat when talking about the sun, but then got mad if you said you didn't like the heat. Overall, I think this is a great proof of concept for a horror dating sim game! Great work!

What a cute game! The artstyle is super pleasant and I'm a sucker for nautical voyage themes. I play a lot of games in this genre, so I do have some feedback if you are interested in working further on this game! First, I liked the creative narration of the choices, but because the day timer was so short and I was a slow reader, I found the most effective option was to ignore the words entirely and just focus on the arrows in the corner. Every day only seemed to have 3 choices anyway, so I would make the day/night cycle based on completed actions instead of a timer. Or, perhaps, you could even make some choices take more time out of your day and some choices be quicker to integrate the day length more into the gameplay and give the player more choices about how to spend their resources. I also feel like the most important resource was provisions since it was depleted every day, but I often would have entire days where either every choice had nothing to do with provisions or lowered them. It seemed like options that raised provisions were very rare. Every time I died, it was to provisions shortages even though I always took the option that would raise them and avoided options that would lower them whenever possible. I'm guessing the choices are randomized, but perhaps adding a weighted system to the options so that you get more chances to raise a resource you are low in would help make RNG seem less like a run killer. For the scope of this jam game though, I liked this game quite a bit! Great work!

Thank you! It's definitely a little fiddly. It's not too bad for a quick prototype, but it would def need more polish if this were a mechanic in a full release. Thanks for the feedback!

What a cute game! I liked looking at how the objects interacted in the rocket section. The rabbit in the hat was really funny! I do think the timer in the house is too long (especially on later runs where you know where everything is) and the timer to build the rocket is too short. Overall, this is a very creative submission! Good work!

I really liked the creative art direction for this visual novel! The story was funny too! I wish the player could make 1 or 2 choices even if they didn't actually have any impact on the story just to give some more interaction from the player and make it more game-like. Overall, great work for the short jam time limit!

Ahahaha! I don't usually play download only games, but the art and premise of this one really drew me to it! Adding powerups to connect four is a really neat idea! I also thought the dialogue for the wizard and client were really funny! Balance wise, i think the client's moves could have been more strategic. It often left my lines of 3 open. There's so many interesting ways to checkmate the client once you get all the powerups, so it felt too easy to have him ignore my normal sets of 3. Overall, I liked this game a lot! Great work!

Thank you for the feedback! Unfortunately in this case, I did not build the UI to work with fullscreen scaling, but I've gotten other feedback to this effect so I will definitely try to make future games work in fullscreen.

Those would have been cool additions! If you ever decide to come back to this game and expand it let me know because i would genuinely love to play a full length puzzle game with these mechanics!

oh good! I've play tested it so much it's very easy for me lol. i wanted players to be able to die once or twice so that sounds like the difficulty i was aiming for!

Thank you!

Don't need to code a death menu if you can never die! Lol, jokes aside, it is possible to die but i may have leaned a bit heavy on the health drops. I wanted the game to be easy enough that the average rater could get to the ending, but i agree it's too much. Thank you for the feedback on the spinner! I think forcing full screen would have fixed that. I know for next time! Thanks for giving it a play!

apparently all i need is a leaderboard and I will play the game for an hour straight trying to win lmao

got third!

I like this game! It's deceptively simple, and has a very charming artstyle. This could easily be expanded to a full release by offering more blocks and more interactions! Feedback wise, I wish the enemies got squished when a building fell on them. I think that would make a lot of interesting design choices. I also feel like there's a bit too much rng involved right now, but adding more diverse interactions between different types of blocks and characters would help with that. Really good work overall!

I had a hard time figuring out what to do in this game, but I suppose that's what I get for not studying for my druid botany exam! Since a lot of people have struggled with understanding the mechanics of this game, I recommend writing more specifics about what each card does to each plant in the description, maybe even walk through an example 'perfect turn' and explain how it leads to the bar getting full. I think with a more detailed tutorial, it will be easier for players to appreciate all the work you put into the mechanics. Overall, this is a strong start that you could expand to a more complete experience if you wanted to! Good work!

The soft painterly artstyle of this game is so charming! I really like the concept of the snowball character getting larger and smaller to traverse the map. Unfortunately, like the other commenters mentioned, I also got softlocked, but there's a really good base for a puzzle or skill-based platformer in this game if you wanted to expand it. Great work!

This is a very neat idea for a game! It makes me think of exploring underground in Terraria. I really liked the glow of the lava in the dark. Also, seperating all three types of movement and limiting them each independently is an interesting mechanic! There were some pits I fell into that I couldn't jump high enough to escape from, and i felt like i didn't have enough control over the character jumps to smoothly get through the parkour sections, but that could very well be a skill issue on my part haha! Overall, this is a great jam entry!

Very cute! There's the basis here for a good puzzle game!

A simple and charming game! I wasn't very good at it lol all the passengers got mad at me. I wonder if starting with a longer timer and working your way down could help ease the difficulty curve. I like the clean pixel art style and the sound effects fit the ambiance perfectly! This has really strong minigame potential! Overall, great work!

Thank you!

This is a very cool twist on the dungeon crawler format. It makes me think of old pokemon games when your pokemon were poisoned and every step you take would drain their health. I liked being able to gamble whenever the option was offered. I think I probably netted being lucky overall lol. The art and character designs are really standout in this game! The animations especially give it so much charm! I do wish I had some way to guide my way through the map instead of going around blindly. Rather than exploring leading to finding new things, it tended to just lead to dead ends and missing health. Overall though, I liked this jam game! Great work!

Ha this is great! Seeing that comic pop up with the dinosaurs finding the meteor made me chuckle! I loved all the endings you can find too! The music was perfect for the atmosphere as well (pun intended). I may have gone a little too fast though because I could barely read any of the tech tree nodes before unlocking the next one. I wonder if there's some way to entice the player to slow down a bit and make choices about what node to pick next instead of just unlocking all of them as fast as possible. As a clicker speedrunning game though, this was perfect lol! Great work!