The art syle and music here are awesome! Very polished and professional-looking. The controls took a minute to get used to but once you figure out the charging and release mechanic its very cool, and i love how you get kick back from a big discharge.
alex.h.settle
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This is really cool, probably the most original idea I've seen in this jam. While definitely difficult to get a hang of the controls, I'm really enticed by the idea of speedrunning this. My one suggestion - it might be nice for the camera to be a bit more zoomed out so you can see where you're going next. As it is, because you can't see where you're going it makes me feel like I need to go really slow so I have time to react, but I think this game would really shine if you're moving fast and changing your charge well in advance of the upcoming obstacles so that with some more tightly designed level layouts you could feel like spiderman launching yourself from magnet to magnet at high speed.
Great graphics, audio, and really snappy controls that feel juicy. The core idea here -- acceleration from jump pads or falling causes your gun to reload-- is very cool, that being said it might be better suited as a puzzle-platformer rather than the fast-paced action here? It felt like I was too busy evading enemies to be able to really think about how my gun was getting reloaded.
Really nicely polished, the artstyle is quite professional, and really fun to play, awesome entry!
Some thoughts on improving from here -- i think the different soldier types could use more individuality-- it didn't really feel like the difference between archers and infantry meant anything, as the archers mostly still just charged right into close range and didn't take advantage of the distance. I also had a bug on the 3rd level where the start bell for the top pit was off screen and i couldn't zoom out any further. I'm using chrome on a Mac, not sure if that was the issue. Anyway, these are just minor notes, I think this is one of the best looking games I played in this jam!
I think this game has a ton of potential, though in its current form it was a little hard to understand everything. A concrete suggestion would be to tune down the number/speed of enemies at the very start so you have time to learn the mechanics and start to build your necro army without it being too difficult at the start. The way it is right now, i felt overwhelmed by enemies almost right away and so I couldn't really explore the mechanics. That being said, the core idea here - a bullet-hell/survivors-like where you can turn the dead bodies to your side- is really original, and really cool, and would love to see it fleshed out more. Nice job!
Really nice platformer with great game-feel. The slow-down mechanic while charging up the next jump was looks and feels really nice. Great entry! One suggestion: because the camera is quite close to the character, many times the challenge is coming from the fact that you can't see where you're jumping toward. Not sure if this is intentional design or not, but it might feel even better to control if the level design allowed the camera to zoom out so you can see the obstacles you're about to dodge.
Fun little Papers-Please-like game, with very charming art style and good variety of things to look carefully at. My only complaint is i felt the money felt disconnected from the actual core gameplay loop, which was much more about being right or wrong. Maybe a way to make it deeper would be you can spend the money on something (upgrades?) between rounds so you care about the money more. Overall, a fun game, nice work!
Really fun and original take on the theme! I liked the puzzle element of figuring out what they did, and then figuring out how to build your case. Awesome work! One small feedback is I found the controls to be a bit glitchy at times-- items were getting dropped into the case file even if my mouse wasn't anywhere near it, and the first time I loaded the game the tutorial book wouldn't let me switch the page.
A really clever combination of crypt of the necrodancer, blue prince, and old-school zelda! Really nicely put together, the crunch animations when you get hit are really juicy, and it's impressive that you were able to incorporate the randomly generated levels! My one comment is I couldn't figure out a way to make it out of the 2 or 3 skeleton room without taking significant damage, and I never really came across any healing.
Cool core concept, I like the mana/forging system and think it could go in a lot of different directions. A little confusing at the start, but once it gets going it's pretty addictive. I appreciate starting us out with a bunch of health potions so we were able to explore more of the game even if I was taking a lot of damage. Oh also the sound/animations made this really juicy!
One specific suggestion: you can only see what the different runes do when you click on them, but that information is most important when we're in the forging screen, so it would be good if the runes would show their stats as a hover-text while you have the forge menu open.
Cool! Simple, but quite addictive, and super polished presentation! I think you could play around more in the variety of upgrades there are and what they do-- I didn't see much use to the ones that increased your money if you were more than a second off because once I got the hang of the game i was usually within a half second.
Woo! What a ride. Loved the fast paced action that the core mechanic requires. I figured out that sometimes it was more advantageous to just make a run for it rather than waste ammo/time on killing a guy, which definitely plays into the "speedrunning idea." Nice job, and great marketing ploy with your GTMK Speedrun submission.
Fun! The visuals and game feel were great, especially the satisfying flash that happens. As others have noted, I think it's a little too hard to tell who is who with the small visuals, but it still ended up pretty fun because instead of being confident in my choices each round ended up as a little experiment like "oh hm ok i guess that wasn't a ref, good to know."
Stunning visuals, great music, really cool idea! I'm a biologist so I loved the core concept and what you were going for. I think it could use a bit more explanation in the tutorial because the systems are a little hard to figure out, and because you're on a tight timer there's not really time to read or digest the text that is there.
Very cool mechanic that makes for some really interesting and fun puzzles. My only complaint (maybe skill issue) is for even on the early levels the timing needed to be so precise that I basically had to go frame-by-frame, which felt a little too difficult for so early in the game. Nevertheless, the puzzles were designed really well and I very much enjoyed playing! Nice work!
Lovely! Really good feel, love the sound and animation when you pick stuff up. Frankly I've been so used to games on a tight countdown clock I was speedrunning multiple levels before realizing I had all the time in the world. I can see how you could make a lot of cool puzzles from this, or even add challenges like limiting the number of operations etc. Nice job!
Ah darn, I seem to be getting the same bug as others, where I can't start the reaction on the alarm clock level, but it's really a shame because this is an excellent idea! Even the tutorial got my wheels turning about all the creative challenges you could make with this. Would love to be able to play a more complete version someday!
This is really a special little game! I was curious so I played through a few dialogue tree options and I was surprised to find they all end differently, and each one evokes different feelings. Things are left just ambiguous enough that as the player you end up projecting your own past/insecurities onto the characters. As a short, emotional experience, this works so well. Never really played anything like it. Awesome work!

