Ahhh ty, our musician will be happy to hear ^-^
AstralStew
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Such a unique and bittersweet entry! :O Thanks for the experience mate
Things I loved:
- The story, obviously! It hits hard and doesn't pull punches as it nears the end, but is never overbearing or gratuitous either. Well done!
- Gorgeous sprite work ^-^
- The dream gameplay loop works well, difficulty is well tuned too - I had to respawn once on the final boss and almost died again but got it, which is the perfect ratio I reckon
- Interweaving of the dream and waking choices worked really well!
Things I'd love to see:
- Variation in the dream gameplay loop would be grouse, e.g. Slimes + Nega Slime the first level, and then some other enemy type the second, etc
- I was thinking near the end that the enemies / wizard could be wrapped into the narrative a bit more in some way, perhaps representing the illness or ravages of time. Just a thought!
- Had a slight loading issue, twice the loading bar paused and never started again after a minute or so wait. Eventually refreshing the page made it work, not sure why! (Firefox if that helps)
This was awesome, really nice submission team! ^-^
Things I loved:
- The intro narrative, good premise and use of varying fonts to convey tone!
- Art + sprites were really evocative and charming, and worked great with the HP colour shift
- Music was great, the whole audio dynamic with damage ramping up the tense vibes was choice
- Loved the page BG blending into the platform BG! Underscored the goddess garden liminal space well
Things I'd love to see:
- I really like the bait-and-switch ending, I think it could've been underscored / made more obvious. I did notice the text change, but still had to double check the comments to make sure I hadn't just run out of lives! I think maybe having the level behind fade to black would sell it well... or in a perfect world with more jam time, having the goddess sprite show up with some ending narrative! ;D
- Few more sound fx would go hard here I reckon
Thanks for playing + the detailed feedback! We had the same rhetorical journey with the RNG sheep movement throughout development lol. One change I had planned but didn't get to was that hitting them with the Katana would significantly speed up their movement logic, so that they would almost certainly get out of a corner while still retaining that tension you described with the boss, plus it gives the Katana another use case to juggle. We might go back and implement that post-jam when we're fixing the Up bug!
Haha the kiting of NPCs is also something I do, and it DEFINITELY works... buuut only in the same way turning my controller IRL veers my car harder in racing games ;) Thanks again! <3
Really great interactive story! :O
Things I loved:
- Absolutely nailed the vibes here, the audio + writing play off each other perfectly!
- 3 plates to spin was perfect - had a few tense moments there! But always felt like I could intuit the potential consequences (or should've in hindsight)
- The switch to the dreams was appropriately off-putting for how minimalist it was! Great use of audio again
- Really unique entry, haven't played anything like it in the jam so well done there :D
Things I'd love to see:
- A little more time on the art / vignettes would go hard, though relying on imagination has its benefits of course. Very creepy...
- Just a bit more tbh! Don't get me wrong it was a great length, but I certainly wouldn't have minded a few more days ;) Cheers!
Nice precision platformer! :)
Things I loved:
- Gameplay was fairly tight, with very well thought out level design!
- Random modifier made each run slightly different, which is good when you're restarting all the time
- It was cool to see an intro animation! I don't think I've seen a jam submission do that before :O
Things I'd love to see:
- A background music track would fill the space well, and stop the sfx coming in so sharp
- Checkpointing might be good - it was pretty brutal to hit the upper level and then start all the way back! But that would conflict with the random modifiers (since you could essentially "reroll" at each checkpoint) which would then require a life system to balance it out, which is then getting pretty off track lol
Ahh thank you for the kind words, we are also huge fans of parallel worlds so it was awesome to have an excuse to try it out! ^-^ It was honestly a lot simpler than I had expected!
In case you or others wanna try in the future - the secret sauce was drawing 2 versions of the same tilemap, then in Godot adding them both to the same TileSet, and when we switch, iterating through each tile in the map and changing its Atlas coord. That's basically it for the graphics + tile collisions. For anything that pathfinds around, we maintained 2 separate Astar2DGrids - one for real world and one for dream - with certain objects just registering their positions on both. Though tbh we could've probably just re-used the same one as it turned out - we had bigger plans originally, aha.
Thanks again for playing :D
Oh noooo, you hate to see it :( Thanks for playing + the feedback, and sorry you ran into bugs - I've made a note of them for a post-jam fix! Being caught at the same time as returning must just be an order-of-operations thing I missed, but not being able to sleep in a couch with an arrow is hella confusing, lol. Back to the coding cave I guess :P
Fun little platformer! Great job mate :)
Things I loved:
- Managed to pack in quite a few systems - movement, health, enemies, pathfinding, animations, and screen transitions!
- Artstyle was simple but effective, the animations worked well and I really like the crystal + sleep effect
- I really appreciated the Coyote time on the jumps! Those last 2 were quite hard haha
Things I'd love to see:
- A little audio would do a lot here, even just 1 sfx or a simple music track! I recommend checking out freesound.org for the next jam!
- The game was veeery small on the screen for me - I had to zoom the page to 300%! You can set a manual resolution for the web player in the Edit Game page ;)
- The sprites for spikes and grass are a bit too similar imo, which sometimes hard to tell if I would take damage
Nice effort here, especially for a first jam! Really digging the vibe ^-^
Things I loved:
- Amazing art + great use of screen dithering! I especially love the giant hand animation
- Clever interpretation of the theme! Solid mechanic that I was eager to see more uses for
- The music... and the dancing figures :D
Thing I'd love to see:
- I think you could've safely collapsed E and Up arrow into a single Interact (either button) for simplicity's sake
- A bit more audio/visual feedback on the switches would be nice
- I feel like 1 more level would do a lot here - I know there was some time crunch (understandable!) so not a criticism, but yea felt like I had just "got" the mechanic and then it suddenly ended! So would've loved 1 more slightly harder level that put the skill to the test!
Overall great job, well done team :)
Really neat little loop! :) Well done mate
Things I loved:
- Nice variation of different mechanics + interactions to keep on top of
- Had the right amount of plates to spin to keep things tense
- I really like the art style, the shifting lines make me nostalgic for NG ^-^
Things I'd love to see:
- It'd be nice to have some more visual/audio feedback when correctly interacting with an item, it was sometimes hard to tell with the phone + curtains (also, is it not left click rather than right as in the description? I was trying both though)
- This may have already been the case, but it'd be nice if the frequency of mechanics increased as you get closer to winning! Might make things a bit tenser haha
Simply amazing work here mate, great job! :D
Things I loved:
- Building an entire RPG with combat, inventory, narrative, different levels, quests, even cutscenes(!?!) is extremely impressive, doubly so in 7 days, TRIPLY so that they all work well and are engaging in their own right! Very very impressive :O
- The interpretation of the theme is very inspired. Y'know I don't think I've ever played an RPG with a time-sensitive level destruction mechanic before. It's actually a really great combo!
- Narrative + questline is compelling, I haven't got time to complete it atm but have kept the tab open for another day because I want to follow up on it ^-^
Things I'd love to see:
- A title screen, anything to onboard the player into the game would be grouse
- Actually it was a bit of a cold open tbh, I wasn't sure where I was or what I was doing. I died outside once or twice and might have stopped there, but happened to go into the cave and was very glad I did. I think it'd massively benefit from either having an introductory cutscene happen before the cave, a simple tutorial window with a brief explanation before you get started, or even just a text dump with a bit of lore
- Art for the warhammer ;D
Wow, what an absolute joy to play! :D
Things I loved:
- Really good incremental loop, well-balanced, perfect for the length!
- Fantastic art + sound design, especially impressive for a solo dev! The growing sword was seamless and all the assets felt very cohesive
- So damn wholesome, smiling ear-to-ear the entire time ^-^
- Performance was silky smooth
Things I'd love to see:
- The cost of the plots seemed a little out of whack with the rest of the economy - I feel like the berries / roses could've been more expensive to unlock! I had enough to unlock them all almost immediately which then made going around to grab them not as satisfying as I feel like it could've been
- I think the upgrade menu could be recooked a little - the UI looks great and the zoom-in is good, but as you upgrade so often it was kinda odd having to constantly open it to see if I had enough to get something, if that makes sense?
- Oh also had some weird white lines pop up every now and then on the background (almost like a broken TV screen? not sure)
Might be my fave of the jam, great work mate :)
This was really fun, great job mate!
Things I loved:
- Really addictive roguelike loop, ended up playing for half an hour! :D
- The shooting was hella fun, I liked the tactical crunchiness of lining up shots and managing your overheat while trying to figure out which clusters were most worth going for
- Very comprehensive upgrade system with a lot of stats + strategies to consider
- Really nice transitions + banging soundtrack 8)
Things I'd love to see:
- An explainer on the stats somewhere would be good, I was stacking Luck out of a roguelike habit but wasn't actually sure what it was applying to! :P
- I could buy both nuke + freeze but only one would actually apply to the run, so it'd be good to either make it possible to queue them one after the other OR just disable the other shop option if you've already bought one type so you don't waste money on it
- Sound fx for the UI selection in the menu might be nice
Oh also, did have a weird bug where my Heat progress bar flipped to the left side (outside the border!) after 10 or so runs, which then made it a little hard to progress as I couldn't tell when I would run out, but hey such is jam games and overall great work ^-^
This was very slick, like a demo for a full game! I really liked it, especially as like an uno reverse of my entry ^-^" hehe
Things I loved:
- You nailed the sombre, noir-esque vibe of a detective investigation very well!
- The non-linear aspect was fresh, I liked having to go back in with a different order to piece things together in another way
- The time mechanic was interest - there was def something compelling about choosing what to investigate based on how long I thought it would take that I haven't really seen before in the genre, great stuff
- The overall level of detail was really nice, very polished for a 7-day jam! Congrats :D
Things I'd love to see:
- It'd be good to be able to restart the game from within a run after completing the investigation, so that you could track if you've gotten all 14 clues after reversing time. It'd just be nice to track if I got everything, I think I did but I'm not sure and there's currently no way to tell
- Skipping the dialogue by clicking was very nice, but there is a slight delay at the start that became annoying by the third loop. Found myself spam clicking every screen I'd seen before, which detracted a bit from the slow burn vibe IMO
- Also a really basic Shift to run that only unlocks itself after the first loop would be great!
- What's behind the door! ;)
Ayy nice work here mate, fun loop that took a few tries! I had a blast (eh, eh?)
Things I loved:
- Toight controls, satisfying to have to tap ever so lightly in part to dodge incoming debris haha
- Great use of art to sell the distance + refreshingly smooth movement for a browser game!
- Good sense of difficulty for the length - it was certainly bloody hard to dodge but without being too punishing vis-a-vis amount of fuel vs distance to the bottom, very well-balanced
- Great choice of music!
- Extremely prescient / relatable intro scrawl :P
Things I'd love to see:
- Having the player character just a little higher on the screen IMO
- Maybe 1-2 consistent bigger debris to dodge, e.g. a chonky satellite taking up near-half of the screen at a certain point so you have to remember to veer to one edge, would add some nice key points + sense of progression through the level
- I reckon the rocket boost audio having a short fade at the start/end would be good (or increase it if its already there), the hard toggle felt a bit jarring after a couple of runs
This was great! Nice loop that took a few tries to crack :)
Things I loved:
- The push + pull of timers was compelling, the growing gave me Terra Nil sorta vibes but then having an almost tower defence angle to it with the venus seeds, very nice
- Love the artwork, the venus mantraps were particularly good
- Great use of minimalist audio to sell the vibe, the growing sound combined with the growth stages <3
Things I'd love to see:
- I reckon one more seed type for 3 total would be nice - maybe a slightly larger map and then having a grass seed that makes up the bulk of the grass spread
- An escalation in the enemy would also be sick, either a stronger type of enemy or some bigger wave(s) you have to prepare for?
- Personally would like a score based on time taken to complete, but this might detract from the vibe for some people
Overall great work m8 :)
I really liked this one, great premise + very impressive for your first game too! :O
Things I loved:
- Hot Potato + Musical Chairs are 2 great tastes that taste great together! Really inspired gameplay combo :D
- Control scheme was surprisingly simple, very easy to pick up with little friction after the first round
- Really great art + general aesthetic vibe :)
- Having the Pro difficulty was a good choice, I liked that final challenge once I had the hang of the core loop
Things I'd love to see:
- Some more audio cues would be nice, the music works well but I think some sfx feedback to know when you're holding the potato + when its about to burn out would really help make it feel more responsive
- UI is a little bit noisy, I think the bottom right + bottom left gfx are a bit redundant (especially if you had sfx audio cues for the potato)
- Tutorial gfx were very helpful, but it would've been nice to have it either communicated at the start of the first round, or broken into multiple explainer screens that logically follow each other, rather than 1 giant diagram
- Multiplayer version ;D
As a fellow sufferer, this was a very cathartic experience! XD
Things I loved:
- Different weapons all felt useful and rewarding to power up to, great job there
- Loved the art vibe, its giving 2000s Newgrounds / miniclips in a great way
- Great length, short + sweet (or spicy?) morsel with no wasted fat around the edges! :P
- Options dialogue got a hearty chuckle outta me
Things I'd love to see:
- Big 1-shot weapon could be a liiiittle more powerful, I avoided it over the shotgun blast after a while
- Could add old arcade-cab-esque "levels" by just speeding up the food output slightly each round, or have it run infinitely and your score is how long you last (maybe with "wipe all at the floor" tetris weapon once at total powerup)
Overall great stuff, cheers!
Nice interpretation of the theme, and great fun to boot :)
Things I loved:
- Tight controls, the helicopter was just finnicky enough to be engaging without being annoying! I especially like the acceleration difference between rising/falling and lateral movement, it felt right
- Solid loop, challenging + rewarding to fight the fires while also dodging + not killing people
- Really appreciate the different music tracks! Such a nice detail
- Showing my age here, but it has similar controls to a Neopets mini-game I spent hours on as a kid called Kreludan Mining Corp so the nostalgia was also nice in my case ;P
Thing I'd love to see:
- A bit more tutorialisation in-game would be useful imo, I didn't really get how to pick people for the first few runs so even just some hovering text explaining what to do would be grouse
- I also think having the people move back and forth in their starting area would be more compelling, as about half the people congregated back to the helipad near the start once I put out the interceding fires, and while that made it nice + easy, it was also a little lacklustre way to end each run
- Personally I think crashing should be an instant loss, especially with people on board! But that could def just be me haha
Great to see a visual novel in the jam! Good job team :)
Things I loved:
- Compelling narrative, with well-executed story beats
- Audio cues + art changes sold the scene shifts well
- Key art was very lovely and sold the vibe
- Mouse particle was a nice touch ;3
Things I loved to see:
- I think a few bespoke font choices would do wonders here, e.g. italics for distinguishing thoughts / narration, different colours for different characters, etc
- A bit of interactivity wouldn't go astray, choosing the name was great but maybe a few dialogue options (even if they don't matter) would place the player in the shoes of the protag a bit more
- I reckon a key art of the bracelet would go hard, especially for the ending <3
- EDIT: Oh I did have a bug to report too - had the Youtube channel one repeat itself a few prompts later, I assume replacing one of the other ones!
Such a fun + refreshingly simple mechanic + loop!
Things I loved:
- Short + sweet! Stuck to the theme but didn't overstay it's welcome, great stuff
- Really nice palette + ui combo that allowed the red + blue prompts to pop
- Great use of audio! Both the sfx cues and the music
Things I'd love to see:
- A few more levels, the length was great but I'd love more :)
- Maybe some rising temperature levels, which then opens up also mixes of the two for more variation
- Different liquids that have consistent warm/cool speeds would also be rad
Thanks so much for playing and the feedback! One of our pillars was to make the game as accessible as possible, i.e. wholly playable with one hand + on touch devices as well as PC, so the feedback on trackpad is very much appreciated!
We are just wrapping up a final update, one feature of which binds 1+2+3 as an optional way to hold out the tools while using the mouse to move, as well as being able to more reliably hold down the mouse button to continuously move while using tools, so I'd love to hear if/how much that helps with trackpad!
I'm also rebalancing the item pickups as we speak so I will revisit the Jade Ring now :) Thanks again m8






