You're not alone! I messed up the tutorialization, you're supposed to bounce in the pit. Hope you still enjoyed it!
CasperDahlinHolst
Creator of
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There is so much quality and good ideas here. I liked it a lot. I did end up rage-quitting after the 10th try of (what I hope is) one of the more difficult levels. I think I could use either a few lives or checkpoints, because the difficulty gets brutal. I also didn't understand the villager gates, really. They just feel like blood orbs you have to wait for, even though they are different thematically. Still, really good entry. I also really enjoyed the character controller, both the feel of it and the animation. It is so damn stylish, makes you feel like a predator. I also leave this note on most platformers, but an option to jump on W/up would be appreciated. Also, out of curiosity, what thoughts went in to designing when the player gets more blood points? Tying it into an invisible coin counter felt a bit odd as a player tbh.
And I'll give you a few backseat developer ideas: the blood points could be multipurpose "health" and movement. Killing the villagers could give you sun immunity. When you would die from the sun is a little unclear, and happens to be the death that made me stop (up high, where there is a blood orb in some sunlight after a long acrobatics challenge)
But that you made this in 96 hours is a wonder, really good job dude.
I actually think the minigames themselves are almost perfect, I wouldn't want to change anything about them. Pulling out the debris is sooo satisfying, but I think chasing down the rats felt "janky" due to the very horizontal nature of the strike. Switching between levels was probably also what got to me. I am also unlucky with this jam in general, I think, because time-limits stress me out, haha, but it does fit very well here. But I think the game could be carried by being even more narratively focused? I was hooked from the very beginning in that regard. I could see myself playing a version of this that is less "intense", and more focused on the quality of the tasks performed, rather than rushing to perform them. I might just be the wrong target audience though. Hope you gain something from my ramblings. Thank you for making the game, and participating in the jam!
This is so well made, especially the aesthetic and art. The actual feeling of the time slowing down until the game over is an experience, and huge kudos for that. I still can't help but feel "tedium" is a word that comes to mind of the gameplay, which is a shame, because this is SO WELL POLISHED. I think you should be proud of yourselves!
This is simple, elegant, polished and cute. I think you should be proud of yourself. I think there is so much room for more puzzles.
And while the gameboy frame actually was a really nice touch, it did make the playing area annoyingly small. It didn't negatively impact what you've made though, good job!
I think this idea is really cool and unique, but the communication of what each sheep does is lacking. There's just a lot of head noise when I have to mouse over them all for details. The style is completely on point though, might be the most polished I've seen yet. I think you should be proud of yourself!
I love this idea, I wish I got it myself. I'd say some more polish would be good, but there's already so much stuff and polish, you can't expect more from 96 hours. I am really impressed. If a cleaned up version is released, I have two wishes: more sounds and jumping on arrow up! ("Hates-to-jump-with-space-in-precision-platformers" unite!)
The final boss area is a really nice touch, it was a lot of fun. The upgrades were also interesting, though they felt a bit min-max-ish, would be fun to steal more of the consequences from something like slay the spire. Overall really good job, I like it!
I thought this looked really cool, and I like the idea, but I think the moment-to-moment could use some work. A thing that annoyed me, was the size of my own hitbox, in relation to the pivot of the clock hands - so if an enemy approaches from below, I am disadvantaged. Amazing job on the art, though
I think it's a very solid idea from the beginning, but my advice (which isn't worth a lot) is to scope way down for a gamejam. A jam game about only the grabber could have worked really well, and would have given you a lot more time to polish, which is somewhat lacking - but huge congratulations on finishing with an actual game!
This is extremely well polished, but also ends up being fairly repetetive. At first, I thought it was just a super meatboy clone, I didn't realize your other chickens would have an effect on the world, but when I realized that, my mind was a little blown with the concept. I just wish it was a few shorter levels, because doing the entire preamble so many times gets a little old, especially because the controls aren't as tight as they could be. Really well made game though.



