Luckily I found this right before the voting stopped and gave it five stars across the board, i'm glad it did well overall but it deserved even higher!
Clumsy103
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I spent like 5 - 10 minutes on level 6 before giving up lol, I think it's a bit too difficult ight now but I have to say I really really love this game regardless. The art and music are 10/10, and the gameplay is really well made! There's so many little details that make this a gem, like the little door opening jingle, the cool intro cutscene, the ui looking really clean and polished, etc. The idea of getting a curse every 15 seconds is such a cool gimmick and there's also a really fun variety of them.
My main complaint is that it's not clear enough what curse you're about to get. I like how it does tell you in the top left but when when you're focusing in battle, that's not readable enough. Adding a symbol that represents the upcoming curse would be perfect because then you'd be able to observe it in your peripheral and strategise a tiny but before it happens. Seriously, the amount of times a sudden drunken, blizzard or chain bomb has screwed me over because i hadn't noticed it was coming up...
Otherwise I don't think you need to change player's slippery movment / one hp system much at all because yeah it makes it hard but in a way where it's still very much doable. Just make the sudden curses less immediately unfair, oh and also make the flying coffin enemies more obvious when they're about to attack, and it will be peak.
Really great game, I love how it's pretty much an office simulation game but mixed with a demonic cultish theme, it's such an absurd idea lol. It's just so funny seeing corporate emails talking about sacrificing people and how for some reason you are responsible for preventing the end of the world. Great idea and great execution. The sound design in particular is awesome. I ended up getting overwhelmed by the sheer amount of tasks I was given and I was so close to losing, but by persevering, I managed to finish my shift! Awesome job,
I think my only feedback is that I lost track of which tabs were the ones with a low amount of time left. If next to the tabs on the bottom of the screen (after minimizing them), it had an indication of how many seconds are left, then it would be much more manageable while still keeping that frantic nature of the game imo.
My high score for regular is 44m! I thought it was a really unique game and it was very intuitive and simple to understand. It had a nice mix of skill and rng that resulted in that really addictive mobile game nature where you feel like you can keep going forever until the game screws you over lol. I like how not pressing a number ends up powering up your pickaxe, so you have to be strategic in terms of what to do. Really polished ui and artwork, nice music, yeah this game has it all and I don't think anything needed changing. Great job!|
Edit: Okay i remembered the thing that needed changing; the sound effects are a bit too loud compared to the music, plus it made weird popping noises but that might just be a browser game issue.
This game was very frustrating but also pretty fun; I went through a mix of anger and laughter throughout my playtime. The artwork and audio are all amazing and really hooked me on playing, especially the cursor having such a cool effect and how smooth and polished everything felt. It almost feels like an official game. There was also a nice big variety of minigames throughout. You took such a simple concept of counting down from 10 and did so many cool things with it (even if some of those things were very tough lol)
Some of the games felt a little too unfair, like one time i got the horse one and it felt super easy but another time the numbers were positioned in such a way that the horse just kept bumping into the wrong ones no matter what. My favourites were the poke hand one and the golf one because they were skill based and if I messed up it felt like my fault (although it'd be nice if the golf one changed up the order of flags between games because every time i played it, the order was identical)
But then were some that felt really hard to do like the goblin one and the memorisation one, I think they're designed well but the timer is a bit too low for them especially with the memorisation one. The goblin one had me stuck for a while but when I finally beat it and the clapping commenced, a goblin touched a number and made me reset. They shouldn't move after you beat it imo.
Lastly I think the hot or cold game should have gotten more of an explanation, because on my first encounter with it I was completely confused on what to even do which made me lose. It's actually a pretty cool minigame when you learn how to play it!
I hope my wall of feedback can help you improve this. I think it was a wonderful game that you made!
Really awesome, I like how the gimmick is that every round you have to choose an ability to sacrifice. I had to think long and hard about which of the three choices to remove which was often a tough choice. I kind of screwed myself early by removing every high damage health attack except for the blood one, but I like how you can only choose between the three random choices the game gives you, so you can't just pick the same ones every playthrough. It's very fun towards the end having to balance the very few attacks you have left. And I love the final fight! Awesome music and art, plus a cool storyline. The attack animations and sounds were particularly great.
I think other than minor issues like the health bar not visibly increasing when you heal, one change I'd like to see is a way to look at the attacks that an enemy has. It'd be nice to know what attacks are in its arsenal and how much damage they deal so there's a bit more strategy. Also I think I would not have won if not for the health regen ability; it healed 250 hp and had a 1 turn cooldown which was a bit much. Increasing the cooldown to 2 or 3 turns would make me less reliant on spamming it, since I felt like I was in no danger anymore once I learnt how busted it was. Otherwise, really fun game!
Really cool game! I've played a couple puzzle games before that involve using your past selves, but this was a nice interpretation of it. The art is super cute and the sounds too, I like how the bear looks and sounds when you jump. It's super intuitive and simple, but still makes you think (that last level stumped me for a bit when thinking about how to collect every star)
I think the only improvements would be with how the game could do with more levels, and a way to return to the menu perhaps with a level select option? Also little minor things like the bears not appearing on the same y level when on a platform that moves up.
I also just wanna say that the logo is really well drawn, and I absolutely love the soundtrack, it's incredible. (the final ost may have been a bit loud though)
I was too small brained to beat level 8 but this was amazing, I really love the pixel art style you went for alongside the really beautiful soundtrack. I've seen plenty of puzzle games with the limited turn pushing mechanic but this was done in a nice way with a cute worms vs birds mechanic. The snow mechanic of freezing eggs to prevent hatching and the combining of eggs was so cool. Just really solid work, however the game lagged and had popping noises during the music sadly. Still, I loved what I played.
Very cool, lagged horrendously for the first several minutes but afterwards it ran at around 10-20fps which wasnt too bad I guess. I mechanic of losing your weapon every 10 seconds as well as tiles on the ground constantly shifting is so creative and unique. The colour palette is also quite distinct and great to look at. I loved gathering all the dozens of types of weapons and they felt really fun and unique.
The upgrade mechanic took me a while to understand since i never went near the statues at first so maybe making it more clear I can upgrade would be good. Love the references too like the Terra Blade and the Guts Greatsword! When the centipede enemy came I couldn't get past them but i had a fun time playing until then! Great cover art btw.
Love the whole idea of the game, it's so unique and has its own identity. The music and art are also great and the movement is well done.
The goal of 100 sheep is pretty low because in just two easy mode rooms i already had over 120 sheep and beat the game super quickly and easily. Making it a higher goal and making the challenge increase overtime is the biggest feedback I can give. Since in the last easy room I did, there was just a single rotating blade moving at the bottom of the screen and there was zero challenge.
Also when i beat the game and entered the door on the left to replay it, I couldn't get through the next door for some reason.
Lastly i think when a rotating blade is about to spawn, letting us know the direction it's about to move in would be a great help.
But yeah the game has a great art style, is super intuitive and simple to understand, and has a lot of potential for improvement!
Really well executed game! The medieval art style was captured so well and it's really creative to use a jester as the protagonist for a game! The gameplay was well designed and each card had its own use to it.
- I love how the candle represents the time left but I think it was sometimes hard to tell how much time was left on it; maybe if the number of turns left was displayed for longer it'd be better.
- I didn't understand the whole discarding and banishing cards mechanic, like the discard button didnt seem to do anything and i had no idea what it meant to banish a card.
- Showing the current round number could be a nice touch
- Making it more clear for new players that "end routine" is the way to progress would be nice, or maybe even just instantly ending the round once you surpass the required glory would be great.
I also wanna say the music is great, same with the moving background and the funny jester animations too. Plus the amount of different cards with unique art for them was great. I found myself replaying the same a lot because it was so addicting. Well done!
Love the visuals of the game, the concept is funny and creative, and the sfx / music are great. Not sure if the game worked for me; If I kept playing the game and ignoring the emails / not working, my hair continued to fall out and my boss didn't come to check on me / punish me. But from the description of the game, that shouldnt have happened. Also the text was a bit too small to be readable. Either way, cool game idea and I love the goofy art style you went for plus the countdown theme being used to represent hair falling out lol.
It's pretty fun to move around the queen and i like how quick you can move her, it's also quite satisfying when you take a piece. Pretty nice music and art to go alongside it too. I just think it gets a bit unfair later when you simply just can't collect all the pieces in the amount of moves you have left. Also maybe if some of the pieces you collect are moving around like chess pieces it could be fun? Just anything to spice up the gameplay. Cool game though!
Okay I love chess so this game was pretty great. I hadn't read the description when I first played so I wasn't really sure how it was different from regular chess other than how it has a shop and how it keeps the position of the pieces every game but I worked it out eventually. This is a cool twist that I haven't seen before, which made me really think about whether to even move certain pieces or not! You also made a pretty solid chess engine that has nicely designed pieces visually.
- There should be an option to not promote once it pops up with the menu for which piece you wanna promote a pawn to, because i didn't actually want to promote the pawn on this specific turn and realised i was forced into it as soon as I got to that menu.
- I found a bug where the game loaded for a second when t should be the enemy's turn, and then they just never made a move which softlocked the game.
- My screen was far too zoomed in; i could only see the left side of the shop and couldn't see the top of the screen either. Changing resolution did nothing.
Still this is a pretty cool chess variant!
One of the most unique games in the jam and the way it uses music is outstanding! I love how the clock hand goes along with the beat! Level 2's style is my favourite but it's a shame level 3 is unfinished because the way the clock hand goes back and forth is awesome. The art style is pretty cute and very unique, the movement is solid and I like the way the levels are selected. The way the screen size and brightness increases when you turn the first cog is really cool, so is the way you have to loop round the map to avoid taking damage!
The ledge grabbing is a great mechanic but I think it's maybe TOO easy to grab a ledge? Because sometimes i felt like i was nowhere near a ledge yet by pressing space even near it i suddenly climbed it which often led to me taking damage. Also I may have run into a bug on level 2, i fixed the bottom right cog last which opened the door but then i accidently fixed the cog again which closed the door and i just had to outlast the timer at that point. Maybe the clock hand's hitboxes can be a bit too big at times? (i felt like i didnt even touch the little clock hand in level 2, yet i took damage but it may just be a skill issue) But otherwise it's pretty darn cool.
Never would have expected to have played a microwave buckshot roulette game lmao. Honestly it plays exactly the way it should play, and it's pretty fun. Just such a batshit insane concept but honestly with the ultrakill style soundtrack (and the questionable menu music lol), the music works surprisingly well for this kind of game.
My main complaint is that we never see a health bar for the microwave, and because the win condition is to just outlast the timer, it kind of incentivises waiting around rather than trying to kill the microwave. If each time you shot it, it gets more and more broken until it dies, it would be great. Also the retry button does nothing. Otherwise, i guessing fixing up the ui and adding some sound effects for things like shooting a blank are all that are necessary to make it more peak.
This was awesome! Great visuals and music but also a really creative take on the theme especially with the timer steal mechanics. I realised that the way to win is to kind of spam mouse left right and space, since the opponent attacks so quickly it's hard to actually time a block in advance (except for the timer steal) Something I'd have liked is a way to return to the menu during the sparring match instead of having to wait to lose, plus I think when you select "next opponent", it should introduce the opponent instead of immediately starting the next match. Good game!
Pretty simple and cool game, I enjoyed playing minesweeper! The visual style is awesome and the music track is awesome. Pretty creative spin on the theme too!
I ran into a bug where i suddenly couldn't play it anymore though for some reason. And I never understood why declining my boss's calls would decrease suspicion; shouldn't it increase it? Being able to answer the call could be nice. Also the "type this prompt" task confused me because I didn't know what to actually type.
But yeah it's still kind of fun to play minesweeper and pretend I'm doing work, just wish there was a clear objective to accomplish.
Really good game, you captured the style of a visual novel so well. Everything was super polished. The art style and voice acting were all top tier. Great writing and concept too, also really well designed characters; my favourites were Marv and Helen. When you get caught by the boss it had a really imposing character design and voicework which I think was cool. The ending was kind of depressing but I guess it reflects reality lol. Also the background music was great.
I think the task on the computer had the music a bit too loud plus it felt a bit out of place when you compare the style of the visuals and music. The task where you organise files alphabetically wasn't really explained, so it was hard to know what to do at first. And then sometimes the voice acting would switch which side of the headphones it's majorly heard in, so changing that would be great. Overall it's such a unique game and I've not seen a proper visual novel submitted before so good job on getting it done!
This game is awesome, even though I struggled to understand it fully, it's really well thought out with a lot of complexity so great job. The music is really chill, and the character designs are awesome (i liked seeing pink from deltarune, as well as neuro-sama lol) It's handy how you always have the guide on screen on the left for me to read at any time which did help me slowly improve over the playthrough. Overall it feels very polished.
I think I understood everything about it except for how the power and timing mechanics work. When a customer wants a timer between 2 and 10 seconds as an example, how do I do what they ask Do I just put a certain amount of blue boxes down that is in that range? And when they want 20 power for example, do I place down exactly 20 red boxes that all connect to the yellow energy boxes? I think I did that and I did the other tasks perfectly but I still got a low score by the end.. Having that explained more would be ideal.
Regardless, you made an awesome game!
This is your first game?? Really awesome, gave me major flash game aesthetics which I love. My total score on my first playthrough was 6965! It was a nice short fun experience that maybe hits too close to home lol. The music and sfx were awesome and the game is super simple and intuitive to understand and play so good job there.
- You should enable a full screen button in your game's edit page (you should still be able to do that post jam)
- I think it would be nice if the game showed you some of the tasks you did the most when the game ends, it could be fun to look at!
Great game!
Really really good art style, and I like how pretty much everything had a countdown timer to match the theme. Love the animations for running and exiting the level, and the movement / gunplay was really solid. Also great boss fight, although in my opinion the boss theme felt a bit disconnected from the goofy music that normally played. I think the countdown timer on the boss that represented its attacks was a great idea.
I think the shooting sound effect was too loud compared to the rest of the volume, and the boss fight theme overlapped with the credits theme. The jetpack didn't really have much of a purpose imo, and the blocks had different hp values but the gun instantly destroyed them which was a bit odd. Outside of those minor issues i think it's a nice short action platformer and you did well for the short time period.
Genuinely awesome game, not only in the sound and art feeling super unique but also being really really fun to play. I found myself often replaying levels and really thinking hard about the solution - and they always felt satisfying when I solved them. The variety of levels and tasks was also really good - some of the ideas especially with the last level were great.
If you were to improve upon this, the sinkhole level consistently gave me the win even though all the houses fell offscreen (although i have no idea how I'd solve that one legit)
My main issue is that half the levels were not very clear on what the danger was from the level name alone. Having more indication of what the threat is beforehand would be nice.
Lastly, it'd be nice to get more use out of the digging mechanic and maybe even mix it with the building mechanics.
Otherwise, you did flawlessly and I'm happy for you about how popular this game got!
Amazing creativity, narrative. voice acting, sfx, music and art. Such a cool concept for a game with a really sad premise. However every time I downloaded it and tried to launch it, it never booted up. And on the browser version, the subtitled became a bit delayed and pressing space did not keep my eyes open, resulting in a fail. It's a shame because everything about it especially the art and voice acting is awesome!
Might be worth it to add checkpoints in the game so that if you fall asleep, you only reset around 30 seconds instead of resetting all your progress.
Top tier game, the whole presentation of it is maybe the best so far. The animations are really nice to look at, the frantic piano really fits the style, and I've never seen a rage game quite like this one. I got reminded of how terrible I am at remembering phone numbers, and after the third or fourth reset I caved; I started writing down the phone numbers on my second monitor.. But I never would have beaten it without doing that. Great ending btw :)
My nitpicks with the game are;
- The intro should be skipped when you replay the game.
- The book should open up to the page you were last on (unless it was intentional to annoy us having to constantly read it from the start lol)
- When the game ends, the audio should stop instead of continuing even into the main menu
- On mark b's second call, I heard a popping noise at the start
- At one point the piano music came to a really sudden halt and then started again, it should fade out instead.
Luckily I didn't encounter the game breaking bug you mentioned.
I really love how good the voice acting is, plus the player voice is super funny and charming. Just the whole gimmick itself is really funny in general. I loved calling numbers like Saul Goodman and that guy in a warzone, and I often stayed in calls just to hear all the dialogue because it's fun to listen to. I started giggling when I called Mark Brown from GMTK. I did the mark brown route which as far as I'm aware is the only possible route but it'd be nice if this idea was expanded on and there were more routes / funny interactions. Loved it!
The art and audio are absolutely perfect, as well has the concept. It looks and sounds so damn cool, and it's really a standout among the rest of the jam. Love the music! The design and animation of the god you fight is beautiful. Also once you know what to do, it's pretty fun. Managing to get the right block in at the very last second is so satisfying, and whittling down their health is great. I love how the god compliments you the more you hurt him, it's just such a cool feeling. The gameplay is basically near perfect already!
My feedback would be;
- Add a tutorial at the start which explains all the systems because things like the direction you have to block, the timer that runs out, how the god periodically resists different attacks, etc because I was a bit lost at first.
- Make the direction the enemy attacks in more obvious so i don't have to stare at the bottom right of the screen so much (like maybe when the "incoming attack" warning is in the middle of the screen, show the direction he's attacking on that warning to make it more clear).
- Move around the order of the boxes for defending. Aka instead of block down being at the bottom right, make it be at the bottom middle and have the boxes be in a rhombus shape (unless that clashes with the style you're going for) Because sometimes I would forget which block is which in the heat of the moment.
- Add more ways to generate shields back, like maybe if you block at the perfect time you get loads more energy back than usual? I just felt like I was stuck with low energy sometimes.
- Add the weapon icons next to the names of the attacks before you use them, so it's more clear which one is being resisted by the god.
- I felt like the god started spamming attacks sometimes which gave me no room to deal attacks of my own. You have so little time to defend, so all I was doing was defending when he was spamming which led to my defeat. So either a longer attack time or a way to prevent them from attacking sometimes would be ideal.
Sorry if that was a long list, I just really feel passionate about this game and hope it becomes even better!
Absolute cinema, for a big at the start I wasn't sure why I kept shooting myself but once I realised the mechanic I fell in love. The music and sound effects are absolute top tier but so is the art and the gameplay. The movement is really solid as well as the sheer amount of weapons and how satisfying they are to shoot. There's just so much good about this one.
My only complaint is that the player's health wasn't very clear, like sometimes I'd take damage but survive, yet I was unsure how much health I currently had so a better indication would be perfect. Also the cover art feels a bit disconnected from the game.
Rank 08 with 1362 points! This game was awesome in pretty much every way, from the amazing pixel art to the music and sfx when destroying blocks. It really gave me that drive to continue restarting after losing and seeing how far I can get. It's such a fun and addicting game, and really fun when you get big combos and see the big number go up.
I think my only criticisms I have are that not everything was explained as well as it could have. The tutorial didn't explain what the goal was, so at first i thought we had to avoid destroying the blocks lol. Also it wasn't clear what the ice blocks actually did. But yeah the game itself is pretty much flawless so well done everyone.
I used to play flow free so much back in secondary school and hadn't thought about it in years so you can imagine my surprise when playing such a similar game. I think it's a very polished experience that feels almost like a full game; there's so many little details you got right with how cosy it makes the game feel. The bombs exploding is not only a great connection to the theme but also a fun way to end each level. Love the music too.
I personally found levels 12, 13, 27 and especially 30 the hardest. Level 30 had me stuck for so long that I gave up lol. I agree with Donutsforlife's critique about how some mechanics weren't utilised enough and how the difficulty didn't scale well because outside of the levels i mentioned, it felt like a breeze to get through most the levels. Good game though!
I really loved this game!! It's so cool to get a game from the perspective of a pregnant woman and when I realised the game was based on reality it genuinely brought me to tears. You put such a creative and touching spin on the countdown theme, and I like how simple and intuitive the game is to play!
I guess my only nitpick was that I wasn't sure what to do in the painting level and I had to check the game page to see the controls but maybe that's just an issue on my part lol. Regardless, you made an amazing narrative experience told without a single word, one that has such a special meaning, so well done!!!
The visuals and audio were done really well to sell a super eerie ambience. Seeing those 2d figures in the forest watching me as the fire got weaker, and as they put out my torch was pretty terrifying. And having to venture out further and further to get more wood was quite tense. Reminds me a bit of Don't Starve. Also very creative to have an almost solemn narrative fail state instead of the fnaf style jumpscare i was expecting.
However, I didn't understand why it kept saying "light torch - 0/5" when i went to the fire, since I couldn't increase the number from zero even though the torch was lit. Also I'd have liked it if the game told me the current state of the fire maybe? And then sadly it crashed early on and messed up everything on my pc when it did so i had to restart it. I didn't really feel the drive to return to it after that but I think atmospherically and creativily, you cooked.


