I think the narrative was really nice: the talking wurm had something creepy and scary, well done. I also liked the game even if I think it was a little too hard for me. I had to try multiple times each level.
Very well done !
Folchamp
Creator of
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The solo project I built in the past had very little polishing and working with Unau, Sylber and MissingNoShiny allowed this new game to find a well balanced gameplay and a polish level I never reached before. All of the team members showed their best during the jam, preparing for even better work in the future. Your words are motivating, we want to make even better next year!
Also thanks for saying that our game is one of the good ones. I never heard this said about my work before, it's very touching.
Yep! Every single year, we hesitate: are we continuing vanilla Javascript development or are we shifting to Godot ? The truth is we have more experience with Javascript and it's really hard to shift to a more powerful game engine. But we might do it next year. The first couple of game will probably be less polished but once we get the hang of it, we'll be able to go even further than the polishing we achieved here. Javascript is so cool ! And Godot even cooler !
Thanks for recognizing the polish we achieved with the sub-par Javascript engine (we built ourselves).
Unau is behind most of the drawing, his skill has no limit. I'm sure he's glad to read you.
Have a nice day!
You said memorable? How nice! It's the very first time I hear this from a commentor and it sooo coool to hear. Are you going to talk about us?
In our team, we have this little Discord channel were we put all the games we really liked and wish the others to experiment. Very useful to filter out the best of the best (even if all the games have their merits of course!)
Thanks for the kind words, I really, really, appreciate the formulation!
Choosing which game to develop is, for me, the hardest part of the jam.
The second hardest would be to decide what you scrap when the time starts running out. We did scrap a lot of very cool ideas in order to keep the game development in the 96 hours frame. But we still managed to have a finished product, I'm so happy.
It's very cool to read that we had similar ideas, I'm testing your game today!
Thanks a lot!
Have you spotted the Nyan cat ?
I'm glad you had a blast playing our game! I showed it to my family ten hours ago and, strangely enough, they also had a blast! My games usually only win a little more than an unconvincing "meh", which kind of hurts. This year's game does everything right, it seems! Thanks for pumping up our rating and comments! So happy!
I'm glad you felt like it was tons of minigames, because during development I was very scared 5 was too little for this kind of jam entry. Well, it seems it was just enough, which is a great relief for me.
To be totally fair, we had 10 other ideas and 3 uncompleted mini-games that we kind of scrapped in order to polish the rest. In the end, the polishing is correct and the amount of mini-games too. A bet that worked!
Thanks a lot for playing!
Well, we brainstormed for the mini-game titles and... snap de cats didn't have unanimity. We thought of other ideas but couldn't find something very evocative of what we expected from the player without being too close to the title of another game. Frame all cats, shoot the cats, gather all animals, have them all in picture... some of the ideas were better than others then the decision went towards snap the cats (which I personally don't like too much). Being able to follow the team is, I think, an important quality a dev must have, so I silently accepted and added it to the data of the game.
Yep ! And we had ten other ideas that we decided not to implement because polishing is such an important thing. I'm a bit sad the we didn't find the time to add games and polish the main loop (smartphone, menu, scoring, sound etc.)
But, hey, if you had fun playing, that's all that matters!
Thanks a lot for leaving a comment!
Yep. We started with the creation of a small Javascript engine and a simple Javascript level editor. The rest built itself pretty quickly, with an artistic direction only few can match. Thanks Unau for carrying us so far.
I may be a little too glad that we beat the other quick-mini-games-in-succession style games. We must have done something right (even if I'm not totally sure what). Glad you tried the game, thanks a lot!
The first night, it was very hard to choose a gameplay that we all liked and, at the beginning, there wasn't a very big amount of motivation because none of us had their own idea implemented. And yet... the motivation kept growing and eventually the result is way beyond our expectations. Big thanks for the dopamine boost your comment delivers!
For the first time, it is very clear that making a fun game scores points. And that's absolutely not my work! I was only the hidden developer that put everything into place, but the creativity effort belongs to the rest of the team.
I hope you laughed as much as me during the game and thanks a lot for your comment!
I absolutely love this game. Did you build a level editor or did you build the levels by hand ?
This kind of game where you can backtrack and make better scores to help you for future levels really works when implemented like this. I really think you nailed both the macro (advancing through levels) and micro (advancing in a single level) with a very good link between both.
You perfectly respected the jam theme. The artwork is cute and sober (which I really like). The amount of levels you can build with the mechanics you created is nearly infinite.
Really, GGs. Probably my favorite game so far.
PS : and there are multiple characters with different powers!!! How good is that???
At first, I didn't understand the time borrowing could only be achieved while in the tab menu and after ten tries and a couple of angry words, I understood. The game suddenly went from horrible to excellent.
I like the artwork, your drawing is cute and matches the gameplay pretty well.
I really, really like the mechanic. There's some creative strategy in the game, even if the core is a puzzle. I feel like there could be some sandboxing in some of the games. Just random doors everywhere and the player has to be creative and find his own solution.
Have a nice evening, I loved your game!
Uhhh, it is very rare that I like the controls of a game jam platformer. I liked the controls of your platformer. GG for that.
The gameplay was creative, smart and hard enough for me. I was stuck at level... 4? But I didn't tryhard because I want to test more games this evening (almost midnight here...). For your next jam, try to improve the graphics and the narrative !
Fun entry, I will play it again after the rating period! Have a nice evening!
Wow, this is a game of patience... Some levels took me a lot more than 3 minutes to complete. Avoiding bullets until the timing is right to place a hit. Waiting, waiting, _hitting_. Waiting, waiting, _hitting_.
The game really ressembles more a strategic and patience game than a hack&slash. And I like it !
The music makes me think of an old game I used to play. 5/5.
Very cool entry, I'll play it again a bit later when my brains have cooled down. Thanks for the game!
I really, really hate memory games. 5 is Duck is my favorite game this jam.
How the heck did you manage to transform my least favorite genre into a super strategic masterpiece ? GGs, 5/5 everywhere. You nailed it. The artwork is exactly the kind I like. Nicely polished, pretty sober and retro. Dang it, PIPAPOU, you deserve all the praise you got !
See you around!
Hey, we had the same idea! On our idea board, we also thought of a game where the Count goes down but... we ended up with something totally different. I'm glad someone made the game we thought of... with much more skill than us!
GGs for the polishing and the fun gameplay. I'm not sure when the game is supposed to end so I quit when my eyes started to bleed from too much speed.
Very good entry, I love it. Have a nice day!










