I definitely agree with your critique. If I had to make this game again, I would have put some i-frames and/or something that kills all the enemies a few meters in front of you. That would definitely make it more fair. Thank you for that.
1nder
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Nice game! I was able to complete all of the puzzles. I would say the puzzles do involve a good bit of thinking and planning. However, the puzzles did require some trial and error. I don’t really think that was a big deal though because I enjoyed every puzzle. I had a lot of “aha!” moments throughout.
I like the art style, it reminded me of those games they’d have installed on our elementary school computers (educational games) and also Pizza Tower.
I would find a way to make the mechanic more obvious in the first level, but I was able to figure it out after a bit of experimenting.
Good work!
This game has a TON of charm. The animations of the little people, the things they say when you click on them (they even give gameplay tips!), the headlines at the top. All of this stuff comes together to create a very fun package.
My only piece of feedback is that I would have loved some bigger text and a full screen mode!
Great work!
I loved this game! I got so excited when I saw the bulldozers raise my feather count by like 5000 in one go. You nailed the dopamine hits for sure. I think my favorite part of the whole game was the feathers flying around. They were animated well and it was a great way of showing how many feathers the player was removing.
The narrative was also really sweet. Good work!
You nailed the vibe! I love all the animations and the nods to Windows 95 esque UI elements. Everything was satisfying to click on and there were some nice sound effects.
One suggestion: Maybe add an option to remove the filter on the game or maybe make the filter less harsh. I was having a tough time looking at it for long and the text for tickets at the center of the screen was pretty blurry and not great to look at.
Good work!!!
This game has a great narrative. With just some animated text you were able to accomplish a lot, that’s super impressive. Unfortunately, I found the game frustrating to get through because of the slow text. I didn’t want to outright skip the text (because the content was great), but I can read faster than the game is able to write. I think having a setting where you can set the text speed to “slow”, “normal”, and “fast” would be nice!
Great work!
747 was the best I got! #1 on the leaderboard :)
This game is amazing! This might honestly be something I just play on my phone while I’m on the train. Its creative and simple and perfect for when I just wanna do some lowkey gaming. Your sound effects and game juice were on point and the music was a good choice. I also loved that you gave the player some leeway with the +1 cards. That was a very smart decision.
Great work! My only critique is tiny: I think the cards themselves could match the art style of the rest of the elements better. But thats a super small nitpick.
I don’t have a TON to say since at the end of the day its just a clicker game. But the art was nice and so was the voice acting (don’t see a lot of that in the game jam). It was a fun ride.
For the web build font issue, its likely because you used unicode characters. These characters won’t render unless they have access to system fonts. So I believe you’d have to bundle a font with your web build to resolve the issue, but I could be wrong. Figured I’d still throw my advice in just in case!
Great work!
This was a very creative concept! One I haven’t seen before. I felt on edge connecting all of the fireworks, it was very frantic. The art style is very nice and colorful and you have a good background song.
My only real suggestion is that the fire gets nearly impossible to avoid. That isn’t necessarily a problem, but I was frustrated by the knockback at times. It was either the direction feeling random or the knockback’s power. That didn’t necessarily make the game horrible to play or anything, but there were a few times I felt like it was a bit much is all.
Great work!
This game looks and feels incredible! If you made this all by yourselves then you should be super proud. It is definitely the highlight of the whole game for me! In terms of the gameplay and concept, that was fun as well!
A couple pieces of feedback: The beginning with all the spells was super overwhelming. I had to take a while to read through all of the different attacks I could do. Another issue was the size of the UI text. I was straining my eyes on my 1440p monitor and I had to get closer to my screen to read the text. Definitely need some sort of scaling and testing on other displays if possible.
Aside from that, great work! Its incredible that you got all this done within the 4 day period! You guys should be super proud :)
I thought the artwork was really nice and cute! You implemented a few different enemies, and interesting spells. So there was a nice bit of variety and fun!
A few pieces of feedback for your next game or if you decide to expand on this: definitely work on making the movement and dash feel a bit more natural. You can do this by adding some acceleration and deceleration. You can also add some feedback when the enemies get hit by spells. There were a few moments where I didn’t know if I was hitting the enemies or not. Finally, the white background was super bright and got a bit hard on my eyes. Maybe a light gray or a super light purple would have been better.
Great work!
This is a very creative game. I was like “wow!” when I realized that you were going to take away some of the controls from me. Very creative incorporation of the theme. Not only does your robot count down its battery, but you also lose controls over time. It leads to a lot of interesting choices and risk/reward.
A couple of suggestions for you: the UI is a tad overwhelming, it takes up a lot of screen space. Also, there were some points where I wished I could move the camera because the platforms got in the way of my character.
Good work!
This game is super addicting! My favorite part is the overall aesthetic. Its all very polished and well put together. My only criticism is related to some bugs I found, but it seems you’ve already listed them in the known bugs section.
An idea for this I was imagining was that after a while, an enemy pirate ship appears in the background. It shoots cannon balls at you. This is an additional obstacle, but maybe as a reward for dodging them, the break some blocks for you as well. So it adds another layer of chaos but also a way for the player to use environment hazards to their advantage.
Good work!
Thanks for the feedback! Its really interesting the varied feedback im getting on the powerups. I think I’ve heard every variation of useless/useful for each of them hahaha. But I’m glad you had fun! I’ve never properly balanced a game before this one, so I’m stoked to get feedback on these kinds of things.
I got about 600 as my best score. Very hard game! I did my best when my eyes were closed actually, not looking at the screen. I found that the text didn’t really help me adjust my rhythm and only distracted me.
Great work! I think you can definitely expand on this by adding some more complex beats. So instead of “da da da da” more like “da dada da dada”
This game was sweet! I loved the art style and goofy vibe of the game. That was the highlight of the whole game!
A couple of small issues I found that might help you out:
- For some reason, when you go to village in the forest, your allies will start attacking the houses. When you leave the area, they will attack forever until an enemy shows up. I was able to reproduce this twice, but I’m not sure what the trigger was. I thought it was hilarious at first because I thought the party was doing even more damage to the village hahaha
- The snowmen can attack you from off screen
- The dragon can sometimes completely block you out of its lair. Not a huge deal, but figured I’d point it out.
This is one of the more unique concepts I’ve encountered. As a person who doesn’t really understand minesweeper, I was still able to pick up on the basics by playing this game. Honestly, my favorite part was picking up the gun and using it to shoot at the tile. It was a fun and creative way of picking a murderer, rather than just pressing a button.
My suggestion would be to go further with the minesweeper concept. So maybe on a harder difficulty, there are not just murderers but hitmen who are tasked with eliminating the player. They would be like bombs from minesweeper.
Great work!
This is a nice initial stab at this concept! I like the idea of changing between characters to solve puzzles when their strengths are needed. I also enjoy games where I need to optimize the number of moves. One improvement that would make a huge impact is adding a reset button for when you don’t want to undo 1 key press at a time. You should also allow the player to hold Q instead of having to spam the key multiple times.
Great work!
Super creative way of expanding on Snake and incorporating the count down theme. I really appreciated the gameplay loop, it was addictive and every death made me want to retry and improve.
Small complaint: The explosion sound effect was louder than the rest of the game. It got a bit annoying sometimes, especially when multiple went off.
Good work all in all!
Nice work! I really appreciate all the effort put into the sprite work, animations, and game juice. I will say however, I found some of the text hard to read because of all the bloom and moving around. The M and W characters look kinda like blobs. So I’d improve the way you text in this game
Overall, I think the mechanics were really fun! The core gameplay loop is pretty unique and fits well with the theme. I honestly can’t believe you guys did all this in the limited time. Great work!
This reminds me a lot of Pikmin! What I really appreciate about this game is how simply it communicates to the player the concept of the game. You didn’t really need a tutorial because the starting screen and the first level helped communicate the idea without the use of any text or arrows.
I would love to see some more obstacles, like walls that the sheep can get stuck on. That would make things a lot harder and you’ll have to figure out how to deal with stragglers.
Great work!
I love this game. You replicated the terminal+shell so accurately. You even added redirects and small QOL things like autocomplete. My only gripes are that you can’t use mousewheel to scroll (which I know older terminals did not support but its convenient) and the text animation felt overdone. The text animation was really well done but I felt like it was slowing me down.
Overall tho, I loved this game. The puzzle was great, it was a good narrative, and again you absolutely nailed the look, feel, and features. Great work!
Hmm thats a good question. I think thats one of those things where you come up with maybe 2-3 different iterations and trial them separately with play testers. Then you’ll know which is best for bringing attention to the “thinking” boards. Color is a good place to start. Maybe a small particle effect like a sparkle would work too. Good luck!
This was a fun and simple game! Its one of those games I’d love to play on my phone while commuting. A fun time waster for when I wanna chill. It actually reminded me of Uno. Your card designs are very nice and cute, and I like the animations and sound effects. It makes it very satisfying to click on the cards.
My one suggestion to you is to add some chill music. Doesn’t have to be anything stellar, just something to fill the dead air.
Great work!!
The platforming felt so solid, great work that. I would totally play a game just with that character’s controls and physics. Creative way of doing counting with the platforming. I do think the game is pretty easy though and I was able to go for a while. I think adding more obstacles would help, like spike traps that reduce your time.
I love everything about this game. The only small criticism I have is that its hard to tell how to balance the ship. Unless I am just dumb. But I was really struggling with figuring out how to make my ship not spin out. I tried a lot of different ship designs. So maybe some sort of metric or a note explaining that mechanic would be useful.
A perfect game otherwise, I played this for over 30 minutes. I got so lost into it. Amazing work
The core mechanic is so creative. It adds a lot of urgency to the game. I especially love that it bounces off enemies. I love throwing it, catching it right as it bounces, and then throwing it again. Feels so slick.
Not sure if this is intended, but I noticed that if I hug the wall and throw the heart along the wall, it immediately stops. I guess because the heart stops if it hits the wall at all. I feel like the heart should be able to be thrown in that way since its not necessarily hitting it but sliding along it. Up to you tho!
Amazing work, definitely one of my favorites for this jam.






