Its hard for me to comment too much on this one because I could not get past the first jump. I assume your supposed to jump, throw then teleport? I was not able to do so. I will say that I think IJKL are poor choices for ability controls in a platformer. Something like "Space to jump", "left click to throw if holding", "Left click to push if not holding" and "right click to teleport" would have likely been much smoother. But hard to say without being able play past the 3rd screen. I think you might have a really fun game here once some things are smoothed out.
jbeegan
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This is fun! Props to your tutorial. I think the only thing that wasn't clear was the cd for the heart recharge (I was trying to press C or D instead of the UI button haha) and the "E-Cage" for the elites which I think just works like a regular cage? But really cool idea. I wish there was more to it since its pretty fun haha. Being able to place more cages would have been nice. Maybe you could do more with having mechanics that care where you place enemies and spawners? or making it so you loop the hero through the level over and over and can make changes between loops? Then you have to make it just hard enough to where he doesn't die but gets max xp. But still what you have here is quite fun! Great job!
I like this one! I think it could use an upgrade like "click radius" that lets you pick up multiple at once. Also you may want to tell the player they can click and hold to pick up (or better yet make it an upgrade). Some audio each time you pick up a leaf would also be nice feedback for the player. I think this would benefit from an intermediate step as well (to which you could also apply upgrades). Something like Leaf It Alone makes you pick up then bag the leaves before you can turn them in. Something like dragging your leaves to a bag would have maybe been good here because then you can build on drag speed, number per drag etc. But overall nice job. Good cozy vibe as well.
I like the idea! I think the game would have been better if you could lose or if there were some form of time pressure. That would add weight to being able to do things quickly and efficiently. Also the gun loading sometimes glitched and the ammo would not go with the guy after he picks it up. But cool idea, love the art style.
This was cool, I like the way you implemented the movement. Definitely felt like a blob haha. I did not understand what the squish number meant though. I think it would have been cool to implement more blob like gameplay. You already have being able to squish under things which is cool, but picking things up, flowing like liquid, rolling down hill, smashing into things etc might have been a nice addition. But nice job.
I like the atmosphere at the beginning! I think maybe you should have kept the tone more serious. I think you undercut your own atmosphere when you add in jokes and references to other games. Which is a shame because the atmosphere is the best thing your game does. I would definitely avoid using other games copyrighted material like key art. A game like the stanley parable can get away with a minecraft reference because its a heavily self referential game and its of superb quality. Jam games do not benefit from making references to real products since the comparison is almost never favorable. But well done on the atmosphere, I think if you had made a more serious horror game you might have had a great one!
This was neat! I think the wind up attack system is interesting. I had to watch the linked speed run to understand how to play it though. In the first section with the yard the duck reacts to the cookie when its nearby then you pull him in. This confused me greatly when in the very next section the same duck responds differently to the cookie and you need to hit him. Once I understood that it was an attack though I thought it was pretty fun. I wish there was more to it and more encounters to flesh out the mechanics. Nice job.
I like the concept! I think a few things about the game made it somewhat difficult to understand. Having to move the trash to the same spot every day became irritating. And the sokoban puzzle in the bathroom I could not get to the point where I could access the laundry hamper (which I assume is where the shirt is?). But I think a game like this can work and work well. Maybe you could have done something where you can discover little optimizations by exploring. Something like a piece of food that gives you steps or a shortcut to get around the trash that you can find when you turn the lights on, or the answer to the sokoban is written down somewhere etc. Stuff like that where the players can find info then use it on other parts of the game would be really cool. Maybe some of that is already in here and I could not find it. Nice job!
Well what I mean with "someone not knowing if they are supposed to catch the fish" is that the first time they knock into one, they lose "hp" which generally in games is something you never want to do. Hence why it was unclear to me when I first played it. But don't worry the game does work! Communicating things to the player is just tougher than it seems haha.
I love the visuals! And I think the idea is good! However, I would suggest you make the color pallet and little less ambiguous. It was hard to tell (especially at first) what objects were going to have collision and which would kill me. I also found the game very difficult. But well done nonetheless.
I think there is a cool idea here. A game where you need to move fast to maintain energy and speed is a good one. However I found this extremely difficult to play. I could not get past the first level. I assume that the energy you have is tracked internally and that jumps etc move the bar down? The bar in game doesn't move its either full on or off which makes it very difficult to tell. It seems random when you lose speed which kept running me into the top left enemy. I think this would be much better if you communicated the status of your energy to the player and made it more clear what actions drain the bar and by how much. But keep at it I think the idea isn't bad.
I can tell there is a lot here and I like the idea of a factorio style game about building an army. But this was very confusing to play. I could not figure out how to deploy my people or if I was making them correctly. From the screenshots this seems to be a fairly complicated game which is neat. But teaching the player how to play it is a challenge. I would shy away from scribbles on a page and instead give very concrete examples and walk the player through step by step.
This is cool! I like the idea and I like that you do a lot with it. I think the puzzles are fun and the visuals are excellent. My only major critique is that I think the combat takes away from the game. I think attacking with the mouse is too simple. Using the sprayer to knock the king into enemies to damage them I think would have been more satisfying. I think there are also some balance issues with how fast the attacks come out. For instance in the final boss, he has a lot of health so you want to be constantly attacking. Then an attack starts and within the just a few seconds you need to understand the attack, understand where the king is, swap through all your tools and make sure you stop on the right one, position your mouse to use the tool and then use it. Seems like a lot for how fast the attacks come. But overall very well done. Good execution on a good concept.
I like the idea! I think the heat mechanic is more of an annoyance than a useful game mechanic though. In a game with no time pressure there is no point to making the player stop and wait for the heat to go down. Maybe time pressure was part of the idea but you didn't have time? that might have given more weight to your decisions of what to prioritize and you might have built levels around giving the player a decision for what to do when. A simple optimization game. As it stands I think it doesn't have enough meaningful actions. But I like the idea, and I like the art. Nice job.
This is an interesting one. More clarity on how you actually catch the fish would have been great. Especially since you can press R to return. Does the return mean you leave with the fish or does it mean you let the fish go? I think the HP for your hook also adds to this confusion. If your hook takes damage as you are catching a fish that would seem to indicate that you don't want to hit any fish. Something like ridiculous fishing fixes this by making you return immediately upon hitting any fish, so you want to avoid small value ones but its also clear how you get fish on the hook. Making things more discernible also would have helped. Instead of calling it HP, something like "line strength" or "line integrity" would have made it more clear as to why it goes down as you are pulling the fish up. Same with the catching of the fish. If you aren't supposed to hit the fish except on the mouth when catching it, something to make that more clear would have been great. Same with when the fish leave the hook. Its hard to know why that happens. I think if you fixed those the game would have been more enjoyable. But good job nonetheless.
I think from a gameplay perspective it would have been great to have a more in depth walkthrough of what to do. I was pretty confused. I am not sure if things were not working due to me not understanding how they should work or because there were bugs. Something walking you through the process so that you can know for sure how it works would have been great. Keep at it though!
I live the visuals and theme a lot. I think using real ads is somewhat legally dubious haha. Regardless, the ads get really repetitive in a way that makes them un-fun. Its cool at first but for a clicker game your supposed to play for some time it gets very old very quick. I also think the game has some balance issues. It feels slow at first which is fine but then at some point a switch feels like it flips and you can unlock 75% of the upgrades back to back. But well done, its pretty fun, nice visuals and theme.
I like the art and sound! Having a tracker for the amount you get per click would have been a good, as it was hard for me to understand the exact impact of the different upgrades, or meaningfully measure my progress aside from the main number. Knowing if there was some end goal would have also been good. Nice job.
This is a cool entry and I like the concept. I think its too difficult especially for a jam game. Making it so you have to fulfill only one order at a time is frustrating because you can get stuck waiting for cookies to refill, then you might be forced to take a rest, at which point those cookies are gone and you need to wait for a refill again. The control scheme also gets in the way while playing. I think a simple mouse click would have been a better call. I am not sure that the game benefits from making the player have to think really hard about which button to press to do what they want to do. Maybe you could have given the player more control over which orders to fill and then given the customers timers so that the player needs to prioritize and keep track of customers themselves. But neat idea, I think with some tweaks this could have gone from pretty neat to really excellent. Nice job. Great art as well.
I think you might have an interesting concept here. I think as its stands there aren't enough decisions to make. you find the valuable items and the laziness recharge items and if you pick the right ones you win. The furniture moving around as you pick up memories seems kinda superfluous, but I think its the most interesting part of the game. Maybe doing something where the furniture and other things become actual hazards would have been cool. Then you need to understand and plan for which things you pick up first because those will activate certain hazards first. then by the end you need to get out while dealing with all the hazards. Something like that might have added some more decision making and better utilized the cool and trippy visuals of the stuff moving around. Good job!
Really cool visuals and its cool you guys have voice acting! I think this type of game is very tough for a weeklong jam. I think stealth games need to give the player tools to be able to interact with NPCs and environment more freely to be satisfying. I think this game is very on rails since you can only interact via movement. Also I would not use ctrl for anything. I tried to crouch walk with ctrl+w, which is the hotkey to close a browser tab, leading me to think the game had crashed haha. I think maybe doing something much more simple mechanically might have been a better fit for this one. Something like hitman go where its stealth themed but the gameplay is more puzzle-y. Nonetheless nice job.
I like the idea, especially since my own game is lazy river based haha. I think changing the camera to a more top down view would have given me a lot more visual clarity on where I am relative to the threats on screen. Right now the long view makes it difficult to gauge my position and puts a lot of wasted space on screen. The camera changing angle to the side was also frustrating. Your control scheme is interesting though, I think you could have done more with it to have some mechanics that care more deeply about the orientation of your guy since you have so much control over it. Something like trying to navigate past the geese without looking at them. Nice job.
I like the art, the racoon is really cute! I like the idea of this game but I think it may have been even better if there was more decision making. Something more similar to FNAF where you have a series of threats you need to keep your eye on, and how you manage your time and attention is up to you. But I like the idea, and the theme. Well done.
This game is really cool! I like how integrated the different parts of the game are. Trying to time when you get up from a nap so you don't have to stop to wait for a platform (and thus not releasing walk) is such a cool interaction. Really great how you use all the different mechanics, some of which seem like they may not matter initially. My only gripe is the bugs, I had the camera lose track of my many times which was frustrating. But very well done!
I like the art and I like that its a unique concept. However I found this very difficult to play. I think estimating a certain % on a circle is very difficult even if I had no limit on moves or shapes. Its also hard to understand how much wiggle room I have. When it says 75% no more, no less, I assume it must be that you accept some margin of error, but I don't think that's ever stated to the player. It makes winning or losing feel arbitrary. I like the concept of cutting cookie into a shape though. Maybe it would have been more fun to ask the player to produce a specific shape given a limited tool set and limited moves? Nice job.
This is an interesting one. I think you have a good set of mechanics but I think your puzzles are way too limited. Its too easy to solve one automatically by taking the first or second action available to you without thinking. I think perhaps the move limit in the game is too stringent. If your player can only take 3 moves in a puzzle, a puzzle has to be really simple, hence why are so easy to beat. A more generous limit with more complex puzzles and i think this would have been fantastic. Great job on the art, the vibe of the game is great.
Neat idea! It might have been fun to make it so you can choose from a set of dished in order to make a more stable structure. That might have added some more meaningful decisions which I think this could have used. Especially paired with a goal of some kind aside from survival. But well done nonetheless. I appreciate that the dish controls work reliably haha.




