Jam's already over but I saw this and just had to check it out. And damn it hit close to home. Nearly made me cry it did :') Really great job!
mapo
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Very fun puzzle platformer with really charming pixel art! The visuals are very polished and the music is great! I also really like the complexity of the later stages (except stage 8 though, took me way too long to figure out you could just beeline straight to the flag lmao).
I did find a little bug which clips you into the wall. I know it has been said before, though I think the situation here is a bit different, so I thought I'd point it out just to be sure :>
This didn't affect the gameplay at all though, I really enjoyed it! Really cool game :D
If you stand under a block like this:

And get on the block you'll get clipped into the wall like this:

Same for another level:

(just ignore all the screenshot ui stuff):

Also you can get something like this:

If I'm right you can just fix this with a raycast pointing upwards from the player, hope this helps!
Really enjoyed playing this game!
I love all the sprites, especially Pablo and the buff dog, and the music is also really good! The dialogue has a good sense of humor, and the VA is also very nice, and made me laugh quite a couple of times!
As for the gameplay, it's very fun, though a bit tedious in the later days, especially the last one with Pablo. It's a good exercise for my brain though, so I don't really mind. I also like how a lot of characters change of the days, and just the overall story!
Something that would perhaps be nice to add is the dog having different dialogue depending on how you did the last day, because even though I got F tier twice, the dog kept praising me for how good of a coin counter I was the day after lol. Something else that I think would be nice to add is the coins having a little shadow when picking them up. They're small things, but I think they'll help, if even a little bit.
I'm not saying the immersion is bad, it's really good! All the NPC's have lots of dialogue and character development, and there's even a whole map and worked out financial system, which is quite frankly insane for a 96 hour jam.
As for my favorite character, it's gotta be the shopkeeper,
as he's the original shopkeeper
Jokes aside, I had lots of fun playing this game, you guys did a very good job :D
(also the amount of the paycheck at the end was not necessary)
The art and music in the game is really nice! The puzzles were also really fun to do! I did have to look up the pride flags, though I don't really mind, since I like learning new stuff! I also love all the references you put in, I saw a lot of Undertale and Deltarune, and I think I even saw one Ultrakill reference?
Overall a really polished game! The only sort of critique I have, is that is took me a while to figure out in which order the binary flowers were positioned, which made probably the 22 binary achievement the longest for me to figure out.
Other than that really great job :D
The visuals look very polished, I especially like the pixel art!
As for the gameplay, I like how the spell slots carry over upon death, makes it way less demoralizing that way. Also, I found the cooldown timer between spells to be a bit too long, though once I got the dark spell things sped up a lot, which I found nice. I also like how just about every sprite is animated; it makes the game feel a lot more alive!
I really enjoyed playing this, great game :D
I love the art in this, and the music is also really good! As for the gameplay, I really enjoyed it! Though, in the last level, it got just way to chaotic for me to keep track of, but I rather like that since it's very contrasting to the earlier levels!
Also for a gamejam of 4 days, I find there to be a lot of content, you guys did really well :D
These were the scores I got, I have no idea how I even got remotely close in the last one though lol


Really fun game! I like the pixel art, and the music is also nice! As for the gameplay, I like that just about anything is a valid potion recipe, gives you lots of freedom to work with. My original complaint was not being able to see the player health while gathering ingredients, but now I see that it is intentional.
I enjoyed playing this, great job :D
(also goat gambling meta)
Unfortunately I ran out of time to animate the end cutscene, so I put a Thanks for Playing screen there instead. It is intended, though I agree that it's a bit of an abrupt ending. As for the theme I agree that the dialogue didn't really get into the main plot enough, I'll keep that in mind for next jam!
I'm glad you liked the game and thanks for playing :D
Though I struggled a lot at first, after getting used to everything it was very fun to try and find the optimal route, and (try to) speedrun it afterwards!
I like how some effects cancel others out, though it didn't always seem to work, or I just didn't see it correctly. I also like the aspect of randomness you added in with the wizard having different effects, but it did make the last level a lot more RNG based. This combined with my skill issue caused be to take at least an hour on that level. There's also lots of different effects and assets, and the music I find to be really good! Also the 3D background in the final level is really cool.
I found the controls to be a bit finnicky, but not too much to the point where it got really annoying. Also, for some of the effects, I find them to be more towards the negative side, rather than the positive side, and vice versa. The floating effect for example just leaves you locked to one axis for 5 or 50 seconds, and in the latter case, you're just going to be stuck for 50 seconds because of the many walls and platforms. Also, the ones that slow down or speed up (de)buff timers seem rather counterintuitive to me, as you would want to hold on to as many debuffs as possible (especially in the last level), lest you don't have enough at the exit.
This is all just my personal opinion though and minor issues if unintended. Minor issues combined though, can form slightly less minor issues, and eventually major issues, if not taken care of.
Regardless, this is really impressive for being made in 96 hours, and I enjoyed playing it :D
Also, I don't know if it's intended but I fell out of the map after beating the third level.
Every once a year a fair gets set up on our town square and I've seen these quite often when walking past. I've never actually used them myself, but I've seen lots of other kids do it. The visuals are really nice, and I love the VA!
I also only noticed the gold chests after my second try, and got a score of 303 after a few more, I'm probably not going to get any higher than that.
I really enjoyed playing this, nice game :D
Since the game didn't have any action like combat or platforming, I focused mostly on the dialogue and art aspects of the game, so I'm glad you liked it! The move speed never really bothered me, so it's good you pointed that out! It's probably something I wouldn't have figured myself.
I'm glad you enjoyed the game, and thanks for leaving a comment :D
I rushed the beginning cutscene with the TV animation and sketch in the last hour before the deadline, so it's quite rough and maybe doesn't convey it's message that well. I also didn't get to the end animation where you actually built the launcher on your house, so that's quite the big hit to the story. I do think that a bit of narrative surrounding the main plot of the story would indeed have helped a lot!
I won't be working on the game after the jam, though I'm glad you had fun! I'll keep your feedback in mind for the next jam :>
I agree that there is a severe lack of audio in the game, it would've made the game a lot more polished. As for the gameplay, there's not much if anything to do, since the game is mostly story-based, though I do agree with you that a bit of action would've spiced the game up a bit!
I'm glad you liked the art though, and also nice Beebo pfp :D
A fun concept! I don't know if you've ever played the game Celeste, but it uses quite the similar blocks in some parts of the game, kind of reminded me of that.
As for the gameplay, it's quite precise in some areas, but that's a good thing imo, and I found it to be very enjoyable.
Also, if you're planning on continuing with game development after the jam, I have a few suggestions that I think will help a lot :>
I know this has been said before, but the game looks a bit blurry, it's not particularly a bad thing, but you can fix it really easily. Since you're using Godot, you can just change this under Project -> Project Settings -> Rendering -> Textures -> Here under Canvas Textures just set Default Texture Filter to Nearest, and it shouldn't look blurry anymore!
Jump Buffer and Coyote Time have also been mentioned, and I agree that these will make the platforming feel a lot more intuitive. These concepts may sound complex, but they really aren't, you can just look it up on Youtube, and you'll find plenty of tutorials to implement these, which'll probably take like 30 minutes or so.
Auto Tiling will help with level design and make it a lot less tedious, this you can also find tutorials just about everywhere on the internet and is very easy to implement in Godot.
I don't think not having these is a bad thing, but they will help your game a lot. For a first game especially this game is really well made :D
The art in this game is freakin' amazing, I absolutely adore this artstyle! Together with the polish, it feels like a game one would find on Steam, rather than in a 4 day gamejam wow. The game also has a good story, and lots of funny dialogue.
Though i have played Go a few times before, I'm absolutely dogwater at it, so it's nice to have a little refresher! As for the gameplay, I think it's a nice twist on the original game, and the new ruleset together with a 9x9 board keeps the rounds nice and short.
I do think that the upgrade that gives you points for your collar equal to the amount of turns left is a bit too strong. I got it after the first round and finished after the next. This doesn't affect the gameplay though, just made me want to play it again lol.
Anyways, this is one of my favorite entries of the jam so far, definitely playing it again later :>
Hollow Knight has been a big inspiration for the player animations, and also the traveling cutscene! I wanted to add some combat at first, but couldn't due to the time.
In Deltarune there's an insane amount of dialogue; there's like a variation for every NPC for every slight different path you take, and even when you backtrack, NPCs can have different dialogue. Some dialogue is just put there with the thought in mind that maybe 0.1 percent of the playerbase will discover it on their first playthrough, those being the completionists.
I tried to implement such dialogue into my game, not as much as Deltarune though, but still as much as possible :]
As for the main objective in the game, I agree that's it's not really made clear enough. The idea was that you see on TV there's a meteor coming down on your house and your house only. Your plan to stop it (the sketch in the beginning cutscene) is to build a gigantic spring launcher on top of your house to bounce the meteor back into space. Those items you collected were the boards and the spring of the spring launcher :>
In the end though, I unfortunately didn't have any time left to make the final cutscene where you actually build the spring launcher, and where the meteor comes down and gets rebounded. Instead I just put a Thanks for Playing message back there.
Hollow Knight is an amazing game, so I'll take this as a big compliment!
I'm also glad you enjoyed it, and thanks for taking the time to leave a comment :D
starting out with melee enemies, or even dummies would definitely have been better! Somehow I never really thought of that. Also, you can just remove the chain with D and then throw the ball again with X; the old one will just explode. It never gets explained in the game unfortunately, so that's on me.
Anyways, thanks for playing, and for the feedback :D






