I painstakingly learned how to play Go from scratch to beat this game 🥹
it was very fun!
I beat it first try!
It was a pretty fun fight the only bad part was being thrown straight into it and having to learn my controls through trial and error. I really like the creative clock hand attacks, especially the one in phase 4 (or 5?) where there are like 3 green hands coming from multiple directions and you have to be really attentive of your block timing.
One tiny critique is that the red arc drawn between the two clock hands is supposed to represent the progress towards beating the current phase of the boss, but every time I see it, my primal gamer brain thinks that it will damage me if I stand inside of it because it's red.
It took me like 3 runs to fully learn the controls but I feel like the game does a good job of teaching you what's going wrong with the red lights. The most confusing thing for me was learning that I had to tap the keys at exactly 00 in order to avoid losing oxygen because my first instinct was to press the key the moment I saw the timer.
After learning everything, the game was really fun and definitely does a great job at forcing you to multitask with wildly different inputs simultaneously. I like the detail of the screwdriver floating around after you let go of it. Everything definitely felt very chaotic in a good way.
If anything I think the game could use better tutorialization to teach what each panel does and how to operate it. It took me a good amount of runs to figure everything out and even after I dropped the idea of surviving just to inspect every element on the screen to piece together how it all works. Maybe the panels could have been "locked" / covered up and then "unlocked" over time so that way they are introduced gradually.
I entered this game without reading anything and was able to pick it up really quickly. The moment when you realize that the world is synced up with the clock is really fun! Definitely one of the most creative implementations of the theme I've seen!
My main gripe is that after you learn how to count, you spend the majority of your time just walking and it got a bit boring. To be fair, the bottom half of the map was cool because it experimented with ways to throw your count off (the triplet blacksmiths got me) and introduced some challenges that require you to focus on counting more.
I think you could play around with the idea even more by having the clock tick slower or faster, or even in different syncopated rhythms. So that way with each clock the counting itself is done differently plus you get to see the effect of the new counting system on the world.
Super cool model and rig but I wish it included pants because otherwise it is kind of awkward!
I do see the vision though because you can just draw on the texture to make your own clothes which I might try. Do you recommend drawing on the texture directly in something like aseprite, or drawing on the model itself in Blender?
Hello! I made a game using your asset pack! It was super helpful and the enemies are great, thank you for making it!
Strongest Dungeoneer by Cristian M.
I made a couple of custom sprites that I want to share. If anybody wants to use them, you can for free!
Icons



Spike Balls

Sword Slash

Super Slash

This is a cool game idea! I like how you took a classic arcade machine game and remade it. I think there is a lot of potential for a roguelike, because you could have something like special types of balls (maybe explosive or homing or bonus points) as well as special pins to knock down in different types of rounds. It definitely could work as a Balatro type game where you just get as many points as possible.
I think the demo could really use some sounds to give it an arcadey feel and also to help communicate when a ball is picked up, thrown, and scores points and such.
Thanks for taking the time to review my game with so much detail! I'm glad you enjoyed the game design and yeah you were able to pick out a lot of the major problems that the game has. I was pressed for time near the end so I had to ignore a lot of these things in exchange for creating content for the game (creating level layouts and balancing the gameplay through all 100 laps).
This game is actually peak, I love this so much. The gameplay of circling around things to eat them is insanely fun and I also like the dialogue tidbits you get on the news. One detail I also love is that you can just straight up move over statues and trees and the roofs of buildings because you are a shadow creature. It took me a while to notice that because I was avoiding them from the start but once I learned the game became way cooler.
Here's a couple of problems I had. At the beginning the movement felt very laggy for some reason, but later on when I got bigger it became really smooth. I also don't really like the grimy static filter over the whole entire screen because it kind of hurts my eyes. I know you guys were going for a "live news report" look but I feel like it would still look ok without the static.
Also you guys gotta include screenshots SOMEWHERE on your itch page because it's so hard to tell how cool the game is just from the thumbnail. I feel like in the thumbnailinstead of the blue background you could have a dimmed screenshot of gameplay with the title over it and that would work better to get more people to play.

This was a really fun game! I like how you can plan out your abilities and when they activate. One thing that I would appreciate is an icon maybe above the player or something that telegraphs when one of the player-activated abilities will activate (fireball or corpse explosion), because it is a little bit annoying to keep looking at the status of the loop bar on the left.
The artstyle and vibe of this game are really cute! I had trouble making it past level 5 and had to stop there, but I really like the idea. The rock levels were pretty interesting because you can move into the rock and not go anywhere but "save" that movement for later which is handy.
The difficulty for me comes from the fact that it feels like there is like 1 possible solution out of a million options and you have to get the perfect set of movements to solve the puzzle at all. For example, I basically solved the rock puzzle at level 5 but it didn't count because even though my character moved onto the winning tile, it wasn't their final movement and they just kept going.
Maybe there is a particular way of thinking that helps you solve the puzzles, but I felt like I did not get it from the first couple of levels. Overall I love the idea, it's just that the mechanics/design is tricky to teach I think.
This is honestly such an awesome game concept! I love the idea of your cargo being alien creatures that escape containment and then each one is it's own challenge to deal with. Also it's super cool that you made this game in Scratch! I also love the details like the dialogue, music ramping up, etc... Really good job!
It's an interesting idea but my main issue is that it is a bit hard to understand the gameplay and it is difficult to play.
I do understand that you didn't have enough time to implement everything you wanted to though, so I'm not trying to be nitpicky but say instead would could be improved in the future.
I think that the movement being having low acceleration made the game kinda difficult because I would stop to aim at an enemy and then slide away while slowing down and miss my shot. I feel like the movement could be snappier because there is already difficulty in moving around a ring as well as needing to line up your shot with the center.
Another thing that I didn't understand very well was the enemies. The enemies constantly move toward the player, so my first reaction was to dodge them and my second reaction was to shoot them. Dodging them doesn't work because they will just ram into the ring instead and hurt me, and shooting doesn't work because they don't die (Or maybe they have too much health to kill them before they reach). I think it's possible to keep them alive if I spin around them to keep them from hitting the rings edge but it doesn't feel like the intended gameplay.
Maybe to improve it, you could make the ring bigger and leave more space to react to enemies, and then make the enemies themselves easier to kill?
I think I hit the maximum limit for enemy scaling but my upgrades ended up being able to overwhelm them around the 4-5 minute mark. It was a super fun game and surprisingly addicting for how simple it is! I feel like scale could have been integrated into the concept better, because it isn't uncommon for games alraedy to present with bigger and badder enemies over time. The enemies did get bigger but it felt like it didn't change much about the gameplay other than them being harder to defeat and avoid, so scale as a mechanic wasn't too nuanced (edit: forgot that the enemies scale down as you shoot them, my bad. I think it presents a little bit more strategy because I actually ended up shooting them to make them smaller and easier to evade).
I know it wasn't intended to be played like this but I had to split my brain into two to control both robots simultaneously and it was extremely challenging but also extremely fun. I probably can't speak for everybody because I played through by myself but I feel like the timer is a tad bit too short. Maybe 15-20 seconds would be better especiall for the levels where some crates are placed out of the way. Anyways it was pretty fun and actually a creative idea that I haven't seen yet in the jam.
I would recommend updating the description of the submission page if you can with a short description of the control scheme because I had to figure it out on my own and it was especially hard to figure out that s and the down arrow pick up the box. I pressed it accidentally on numerous occasions and thought the boxes were glitching out and disappearing and reappearing randomly!
This is a very cool take on scaling object puzzle games! I like the amount of control you have with the blocks being able to both reposition and scale them freely. The artstyle was also simple but really clean, and I think is nice how the simplicity and greyboxing fits in with the theme of being in debug mode. One thing that really confused me was the grey blocks that the character passes through but the boxes collide with. It was cool as a puzzle mechanic but it was really confusing to me because of the two different "physics" of the player and the boxes. Even when I understood it I kept confusing it. Maybe there is some better way to communicate the behavior visually but it seems tricky so it's understandable. Otherwise the game was fun!
Interesting game. I was able to beat it at day 10 with 89 people! I think it had a really interesting vibe and the gameplay was pretty fun when I got the hang of it. It's pretty fun to strategize how to get the people of the same group together without blocking the others. The main thing that I would say it needs is some polishing.
For example the tutorial slide at the beginning only used pictures and not text, which is kind of a double edged sword in terms of communicating stuff. I ended up confused and not clearly understanding the mechanics until I jumped in the game and got context by placing a couple rooms, but from there I was ok and understood how it worked. Additionally in the bunker scene it's hard to tell at first what the boundaries are (only 3 rooms wide but it looks like more could be fit) because the same dirt texture is used, which again confused me until I placed a couple of rooms. The queue cam was probably the most important thing to have and I was glad to see it was there because it was super helpful!
I loved the puzzle design in this game! I think it made good use of the ability to scale objects, especially with details such as only being able to throw the cube when it is shrunken and not fully sized and heavy. Some of the levels were a bit hard to read because of the greyboxing but that's understandable. I thought the lighting was really good though and the little dithered background shader was also a good touch.