Great and funny game, a nice break from constantly having to stop bombs from going off in other games in this jam. Could do with faster defuse speed or greater penalty for being caught since I didn't really need to strategise that much to prevent the bomb going off.
NoNotCar
Creator of
Recent community posts
Loved that the timer pickups made it possible to finish a level even if you made mistakes - found that a lot of timer-platformers this jam had large windows where the game was unwinnable. Also nice movement mechanics, and I liked that everything was explained in-game (perhaps the game page description doesn't need (IMPORTANT) for the controls?)
Fun physics puzzle, the UX for adjusting placed bombs was really good. It'd be handy if you could use WASD/arrow keys for pixel adjustments to the bomb positions (wanted this when I was trying to keep the arrow straight in flight).
Perhaps there could also be a modifier to place inert bombs? You can already get this functionality by putting the timer really high, but that needs a lot of scrolling.
Nice idea and pretty fun, my only real complaint is that I wasn't rewarded for building bigger than necessary towers during the tutorial phase (I know it hadn't even said that you get more gold for a bigger tower yet but it offended my engineering sensibilities to leave a tower unfinished)
Also could be wrong but I think I might have heard the line timer sound effect going off in tutorial levels that didn't have it?
Nice little game! I actually liked that the ore animations were linked up since it highlighted some ore that I hadn't spotted yet 😆
Potential Improvements/Ideas:
- Being able to hold LMB to continuously mine would be nice (could even be an upgrade)
- The recall upgrade seemed a bit overpowered, might be interesting if that was a single-use upgrade that you could buy multiple times (but you would need a way of always being able to obtain more ore to avoid softlocking yourself)
- Ore Radar upgrade that shows you the direction of the nearest uncollected ore
- More consistent upgrade pricing (I think it's randomly determined at the moment, since there were suspiciously cheap upgrades quite far down the tree)
Cool idea, was a bit annoying having to shift the camera around (plus I couldn't draw from the deck without shifting the camera to it first, which made me initially think I was stuck if I couldn't play). The opponent also seemed a bit unnecessary, think that the core game could be "get rid of your hand in a certain number of turns or you die", and then turn the +2 into a -1 that lets you discard an arbitrary card from your hand?
Nice pacman variant, liked how the difficulty naturally scaled with your progress and having to rush into the safe space in the center to drop off my light. As people have said, it'd be better with a faster game speed as it took a somewhat frustrating amount of time to regain my progress after a death.
Didn't do very well on my first run since I kept getting 21 and ruining the players' decent hands. Really fun game, some of the time I wanted to slap the players for standing so prematurely and forcing me to use special cards on them.
Could be interesting if you added some kind of "casino suspicion meter" that goes up when you use special cards and down when you use normal cards? I very rarely used normal cards towards the end because I liked having perfect control over what numbers the players were getting.
Max Level Heat Turret my beloved 😍
Brilliant idea, counters my top issue with the tower defence genre that you can just spam turrets near the start to make a killing field. The two annoyances I encountered during the game were:
- Couldn't see what the range of a turret was when I placed it (resulting in some suboptimal turret placements. Would be cool if you could see the ranges by level when you place a turret, since I'm pretty sure the higher level Spread turrets are most effective placed further back from the track than the level 1 version can hit.
- Need some preparation time before the first wave - several times on the final stage I lost immediately due to an alarm clock spawning and then instantly blowing up
Also the Heat Turrets can end up sychronising up and becoming less effective, but this encourages deeper strategies like mixing turret levels and types so I don't think this is a bad thing.
Nice looking and fun game, would rather personally that the game was paused while I was shopping but can't really complain since I won first run. If you do decided to implement paused shopping, perhaps it could stop when you've just finished digging a gold vein and have upgrades available to purchase?
Excellent game, loved the writing and felt very pleased with myself for discovering some of the mechanics earlier than you're supposed to. Also liked that you spent time on making tutorial levels for getting to grips with the movement, as a lot of games I've reviewed just throw you straight in with a ticking countdown.
Fun game with some cool ball bouncing animations. Never really used the right click to nullify velocity in favour of just taking another shot mid-air. Also would be nice to have zoom in and out via scroll wheel, plus allowing the player to drag from any point on the screen to shoot (like in Uncanny Cat Golf)
Fun game, though towards the end the meteors stopped showing up for some reason (perhaps because I had protected about 90% of the map?) and I was grinding to get the well card to show up again so I could fix my suboptimal early-game well placements and water the entire map. Did like the tradeoff of "you can put stuff on unwatered tiles, but it's going to be a pain to water them later", even if I didn't really realise it was going to be an issue.
Nice optimisation problem, enjoyed trying to place the trash can so it buffed everything without reducing my score. Also struggled to understand that I could place multiple buildings by ending my turn, think the game would still work if you were forced to place every single building you own which would avoid any potential confusion.
Excellent game, very creative.
Possible Improvements:
- Turning off the valves could require moving in a circle around them (like the curtains)
- Unique death animations for the count would be fun (I intentionally let him die to the mirror because I wanted to see how "no reflection" would kill him)
- Breaking the mirror with the garlic was hilarious, but it would make more sense to use the candlesticks
- Ensure that holding directional keys as you restart allows you to immediately move
- Apparently some versions of vampires have the obsessive urge to count things (hence Count von Count), so throwing a bag of rice on the ground in front of the Count could be a stalling mechanic for later levels













