The game's fun, I like dragons and I am stubborn - this game was made for me :P
Nova
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Super interesting interpretation, I like the idea and the puzzles I was able to solve were cool, though I felt stuck quite a bit and am a far way off all the endings (could I maybe get some clues?)
Apart from that I like how bold the art is, it adds to the games feel. I could have done with some subtitles for spoken parts to help me hear what they say.
I absolutely love this idea, feels like a mix between cluedo and minesweeper and I never would have imagined they'd go so well together! My pb is 44 seconds with 17 turns remaining.
Not sure whether its a just me problem but the music seems to go away after a while.
Would love to see more after the jam!
I love the aesthetic and idea, very cute and cosy and I absolutely adored the card art!
I think that I'd have liked to see the game lean more towards its puzzle element, since I often found that just going straight and using what I had never made me run out of anything I needed. I feel like there could be some strong eureka moments if the puzzles where smaller and more intentionally designed. Apart from that, having more info might be nice, being able to hover over an enemy and only see their attack pattern (maybe something to indicate there movement too).
THE TIMER IS A LIE! :P
Anyways, the game is unique and interesting, I liked the little animations for things such as the gambling, and wish there was more, maybe some with a little bit of interaction would be cool too. Though it would be nice be able to skip through them too. The writing was overall good and I think that this is a very solid game. Good job!
Wow I found that stressful! The game is great!
I feel like it might have been nice to easy in a bit slower, since I did struggle a bit, but I think by the end I got a decent idea. It does sometimes feel like luck especially with the enemies just going whatever direction they please - there were occasions where I'd be basically surrounded, or it would be a guess whether the enemy decided to move or not. And I also found that It was often beneficial to try to get them to overlap, since they would take up less space that way.
The only other thing I might suggest is starting the game on the first player input, so the player can get a quick breath between goes.
Good job!
I had a lot of fun with this, the game is short and sweet, perfect for a jam.
I had some annoyance with some of the moving buttons where it felt like had pressed them, my mouse is obviously over the button but it does count? I did just resort to spamming click, which did work most of the time. I think that the dark rooms felt a bit unfair, and were basically just a memorisation game, which contrasted the franticness of the rest of the game in a way that didn't compliment it well.
Overall, I really like it. The music fits the vibe, the art feels intentionally simple and the gameplay is fun. Good job!
This is a really cool idea, I like the decision making of the relics and the ways they effected the gameplay.
I took a while to realise that the time was my health and currency, my attention is never brought to the time when I get hit, or exit the shop since I'm focused on playing the game. Maybe some animation for losing time (timer shakes, goes red for a sec, makes a sound?) or even something as simple as putting "Cost: " before the health cost in the shop would have helped.
I did initially have a problem where I couldn't see the clickable button in the shop, and found that the case if I went fullscreen. I think there are some balancing issues, notably that nothing is an option. It could be interesting to force the player to take just one every other round. Mainly trying to avoid the player getting everything they want within the first few rounds (by limiting to 1) and stopping the player from not interacting with the system at all (by removing the option for nothing).
The actual gameplay did feel a slight bit bland, I'd love to see curses that are a bit more prominent, say forces the player to dash every x seconds, makes the projectiles do a boomerang motion stuff like that?
This is a really great jam game and I think it could be a very nice little game with some more polish.
Can't wait for the match to start :P
Anyways, I really like the direction this game takes, the character art is amazing and gives the game a unique and memorable visual.
I do feel like the intention is a little unclear sometimes, there's the combo that rewards you for going in swinging (or in this case punching) but health is limited, only healing once mid-way through? The enemies can punch each other but that disincentivised by receiving no score? I think the game would benefit by having a stronger idea of what it wants the player to feel, and making the mechanics support that intention.
There is also a lack of some sound, mainly being music, some balancing issues and a lack of polish (I would have liked to see a sensitivity setting, but that's getting into the territory of nitpicking)
Overall, I think the game has a lot of promise and for the jam you've done great!

New high score! or at least i think so, I really enjoyed it, I like how sections with birds were precise timing challenges, and the canons causing a frantic rush to the end of the screen, which gave the game a nice variety.
I had one bug on the rope where i disappeared and rapidly lost moves (thankfully not on a good run) and as others have mentioned its hard to tell when you're at the gap. Also some of the rooms later on would just immediately get me hit, due to canons firing so quickly at that point :0

Really cool game, I love the idea and the vibe! Like you've said, there are some balancing issues (I had a volt and green guy combo at the start that demolished everything almost instantly). Really appreciate you disclosing your use of AI, I recognise that it does make me feel worse about the game, and I think it's admirable that you did so (seemingly) knowing how it may effect your score. ty for the cool game and being a cool person!
Really cool game! I liked the idea and think that it's a really strong base to work off of. The game has a very cosy feel especially the music, which keeps me calm as I frantically move my mouse across my desk trying not to get hit!
As you have mentioned on the page the game could do with some more polish, I ran into some bugs (upgrades showing mid round, game stopping working when I moved my mouse to my second monitor). Was able to just go over an enemy with burst to almost immediately pop them, and the balancing could do with some more work, but for challenging yourself with a bigger scope, you have by no means done badly. (that's to say, really good submission!)
The games really good, I like how it feels aware of it's inspirations and is able to expand on them in an interesting way, not sure whether the time it took me to get all S-Ranks was worth it though.
As for a bit of feedback, sometimes things would be hidden behind other things (like the key projectile behind the guy) which would make it difficult to dodge, I also occasionally had some of the ghosties spawn on top of me (mostly when I was in the corner) and I think in general it might just be a little bit too difficult.
Its a really good game! The idea fits the theme amazingly and the low health music is great!
I think the game has some balancing issues, some of the modifiers basically do nothing when you have another (increase damage doesn't matter if I'm on one shot etc) and I never really felt challenged. The choices made in moment to moment gameplay is next to non-existent, it might have been cool to have the player not locked to the green zone, but the timer only progresses if you're in there?
I did also run into a couple of problems, I didn't notice any change after selecting boomerang bullets? Also had a minute or so lag spike on level 29, after which I was just dead.
Overall I think that the idea is there and the choice of debuffs is engaging, but the active gameplay could do with some more work.
I accidentally had sound off for my first playthrough, so played again whilst spamming honk the entire time :)
If you were to develop it a bit further, I think it'd be nice to have different ending, or at least to feel your decisions a bit more, since rn it feels like "guess which option doesn't kill you"
Also this is the 3rd game I've played this jam with pizza in it? Anyways very fun being a goose!
Having hard controls for a jam game is a risk, and for me at least, you pulled it off! It feels so chaotic to go between the air pump, wheel and speed thingy to manoeuvre in the vehicle, the style of the game was also nice.
I feel like you could add a visual to the wheel for the top or something, as it was really hard to tell which way I was steering, and if you were to continue to develop it, I'd experiment with different game structures (maybe levels?) as feeding the birds feels a bit endless and not very impactful. Apart from that building on the chaotic nature of the ship could be a lot of fun!
I had a lot fun, but also quite often feeling like a death wasn't my fault which can be annoying, the enemies don't indicate when they'll attack, on some levels you have them under the floor, so if they shoot you it can be unreactable sometimes. I felt a lot more inclined to use the grapple over the dash, since i just found it more fun, so that might not have helped.









