When the theme was announced, I expected tons of nodebuster-likes and basically "any genre with a timer on it". I've now played the latter more than I can count, but I'm surprised it took me 4 days to finally see a decent nb-like. You spend 2 more weeks on this, and it would make you an easy $10k on Steam, I'd say. Good job!
Overhead Games
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Oh, so this is what Luke Muscat talked about in Mark's "What's the Point of Prototyping?" video.
Jokes aside, the limited clicks are an interesting concept, but I never really used them because just running mostly straight trivialized the levels, and there were no enemies killed counter, or time remaining etc, because they would've made surviving meaningful, giving me a clear goal & feedback to work towards.
Overall, a solid foundation, well done!
This is such a good idea; I loved it. The timer was annoying, but hey - that was basically the theme embedded in a FakeOS narrative puzzle game. :)
I loved the atmosphere a lot, and the puzzles were great. I eventually got stuck and had no idea where to proceed even though I have probably all the pieces of the puzzle; I just don't know how to piece them together, or where to enter a code, etc...
Maybe the only pain point was to reenter the login credentials each time - saving the last entered input and just needing the user to click Login would've made the restart flow a lot more fluid.
A well-rounded entry overall
Thanks for trying my entry!
Each run is a different tempo, actually. They are randomized so players can't just play a metronome and sync up, but rather force adaptation - everyone only gets to hear 8 ticks before the blank, and they can't be timed in advance. The reason you might not hear them as too varied is exactly to keep the difficulty around the same for everyone. If someone were to tap to a beat 20 BMP faster than someone else, the faster beat would always be easier and result in a higher score. :)
I hope this makes sense!
Making a 99-player multiplayer game for a jam is ambitious to say the least, but there's practice mode, and man, that is FUN! I love how you took a simple idea and made it this enjoyable. Well done!
I actually tackled the theme from a similar angle, but instead of pressing the button in the last possible millisecond, you have to keep tapping as close as possible to an absent beat. Interested? Give it a try below!
I'm not really into funky physics, so that theme was really hard for me, too.
I simply took "scale" out of the theme and was planning on making a game about chopping meat, and the goal was to estimate the right chopping angle to chop it into chunks of required sizes. So pretty similar concept to yours, except I was considering more freeform cutting instead of halving, and had the idea for a light-horror theme. :) But eventually I ditched that idea and made Balanced, a cozy card game about balancing a scale.
This is such a cool idea. Mark would love it if he played it.
I'm generally not good at precision platformers, and I hit the wall on the fourth level, where I knew what to do (collect the pink on the bottom left and then jump on the right high-speed train to launch across the spikes), but lacked the execution. That's on me, though - the concept and the game itself are elegant and deserve praise!
Well done!
This is one of the best entries I've played so far. The overall vibes, art, and audio are all top-notch, and the concept is really simple and cool. The buy-while-digging mechanic is genuinely elegant and gives something to think/balance while also navigating the terrain. I also love the name a lot.
Well done!
Super cool concept, and I loved the music and the art a lot. The numbers coming could've been visible for a bit more time, though, especially once the count changed from single steps to multiples. For me, it transformed it from a rhythm game to a reflex game, which I'm generally not good at (even worse than in rhythm :D ). But that's on me!
A very nice entry overall!
Awesome visuals & sounds. The idea is neat, but I quickly hit a wall; I'm generally not good with these games. :D
I have 2 recommendations:
- Disable "Fullscreen mode" on your game's page. Unity already gives you the toggle, and itch's icon overlaps it, making it harder to click.
- Remove the countdown at the end of the run, and maybe add a Retry button inside the level, so I don't always have to go back to the Main menu. Would make retrying so much faster and easier!
Good job overall!
This is an interesting concept. I like the overall vibes, aesthetics, and sounds, but I'm not generally good at platforming games and found it quite hard to navigate around. It also took me a while to realize not all snacks have the same effect.
Overall, well done! A bit convoluted, but once you get into it, it gets good!
This is very cool, one of the top concepts I played so far! I liked how I had to backtrack and find sheep hidden in plain sight.
Two suggestions:
- Enable Fullscreen mode on the game's page (you can do this during rating)
- If Space is used to advance dialog, make it also hit Snooze, or make Click also advance the dialog, but having to click then Space and only then WASD is a bit tedious. Mouse is not needed for the game, so default Snooze to Space would be a quick fix.
Overall, awesome job!
Thanks for trying my game!
My initial idea was to fix the beat to 60 BPM, but I run every concept I have through a cheat test, asking what would trivialize the game. Having a wall clock or a metronome would definitely solve it instantly. That's why I moved from a fixed beat to a randomized one every run, and 8 ticks aren't enough to capture & sync to the right timing, while it's still close to the original 1/sec rhythm that we got internalized since we were kids and learned to read the clock. :)






