Pretty insane amount of content and polish for a weekend jam!!! All with claude?
perplexgg
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Dunno if it fits the theme/prerequisite that much, but it's definitely a really great deck building game idea! The beginning was too hard for me (I only found the fish that the tutorial told me about, probably highly unlucky?):
But I survived that week then it actually became a bit too easy to make it through the later weeks. But yeah I really like the concept and a lot of the ideas you visited here. Maybe at the start, the map can be smaller or some of the early pieces can have abilities (which are where the most fun is). Great job!
Pretty fun take on VS, surprisingly polished and fun. I never understood how to control the rotation though or what logic that used, so that made some of the strategy aspects weaker than they could have been, so would have loved either control or an explanation for how to control the rotation (even if the control is indirect or imperfect).
Nicely done!
Wow, winner here. Really amazing, I guess the coding was all AI? Most impressive is how good the game felt and how you implemented all of those abilities, that not only can the player use but also the AI can use (ok they're not the smartest, but still). Great job!!
PS: If you implemented the gameplay, you should definitely be putting your own name in the credits somewhere!!
PPS: I ate the dragon :)
Tutorial is like 100000 steps. I went through a bunch of it, does it end? What's there is done nicely enough, but it never felt like there was any logic to anything, it tells me to press a button and I press it. There's no decision making or anything interesting from that perspective. It didn't feel like I was being taught to play a game by step 50 or whatever. I already know how to place buildings, you're not teaching me anything by making me place the 5th building type or research the 10th science thing. Supposedly I'm rewarded after each of the 50 steps but I don't know what reward or what they are useful for or anything.
I think has potential, but there needs to be feedback to the player for why they are doing things, what they are getting out of things, and the player should make decisions after a few minutes, not just follow instructions blindly for 10+ minutes.
Seems like a solid tower defense production overall. Main trouble was the UX was uncommunicative at times. Like I placed one green tower (the one that slows and does aoe), then went to place another, it let me choose it and it looked like I could place it anywhere, but I kept clicking around everywhere and nothing happened, no error, no success, felt like a soft lock, eventually i ignored it and started the wave but this was recurring. Other than that, was fun to play for a few waves. The sounds and music were very tinny, annoyingly so, they seemed good if not for that aspect.
Pretty solid entry, nice work. Main complaint for me was that even in full screen, the black border remains, and that's fine for seeing but when i right click on the black border in the middle of fighting it opens a menu and that's what killed my run. There were other bugs but that one was really annoying all game. Otherwise it's pretty well put together, looks nice for a jam project and runs well.
Yeah, it's good to explore things like this. One thing that would be too much scope is if you somehow saw a simulation of all your choices together and how they go wrong, maybe you'd have to generate like 5000 AI videos for all possible scenarios. :D But makes total sense, you presented the concept very well!
A familiar game, but the softbody physics and nice choice of imagery make it look really good, nice job! It terms of gameplay, it was decent but you could just click a lot without strategy and get pretty far, though I think this issue is common with this style of game. Otherwise it works well and was fun for a little while!
The concept is interesting, but I'm not sure it makes for a good gaming experience. You're kind of literally telling the player that their choices in the game don't matter, so why put any thought into anything? It was interesting to think about the choices, but then you just get "gotcha, it was sensible but didn't matter!". Cool and interesting, but then there's no reason to keep playing after that?
The project looks good and is well put together, generally clear enough to follow, though one issue is the text auto-skips sometimes and other times it waits for the tap. I kinda missed some stuff early and was confused about why I was being asked anything during most of the questions, was trying to piece it together from other hints. Anyway, nice job overall, it's an interesting project!
I listened to all of the 10 minute version, it's pretty great! The first third to half of the 10 minute video is pretty rough while you're figuring it out, but then it comes together. In terms of editing the 10 minute video, I think you could have skipped more of the start of the jam, and had less cuts/edits later in the video... you guys were playing grooving later in the jam, and I wanted to listen but you'd just cut when it was good heh. Otherwise nice job to everyone playing!
https://perplexgg.itch.io/sphere-of-life
So sorry, I hope it's possible, something broke on upload and I was 2 minutes too late. :(
The environment and atmosphere, and the models+animations are so great! I couldn't figure out what to do, I thought I needed to collect enough scrolls for something to happen but after many attempts nothing did, and I tried pressing different keys to cast spells to no avail. Maybe just an issue with the embedded version? Also FYI fullscreen is disabled on the itch game page.
Thanks! Yeah I thought they might be too tough for many folks, since it's difficult (albeit doable) for me, and I'm the developer + long time gamer. Glad you found a way to reach the end though, I guess I can add "multiple ways to play" to the features! :D. Thanks for playing and for the nice works and feedback!
Pretty cool concept, it kind of feels like a small part of a bigger game, i.e. what's in this game felt like a mechanic in a shoot-em-up, where you need to maximize one color sometimes to kill certain enemies more easily, then max out the other to kill other enemies more easily? The movement and shooting felt good, but wish there were enemies or more interesting obstacles of some sort. Visuals are good, though could have added a scrolling (or even static) background to add some depth and set the mood. All in all though, nice little project, congrats!
Beautiful project, the water and artwork is amazing! Pretty relaxing, although I couldn't really figure out where to go, and I found some info and got a 'ding' sound but that didn't save anything. I eventually saw Jern play it and how that works, seems random to find? Wish there was a way to search that didn't feel random, I think maybe the sonar could have gone a lot further? Other than that, the controls and camera felt a bit awkward, not sure why, I think maybe I expect it to feel like a flight sim where you're swimming by default? Might be good to try "press to stop" (i.e. swim forward by default) rather than "press to swim" (stopped by default)..
Anyway, great job and congrats!
PS: I'm a big fan of the sonar mechanic, I based my previous game jam project on that!
Really awesome game design and execution all around, even more impressive considering this was solo!
At first I couldn't understand why I couldn't move the camera around other than the sides, but once I figured out the screens it became a tad too simple, but still a challenge at times. For a full release I'd maybe expect the target to become moving later on. Also not an expectation for a jam, but for a commercial project you could alternate between the current game loop and another one to change pace (e.g. what you move also affects some platforming sections).
Anyway, this is really amazing, congrats!
Super cool project! Destructible space with dynamic enemies that are fun and challenging but fair and (mostly) readable. Very fitting music too.
I think it could definitely be a commercial project with more enemy + weapon variety, and more game juice all round (particles, camera shake, big bass, etc). Amazing work!








