I had a blast playing this. The combat seemed simple at first but then having to balance tetris-ing your inventory together and quickly spending gold without ruining your attack phase was so much fun. Obviously the art and the music were top notch as well, this whole thing was incredibly polished and could see it expanded to a full release without too much added work. Great job!
Michael Parrish
Creator of
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This game was so much fun! The digging felt so juicy especially when I got the drill dash. I can't believe you were able to make something so polished in such a short amount of time, complete with 3 unique biomes and themes too. The shop keeper's music was so cute too, the whole thing just felt very cohesive. Really impressive, awesome job!
This was a lot of fun, I love the temple exploration with the roguelike mechanics, it makes every playthrough feel pretty fresh. I think I agree with the other commenter that the progression feels a bit slow in the beginning with such a limited inventory, but I loved the aesthetic and the risk/reward of deciding whether or not I need to take that last artifact. Nice job!
I'm really impressed by the expansive world you built here in such a short amount of time. The artstyle is great as well, this looks really good. My only bit of feedback would be that sometimes it can be difficult to tell what things can be walked over and which can't. But I understand it's difficult to make that distinction with such a limited palette. Overall though this was a great entry, nice job!
Honestly a really smart idea to use the mismashed-aesthetic assets they gave us to create a Wario-Ware-like. One of my favorite things about that game was seeing all the different art styles, and you nailed that energy. I also thought the transitions into the microgames looked really cool. One small thing you could maybe add in a future update is some way to keep track of how many games you've beaten, so people can try to beat their high scores. But overall, this was a lot of fun!
Thank you for playing and the feedback! Unfortunately due to the nature of the game, it’s tough to get unique looking screenshots, and while I usually have a gif too to showcase the gameplay it looks like there’s a bug where those are broken on itch for the time being.
I’ll try to update the rest of the page to see if I can better capture the energy of the game, though! Thanks again!
OH MY GOD such a tragic ending for my hero! I was ecstatic that I got to max likability only for him to be slain in the dungeon :(
Really cool entry though, I like the conversation-as-a-card-game mechanic and thought you incorporated it well for such a short development time. I can definitely see you expanding on thist too. Nice job!
This was amazing! I spent so many hours playing Rogue Squadron for PC as a kid so, this was a great blast of nostalgia. And there were no tow cables in the level so it was even better! The controls felt really great, and I had a lot of fun speeding through that final tunnel to escape before the explosion. The music was also a great homage to the soundtracks for the movies/games. Nice job!
Fun game with a nice relaxing soundtrack! I thought a lot of the level design and difficulty ramp was well done. My one piece of criticism is that there were a few levels where you have to do the same maneuver a couple of times, when I was struggling to get through even the first one lol. So maybe just one or two times would suffice for those levels. Fun entry!
This was amazing! The first game I have yet to rate for this jam, and you've set the bar really high. I'm a sucker for this type of engine-building roguelike gameplay and this was really well executed, especially given the time constraints. You should definitely look into a full release for this amazing job!
This was really incredible! I feel like with jam games it's easy to play for a bit and then move on to the next one, but this really sucked me in, and I felt compelled to finish it. I'm so glad I did! Really great narrative device with the hard drive, and I really loved the fake Unity intro when going into each of the games. There was also a great progression with the quality of the games in a very authentic way. Excellent job to the team, the writing was top notch, and it's going to be really tough to find another game in the jam that tops this one.
Honestly, I would consider fleshing this out to a full release, it feels like it's basically there already. A great love letter to game development as an art form and hobby that can be used for human expression. Really fantastic work!
Great concept! I really like the idea of using a game's settings to solve puzzles, it's a neat idea I've never seen before. I was able to solve about half of the puzzles, the others I couldn't quite figure out after trying a couple different ideas. One suggestion would be to maybe configure the level order to start with the easiest levels first to ease the user into the concept, because it can take a few tries to wrap your head around it. Nice job!













