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Pickle Jar Games

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A member registered May 12, 2019 · View creator page →

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I like the use of the theme here!

I didn't have any major issues while playing this game, so I'll just go over the minor ones.

The hazard blocks didn't read to me as hazards right away, maybe making them spiky or red would help them stand out and look more threatening.

There's no explanation for how the strikes work other than a really faint bit of text saying it's possible to do. Some big text on the screen on that level where it's first required could have saved some time.

The last level threw me off a bit, since I didn't try to use my strikes at all for a while and just sat on the safe side ledges. Maybe removing the safety net could have sped that up.

Some music would have been nice.

Other than those four, this is a really neat, competent little game. The challenge ramps up at a good rate, the premise and mechanics are sound, yeah that's pretty good.

Hopefully next time, you feel confident enough to write the code yourself. You clearly know what a decent game looks like already, now getting your hands dirty is the next step!

The music and sounds do a really good job at putting the player into a meditative state during this. Figuring out the puzzles never felt particularly hard, but that's fine, I think I needed a "zone out and click the colorful buttons" type of game right now.

Even when I had to restart a level there was no frustration, only a determination to get it right next time.

Thanks for helping me calm down and focus for a moment.

Cute little game.

Seeing your page, this looks like your second ever game, this is pretty good considering that!

I wasn't able to find any dynamite like is shown in the cover image, not sure if that just didn't spawn or if it's not supposed to.

The floor would look a lot better if the sprites were tiled rather than just one big object stretched out to fill the space.

The sprites themselves and the background looks good! Good job.

This is my first horror game, so I was worried people would think it wasn't scary enough... so I may have gone a little overboard haha...

I hope you still found some enjoyment past the fear!

Really cool! It took me a minute to realize the killer didn't have the abilities of the character they were, like if spider m- I mean... Arachni-Guy... was the killer, he wouldn't be able to kill people from anywhere, but that's on me for not reading the rules properly.

It was fun coming up with ways to determine people's innocence, while protecting people I cared to keep around (Milo the GOAT). The redditor never felt like a good choice to play, since I never had a moment where I wanted a bunch of people in the middle room, but I'd usually have to take a long moment to consider the ramifications of my choices, which is a sign of a good brain teaser.

I did run into an issue where when I had no legal moves to play from people piling in rooms, I wasn't able to move anymore and got softlocked. Clearing corpses seemed really helpful in that moment, too bad the doctor was dead.

This was a fun time, and all of those high quality art assets were made in the four day span? Wow. Good job you two!

I eventually managed to do it! I like the varied tasks you need to complete before the rocket is done. I also like the time management required from the challenge panel having a 60 second cooldown between games.

To me this game has three major gameplay problems; 

1. The elevator. That thing would ALWAYS be just leaving when I was ready to rise out of the pit, not only wasting my time but also being a frustration. If there was a way to control the elevator myself, I would only have myself to blame if it's in a bad spot, but as it stands it felt like a huge hindrance to my enjoyment.

2. The physics. Every time I'd try to bring the fuel container over, the cable would break and no longer need to pull the big fuel canister with it. One of the colored cables also did this weird disconnect thing and fell down into the pit (my favorite place to be). Those things need to be put under control. There was also one time I was carrying the how-to book up the elevator, and because it touched the wall of the elevator, it got stuck in it and I had to restart the run.

3. The item carrying system. For the big rocket fins in the pit, it didn't matter how they were oriented, so it didn't matter. For the cables and screwdriver on the other hand, getting them to be the right orientation was a big pain. A way to rotate your held item would help out a ton.

I can tell you put a lot of work into the environment here, and there's lots of 3d models you made for this. You did a good job with the level design, there's just some gameplay stuff that gets in the way of the player appreciating all the good parts.

For four days, this is really good. You should be proud!

Very good game. Very hectic game. Very bomb game.

The first few days I thought my feedback would be that there's not enough going on and it was a little too slow, that may be true for the earlier days, but my goodness... I wasn't able to get through day 5. The best I got was less than an hour left on one of my attempts, but I never got closer. The simon says bombs were the biggest killer for me.

The artstyle is super charming and funny, I love the coworker and boss sprites especially. The sounds did a good job informing you what needs to be done, and the music being a remix of the "You've Got Mail" sound was funny to realize.

I clicked on the phone once on day 1 and didn't realize you were supposed to type in a number, so I was just stuck and had to restart until I had to figure it out later. Maybe some text there that says "Input Number" would be nice, or at least being able to cancel out of it by clicking elsewhere.

10/10. Would never work here again.

Nothing the ol' hug the left wall trick can't beat! But why are the screenshots of a totally different looking game?

The extra hazards added in don't feel like they add a lot to the experience. Pits are basically just more walls, and the ceiling/floor closing in didn't affect my ability to move around at all, so just acted as the same sort of timer.

Assuming the screenshots are of the game you were able to create, and then something weird happened with the export, it looks really cool! But the credits show a different name than yours, so I'm not sure, is that just someone elses game?

This shows a lot of promise! The artwork looks great; the characters are colorful and memorable (the first time the deer does the thing made for a cool, shocking moment).

I think this game just needs a little more work in the balance department. In the second level I only had two snot watches, and that led to me just having to circle around all the enemies for a very long time, to the point where it got boring. Level 3 was when I finally had enough watches to deal with threats in a timely manner but still had to try to not die.

Then on level 5 I had ten modestly upgraded watches all with dark spells and completely rolled everything without a second thought.

So yeah, in the early game you feel a little too weak. Then late game (level 5 anyway) you feel way too strong. I think fewer enemies early on would have helped with level 2, and more stuff you have to buy to get the god setup online would have at least slowed the rate at which I didn't have to care anymore.

I really like the shop system, and I see you planned on adding modifiers to the wands, which would be very cool!

Good work!

At the half way mark, there are more threats introduced which interact with those items. At first, I wanted the player to only have to worry about their stock of one item.

I agree this version is too hard, the main thing I’ve changed for the build Ill release after the jam is making everything less difficult and more spaced out. Thank you for playing!

Heheh I got you! >:D

This is exactly the sort of game I would've played for hours as a kid on friv. Something with incremental upgrades, procedural generation, ah this brings me back.

There were a couple things I ran into during this (other than rocks) that I think need to be addressed. One, I see there are stats for things like visibility and drill strength, but I couldn't find a way to upgrade those in the shop. If it does exist, I think it needs to be made more obvious, because I was very interested in upgrading those.

Another thing is keeping your dig progress after respawning. If I'm not wrong, couldn't you just dig straight down, respawn, rinse repeat forever? It wouldn't be very fun probably but since score is determined by depth reached, I feel like that's the sort of thing that could be used to optimize the fun out of the game.

I was curious so I just tried doing this myself, I keep running into a bug where I get stuck after entering the shop. So I guess, in a weird way, there is something preventing you from doing that.

Potential cheese aside, I had a good time digging around in this!

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Phew! Managed to get <500 seconds on my second try! 

This game is so cute and tells a bit of a sad and heartwarming story through the lens of an idle clicker game. The animations of the birds doing their thing is sooo satisfying to watch. I kinda wish this had a bit of an endless mode just so you can see how insane things get before your browser crashes XD.

The music and sounds are perfect, with the marching beat and all the little chip tune sounds that, now that I've seen this game, have always kinda sounded like birds chirping, are absolutely perfect!

Thank you for making this!

It's interesting to have a game where you want to spend all your ammo to get to your melee, I feel like the level wasn't quite long enough to explore the concept but this was a fine enough introduction. The "Hey Kid-!" voiceline was very funny to me. It just stood out, made me smile, that's all I have to say about it.

The thing is, I don't know why the dash would give you a bullet back. Not just in the narrative, I mean what is the game design purpose of punishing the player for dashing. Bobbing and weaving between bullets is fun, and it kinda feels bad to not want to use my mobility tool to do that while charging up the sword.

Anyways, I didn't have a bad time here. Just feels like the concept needs some refinement and a bit more time to breathe.

Not trying to brag or anything... but I totally aced the exam on my first go  -v-

And if anything that's a testament to how well this game communicates what is and isn't important, and what you're supposed to be doing. It was super tight but completely manageable. The sprites were varied with a lot of individual unique details put in. The phone was a surprisingly detailed little thing to mess around with in spite of it only taking up a couple seconds in the story.

This is a really cool, detailed game!

What a cool use of the theme! This has a lot of potential for puzzles and platforming challenges.

I wish there was a way to make time flow faster for those times you're just waiting for the timer to tick down. Just sitting there watching the timer just breaks the flow of movement.

I got stuck when loading into a level. It was two levels after upward shifting was introduced, I think. Just insta-dying whenever I spawned. I got familiar enough with the mechanic by that point to know I liked it though.

Good job! And hopefully that bug gets ironed out .

Got a high score of 106515. 

The control scheme is a fun take on a revolving turret. The hour hand is really tough to line up with the minute hand on a moments notice, so certain enemies (I'm looking at you, rockets) can be really hard to deal with, especially in large numbers.

The sounds and visuals were nice a clean, making every action, even just turning, really satisfying.

This was a fun one. Good job!

I somehow overslept 3 hours and 169 minutes and he's still not rested? My guy you need to get that checked.

The dog barking is my favorite sound here, I should have that be my real alarm. The music and the insanity happening in the room make this a really fun time even if the gameplay is just pushing QTEs.

Sometimes the animations will get in the way of what keys I'm supposed to press, which may or may not be intentional, but for me it was a little frustrating.

Thank you for making this silly game, I had a great time

Cool use of the theme! 

Not only is the central mechanic of the numbers being both a platform and the death timer clever, but so is the puzzle design! I had to really think about how the number shapes would help or hinder me as I progressed. And the yellow numbers are a neat curve ball to throw in!

Some of the timings are incredibly tight, Trapdoor might be taking it a bit too far, but then again maybe not, since the satisfaction was high on that one when I eventually got it.

Super good!

I feel like I might be the bad guy in this story... nah, it's probably fine. All's fair in the name of making more paper clips.

I wish the matter spawned more frequently, it felt like I had too many black holes but no matter to eat.

That's right! The computer tasks were made to be engrossing enough you might not notice the threats incoming.

I appreciate you giving it a try in spite of it not being your genre

Very well done getting to 12! I definitely think I made the game slightly too hard in this build, so that's a real achievement. 

Hunter isn't able to spawn or move unless you're at the computer, did he get you immediately after leaving the computer? Or was there a bug allowing him to move around when he's not supposed to I need to fix?

A little puzzle game with some cool mechanics.

Time rewinding and time recording are very powerful mechanics to give the player both of, and while there's not very many puzzles in this game, you do actually have to think before you act a bit to solve them.

I was able to return magic to nature AND claim it for myself by exploiting my powers, which resulted in overlapping ending narrations. Time overlapping with itself like that seems within the theme of the game so I'll call that canon.

Nice job!

The fact that this game only has 6 rates right now is a crime. I feel like I found a real world hidden treasure for playing this game.

The dialogue is dripping with metaphor a vivid imagery. You've clearly spent a lot of time refining your craft in forming elegant sentences. Something I might be a bit envious of (Hey look, your game got me in the mood to confess my sins).

When picking cards to add to your deck, clicking to advance into the choice will also cause you to pick up one of the cards without getting to see what you chose, not that I think careful decision making was really necessary for this experience. It seems being out of your depth and only barely grasping the powers you're dealing with is exactly the intended experience, but this one thing feels unintentional.

I'd normally be the type to replay the game over and over to see all the stories, but this experience feels like one you're not supposed to see everything, even with the keeper suggesting it at the end. The game almost feels more complete to me the more questions it leaves.

I really hope you get more attention. So much love went into the music, the character art, the environment, the sound design, everything. 

Well done, stranger.

Pretty cool! 

I'm bad at aiming so it was a bit rough for me to go for the high speed + precision play style this game clearly expects. I think if you added a time slow down meter linked with holding right click or something it would do wonders for helping aim challenged folks like me.

I couldn't tell what the dialogue on the bottom of the screen was meant to be. It seemed to like it when I did well though so I guess they're cool. They can stay.

Good job on the atmosphere in this one, I felt the grit.

Wow. I don't know what to say here that hasn't probably already been said, so I'll just say it all. 

This feels like a demo for a legit real genuine $20 steam game I would consider buying. Even with only the one fight we get characterization for the heroes, a combat system with depth with a really well done tutorial explaining it. The one fight we get is really well balanced too! I was left with just one hit point to spare before backup arrived even in spite of my lackluster turn based RPG skills (probably a calculated thing, but still impressive). 

The only thing I didn't quite get fully was the stunning mechanic, I think  I figured it out eventually but the numbers didn't always match up with my expectation. Maybe if we had some more fights I'd eventually suss it out though.

I guess I'd ask that you don't make allusions to other games in your tutorial with a iykyk, since anyone who sees this might actually want to seek it out to get more of what you've cooked up, especially since it's apparently niche.

And I somehow got that far without complimenting the adorable artwork and presentation! The cardboard and paper aesthetic is so well done, it looks extremely lifelike and leaves an impression. I also love you added a freecam afterwards so we could see a bit more of the magic behind it all.

I don't know how you pulled this off in four days, I just ask that you don't stop making games pretty please with a cherry on top!

I tried replaying the game to get past it, but I can't click on the final level in the selection screen. Regardless, I have thoughts.

This game has a lot of promising ideas with the card generation, acceleration buildup, landing, and shop mechanics, but I think it needs something in the way of decision making on the player's part to give all these systems ways to shine. 

The card generation system is interesting because in theory it can force you to play cards out of your hand to make room. The problem is that there's never any reason not to just play every card in your hand all the time anyway. The slow progress bars on the cards you play make it so you want to get cards loaded up early and often to get full value.

The acceleration might be a fun risk/reward system where landing the ship gets more difficult, but your time to beat the stage goes down the more speed you build up. But since you're playing every card in your hand anyway and the speed never gets up to unmanageable levels, the speed your ship moves feels less like a choice, and more like just a predetermined timer before you hit the next island, especially since speed up cards come in at a fixed rate.

The choice to land your ship or not can create interesting choices of whether or not to keep the current run going or "cash in" as it were to maintain your progress. It's just that it never felt like I had enough time to even consider going for the next island, or I had so much time it was obvious I could make it easily. There's also just not enough incentive to go for the risk of going for an extra island since speed ups are always guaranteed to come in frequently enough to get me where I'm going.

The shop mechanic completely flew under my radar for my first play through, I was able to get past level 2 my first go around without using it at all. With the checkpoints how they work, there's no reason not to just blow your first life on each stage getting a bunch of money to get all the upgrades, then respawning and having all your upgrades for free. Being able to get a couple extra seconds for money can be helpful, but in that case you either click the button or you die, so not much of a choice.

I guess my point with all this is; the player isn't given much in the way of choice in a deckbuilding game, and I think the solution is right there in the genre; I think this game needs the player to be able to influence the deck a bit, and have more varied cards. Cards that you might not want to play all the time, but are worth saving for later.

The presentation of this game is really well done, which is why I wanted to leave you with all this feedback. You clearly care a lot about this game and I want to help you make it better! The visuals are clean (though all the buttons are a bit overwhelming when first loading in), the music and sounds are nice. There's a few typos in the text but I'm sure you'd iron those out in the future. There's also some visual bugs where when cards are first spawned, they appear beneath the UI of the game, and have to be grabbed once first before you can see them dragging around.

Best of luck!

I gave this a few tries but couldn't get a release that got more that 1 star. I feel like some more feedback when you complete a build of what is and isn't within the acceptable range would be helpful.

The notes you have to work off of are funny in how incomprehensible they are. I don't want to say they need to be more clear, since that's part of the game, so maybe we just need to be given more time to fully be able to read them. It feels like the time limit was balanced around you already knowing what sort of parameters you need to set going in, so maybe this was supposed to take a couple dozen tries to get right.

Or... maybe I'm just bad.

I liked the guitar music, but after finishing a single build it gets replaced with the blob game's music, I wish it switched back when you weren't playing a build.

Honestly if the builds told you what was and wasn't correct, and if the timer was doubled or so, I think I'd have a hard time coming up with much critical to say. Good job on this game!

The gameplay on its own would already be good enough. The stylish visual effects and music elevate it even further! I always like incremental upgrades in my games, and you've done just that and really well too! I tried out all four weapons and each one felt really well balanced... except for the nano swarm I have no idea what to do with that one. The range increase on that also seems like a bit of a noob trap.

There's so much variety in the enemy department too. With the big walls of squares providing a really nice "oh crap!" moment so you don't get too comfortable anywhere.

The fact that I stuck it through and played each weapon (some more than once) is a testament to how well you nailed the game-feel here! Well done!

This is cool! The randomly generating levels is impressive, and although I didn't download it to check, getting a level editor working is also super cool!

I couldn't find a way to deal with small rooms with two skeletons, it always seemed like I had to take damage whenever that generated, which sucks because I also couldn't find a way to heal. Maybe that's just a skill issue.

The giant rooms after floors made me think a boss fight was about to happen, but then nothing spawned.

Regardless, you've got some nice presentation here with a spooky mysterious song, and old school crunchy sounds. I like this one a lot! Hope you keep adding to this!

This is a nice little time, I just think it needs more difficulty scaling. Making the camera scroll faster, more frequent obstacles, more types of obstacles as you climb. It just seemed too easy to keep the run going. The sprites and sounds were simple but effective. I liked the presentation plenty, I just think the game needs more going on if you want to have an endless experience like this. 

Maybe a rockslide that takes up an entire side of the screen for a few seconds? Something to pressure the player to stick to one wall and spend a bunch of stamina.

Also, a check so that birds can't spawn right where you're hanging would be a nice addition!

Still, as I said, what's here is very good!

I keep getting an error that the zip file is empty when I try to extract it

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A strange little game. I couldn't NOT see what this was after reading the name. So you play as a bank robber it seems, and you poop, like, WAY more than is recommended. You can throw the poop at other people and... kill them? To get their money. Cool, I like that. You can also try to enter a vault that has a combination lock, but if you do, guards show up, and you can't move again afterwards. So I tried again without touching the vault and found the toilet of destiny, blessed by the heavens. Yup, I can follow that. If i poop in the toilet a random item spawns that I can't interact with. So I walked around a bit more, and never managed to find anything else interact-able. I also lost all the money I rightfully stole at some point and that made me sad. :(

I can't say I regret the experience!

YEAH so the mouse sensitivity in the Unity editor seems to be treated differently than in the .exe version. That unfortunately wasn't noticed by me until after submission. The new build I'll be uploading after the jam ends has the sensitivity cranked WAY down from what it is here!

I'm glad you liked it! I worked hard on making sure no enemies made any others impossible to deal with (there's a few more that get added later on in the night, not sure if you saw them). And this is my first time trying to make a horror game, which I thought would be really tough with only pixel art skills, so I'm glad someone else thinks it's scary!

I'm gonna be updating this game a bunch after the jam ends, and I hope you'll come back to see what else is getting cooked up!

This game is so stylish! Even the quit game button had some love put into it!

I love how clean the movement mechanic is here, it feels so good to chain a bunch of grabs a get through the levels quickly!

My biggest criticism is I don't like the big red brain worms you can't grapple onto. Aiming shots so that your body hits specific things isn't exactly easy with this control scheme without holding the button to slow down, which gets in the way of the fun of going fast, so having to do it a bunch got a little tiring. I didn't mind it for the enzymes since they're supposed to be a punishment for taking too long.

But it honestly wasn't that big of a deal, I'm just reaching for anything critical to say. The sounds, visuals, everything was super good. Oh and I guess some music aside from when you're quitting would have been nice.

This game accomplishes a lot with a simple premise. Once I understood how the cards worked it was really fun solving the puzzle of how to get the fuel I needed while maximizing the score. The infinity world is a perfect reward for getting to the end, just seeing how high a number can get is always a fun time! The sound for using cards is also strangely satisfying. The only thing I think this game is lacking is some music.

Great job!

Super cool roguelike! I love how much each run can be different by just changing different rules. My build was melee focused, and I ran into a problem where since I'd be spamming left click, the affix menu would pop up and I'd just click one randomly since my cursor would already be over a button. 

Still, this was a super unique take on a roguelike, with having to spend your time to get upgrades (which would end up being my downfall, since I got a little too greedy with melee damage increases >:) )