https://psychosomatic-games.itch.io/cascade
I have 9 ratings, would love to get at least one more 😬
https://psychosomatic-games.itch.io/cascade
I have 9 ratings, would love to get at least one more 😬
Hoping to get a few more ratings - https://psychosomatic-games.itch.io/cascade
I reallyyyy love the vibe of this game, but i think im too stupid to figure out any of the puzzles 😅
I gave you a high rating based on the vibe alone, because it feels like a professional game - tone, atmosphere, animations, concept - but I only got as far as getting the frog to the surface and dying because I couldn't figure out how to at least get the human to the piano.
I WANT to suggest adding some subtle visual hints to make the game more palatable, but my suspicion is that you want to have the players make their own discoveries and feel rewarded by figuring things out - so take that advice with a grain of salt based on your preference.
Fun concept. The gunslinger theme in a workspace reminds me of the paintball episode from Community, which is awesome.
Game could have benefitted from some background music, and (personally) I would've slightly increased the movement speed of all characters to make it feel a bit more fluid, but that's just my preference. Also the dodging felt like it should have followed the keyboard and not the mouse.
Still, fun game overall. I could see it going on a store page if polished.
I've played some games with some weird controls in this jam, so this one was very refreshing. It feels awesome to drift your cart around at high speeds and ram into your opponent.
I was gonna suggest the same idea as Havudgjj, to have an indicator of where enemies are on the map, but I was also gonna suggest having hitboxes on all sides of the cart so you can ram enemies from any direction. I had a lot of moments where I rammed from behind and it did nothing but when I rammed from the front, it took down my hp instead of the opponent's.
Quick, fun game. I like the variation of minigames as an added layer of trying to pull suspicion off of you. I only had a small issue standing between the top rows of machines and trying to attend to customers in time, but the game only prompted me to start laundering rather than deal with customers.
What would have been cool (with more time to develop of course) is if you had to do something for the customers instead of just accepting their money.
I wasn't really sure if I was progressing or not. I couldn't figure out whether saying yes or no was the "correct" response. If it was situational, I couldn't tell what the right thing to do was or how the stats affected my answer. But oh boy did this game have a serious tone. Good job creating a serious atmosphere with the dark background, and unsettling pixel art. I'd be curious to see how a horror/suspense game from you might turn out if you did a full project.
Pretty solid game! The puzzles are cool and well thought out, and it's impressive how many you were able to develop for the jam. It was also a good decision to include an unrestricted level select so that people can go back to a particular level if they refresh the page or come back to it.
I feel like the first two puzzles could have been discarded because they don't really teach you anything that the third tutorial doesn't. Also, pressing space until your moves are up while you're in the pink zones is effectively the same as regaining your moves and resetting any objects not in the pink zone, so pressing it more than once felt a bit tedious.
Cool idea! I like the execution and I enjoyed watching your thought process and prioritization on the devlog video. The art is simple and appealing and the UI feels intuitive. The game could have been made better with some consequences, whether it be the "expiration time" for ingredients as you mentioned, or some other penalty for missing ingredients. Without the consequences there is no motivation for the player to do better or anything different.
Seriously underrated game! Concept is unique and the levels are fun. I wish there was a level select or save feature because the levels get so challenging from the time the switcher is introduced, that I feel like I need to take a break to come back to it later. I made it all the way to (level 16 i think?) when 3 switches are allowed, but i got brain taxed lol. That being said, it's impressive how much content you fit within the span of the jam.
I'm also a sucker for UI and yours felt very well polished, from the colour balance, to the font, the corner frame lines around the main game window/container that make you feel like you're looking through security camera footage, the shadows on the control panel, (and more... 🤭).
For non-windows people - you can run the game through steam!
1. Download the .exe and add it to steam as a non-steam game
2. Right click the game in the sidebar of Library and go to properties
3. Go to compatibility and click "Force use of a specific Steam Play compatibility tool" and choose Proton Experimental
4. Run the game
I'm on Linux and it worked flawlessly. I believe it works well for mac as well.
Cool idea! It was fun to play but I would have liked to see some powerups or pickup items to make the game feel more dynamic. There was a bit of a learning curve to try and dodge the bullets while also trying to shoot a target straight ahead, so I'm glad the game was forgiving cause I died a LOT lol - I didn't have to start over the level every time I died, and there was no consequence to exiting the loop, other than not charging your battery.
Also for non-windows people - you can run the game through steam!
1. Download the .exe and add it to steam as a non-steam game
2. Right click the game in the sidebar of Library and go to properties
3. Go to compatibility and click "Force use of a specific Steam Play compatibility tool" and choose Proton Experimental
4. Run the game
I have to say... I was trying to put down this game because I found it started to get a bit repetitive, but I still kept playing until i died! Ended up reaching level 12 with around 6000 points before I finally peeled myself off.
Pretty funny concept and the combat felt smooth. I feel like if you added some in game narrative to this, and a bit more variety in the gameplay, you could put it up on the itch store. Also, that insert coin sound at the start is perfect.
You nailed the retrogame feel with the pixel art, chiptune music and sfx. It felt like playing a NES classic. Creative take on the typical platformer and the theme too.
Quick note is that on my browser I had to zoom in to 150% to see the full game, but on 100% it looked like this. (My resolution is 1920x1080).
Maybe just mention it in the description or comments so that others know and don't give up to quickly.
Fun arena game, reminds me of old school newgrounds games so it feels nostalgic. The controls felt intuitive and easy to pick up which is a huge plus in this jam. Would've like to have heard some music to set the tone of the game.
Also non-windows people - you can run the game through steam!
Fun, well designed game. One of the most polished i've played in the jam so far. I think that the characters could have used more color distinction because i found it hard to tell where i was, where my allies were and who were there enemies when more activity started happening. I also mistook the cursor for an enemy a few times because the colours are same-ish.
I like the idea, very creative use of the loop theme. The animations and sfx are nice as well, they make it feel sleek. I think that there could be some more emphasis on visualizing where the goal is, say maybe highlighting the goal area rather than it being gray. I got stuck in level 4 for not knowing where to roll the cube.
Edit: I didn't even realize that i could move the purple thing! Maybe some visual highlighting could help with that too, or maybe cube girl can give you a hint if you're stuck. Very cool still!