The hint does say "it feels like I'm missing one" :P
ScarfRavenStudios
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Yeah I made the buffer for dropping through platforms a bit too long I think. I also forgot about jumping for WASD controls (I nearly forgot shooting with WASD controls and added it last minute), so I'll address that in the patch
Colliding with the side of platforms is a glitch I've noticed in my other games and I'm not really sure how to fix it, though there's probably some way, I'd need to look into it more.
Sorting the achievement list is also a good catch, I'll add that to the patch as well, should work well alongside the new hint mechanic from getting enough achievements. It's funny how you mentioned obscure secrets like in Deltarune since I wanted to reference the Forgotten Man but it would've been too esoteric even for something that didn't change the achievement totals and I ran out of time.
Thanks for the in-depth review, and I'm glad you enjoyed the game!
Not too crazy but a neat take on the metroidvania format. It's cool how the upgrades switch around every attempt but with only 3 upgrades total there's not really much variety. Everyone's already mentioned the lack of QoL platformer features, so I'll point out that I don't think being able to aim the big gun was mentioned anywhere?
For being made in 24 hours this is a pretty solid game. Good job!
Not a super unique take on the theme but one executed really well. I love the art style, and the music fit the mood and goes incredibly hard. I also really enjoyed stringing together the various movement mechanics and the various obstacles.
I do have a few small nitpicks though:
- The player controller drops really fast after jumping
- You can't glide out of walking off a platform. This would make the glide feel a lot better in the first room after getting the first feather
- The sulfur plumes have some inconsistent physics and you can get so much height you can slam into the wall if you jump in the base.
- There isn't a death animation so you can immediately tell when you hit a spike.
- The spikes are a little too small and need to be a bit bigger visually, but their hitboxes are okay
Though despite those, overall I still had a great time. The whole package was very well put together and I wish I could've seen the final cutscene properly.
Really clever take on the "build a rocket out of random junk" concept I've seen a few times in the jam. I really like how the thrusters actually adapt to what direction they're rotated to for your movement controls.
It is very RNG heavy and the only consistent strategy seems like to just get a ton of thrusters and either plow through the entire area or get max maneuverability by having all four sides covered by rockets.
Even with that, however, the game has a short-yet-addictive gameplay loop and I kept trying to beat it until I did, my best score was 2200.
I was wondering how the game would apply the theme and then it clicked (heh). It's definitely rough around the edges but I already love all the movement you can do, and I love the art style, even if it is also a little unpolished.
While I do like the starting "everything is zoomed in until you turn the cog" thing it's a little too zoomed in, and probably shouldn't start zoomed in after your first attempt. The dash tutorial was also confusing since I don't know what button MAJ is. I think it's shift?
Overall the game is really fun and I had a great time. There's a ton of potential here!
Super addicting and a really creative concept, with a very clean minimalist artstyle that still exudes a ton of personality. I love setting up for 3-clear combos and then screwing up because I forget a 3x3 block counts as a clear, I find that really funny.
My highest score as of this writing was 89928 and I'm probably going to keep playing for another hour, lmao.
Fun little collection of minigames. The art is cute, and the variety of gameplay is solid enough for a jam game.
Everyone's already mentioned how unnecessarily difficult Level 2 is, so I'll say having no feedback on how you screwed up the two levels after that is kind of annoying. I didn't really understand why I was failing the basketball level and it turns out I just was missing baskets the whole time.
Still, I had fun and I really enjoyed the ticking of the clock introducing you to the next level.
Really clever take on a sokobal puzzle game. The art is also fantastic and I love the paint splatter effect on everything. Unfortunately however you made the effect seems to cause massive lag, which, to be fair, you are aware of.
Still, in spite of that I had a good time, the puzzles were all very clever and the mechanic of cancelling a detonation by breaking the fuse caught me off guard. The one thing I'd like for the game though is attaching the fuse to the bombs so you know which one is where if you need to change your setup.
Overall, great job!
Funny idea for a rail shooter game. The switchup in the living room scene between the TV and couch was really clever, and I kept being surprised by all the new locations to shoot (or hover) things on. The bosses were also pretty clever but I'm surprised the phone didn't have a callout for when it was vulnerable like the energy drink did.
I forgot to take a screenshot of the ending screen but it was 140 seconds I think. Pretty accurate for how bad my sleep schedule is. :P
Really cool idea but very rough around the edges. It's cool how each enemy has special bullets with unique properties, but after a while of playing you get nothing but special bullets which I'm not fully sure if that's a good thing or not? Also, the anvil enemy calculations also seem very wild, I think I went from 50% HP to instant death fighting them sometimes.
Overall I still had some fun, but the game could definitely use more polish.
Very clever take on the movecount format by adding the dash move. I'm always a sucker for wobbly hand-drawn art styles like this (this feels more Covemount than Baba is You imo) and this does that well. The levels are also very cleverly crafted, at least the ones I managed to solve. Unfortuately I'm honestly bad at these kinds of puzzle games but I still had a great time.
It's a little confusing at first but once it clicks it really clicks. It's a ton of fun trying to fit in enough specials to keep enemies in a loop of being stunned, which isn't easy because the bosses really aren't slouches.
I definitely wish the special enemy blocks had tooltips saying what they do, though, since the main challenge of the game should be strategizing in the limited time you have and not trial and error.
Aside from that, the game's great, and I had a good time!
This game is REALLY creative and has a ton of potential going for it. The art is great, I love how the audio reacts to you being close to death, and the whole thing, especially with how you steal enemy movesets really reminds me of RAM: Random Access Mayhem, which is one of my favourite roguelikes.
The only gripe I really have is that the controls are unnecesarily complicated. I'd prefer if E/Shift were a dedicated throw button and you automatically pick up weapons on the ground as long as you have an empty slot. Trying to juggle holding the pick up button/dashing to throw/attacking in a hectic environment is really hard to manage.
Still I had a ton of fun and I'd probably keep on replaying the game if I didn't want to rate more jam entries! My high score was 7250 and I'm sure I could get it higher.
The concept is hilarious, I loved all the voice acting, and all the minigames were a ton of fun.
My favourite minigame was the one where you could change the pitch of the cat's meows and I just spent a bunch of time messing with it before actually playing. (Surprisingly, my own cats just did not react to that). The concept of the cat ruining a very valuable poster and the guy spending 10 hours mourning it is also really funny.
The only real issue I found was the cup minigame not using WASD controls when the rest of the game allowed it, but that didn't impact my enjoyment of the game at all.
Great job!
Very strange game, in a good way. I like the concept of the shop resetting prices every item so you have to think about grinding early to make the late-game easier, though there was only one upgrade other than click power and it was so weak as to be useless. It'd be much more interesting wtih more upgrade variety.
Still, I enjoyed it mostly just to see what ridiculous thing would be eaten next and what would be said about it,, so you did a great job!
It's a little unclear about how the game works at first, but once you get a hang of it it's super addicting. It's really clever how the score is golden sand while asteroids hitting the walls or bombs exxploding makes other kinds of sand that are useless and make the time go down quicker.
The only real issue is how easy to knock around the player controller is, you basically never want to release the space button due to how hard it is to right yourself and you get thrown around by 2/3 shot types.
That doesn't seriously how fun the game is though, and I had a ton of fun! Great job!
Not much of a game to speak of since you ran out of time, but I enjoyed it all the same. The art is really good and the Deltarune inspiration in both what little RPG stuff actually got in and the writing is pretty evident. (I literally had to do a double take at seeing the "Chapter 6 friend outside me" dialog from the wolves in the forest)
Only real issue is the lack of music I think, but that doesn't really impact my enjoyment of the game at all.
Hopefully you can find the time to make this a proper RPG in the future, you've got a lot of potential!
It's a cool idea to combine platformers and incrementals but the balancing is sorta whack. I spent the first ~10 runs doing the same thing over and over again and only buying money multiplier upgrades and a few time extenders so when I could actually afford a movement upgrade I immediately broke the game in half and got 10,000 coins in one run, and just dumped them all into more money multipliers to break the game even faster
The platformer controller also feels very slippery and heavy, which I think is because the walk animation isn't synced up to the player movement and there's no coyote time.
Still I think this has a lot of potential and I did have fun with the movement mechanics, so expanding on the game is a good idea and I wish you luck making it.
Incredibly funny idea for a game and I love the completely scrambled speeches you get out of the 5 second timer Can't believe the Countess was arrested for Taxes against the Crown...
My only real gripe with the game (because the art is really good and the writing is fantastic) is that there's only one song and it's a short loop, but the game is itself short enough it doesn't really impact it much.
Fun and really addictive. Love the simple art style. Wish there were tooltips about what building adds what, because I only just now realized academies make the float potions that kept screwing me out of going down deeper.
I also felt like there was no real reason to build a hospital because it was pretty easy to avoid taking a ton of damage. Maybe if it was more expensive but gave an additional benefit or something?
Really great game overall!
I'm surprised people keep getting stumped on the "Death of the Artist" achievement but I think it's because it's a lot less lenient than the other death-related achievements so I'll be sure to fix that in the post-jam update. The flower puzzles are also definitely the most reliant on outside knowledge which is why (save "Seven Human Souls", which I'm probably changing) they were the most straightforwardly named, Also one of the Final Zone ones is just wrong lmao.
I do think having a secondary hint system is a good idea since it moves the difficulty down a bit while keeping the spirit of the game, but I'm not 100% sure what shape that'll take just yet. Probably some kind of secondary text on the achievements once you hit 75%?
I'm also really glad you liked the final area since I threw it together on the last day of the jam and I felt it was a little jank in places, so I'm happy it actually turned out nice.
Thanks for the very in-depth review, and I'm glad you enjoyed the game despite getting stuck for a while!
Super addicting and a creative take on the theme. Everyone's mentioning the art making it hard to make out what is what, but I'd also like to point out the "Home and Shelter" category kept ending my runs because it wasn't super obvious to me what was supposed to be in the category (I'm still not sure if the toilet paper does or not, haha)
Despite that, I had a ton of fun and played it a ton of times trying to get a high score and a deep run. I got up to level 9 and 200 points, which I think is neat.
Fun and clever take on a simple concept and really reminiscent of button-related flash games from the early 2010s and late 2000s. I also really like the minimalist artstyle and that each level has new text and more and more stacking mechanics.
However the one thing really preventing me from fully enjoying the game is the 1-2 punch of needing me to click repeatedly over and over again and needing to reset from the start every time you lose. I genuinely don't think I could play more than like, twice without hurting my hands really badly.
Still I'm surprised how much content is in the game and I loved all the different minigame types, so this game is still pretty good!
I like the concept of flipping every time the timer runs out, and the idea of the gate that only opens on the last three seconds of the countdown is a cool idea, but there were a lot of times where I wished I could just control the gravity myself since the level design put an obstacle in the way and I had to wait since there were 5 seconds left on the clock until it flipped. Kinda wish the detonator panel was used more to avoid those scenarios.
Still, despite that it's a cool looking game and you used the assets really nicely. Great job.
Extremely clever use of the concept and I love the simple but effective art style. I really love how the clock enemies' health bars are their clock arms (and I wish that also applied to the hourglass enemies)
Really the only thing that's missing is upgrade variety, stuff like triple or exploding shot, which is hard to put into a 4 day long game jam anyway, so kudos!
Edit: apparently triple shot DOES exist it was just rare enough I didn't see it my first time. Neat!
Pretty clever take on the theme. Love the art style too, though I wish the game spent more time explaining what's going on. I didn't realize you had to wait on the portal to send items through on my first attempt, and on my second attempt I didn't understand how the can crusher worked.
Despite that though, I had fun! Would be really cool to see more build variety and stuff to interact with in the future, if you're willing to expand on it.
For a first game this is pretty good. I like the idea of collecting a bunch of coins before fighting the boss and needing to keep your health consistent, but since the boss can spawn on top of you it's very easy to die to it unfairly, plus the coins can spawn randomly and land either on you or on top of an enemy and making too easy or too difficult.
You have a lot of potential, keep making games!
Really clever concept but it's slightly annoying to have to redo the level because you couldn't see what color you actually need for what part of the level. Feels like in a game like this the main challenge should be executing the plan and not needing to randomly guess who you need.
In spite of that though, the game was really fun! I loved the art and the more intense music for the final level. Great job!
As a sucker for Pannenkoek's work I had to play this game the second I saw it. Genuinely incredible take on the theme, and also brutally difficult given how you have to take into account half-presses which screws with your muscle memory a ton, or, well, at least mine. Love how the 1-ups only increment your counts by half-presses as well.
Genuinely really solid game and also seriously overlooked due to it being a download entry only.
















