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Skyball

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A member registered Aug 03, 2019 · View creator page →

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I'm not gonna lie, this made me pretty uncomfortable since I really dislike thinking about death, but I really wanted to see more of the narrative either way. You portrayed the feeling of the final moments of a group of people very well in this, here with them running out of air on a spaceship. Seeing everyone cope differently felt very real, and it's messed up how it makes insane ideas like letting a sick crewmate die, by purposefully killing them, for a little extra air actually seem like an option, no matter how little the chance of recovery was. Hard subject matter but you did a great job making it.

Glad you enjoyed the game! I'm well aware that the audio category will be the one that drags down this submission, and I really wanted to add some this time around, but I had so little time to work on this over the weekend, I'm happy that I got this far at all and had an overall really nice game come out of it.

You really integrated the step countdown mechanic into every aspect of the game, that's so cool! It's super impressive that you managed to build both a full dungeon crawler and a turn-based battle system.

During my playthrough, I found that it was actually more worthwhile to spend my steps navigating around the enemies instead of fighting them, since combat usually spent steps much more quickly. I did end up getting stuck on floor one already, I defeated all the enemies on the first floor and found a key part, but I couldn't quite figure out how to open the "x2" door and unfortunately ran out of steps there.

Though, I really enjoyed my time with it. Great job

Really interesting game! The core loop is engaging, and it gets pretty hectic trying to produce and drag all the resources to the right places with such a tight time limit. On my first playthrough, it felt like there was barely enough time at all and I only made it to round three. I gave it another go and managed to get to round five, so it was nice to at least see some progress as I figured things out!

I also have a few thoughts: having to repeatedly drag individual cards from the bottom gets a bit tedious, especially when things speed up. Repeating what someone else mentioned, being able to drag multiple at once would have also helped. Also, it would be great to know what a plot will produce before paying to unlock it. Early on, fulfilling the gods' demands kept me so busy that I didn't really have the spare materials to just unlock plots blindly, and when I needed them it was almost too late already.

Overall, great job!

Thanks! Yeah, I've actually had a course in university on Godot, and since then have programmed a few small games in it. It's sometimes a bit cursed (especially GDScript and it's many quirks) so I always use Rider from JetBrains to edit the code which definitely helps, but I think by now I've gotten quite attached to it!

Thank you so much for the high praise (and rating)! I also found it to be quite addictive, even with such simple mechanics it's already such a satisfying game to play, and with so many people feeling similarly I think that I have to build on it further in the future; who knows! 

I'll for sure check out your game tomorrow, I'm a bit on the run right now.

I enjoyed it very much! It reminds me of "Lovers in a Dangerous Spacetime", but with only one player, which makes it so hectic when you have too many hamsters. I was overwhelmed when I had 6(I think?) hamsters and lost after having visited 3 of the planets, one of them died of exhaustion. I found it very interesting that the bottleneck was that the beds were more and more occupied and I had to time them just right between their sleep schedules.

Good job!

We're so happy you enjoyed your time with the game!

The consensus I'm getting from these comments here is that the game is addictive, which I for sure have noticed too while play testing! Your two points are very true, I really wanted to get the audio in, but there was just no time left sadly, this whole project was made in every spare minute I could find while travelling with some friends. And of cause, the balancing; I think most of the values are fine for a jam entry but I agree it's way too easy to reach the quota, it only really gets challenging and then very quickly impossible at around level 39 or so.

Thank you so much for playing!!

It's deceptively straightforward right? We wanted to have the bomb mine ores with a pickaxe at first, but then we thought that the explosions were way more satisfying and we went all in on them!

Wow! Likely one of the best games I've played so far in the jam.

There is just so much expression and style in every aspect of the game, and I think the choice of doing a wario-ware style minigame collection fits very well with the style! Most of them I also found pretty engaging, too (I only didn't understand the one with the dog which is why I lost at 20p).

Most importantly:
Rats +1
Catboys +1


A much more enjoyable game than it looks at first (not meant in a bad way, I just don't like 2048 lol), altough the first few levels you can just spam any keys and win, but for some of the later ones you kind of need a strategy. It also looks and feels very nice!

Good job on the jam entry!

Thank you so much!! We're glad that so many people seem to like our game, we had a lot of fun making it, even though it cost a few sleepless nights (as is usual)!

I agree with the others, the art is crazy good, likely the best I've seen so far in the jam.

Even though the gameplay felt pretty random at first, I quickly found the upgrades and strategies that you needed to reach the surface, I basically only used the left upgrade section and was able to win in like 6 rounds. I had a great time with  the game!

Either way I enjoyed playing it!

Shameless self-promotion: If you want you can give our game a try!

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This game has a lot of potential I think, it's basically a roguelike with the exact same layout of the level each time.

I enjoyed the hyperspeed dashing (sliding?) across the floor, and you managed to make hitting the enemies quite satisfying too. The art was also good, I liked it a lot.

I didn't understand the mechanics fully however. Outside the first encounter with the charger, I found little reason to engage in the encounters with enemies, and rather jumped over them to save time. I also didn't understand why I sometimes lost without my time running out, because I didn't see a health indicator anywhere or whatever? On the third floor you are able to fall out of the map (intentionally?) and there is no death plane, so you have to wait until the timer runs out.

Great job either way!

I enjoyed it while it lasted! For the idea alone it was worth playing.
Now it's time for my shameless self-promotion: Please go play our game too! We had a lot of fun creating it.

It was just as fun to play as it looked on the gifs on here! I love the aesthetic and how it feels when you build up so much speed in your vehicle. I also enjoyed the level design, it was open enough to be able to drive freely and a lot of different environments, while having a well defined structure and cohesion to it.

Getting stuck on some geometry like buildings, but also on some parts of the ground when it was uneven like on the hillside, didn't feel too great because it's quite janky to get out of, but that didn't reduce my opinion of the game in any way.

Great job!

I think this was one of the best games in the jam I've played so far. I really enjoyed the combination of boxing game with rhythm game mechanics, and good picks for the music too! The art is really great for the various characters in their different poses, too. The 3D-aesthetic works for the background I think. I think I can manage 6 inputs, but with 8 I lost track, and was not able to complete the game after a few tries of getting back up.

A few issues though, even though everything else is so good; I wasn't able to click on the main menu buttons for starting the game, I tried with multiple browsers on my desktop and my laptop. But the windows version works just fine. I also sometimes was in a state where I could not dodge because my inputs were ignored. There was another issue where the numbers would quickly chain-reaction trigger as "missed" way too quickly when the indicator was not yet in the center.

But great job, what a nice game!

I really liked this game more than I expected at the start, it seemed quite repetitive (which it also kinda is), but having the "spin to win" mode on the entire time while still slashing at the exact right moments was pretty fun actually. Often, the upgrade menu would show me the same option twice, and I could not figure out what the "E" ability is. I would also like the ability to skip the intro, because it's quite long to re-watch when you open the game again.

But still, I enjoyed my time with it, great job!

I think your game was quite nice! It reminds me of one of my first game jams, I also picked a western theme for it.

I have to agree with the others that simply putting a countdown on a game is not really an interesting interpretation of the theme. The map also feels too large for what it is, I was able to complete all rounds I played on by simply staying close to the saloon, only on my first round did I explore the large area. (the ground tiles look like cauliflower lol).

But great job on the submission, you did great here!

Very nice game! I think it's a bit too punishing to be sent back all the way to the main menu on every mistake you make, so I only got to the fifth room, but I really love the art of the game!

Ah! I am still actively playing it while I write this and you're right, this will make solving the rest of the levels much nicer!

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This is such a great puzzle game concept. I would have been happy with the "countdown" being the limited jump counter, but the fact that you have to replay the level multiple times and discover the "correct" way through is genious.

I found failing by not managing a jump at the right moment on the third iteration a bit punishing, but the maps are small enough and you're so quick that it does not really matter.

Great job!

Wow, I did not expect this game to be this interesting at first! I managed to open the safe with one attempt remaining, after getting both of the totally overpowered "odd/even digits to 0" cards into my deck. I really liked the different operations that were available, altough I think the "-X" cards are not that useful in comparison to the other cards, as they really only affect the rightmost digits and you generally need multiple of them to get just one digit down to 0, which can take a few turns compared to a "set to 0" card which is also very likely to be pulled for the right digits.

Very creative!

You're welcome! Your game's for sure better than some of the games I have made when starting game jamming!

And now I will engage my shameless self-promotion: It would make us very happy if you would give our game a try too!

The art for this game is beautiful and the dialogues are well-written.

The gameplay is basically divided into two parts, where the first one is interesting with the dialogues you have to pick, even though most of the time it is very simple to pick the right options. The second part is basically spamming dice on the highest option you can pick, and end the game within seconds when clicking on the different buttons fast enough. I feel like the game is a bit disjointed with these two parts. I vastly preferred the first one, where I could actually see the followers with their individual art accumulating, discovering different parts of the town, where the second felt like what could have been the main gameplay but ended up not really being that interesting.

I've also had a few technical issues with the game. The text and boxes are really small on my screen, and some of the buttons overflow their contents. And, the wonderful art for the people is shown while on the map, but in the dialogue only the one woman is shown? Sad to not see them in more detail.

Wonderful game you developed! Be proud of yourself!

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Like Deaaz, I also didn't quite realize what the coundown was at first, thinking the effects would appear at random (which they still feel like to be honest and effectively are to the user as they cannot really control them). I would find it more interesting if you had more control over the gameplay and there was some more strategy involved.

I do really like the evidence board and the art in general in this game, it does look really good!

Also I accidentially clicked "unload" from the unity menu in the bottom right once so the game just stopped lol

The visual style of the game goes very hard, and that thumbnail looks really cool. The character controller also feels pretty good to play.

I had to download the game, because the browser version would lag immensely whenever the crush effect would play. I think some of the obstacles like the lazer(?) were a little hard to see because of the monochrome color scheme, and them being white on white. The difficulty curve was pretty shallow too, which is fine for a jam, but I would have liked some of the harder levels to appear a bit sooner to see the full potential of the game.

Very nice!

Thanks so much! Hearing that it kept you hooked for that long means a lot to us. You're right about the SFX and music; it's definitely the first thing we want to add if we put together a post-jam update. Thanks for playing!

Thank you!! Sadly our own countdown expired and alas no time for music or SFX, even though we really wanted to get it in this time around.

Happy to hear you enjoyed it! And yeah, it's just as you said: the countdown waits for no one. I really wanted to get sounds and music in this time, but alas, no time left.

Thank you! We're glad you had fun!

This feels very reminiscent to Majora's Mask, which I really enjoyed so it was fun seeing so many of the time traveling tropes here again, like the luck-based game cheating on the game of doors and getting to set up things just as you need them to be. The map is also surprisingly big and I got turned around a couple of times, but I always found my way after all. I agree with the others that "1" is a wild key for running, but not a dealbreaker for me.

I didn't finish the game, but I completed quite a few quests and stuff like characters saying "Come back at X for more dialogue options" is just really fun to me, like they are aware they are in a time loop. Also that the antagonist creates the time machine only to send me back in time and build a new one the next day is pretty amusing.

Great game and I'm sure making the characters walk around on a schedule across maps with the different possible states the game can be in wasn't easy!

Thank you so much!!! We thought exactly the same, the gameplay loop came together really fast and then we kept adding new structures and ores and upgrades, we had so many more ideas but so little time, as is usual ;-)

I've been playing a shocking amount of it myself as well already, but I have to play other people's games now, too!

It took me a moment to understand the chains in here, but a cute civilization builder overall!

And now for my ultimate move: Shamless self-promotion!

> Maybe give our game a try! ;-)

I'm not good at chess!! But I really enjoyed it, you really used the timer in a lot of different creative ways, even that the game is not yet over when you lose but can simply re-place it at the cost of time, very nice!

I have to agree with the others, it's a small but very polished experience! I really like the mashing aspect of the game, even though you can play it much more strategically. The "get up" for raising the timer again was cool too the first time I saw it!

Mastermind as a hacking minigame? Sure! And all that embedded into an auto-miner game? Why not!

I liked the visuals and the sound design a lot. But I think the previous attempts in one "hack" could have been displayed better. The attempts are displayed pretty small and far away from the input down there, and the visualization of the matches is too far apart from them to easily tell which row has what success count, and what belongs to each other.

But aside from that, nice game!