This is a really fun take on the "papers please" genre. It's surprisingly complex to sort out, as there are so many ways a bill can be incorrect. I personally found it a little difficult, but I'm not very good at these types of games in general. Really nice art though, great sfx, and decent UI!
SlightlyMadman
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This game is so cool! The UI is great and I loved how the coloring of the price sliders gives you feedback about how likely it is to be accepted. It seems maybe a little too easy to make big profits, since unless I'm mistaken anyone will always buy anything, even if they only sell one item? My only complaint is that the snake mini-game was a little half-baked. It's very important for snake games to have input buffering so you can do things like hit two keys in rapid sequence to make a u-turn. I guess that's ok though since it was essentially an infinite money machine!
Thanks for playing! Yes, the PIDs are random, but there's an enforced sequence to it where you will always get ambiguous numbers at the beginning but a definitive clue towards the end. Your chances of getting a new fragment are also based on how well you do in the game. It could definitely use more tutorial stuff, I just ran out of time.
This is a super charming game and I loved the hand drawn art! I was a little confused about how to play, and got game over before I could really figure it out. I think after losing, the new game option isn't properly resetting the state, so when I start a new game now I just immediately lose. Still this is a fun concept, with charming art, and I approve of any game about hating your bosses.
Seriously next level! The audio and visuals are awesome and it's crazy impressive to put fmv into a jam game, I don't think I've ever seen it done before! I really liked the personality and charm of the game, I'll definitely be returning to this one to play it some more.
The only problem I had was that the screen warping crt effect made me a bit dizzy when moving the player causes the screen to scroll. Is there an option somewhere to turn it off?
I really loved this one! The juice is great, shooting and throwing dynamite is very satisfying. Just the right amount of knockback and controls are smooth without being too easy. The art is charming and music and sound effects are very well done. Extremely impressive that a single person coded, made all the art, and all the assets for this one?!
I managed to beat all the enemies inside, but couldn't figure out what I was supposed to do from there though.
Really awesome art, easy 5-stars for visuals! I loved the environment and theme, and the animations are smooth and really nice! I'm not hearing any audio at all though, I assumed there was none but you mention audio assets in your description so there may be a bug there? I also couldn't figure out how to get past the dialog with the rat, or how to exit the room otherwise. A "jump" button appears but doesn't seem to do anything.
Really cool little detective whodunnit! I didn't play long enough to solve the case, as there's a lot of text to wade through, but it's all well presented and well written. I did think it had frozen up at one point during the day transitions, it would be good to add the ability to click or press a key to skip those delay screens, or if it's hiding asset loading add a progress bar.
Hi, so I should have a mac build posted on the new updated game page here: https://slightlymadman.itch.io/bone-forge
I haven't actually been able to test it though since I don't have a mac, but I think it should work, although you may have to add a security exception or something because the build isn't signed. I believe it also may work better if you launch through the itch.io launcher app (assuming there's a mac version, I don't really know).
Haha, the duality of gamers always fascinates me, as I was just sitting down trying to come up with ideas to make the game more intuitive and easier! I think really though, the biggest issue is that the difficulty curve is extremely steep in the first few levels, especially if you haven't learned yet how to play defensively (avoid making monsters upgrade that you're not strong enough to kill), but flattens out and becomes trivial in the late game after some hero upgrades.
Thanks for playing and for the feedback! I think I'll be releasing an update after the jam with some slight simplifications to the game flow, as well as a sped up and more consistent speed during turns.
This is a really fantastic idea, and the most unique and original game I've seen yet in this jam. I'm a sucker for necromancer games, so that helps quite a bit too! I really enjoyed the dual playing boards, it's a really cool idea that I'd like to see expanded on. I couldn't entirely understand how it was supposed to work, but it seems like I was encountering a bug where I'm unable to bring up a radial menu to summon my captured soul. I hope you expand on this idea more in the future, it has a lot of potential! The audio was great and the pixel art was clear and well made.
I do think some of the animations are a little too long (especially some of the death animations), so I need to go through and make them all a set length I think to make the turns flow better. I also probably don't have to wait for things like damage animations to move on to the next tile, and can just wait for them before moving to the next phase. I just didn't want to get into too much async stuff in a jam game since async is such a bug factory.a
You get bonus points for making a factory automation game in a jam! I have considered this before but always figured it would be impossible to complete in time. I assume your original intent was to use the repurposing theme around some production chain and transformation mechanics? Either way, for as simple as it is, it's still a fun little time waster and the sound effects in particular are really satisfying! I hope you continue working on this as I'd love to play it with some production chains set up!
Nice game, I thought the control was interesting and unique, a cool combo of a traditional bullet heaven system, but with a vehicle steering control system that's not quite the asteroids style momentum system either. My only complaint is I tried to go off the edge of the screen expecting to come back around but apparently hit the edge of space and blew up lol. Really nice though and quite challenging!
Thanks, this is great feedback! A decent tutorial is one of the hardest things to make in a jam game, but you're right it definitely falls a little short in explaining everything. I think all tiles should flip in the direction when moving, it's just that the bone is the least symmetrical, but I probably should disable it for the non-animated item tiles regardless.
Also very right about the font, I tried to use a small font since the game is low-res, but I think I should find another one that's got 1-2 more pixels to work with.
As others have said, the art in this game is awesome, and I particularly liked how flui the characters' idle animations moved. The gameplay unfortunately didn't really hit for me, combat is just so slow and since there are no actual combat animations it can be a bit tedious to watch. I'm guessing with all the obvious care put into the art that's in the game, your team simply ran out of time to implement more engaging combat. Either way, this was a great attempt to me, especially for a first game, and I look forward to seeing more from this team in the future!
This is a really cool idea! I'm always interested in the fresh takes people have on vampire survivors games, and this combination with idle and rts mechanics is really cool, as well as the villager/squad interactions. I'm a fan of the minifantasy assets (used them in my game as well), and they're well implemented here, just don't forget to credit the creator! It's very challenging so I died quickly my first couple attempts. I'm not sure if I'm just very bad at it, but I couldn't survive staying in the main town area for long enough to try out all the different buildings. I'll be coming back to this one though!
Cool game, I'm always down for shooting some zombies! Maybe I missed it, but I didn't seem to be able to move my character around? The shooting had a good feel to it and nice feedback though. The sound effects was good, although it would have been better with some music. The pixel art is basic but nicely done.I didn't see the jetpack but if I figure out how to move around I'd give it another play through.
Thanks for playing, I enjoyed watching your stream and appreciate the great feedback! I will look into making the key and stair indicators a little larger or more noticeable somehow (maybe with a subtle animation or glow so they're easier to spot). Would you mind sharing what browser you're using? The audio sounded a little glitchy and I'd like to try to fix that. Oh and you are correct the "Y" is capitalized, it's because it looks like a snake's forked tongue ;P
Thanks for playing! If you ignore a threat and let it expire, it does increase the threat level, so that's a reason to engage with at least some of them, but they are indeed otherwise optional for the most part. The only thing that you can't produce passively is moscovium, which is then needed to produce livorium, which is required for the later improvements that let you win the game (the security buildings). Of course none of this is explained very well in the game, which is on me haha.

















