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Slobberingfool

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A member registered Sep 04, 2020

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Straight-forward interpretation of the theme, great presentation and very responsive controls. Love me a good bullet-hell! Did get a bit tense at times and I especially liked the phase hints you got, more games should have that feature honestly! 

Fantastic work ! :) 

I like the idea, similar vibes to "Life Simulator" ! 

There was very few events that occurred during the game so it got a bit repetitive, loads of dogs and cats in my family apparently haha!

It seemed as though your wealth could only decrease in the game and there wasn't really a way to replenish any health or strength (at least no way I got presented). 

Still a neat concept, well done :) 

Was struggling a bit in the beginning to understand what I was supposed to do, but stuck with it and managed to successfully launch the rocket ! Was a bit jarring that the voiced countdown was a bit out of sync with the visual aid in the game so I had to compensate a bit.

But for a game made in just 1.5 days it great! 

Well done! :) 

Fantastic visual to this game! Reminded me of the board game Azul for some reason. Was a bit hard to visually see what value each tile had at first, but then I saw that you put some stylish numbered dots on the side of the tiles, neat! But would have been nice to have that in the help-section :) 

Was a bit too easy to make accidental moves since the tile you recently used is not deselected after a move. I think just deselecting all tiles after each move would work a bit better. 

Other than that, very polished and quite difficult little brain-teaser of a game! Make more levels and some QoL stuff and you could release this as a full game! Would love it on my phone haha! 

Fantastic work! :)

Holy smokes the artstyle is Fantastic! 

I enjoyed the premise and the controls felt pretty snappy! 

I like the idea of things getting harder after each "round" and I can see the skeleton of such system. I understand the time constraints you work with in a jam like this, 4 days is very little time, and what you've managed to create is nothing short of amazing! But I kinda wished that the levels transformed a bit more between each "round". Maybe something to consider if you were to work on this project outside of the jam. 

Really good work with the game :)

A simple yet really well done little volleyball-type game! 
Liked the idea of being able to "stall" the remaining bounces by bouncing it to yourself over and over. 

The AI felt a bit too good, seemed like it was close to impossible to score on him, which meant that all my games ended in a draw. 

Great work :) 

A simple and straight-forward concept! Took a little while to get what I was going for, but I like the idea of upgrading the dice! Would be nice to have some more challenges in the game, as I "won" with just the level 1 upgrade of the loaded dice. Some balancing and a bit more challenges and this could be a pretty fun and addictive little game! 

Nice work! :) 

Was a bit confused with how the controls worked, but figured it out after a little while. A pretty straight forward puzzler with some sweet bopping music and great art! 

Would have loved some smaller tutorial, maybe some levels that showcased each mechanic separately ? 

Really good work, was very fun :)

Very unique art-style with gameplay that would both fit right in as a wario ware microgame ! 

Great work :) 

Sweet artstyle! amazing how much personality you manage to create with such a limited resolution and palette! 

The game in itself was a pretty straight-forward lil cute platformer. Was a bit confused as to what the countdown timer on the boss was for, but all in all a very polished and sweet experience :) 

Great work! :) 

Very cute little game! Would have loved to see more minigames because the few you had implemented really fit the vibe very good! 

Great work :) 

Holy heck, those puzzle solutions must've taken a while to design! 

Might be a tad bit too difficult from the get-go, would have liked to have some easier levels such as the first one to get into the "vibe" of the game. It also took a while for me to understand that I could push multiple pipe-pieces at the same time. Would have been nice to have some kind of tutorial on how the mechanics worked.

Presentation-wise, really solid, loved the water effect, it felt really satisfying to see it all get cleaned up :) 

Huge props to the puzzle designer!

Great work :)

Very well put together card-builder! 
Love the synergies and the loss-of-life at the end of the turn. Would have loved to see what the enemy were planning to do on their next turn, similar to the visual aid in Slay the Spire. 

Mechanically it felt quite polished, although there were some inconsistencies in the art, with some things feeling quite "placeholder", but that is to be expected in a jam with such a tight deadline.

Great work with the game, I enjoyed it :) 

Expected a quite tedious simple clicker game, received a much less tedious clicker game with some pretty fun dialogue! 

Was a bit stumped at first as to why I couldn't press the button, but figured out you had to click on the dialogue to close it first. Might be a good idea to add a "click to close" prompt or a similar thing to make sure dumdums (like myself) understands what to do. 

Neat little game, great job :) 

Good on you for finishing your first game! That's not a small task :) 

A bit of feedback on the bullet hits and enemy attacks would do wonders. 
But a really solid game, especially given the tight deadline for this jam! 

Great job :) 

interesting premise and nice pixel art in-game, although the hotline miami-looking menu and UI kinda clashes with the rest of the art style.

Was also a bit frustrating that you could go out of frame and that the player character changed direction once he hit an obstacle. Would also be nice with a "restart" button when you lost the run, instead of having to escape out to the main menu.

Still, a fun little game with lots of great feedback on your actions, especially the "rocket jumping"! 

Well done :)

Very ambitious to try and recreate FNAF-style game in such a short time-limit! 

I like the presentation, but I am quite unsure what I am to do exactly. 

Great work :) 

Was a bit unclear what to do exactly as I kept getting stuck on the 3rd or so screen. 

It kinda felt like a jump-king esque type of game, and I love the intro cutscene! 

Nice work :) 

Great little premise and proof-of-concept for a hectic quiz-show type of game! 

I could totally see some more fleshed out variant of this game be part of a jackbox-pack! 

Great work ! :) 

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Ah, it feels like I am back to 2020, death-rolling all my money away before the weekly BWL + MC raid. 
Nice little premise! It really does boil down to RNG a bit which can be quite tedious. Would love to have some way of manipulating or augmenting the odds in your favour.

Great work, gave me nostalgia haha :) 

Love the controls, reminds me of the old descent or forsaken games! 
The swap-mechanic felt really novel and you managed to do a lot with it! 

Great work! 

Love the physics in the game, felt very responsive and fun to try and stack the dice. Was very unclear how the scoring worked, and the "events" between rounds was a bit unclear at times. 

I enjoyed it though! Those damn 4-sided dice though, they suck haha! 

Great work ! :)  

Really nice presentation and a great premise for a space invader-like game. Was a bit laggy whenever one of the cube bosses would spawn in, and it was hard to hit the smaller symbols, might be due to the camera perspective.

Really nice game you made. Good work :) 

I could have sworn you were inspired by those games haha! It's one of the better parts of that franchise for sure :) 

I absolutely adore the lil dino and the artstyle! 
There's some rough spawns where the dragonflied spawned between a rock and some fire, and it became impossible to dodge stuff after a little while. 

A solid little endless runner! Well done :) 

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The general aesthetic is really nice! Presentation-wise is also solid. The gameplay was a bit lacking unfortunately. It wasn't clear how to attack or what to do really, and the UI could use a little work to feel a bit more cohesive and readable. But for such a short dead-line you guys have made a lot and that's something you should be really proud of. 

You have a solid ground to work with, just need some bugfixing and a couple of polish-passes and you've got yourself a potentially great rogue-like! 

Keep it up! :) 

A bit janky clustertruck-inspired lil game. I liked it for what it was :) 

It felt like the "time slow" powerup was kinda of a scam as the time still seemed to count down pretty quick so I ended up skipping that one in subsequent runs. 

Enjoyable for sure, with a very clear artstyle. The soundtrack was a bit grating toward the end.

Really neat game you made, well done! :) 

Neat game with a solid game loop! Kinda reminded me of the quickdraw parts of the call of juarez games in a way! 

Great artstyle and very addictive game loop! 

Fantastic work ! :) 

I like the idea of it! As others have mentioned, might want to make the numbers on each ball a bit less RNG. Maybe have it prioritize the next number you need to catch. I also managed to flip the basket. No matter how much I tried to flip it back, it didn't work. 

Feedback aside, I liked it! 

Well done :) 

Interesting little game! 

I like the idea of actively working the ritual in rythm with the beat.
Was a bit confusing at the start, as I had to restart a couple of times before I got the hang of everything i was supposed to do! Would be nice with a few even easier rituals at first to ease you into the game loop, cause you kinda get presented with a hefty wall of text and have to spend a couple of minutes to wrap your head around the instructions.

I had fun with the game though! 

Nice work :) 

Even though the tasks are quite tedious and repetitive, they do add to the feeling of stress in a very neat way. I really enjoyed it and felt really motivated to see what would come next. I kinda got into some kind of flow state with it. Very nice execution of such a simple yet addictive game loop.

Very well done for sure ! :) 

While I like the idea and the mechanics you present, I do feel like the balancing is a bit off. It is also kinda hard to gauge what and when the enemy will act, especially with the "reduce time of next card" cards and how they activated. 

I'd love to see a more fleshed out version of your game, as I think at the core it's got some potential! 

Great work getting it submitted :) 

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Reminded me of the "diner dash" games from way back! 

Loved the artstyle and the slow ramping of the difficulty! 
I enjoyed it a lot! 

Awesome work :) 

I like that you've managed to both work the "Count down" pun and the actual sun as a sort of "countdown" into the game premise! 

Great work :) 

I like the game mechanics of your game! It feels a bit "cheating" that you can just walk back and forth between to tiles until the garlic disappeared and the levels are quite easy to just "cheese" by doing this. Forcing the player to move to a tile they haven't walked on before could potentially lead to some interesting design space. 

I do like the artstyle, very cozy and clear. 

Great job :) 

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Interesting premise! Having to keep track of the amounts of activations of the inflation/deflation as well as the jumps was quite interesting. The level design did not really support the game mechanics. The movement was a bit floaty but the levels required precision in your jumps. So there's a bit of a contradiction there. 

I only managed to reach level 3 before giving up after countless tries unfortunately. 
I think if you were to lean into a more forgiving level design that complimented the wacky movement, you could develop a quite fun and quirky platformer. 

I do love the artstyle though, the player characters design is fantastic, reminds me of pizza tower :)

Great premise and an artstyle that really sold the premise! 

7 minutes to juggle all the tasks feels a bit too long, since you're basically doing the same route, interacting with every timer until done. 

The game did feel very polished and I had fan even if the repetitive nature kinda frustrated me in the end. 

All in all, great job with the game :) 

Bugs aside, I do think it could have been an neat little arcade game! 

Would have loved to have some kind of progress bar when cleaning up the holy water, and maybe some other shenanigans that the cowboy could have done that needed some other interaction.

It did feel a bit unfinished however..

The art was very nice :) 

Heck yeah! I love me a good kingdom builder! Love the premise of resource yields being on a timer! 

There are some things that I didn't understand at first. It took me a while to understand that the archer towers wanted unrefined ore and not metal bars. Extremely impressive that you managed to make such a polished and fun game. I can totally see this turn into a full game. ! 

Outstanding work! :) 

Nice premise that really uses the theme in a fun and creative way! 

The scope of it is great for a jam, although it started to become a bit long in the tooth with the limited amount of mini games. It also felt like there was too much time to "get through" before one of us lost. 

All in all great and well polished little game !

Really well done :)