The timer mechanics aren't balanced very well, and don't tell anyone, but there is a bug where repeat playthroughs have an increased number of items required to spawn a token. But hopefully it was fun enough, in a tactile way, to run around and play the minigames! Thank you for playing, Tim!
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Horror cooking game is a strange mix but you managed to make it work! My favourite part of this is the ambience, the low tones of kitchen appliances and the tick of the clock. Creepy all by itself! I don't know if I buy the horror of the eyes too much, I didn't find them especially scary nor creepy, but I appreciate that this is a jam game and it's a little hard to do, especially since you did all the cooking mechanics as well! Nice entry :)
This the 100th game I played from this jam, and what a brilliant one it is for that milestone! I loved the jumping mechanic, it's satisfying, there's a skill ceiling, and the light/dark timer thing adds a level of frantic panic to the whole thing, you don't have time to carefully plan out a jump you just need to go! Loads of fun, great entry :)
Nice idea! Though I suppose this is technically "count up"... I understand you made this in one day, I think with a larger variety of enemies and levels, this could make for a very engaging game! As it is right now, it's a little too easy to just walk around and pick up the gems one by one. You don't really have to engage with any of the enemies most of the time. Anyway, promising concept, I enjoyed playing it. Nice entry :)
I like the idea, but I have a few issues. Firstly, it seems that the little yellow crossbar to indicate elevation is broken, and with no indication of what scale the grid is, it's quite difficult to pick what elevation to shoot at. Secondly, I did manage to shoot a shot like this:
But it somehow counted as a miss! It looks like I'm bang on target. If there's some other reason it didn't count, e.g. elevation etc., I think it should be clear to the player! Anyway, I don't mean to be too negative, because I did have fun playing it, especially frantically spinning the wheels. Nice entry :)
Brilliant graphics, brilliant animations, brilliant mechanics. I cannot believe how fully featured this is for a jam game. Such a smart main system with so much intricate strategy. If anything, and I'm sure this hand been mentioned, it's a little frustrating how much the base cards rely on randomness. But I suppose there isn't really a better option if you don't just want the game to become chess. Anyway, I had lots of fun with this, great entry :)
Love this idea. I don't think you needed to excuse anything before the game started! Let the mechanics play out and the player can discover meaning for themselves. It is a bit complicated though. I do understand you're in a bit of bind for a jam, where if you don't say that there's "no scores, no puzzles to solve, and no optimal choices" then people will complain about it. If you do say that, then it perhaps robs the "choices" you do make of even the potential feeling of impact. I think you ultimately made the right choice, prompting people for what to expect. And I did like the game, the writing is great!
I liked the feel of the movement, it was very fun to dash around the levels, wall jump, etc. I liked the wall hang too, reminded me of celeste. I didn't really understand the purpose of the timer in this one. The punishment for the timer running out is the same as a death, and the timer itself stays running through regular deaths. For this reason, the timer just sort of turns into a randomised death mechanic. It's not timing how fast you can do a room (it can't because it persists though death). That being said, I did have fun playing. Nice entry :)
Very satisfying to swing around, and I love the hitstop on the revolver! I found that some of the levels had so many enemies that killing them meant time didn't matter anymore. I also think there is a bit of a mismatch in mechanics between the grapple, which is released on space, and the sprint, which is done by holding space. It essentially means you can't sprint into a grapple, it gets cancelled instantly, which doesn't feel very satisfying. I don't mean to complain too much though, I had fun with this game, nice entry :)
Very ambitious for a jam game! Building the rocket reminded me of the board game Galaxy Trucker (check it out if it wasn't already an inspiration)! I am not a kerbal space program veteran so I have no clue how to make a good rocket. All mine seemed to plunge straight into the ground. I did also get a bug where if I used the map screen, it wouldn't go back to the rocket build screen after it had crashed. Anyway, I had fun with this, nice entry :)
I killed everyone! This reminded me of the minigame from the beginning of Myst 4, trying to match a wave. I like how complex and unexplained the controls were, because it allows you to figure out what each thing does yourself, but it is a little tricky to do that under time pressure! I was doing decently up until it wanted me to do two or three button prompts at the same time to resuscitate. I just couldn't do multiple at once, so all my patients died there. I had fun though, nice entry overall :)
Really well programmed main mechanic! I struggled a little when the timer ran out of time, because it meant that I was forced to go back and basically do the whole level again. I wished that when the timer got to the end, it just reset the trail and started over. But perhaps that is an intended mechanic to punish those who are terrible at the game such as myself. Nice entry :)
Hilarious, clever, very tasteful camera (blur, B&W, film effects, etc.) Don't think I liked not being able to understand the criteria of completion, especially as more and more tools were added which didn't indicate what exactly to do. I do understand this game is supposed to just be silly, but I wasn't able to roll credits as I was stuck at 100% critic 80% audience with no idea on how to improve! Overall though, I very much enjoyed playing. Great entry :)












