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Squishy Turtle Games

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A member registered Nov 27, 2019 · View creator page →

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honest thanks for giving it a try even with the heartbeat, it was something I'd never considered before so thanks for making me aware! thanks for playing :D

tough as nails as always, I'm not cut for this level of difficulty XD I think it's fine to make a difficult game but I do wonder if the game would improve from less floaty controls, it doesn't seem to do much other than make things harder by reducing player control, which is never a very good feeling as a player. Other than that you've done a wonderful job with the art and vibes, I really love how clean this style is. Great work as always!

Had a bit of a tough time with this one, but I can see what you're going for and I like the character and theming you've put into the world! I think the main thing you could use is some clarity throughout the game. I spent a while thinking the green bar ping-ponging was a bug and it frustrated me. It wasn't until I checked the comments that I realized that was intentional. 


It was also unclear what the ultimate goal of the game was. regardless of how many fish I caught I seemed to get a "game over" screen that implied I lost. The instructions page just said to catch as many as possible. If the goal is a high score, then I would expect it to show the score somewhere during the game or at the end, but I don't see that. I think clarifying the goal so that the player knows how to win would go a long way. I think if you can clear up exactly what's happening and why it would go a long way to boosting the enjoyment of the game. 

You all should be proud of your submission, this is a fantastic start in the jamming world and I hope you continue to jam with us! Thanks for making this :)

This is so funny haha, you really went all out and I respect it B) love the ads too ;)

Wonderful work once again Jamadoo! Definitely the longest I've spent on a game so far this jam, it was a ton of fun! Honestly I don't have much feedback, I think this is a simple idea executed extremely well. I'd love to see a post jam version where y'all are able to explore these mechanics even further. Great work! (not sure if this is a good score but it felt good!)

WOW you really cooked with this one. Honestly I'm so impressed, there's so many clever design decisions here. The choice to not show the player their oxygen remaining, the choice to use orange lights in the environment that look like enemies, the choice to have the player switch between items. All of those work together so well to contribute to the tense atmosphere.  I also love the shader work you've done, I'd love to know how you achieved this style. Only commend it probably a damage indicator for enemies that take more than one hit, it's a switch up from everything previous so it's hard to tell. Nothing else to say, this was amazing, probably my favorite entry so far. You've improved a ton since last year visually and it shows! fantastic work :D

I quite enjoyed this one! you've got a solid mechanic that was a lot of fun to play around with! Honestly I think you've already built a strong foundation and the main thing this needs is bunch of player feedback. I think elements like some indication when the clone switches, a way to gauge player jump height without trial and error, and the ability to autoskip to the next clone would be a huge boost for the user experience. 

I really liked the levels with less clones, I think those show off the core mechanic much better and give the player some interesting decisions to make, good work with those! I'd love to see the mechanic explored further with different clone variants, or dynamic world elements to allow even more interesting player interaction.

On a visual and audio front I think you've done a great job! The art is cohesive and feels like it all follows a similar theme. I think there are several small things you could easily do that would clean it up and take it up a couple notches. For example, I think animated scene transitions should be your next go-to to immediately make this look much more polished. Same with looping persistent audio, having the song repeat every time a levels starts is classic and super easy to fix.

What you've got here is a wonderful jam entry with a bunch of easy potential for polish and exploration of the mechanic further. You should be very proud! thanks for making this :D

Wow thanks so much! :D if you like more chill stuff I'm very proud of Bend-jo from last GMTK. It's a puzzle game if that's more your type. Thanks for playing!

Means a lot coming from you, thanks for playing :D

Yep sorry about the weird collision stuff, definitely not intended but I couldn't get it all smoothed out. Thanks so much for playing it means a lot!

Thanks for the detailed feedback piggy! and for repping my game, you're a real one ∠(‘-‘ )  I definitely agree about the enemy feedback issues, planning to get that worked out in a post jam update. Also the button of the ghost and any fire in the game are all particle effects in Unity! you can make them look quite  interesting with enough tuning. Thanks for playing! :D

Thanks Iroh, means a lot coming from you  ∠(‘-‘ )

Yeah... apologies for that enemy, it's not quite fair as-is. I ran out of time to submit so I prioritized early enemy animations and tuning. As a result the last one only got a static sprite and no balancing. Hopefully the experience is better once I get an update out! thanks for playing :D

Got a couple of ideas for the post jam version, thinking maybe you can throw the heart without charging up to do a normal attack then if you charge up you get a piercing throw. Also really liking the idea of a combo system if you bounce the heart and catch it before the first beat. Seems like there's a lot of potential I'm excited to explore. Thanks so much for the feedback and for playing!

Really love the concept with this one! It was fun figuring what different things do, though I couldn't figure out some of them. This is a super clever twist on the tower defense genre, my only real complaint is that it doesn't explore the idea even further. Great work!

Amazing work as always Piggy! I couldn't get past the last wave but I may come back and try, I feel like I could do it eventually XD The only real issue I had was it too an embarassingly long time to realize I was supposed to be hitting the clock hand and not the dude in the middle. maybe some clarity on the hands so it's easier to track the hittable one without looking. That's a small nitpick but it's all the feedback I've got. I think that's probably just a skill issue on my part. Your mechanics and execution just keep getting better, keep it up!

It's simple but I was shocked how fun it was to run from those lil dudes. I think my biggest issue was with the collision, it felt pretty funky and hard to move through most passageways. Glad you got it submitted! it was encouraging seeing someone else pulling an all-nighter in scrabcord ;_;

Great work with this one! I love the choice of setting, I was just in Alaska visiting because my brother lives there and it's a beautiful region of the world.

I don't feel like I can give this a fair rating because I didn't have anyone around to play with and as other have pointed out the game seems balanced for two people. That being said, I think even with two people it would be paced a bit too slow. The rounds have quite a long timer and the amount of resources you get per round is quite small. I think shrinking the time on the match-3 --> survival game loop might help them feel more connected and keep things moving.

All in all this is a super polished entry and I appreciate all the little touches you were able to include like character creation and controller support. Great work!

Wow what a ride, I would jump in front of a train to protect my boy Harold. Honestly don't know what's going to top that, y'all made me invested in a rhythm game which is amazing. All around great stuff, no notes, keep up the amazing work!

Was a bit overwhelming at first but once I starting doing stuff it made sense! I really liked that there were interesting decisions about where to use each number and that some choices made the lower numbers useful. I can tell you put a lot of love into this design and it shows :D

I think the main piece of feedback I have is that the game felt a bit undirected because the goal was simply "save as many dinos as you can". That type of undirected goal can make it hard as a player to get feedback from their actions as there's no solid metric for a "win". That may also be my fault because I've never been terribly motivated by making numbers  go up XD

Other than that small nitpick I think you killed it with this one! Keep up the good work!

(1 edit)

thanks for playing! I do feel the need to apologize for the last enemy, it’s definitely cheap as it is. I chose to prioritize early game enemy designs because I was running close to the deadline and the last enemy got stuck without any animations. I’m planning on making a post jam release to smooth out the annoying bits so thanks for the detailed feedback!

thanks for playing! I’m not sure exactly but what you may have been noticing is the fact that the heartbeat is always persistent and the timer doesn’t start the moment you throw it.

That means if you throw it right before the heart beats you will lose a beat bid air.   The intention was for the player to be able to time their throws right after a beat to give themselves extra time but I don’t think it’s advantageous or easy enough to do.


hope you had fun!

Definitely agree I wish I had an enemy health indicator, I think that would be a huge quality of life upgrade. Thanks so much for checking it out, means a lot!

Thanks! The enemy system ended up taking most of my time so the end was a bit rushed haha. The health box enemies give all other enemies a shield so they talk an extra hit to kill.  Thanks so much for playing!

I love how you embraced the chaos, this was a great experience. My favorite part was clicking play and having my computer turn into a helicopter (jk). I think this is a fantastic use of the theme and super fun, thanks for making it! :D

I love the idea of the breaking platforms, it adds a unique twist to  traditional platformer. I think a little more direction at the beginning would help a lot but I can understand with the time limit. One piece of feedback I have is to experiment with tuning your visuals, especially for pixel art. That would include making all of the assets on the same scale so that you have consistent pixel scaling, looking into the pixel perfect camera in Unity, and zooming out the camera a little. There's lots of little tricks that help cohesion in pixel art that would be worth looking into. Great work!

Such a clever mechanic! I'm really impressed with how much depth you were able to get out of it in 8 hours. I think you just clean up the movement a little and work on the art assets and this would be a great game to release on itch. Can't wait to see what you do with it! :D

What a fantastic idea! This is the perfect concept for an 8 hour jam, I had a lot of fun messing around with it, I think there's a lot of potential for new levels and mechanics to expand the idea. I think my only feedback I can think of is that some quality of life stuff like making the spring work upside down and maybe drawing a tail behind the last attempt. Overall amazing work! 

I love the art! I'd love to see something fully fleshed out by y'all, it would look amazing! good work getting something submitted! glad y'all joined :D

Great work! I loved the tension between destroying the lamps and saving the moths, I'm assuming avoiding the moths was a goal, I think making that clear during gameplay would be helpful. I also think making the attack a bit more dynamic might make the action feel a bit less stilted but it was perfectly fine for the time constraints. Overall great work! I had fun :D

Thanks for playing! you helped me realize that the Windows build was out of date so a few bugs and mispellings were still present. Just updated it! Glad you enjoyed :D

Thanks for playing! this was fun to watch :D

Thanks for playing!

Incredible all around. Fantastic work!

Wow that's hard as nails XD I got pretty far with a trackpad but after a certain point I had to give up. The polish is fantastic, and it feels great to play. Good work! congrats :D

Great work! this is a neat idea for a strategy game and I had a lot of fun with it. I think the only thing it's lacking right now is a long term goal to shoot for. I could play this for hours if I was building towards something. Keep up the good work! I look forward to seeing updates :D

Fascinating! I had a lot of fun with this, It was intimidating at first but I found it very forgiving to just experiment with which made the experience that much better. My only complaint is that I wasn't able to crash the game no matter what incomprehensible horror I made :P (jk) Great work! I'll keep an eye out for that full release

Thanks! I'll keep an eye out for ya in future jams, feel free to reach out if you want to stay in touch :)

brilliant! also adorable and super fun. It's got everything you could want in a jam game. Bravo! keep up the great work :D

Super neat concept and great execution! This was a ton of fun to just mess around with, well deserved! Thanks for such a great contribution to the jam, keep up the good work :D