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
Squishy Turtle Games
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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 :)
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
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
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!
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!
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!
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!
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!
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!
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!
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
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






















