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toupeira

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A member registered Mar 06, 2021 · View creator page →

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This was very confusing at first and I only managed to do some things by accident (clicking around and pressing E randomly). After reading the comments and giving it another try I figured it out a bit more, but it still feels unfinished and not very fun.

The game sent my GPU fans spinning, probably a good idea to limit FPS and/or resolution for game jams.

BTW I’m on Linux so this took some fiddling to get running: I think if you marked the upload as being for Windows (and maybe used zip instead of 7zip), I could have just installed it through the itch.io app, which I was running through Steam/Proton.

Didn’t get this one really, I think I figured out what the controls were doing but not much happened as a result, and there didn’t seem to be a win or lose state. The buttons didn’t feel at all satisfying to click due to the lack of feedback (no animation, no audio, long cooldowns).

The game sent my GPU fans spinning, probably a good idea to limit FPS and/or resolution for game jams. Also this one triggered a very loud coil whine from my GPU for some reason, which I haven’t experienced before even with far more demanding games.

BTW I’m on Linux so this took some fiddling to get running: I think if you marked the upload as being for Windows, I could have just installed it through the itch.io app, which I was running through Steam/Proton.

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The museum was fun to explore for a bit, but then I wasn’t sure how to progress. I found the “space room”, placed the heart to spin one of the planets, and heard the headless astronaut knocking, but I couldn’t figure out how to help and didn’t find anything else to unlock.

The game sent my GPU fans spinning, probably a good idea to limit FPS and/or resolution for game jams.

BTW I’m on Linux so this took some fiddling to get running: I think if you marked the upload as being for Windows (and maybe used zip instead of 7zip), I could have just installed it through the itch.io app, which I was running through Steam/Proton.

Hmm so I understood that I’m supposed to cook stuff and follow the recipes on the wall, but every interaction was really lacking in feedback and feeling very confusing.

First customer orders a burger. Right, there’s a box of hamburger patties, but nothing happens when I press E so I suppose the guy next to it wants gold first. The only thing that looks yellow in the room is a box of round yellow blobs, but when I try to give them to the guy they just float in front of his body.

At this point I thought the game was bugged/unfinished and was ready to give up, but after reading the comments here I realized that what I thought was “gold” is actually the “money” stone in the cash register. So now I was able to make the hamburger and the “fries” for the next customer, but then on the third recipe (a soup of raw egg and nuts?) I couldn’t figure out how to get the white stuff out of the mortar, so at this point I finally gave up after all :)

Hmm I wasn’t sure if there was a goal beyond just collecting food. I noticed that I was getting faster and the progress bar at the top was filling up, but didn’t understand what it was trying to communicate. I kept running around the level looking for some kind of kitchen or cooking pot, but if there was one I definitely missed it :)

The mouse sensitivity for looking around seemed far too high, I turned it all the way down on my mouse and it still felt too fast.

The art style was really cool, and the music was fitting as well. The controls felt a bit floaty, and the shooting would probably be much more satisfying if it was faster.

I didn’t understand the bubble mechanic at first (guessing it might be some way to trap enemies, or make temporary platforms), only when I restarted the game I realized it’s basically a shield.

On my first run I got stuck in a section upstairs, e.g. respawning between sharp bones that I couldn’t jump over. On my second run I just stayed downstairs and made it to the boss, which was easy to beat and didn’t feel like much of a challenge (I just had to dodge the projectiles and keep shooting upwards).

This was fun, although the lack of hit feedback made it a bit confusing to figure out the game in the beginning (wasn’t sure if I was hitting the right targets, or hitting them at all). Once I figured out the upgrades it clicked for me, but the weapons were still held back by the lack of feedback and long cooldowns.

Overall this feels like an interesting idea, which could be expanded on with more enemies and level variety.

This was really fun! Loved the art style with the blocky models, although I see they were third-party assets. But you still did a great job assembling them into a level, with tasteful lighting. The music works well too.

I guess the logic of the objects I had to find/use wasn’t too clear, I thought surely I would need to use the toilet, take a shower, and brush my teeth before going to work, but then I remembered the game’s title and realized there’s no time for that :)

This could be a interesting with a series of levels where your time to get ready becomes shorter and shorter, and your actions/goals become increasingly hectic.

I liked this one a lot, the movement felt precise and fun, and the atmosphere was really nice with the music changes.

Falling down and having to walk back felt a bit punishing, this could be improved by having running, and maybe more shortcuts or respawn points.

I ended up collecting all of the blue bubbles, and two of the red bubbles. I wanted to get the last red one too on my way back down, but then misjudged a jump and didn’t feel like backtracking again :)

The movement immediately felt very satisfying with the visual trail. I love the use of color and the general aesthetic.

The shooting felt a bit clunky, I wasn’t sure why you also had to hold right-click. At first I thought it was to keep your movement direction while aiming, but that wasn’t the case.

I also didn’t understand what the actual goal was, I just kept moving along the path and shooting what I thought were enemies (the flying “rockets”) and not hitting anything.

Then I fell off the map and restarted the game, and realized there’s this big enemey you’re supposed to follow and shoot :) So I shot off all the red armor, and then again wasn’t sure what I was supposed to do next. After another restart I finally noticed the indicators at the top for the enemy’s shields and health, and managed to kill it. I guess I would have realized this earlier if there was some visual feedback when the enemy takes health damage (like when you hit the armor).

But overall I think this is an interesting concept, and could easily be expanded with more boss phases, more powerups, and interesting level layouts.

This is a very funny idea, and the reveal of the shooting is great comedic timing :)

The art style (realistic 3D world + flat 2D sprites) works pretty well too I think.

I didn’t like the game feel much though:

  • Golfing felt a bit arbitrary (no way to cancel a shot when you got the direction wrong) and too slow compared to the size of the levels (even at maximum power the balls don’t really travel that far).
  • Shooting also felt slow because the bullets were moving so slowly, making it harder to hit targets. If you speed it up you could also add a reload mechanic to balance it, which would make sense for a revolver anyway.
  • The enemies didn’t feel like much of a threat either.

I really like the general idea and the cozy art style.

Wasn’t sure what to do at first, until I accidentally slammed one of the lil guys into a rock :) After that it was pretty fun for a while to find the other guys, and find out what resources I can “make”. But I still felt like I was missing the overall goal, or maybe some other mechanic to the game. Also I’m still not sure what I can do with the water guys.

I would have kept playing if the slamming was more fun: It felt a bit tedious having to pick the guys up again each time, and having to slam them quite far before it would trigger. Also a few times my guys got dropped behind a rock or other objects, and I had to wait for them to walk away before I could pick them up again.

This is a cool idea with great art and intuitive controls, but the gameplay felt very stressful to me.

I didn’t like having my attention split between the top and bottom views, and having to select enemies to see them on the bottom view (I noticed I could still attack them so it wasn’t needed for targeting, but maybe I’m missing something with this mechanic).

Drawing felt fiddly both with a touchpad and a mouse, but maybe that’s on me :)

This was really fun! The ship controls felt very tactile and the atmosphere was very immersive. Took me a moment to realize I have to control the ship on the display in front of me but then I was off mining and upgrading.

At some point I think I’ve reached all available upgrades (no clickable bars, but I guess not all systems have the same number of bars?) and was overflowing with resources, so I crashed my ship to see what that’s like.

I didn’t get around to this game earlier because it was very laggy on my older PC with onboard graphics. I played it now on my gamer PC and it ran perfectly smooth, but the fans were spinning very loudly. Probably a good idea to limit FPS and/or resolution in a game jam :)

The scope of this was really impressive! As someone who isn’t used to first-person platformers I really struggled with the controls, but it was still fun and immersive enough that I made it to the end. Thanks for making it possible to just side-step most of the traps in the last section :)

I don’t like having the rocket jump as such a central mechanic because it feels clunky to use, and you have to constantly look at the floor to trigger it. I would probably experiment with having a dedicated button/action for it.

In some of the vertical sections it wasn’t clear where to go after you died, because the paths are often indicated by coins which are now gone.

Lovely art and interesting platforming! Really appreciated the frequent checkpoints.

The only things that bothered me were the floaty controls, and that it was so short :)

The pixel art and atmosphere is wonderful and sucked me in immediately, and I quickly understood what I needed to do. But then I got stuck building the raft, I needed certain types of wood and the seagulls were only giving me fishes.

It was only after reading the comments here that I realized I can fish for parts, I tried the fishing before for a little bit but nothing happened, so I assumed it wasn’t implemented yet :) With the fishing I got some of the missing pieces, then had to wait for several minutes until it was giving me the final wood pieces (most of it was just fish).

I really like this kind of puzzle adventure game, and would love to see an extended version!

I̢̧̥̪̹̗̗͉̊̈́̓̄̄ͨt̃҉̛͚̱͟͞ w̵̡̭̫̗̻͓̲̤̩̠̠̭̯̿̄̍̏͒̃̔͟͝ą̛͍̺͎̙͖̜̦̰̫͉̞̩̫̠̮͚͇͚̣͔ͫ͝ş̵͚ͬ̏̇̓͑͑̃̌ͧ̀̉͊̌ͨ͝͠ p̧̪̣͇̱̥̮̰͕̪̱͖͕ͨ̐̓͊͑̂͛ͥ͛ͬͫ̚ͅr̢̝̞͕͇͎̫̫͚͓̮̲ͫ͗ͫ̈́ͧ̂ͬ̔̕͞ē̵ͫ͌̌̒ͣ̊̎̽͏̺̺̠̖̩̗̻͕͖̝̰̱͙̞̟̟ţ̷̷̱̯̭͖̯͕͖̹̝̣̲͉͓̹̙̭ͣͮͣ̐̾ͪͭ̌͘͟ͅtͥ́҉̸̵͏̳̱̭̹͙̺̜͔͎͍̺̠̪͍̜̝͢y̧͚̯̣͖͕̲̟͍̝̝̱͇̣̟̺͗̓ͥ͆̐͒ͮͥͪ͋͊͆̕ f̸̴̛̣̙̪͈̱̦͕̮̦̔͑̎̈́̎̉ͮͯ̆̀́͛͒͗͗͟͜u̱̘̲̰̞͛͒͗͗ͧ͢͢͝ͅn̷ͯ̒̐̋ͧͫͤ̚͏̲͓͖̳̼͚͉̞̼̟̲̯̫̣ f͑͊ͨ̑̐̽͆͐͆ͯͮ̋͒̀̕̕͝҉̹̦͙̳̮̼̳̟͕̟ő̸̫̦̹̮͕͓̯͒ͩ̐̆̀͘̕r̨̧̧̤͕͎̩̺̜̥͕̫̱̪͇͎͇͇̳͉͆̎͑̃ͯ́͞ á̶̢̧͍͈͇̲̖̩̗̭͓̥̜̬͈͂ͮ̌͂ͬ͗̕ m̈́ͣ͛̓̈̈́͋̂̋ͫͯ̒ͣ͆ͨ͒ͣ͒̏͏̷̠̫͖̟͘͘͠i̵̷̥̟̩͔̯̤̻̰̜͈̭̰̯̤̹̟͔͓̒ͣ͆ͨ͒ͣ͒̏̌͊͜n̶̷̢̡͓̖͙̯͔̞̦͖̮̱͕̳͇͕̳͉͇̋̎̊̈́͢u͆̌͊ͮͭ͟͢͟͟͏̭̲̼̤̦̼̰̣̗t̨͛̒̂ͣ̏͗ͮ͗ͨ͆͋ͮ̄̏̚̕͡͞҉̲͉̪̱̦̮̩͚̺͙͎̻͎̹̤͉eͮ̄̏͊̊̓̂ͮͬ͐̊̋ͯͥͥ̆͗̚͏̧͕̪̯͕̻͍͕̱͇̰͚̦̱̕ :ͮͪ̓̔̆̊ͮ͋́͏͕̠̫͎̀)̴̡̳̼̫̯͓̘̬͙̱͖͇͙̼̤̰͈͓ͪͥͥ̏ͨͥ͒ͮ͛̾ͤ̾̎͊ͤ̀̚͞͞ͅͅ

This was a fun little experience.

I noticed there’s some music very very quietly playing in the background, and some other effects that seem equally quiet. Not sure if that’s a bug or was accidentally left in. The party music and coin effect are at normal volume though.

Loved the art, the music is also cool but the audio levels are too loud.

Didn’t get the hang of it until I realized that both arrow keys and WASD are supported, so I played with left/right and W to jump. Would probably be good to support jumping with Space too.

I did make it through the S-shaped section two times, but then those punishing cheese splotches made me rage quit :)

This could be really fun with some checkpoints and tighter controls.

I love the art style and vibe!

I didn’t like the control scheme, having to lift my finger from the D key to attack with E felt fiddly and limited my movement (could be avoided by also supporting arrow keys).

I also didn’t like that you have to get very close to enemies to kill them, while the “foam” is spraying very far and obscuring a lot of the screen.

These things caused me to die often in a way that felt pretty random, and so I gave up after a couple of attempts, but would have enjoyed exploring this game a bit more!

Cool atmosphere and sound design! I quickly understood what I needed to do, but then when the last anomaly crashed into my ship and the game was over, I wasn’t sure what exactly I did wrong (I did keep refilling the oxygen and replacing the battery). I tried two more times with the same result, but still feel like I’m missing something and this isn’t the intended ending :)

Oh after watching CheeseOnCheese’s stream I realize now that this is only happening on my system, apparently because I have my desktop scaling set to 125%. Because of this the white pixel ends up offset to the bottom and to the left. I also noticed now that the offset increases if I move the hand further up or to the right. Here’s a screenshot to show what I mean:

image.png

I didn’t have this issue with other mouse-based Unity games (e.g. “button / box”), so I’m guessing this is something you can fix/avoid in your code somehow (not familiar with Unity myself unfortunately).

Very cool idea! But it took me far too long to realize that upgrades only become active when a level is filled, so I was just spending my fishies on a little bit of everything and wondering why nothing about the gameplay was changing :) I think this would be much clearer and also more fun if the initial progression was quicker.

Minor bugs: The background music doesn’t loop, and the shop sometimes still displays some fish in the net that can’t be spent.

I appreciate the effort that went into this, but bounced off the game pretty quickly because the gameplay felt very repetitive and not satisfying at all (unclear when attacks were hitting enemies, falling down ledges a lot, very slow shooting)

Fun and simple idea that feels very intuitive, but the camera angle makes judging distances very tricky. I had to stop playing to spare the poor bird from constantly crashing into rocks :)

Also I think this could work much better with deliberately designed levels and checkpoints, or at least randomly generated levels that start out very simple and become progressively more difficult.

Doing a strategy game like this without any words or numbers is crazy ambitious! Unfortunately I have to say it didn’t work for me at all and I was hopelessly confused. Which is unfortunate because the overall presentation looks very polished.

Wow, really wonderful! This was a total joy to play and a masterclass in game juice. I do wonder if that’s why the team added literal juicing to the game too :)

This was fun, the controls feel very satisfying, and the mechanics and level design are pretty interesting.

I thought I got stuck or the game was unfinished when I came to the section with the white blocks, but then I learned about the dash from the comments here, and went back to get all 3 stars!

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The art style, sound design, and atmosphere is really great! But unfortunately the game itself feels far too punishing with the tiny light cone and instakills. I wanted to keep playing anyway, but then came to a wall that I couldn’t jump over.

Also I only accidentally realized I can use the mouse, and almost bounced off the game before that :)

Didn’t understand the controls at all, then when I reloaded the game I realized there’s a single white pixel to the bottom-left of the hand which is actually the click target, rather than the hand itself :)

I didn’t really understand what the cards were trying to communicate, and gave up after a few puzzles. But the vibe is nice and I would have liked to play some more!

Wasn’t sure what the goal was until I accidentally completed the first level and realized I have to kill the raiders :) Then tried to solve the second level, but was unable to place traps reliably (bugs probably?) and gave up after a while.

The concept is interesting though, and the art style and music fits great!

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The game felt pretty intuitive, but some of the puzzles finished before I thought I was done.

The controls are very fiddly but I guess also hard to get right in this kind of game. I got to the roundabout puzzle (maybe the last one?) but was unable to complete it due to the top-down perspective (how do I drag pieces upwards?), and some pieces falling outside of the screen :)

Would have really appreciated a fullscreen mode to see things more clearly.

Took me a minute to realize I have to use the mouse. Then I had a little fun collecting the resources, although waiting around in the house for the torch to recharge felt tedious.

Then the robot was built and I wasn’t sure if there was anything left to do afterwards. At some point it started moving around and then it suddenly died for no apparent reason? I would have played some more if the game reset to a state where the robot was already built.

The light effect looks cool!

Very cool, thanks for streaming and sharing the link!

Yeah the tutorials were last-minute and it definitely would have helped to space them out properly. You also made some other very good points that we’ll try to address after the jam.

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I’m sorry but the controls were far to finnicky for my taste, but maybe this is supposed to be a rage game :)

I started on a touchpad and found it impossible to play, so I pulled out my phone but it wasn’t much better there. I feel it would work much better if you could click/touch anywhere, and do diagonal or arbitrary-direction jumps.

edit: oh after reading the comments I realize now how the arrows are supposed to work! Honestly thought that was a glitch :) Will play some more and revise my rating…

This was a lovely experience, except for the ending :)

I love the presentation and art style, the parallax scrolling works great with it and gives it a really unique and polished look.

Total banger in every way, including me banging on the keys!

My very first thought when seeing the screenshots was: Wait, since the rules permit key labels, could you actually make a typing game somehow? But then I quickly realized this was much more clever :)

Very polished and fun experience! The game looks gorgeous and feels very intuitive. It’s also very challenging and I suck at these kinds of games, but after grabbing a gamepad I finally got a win.