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Tsukuyom

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A member registered 52 days ago · View creator page →

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thanks a lot! :) the atmosphere was actually my main focus when making this game. I wanted it to feel a bit unsettling even when nothing scary was happening. So Im glad you liked how it looks!

   I honestly think the game turned out pretty close to what I wanted. There were still some things I wanted to add and a few parts I wanted to polish more. Especially making the controls and progression a bit clearer. Sadly I just ran out of time before the deadline 

And yeah theres definitely more to the game than just the peaceful part haha. About Steam... Id actually love to turn this into something bigger someday. With more content and a bit more polish I think it could be really cool.                                                                                                              thanks again for playing and for the feedback! :)

damn thank you so much 😭 full score means a lot

Im really glad you noticed the small stuff too like the wind audio and all the books. I spent way too much time adding little details that most people probably wont even open lol

And yeah the ghost could definitely look better. Thats one of the things Id change if I keep working on it                                                                               About the chapters... I called it chapter one because I wanted it to feel like this is only the beginning of something bigger. Maybe there will be more 👀

seriously thanks for playing and for such a nice comment :)

thanks a lot :) really glad the setting and the story behind the signal box came through. I wanted it to feel like theres something personal behind all the creepy stuff and not just random horror.

Ill check out Forever too when I get some time. The idea sounds pretty interesting 

https://tsukuyom.itch.io/the-quiet-road


thanks a lot

I will not be home to post it in time but I have the game can I submit it late somehow?

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this was really fun lol. The whole thing is basically a horrible walk through Amsterdam traffic and somehow that works perfectly 😭 The bridge being right there while youre forced to go all the way around is a really nice use of the theme too.

The movement feels good and its really easy to understand what youre supposed to do. I also liked the leaderboard because this is exactly the kind of game where you finish once and immediately think "okay I can do that faster".

Visually I really like it. The pixel art has a lot of personality and all the little vehicles and bikes make the streets feel busy without becoming impossible to read. 5/5 for art from me.

The main thing Id fix is the collision. Sometimes it looks like theres enough room to squeeze between two things but you still die. Id make the actual collision a bit smaller than the sprites so close calls feel fair instead of confusing. Especially in a game where speed matters.

I think the audio is good too but it can get a little busy when a lot happens at once. Maybe lower some of the repeated traffic sounds a bit and add slight pitch variation so hearing the same honk again and again doesnt get tiring.

Could also be fun to have a few more weird Amsterdam-specific hazards later on. Maybe roadworks. tram tracks. tourists blocking the path. delivery bikes. stuff like that. Not really necessary but it would make repeat runs feel even more different.

Really nice game though. Simple idea but done well and the title is great too lol.

If you have some time please check out my game too :) Id really appreciate a rating and some feedback!

sorry, I keep some of my jam comments in notes and I accidentally pasted the storm tail one here. I edited it noww with the actual review for your game. my bad 

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pretty fun little platformer :) the grasshopper jump idea fits the character really well and once you understand how it works theres actually a nice amount of control to play around with.

The super jump felt a bit wild though 😭 Its strong enough that sometimes I had more trouble aiming it than actually deciding where I wanted to go. Id probably tone the force down a little or give it a clearer preview before releasing it. Could also be nice if holding the jump for longer slowly increased the power instead of going from normal to REALLY far.

I think the game could use a short playable tutorial too. Not a text screen. Just a tiny safe area where it makes you do a normal jump then the stronger jump and maybe attack something. Would probably save people from spending the first couple minutes figuring out the movement.

Visually I like the sprites a lot. The main thing missing for me is animation. Even 2 or 3 frames for walking or jumping would make the grasshopper feel way more alive. Same for enemies. Right now some things look nice individually but feel a little static once the game starts moving.

Id work a bit more on enemies too. Some simple behavior changes could help a lot. Like one enemy that waits then charges. One that patrols a platform. Maybe another that moves away when you get close. That would make the climbing feel less like just avoiding objects and more like actually learning what each enemy does.

Audio is around 3/5 for me. The music is fine but I think the game could use stronger sound feedback overall. Different sounds for normal and super jumps would help a lot. Landing sounds and better hit sounds could also make the movement feel less flat.

Some extra feedback would help too. Small particles when you land. Maybe a tiny squash animation when touching the ground. Nothing huge but those little things would make the movement feel much better.

Theme is a 5 for me. A grasshopper having to make this annoying climb all the way back home is pretty fitting lol.

nice game overall. I think animations better enemy behavior stronger audio feedback and making the super jump easier to control would improve it a lot.

If you have some time please check out my game too :) Id really appreciate a rating and some feedback!

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I liked the mystery a lot. Coming back after ten years and slowly figuring out what happened works really well for this kind of point and click game. The audio is probably the strongest part for me. Footsteps heartbeat and all the little ambient sounds make some of the rooms feel way more uncomfortable than they would otherwise.

The biggest thing Id change is how clicking works. A few times I wasnt sure if something was usable or if I was just clicking random parts of the picture. Id change the cursor when something can be interacted with. Maybe hand for objects and an eye for things you can inspect. Even just a small outline when you hover would fix a lot.

I would also make the game react when you click something important. A tiny sound. maybe the object flashes for a second. anything really. Since clicking is basically the main thing youre doing it should feel obvious when the game actually accepted the click.

Another thing that could help is a hint system. Nothing that tells you the answer instantly. Maybe after being stuck for a while you get something like "there was something strange near the workshop" or the character comments on where to look. Point and clicks can get pretty brutal when you miss one small object and suddenly theres literally nothing else you can do lol.

Some objects becoming usable only after another event could be communicated better too. If I already clicked something earlier and nothing happened Im probably not gonna think "maybe I should click that again now". Maybe the object changes slightly when it becomes relevant or the character says something that points you back there.

Id also trim some of the writing a little. The story itself is interesting but a few lines could probably get to the point faster. With a mystery game I think shorter text can actually make things feel creepier because the player fills in some of the gaps themselves.

Art works pretty well for the atmosphere but Id definitely keep going with the plan to replace the generated stuff with original art if you continue the game. Some scenes have a lot of detail but that also makes important objects harder to spot. Having slightly simpler backgrounds and keeping important things more readable would help both the look and gameplay.

Audio is 5/5 for me though. It carries a lot of the atmosphere and I could tell you spent time on it.

Really interesting game and I like the idea behind the theme. It just needs a bit more help telling the player what the game actually wants them to notice.

If you have some time please check out my game too :) Id really appreciate a rating and some feedback!

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this kinda feels way bigger than a jam game lol. I really liked the whole caravan snake thing where every cart actually matters and losing part of it changes what you can bring home. There is a surprising amount of actual thinking here and I didnt expect to spend this long planning moves.

The first few turns could be easier to read though. I think instead of explaining everything with text Id make the game teach you by forcing a couple simple actions at the start. Move here. protect this cart. attack this enemy. then let the player loose. Took me a bit to understand what I could actually do.

Id also make the direction home VERY obvious from the first second. Maybe a permanent little village icon at the edge of the screen or a compass arrow. In a game where every move matters going the wrong way because you misunderstood the map feels pretty painful 😭

Visually this looks awesome. Easy 5/5 for me. One thing Id still change is separating gameplay stuff from the environment a bit more. The forest has a lot of detail and sometimes units kinda disappear into it. Maybe slightly darker/desaturated ground with brighter outlines under enemies and caravan parts would help without ruining the look.

Some enemies could also communicate attacks earlier. Especially anything that can hit a big area. A short red preview on the tiles before the attack happens would make losing carts feel more like "yeah I messed up" and less like something random just deleted half my caravan.

The turns could be snappier too. Id add a fast animation option or maybe hold space to speed enemy movement up. Once you understand the game you mostly want to see the result and start planning the next move.

And one more small thing. Starting a new run and choosing the carts could be smoother. Id make it something like click cart -> it instantly goes into your caravan with a clear number showing how many slots are left. Maybe even save your previous setup so retrying doesnt feel slow.

Audio is honestly great. The music fits the stormy road vibe really well and gives the game a lot of atmosphere.

Really impressive game. Theres already enough here that I could easily imagine a bigger version with more cart types weather events and different roads home.

If you have some time please check out my game too :) Id really appreciate a rating and some feedback!

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The memory + action idea is really cool. I like that running out of movement doesnt just stop you and instead throws you into a completely different challenge to recover it. It makes the game feel a lot more interesting than a normal maze game.The recovery part gets a bit too difficult later though. Id probably keep the beams fast but make getting hit less punishing. Or give the player a short invincibility time after taking damage so one mistake doesnt turn into multiple hits. A small warning before a beam appears would help too. Maybe the edge could glow for half a second so you know where its coming from.I also think the different chapters need to communicate their new mechanics better. When branching paths and fake routes start appearing it can be hard to tell if something is actually new or if the game just restarted. A small transition like "Chapter 2" and one short line explaining that the maze has changed would fix that without spoiling anything. Branches could also have a tiny visual difference so you notice when the path actually splits.

The story idea fits the theme really well but Id give the player a little bit of context earlier. You dont need to explain everything because the mystery is part of the game. Even a few small hints about who the character is or why these memories matter would make the ending hit harder instead of explaining almost everything only at the end.

For polish Id also improve the purple beams a bit. Some particles when they appear and a stronger hit effect would make the recovery sections feel much better. A proper transition between chapters would be nice too instead of making it look like the game just started again.

Theme is definitely 5/5 for me. Making the long way home more about recovering something that was lost instead of literally travelling a huge distance is a really nice interpretation.

Very interesting idea and theres a lot you could expand here. Mostly Id work on making the later difficulty more fair and making progression between chapters much clearer.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

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The crab + turtle idea is really cute 😭 I like that the turtle isnt just there for the story either. Having to keep up with it while platforming gives the whole journey a bit more personality. The dash and wall movement also make it more interesting than a basic platformer.

I think the biggest thing to improve is how the mechanics are introduced. There are quite a few things you can do and some of them arent immediately obvious. Id add tiny tutorial moments at the start instead of explaining everything at once. Like first a safe jump section. Then a wall jump. Then a place where you HAVE to dash. That way the player learns each mechanic by actually using it.

The dash itself could probably feel better too. Having it follow the mouse gives you freedom but in a platformer it can also make things less precise. Maybe let the player choose between mouse aim and movement-key direction in the settings. That would make it much easier for people who just want quick left/right/up dashes.

The seagulls also seem a little too punishing. Id give the crab a very short invulnerability window after hitting one so you dont damage the bird and still immediately get hurt yourself. A little white flash on the bird or some particles would also make it much clearer that your attack actually worked. Maybe even a tiny health indicator for tougher enemies.

Visually I really like the characters and animations. The crab especially has a lot of personality. The only thing Id work on is making all the art feel a little more like it belongs to the same game. Some backgrounds and characters have slightly different levels of detail. Matching the colors and outlines a bit more would help a lot.

Audio fits the chill feeling nicely but some sounds could use better balancing. Id also add slight pitch variation to repetitive sounds like jumping or dashing so hearing them again and again doesnt get tiring.

One more thing Id check is the level boundaries. Apparently you can dash far enough to leave the intended area in some places 😭 A simple invisible boundary or camera limit would stop that. Id also test the wall jump a bit more because if it fails even once when the player expects it to work it can make the controls feel worse than they actually are.

Theme is 5/5 for me. Leaving home and crossing the ocean together is simple but fits really well and making the turtle part of the gameplay helps a lot.

Very nice game especially for only 18 hours. Mostly Id focus on clearer tutorials better enemy feedback and a little more consistency in the controls and visuals.

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The story idea is probably the strongest part here. Slowly getting your memories and senses back works really well and I like that "home" becomes more than just a place you need to walk to. The way information gets revealed bit by bit kept me interested too.

I think gameplay could use a little more interaction though. There is a lot of reading and walking around so Id add more small puzzles or choices between story parts. Nothing huge. Even things like arranging memories in the right order or finding clues in rooms would make the player feel more involved instead of mostly reading.

I would also change the default RPG Maker menu. Seeing normal JRPG stats in a game thats mostly narrative feels a bit weird when there isnt really combat. A much smaller menu with save settings maybe a journal and current objective would fit the game way better. A journal could also remind you what youve learned because with a lot of dialogue its easy to forget smaller details.

Another thing Id fix is interaction tracking. If Ive already talked to everyone or checked everything in a room the game should remember that. Maybe examined objects could give shorter dialogue after the first time or the objective could change once everything important is done. That would make it much easier to know if youre missing something.

Audio is good but I would lower the default volume. Some scenes can come in pretty loud especially after quiet sections. Starting music around 50-60% and letting people turn it up would probably be safer. Maybe also use a short fade when music starts so the change isnt so sudden.

Theme is 5/5 for me. Losing yourself and then having to figure out what home even means is a much more interesting take than just "walk back home".

Really nice narrative game. I think a custom menu more puzzles and clearer progression feedback would improve it a lot.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

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This was simple but actually really fun. The snail is super cute and the climbing mechanic is easy to understand almost instantly. I also like how it slowly gets harder instead of becoming crazy right away.

The last part was probably my biggest problem. Once you have rocks and birds together it sometimes starts feeling more like luck than skill 😭 Id make the dangerous stuff a little more predictable. Maybe rocks could have a small shadow or warning before they fall. Birds could also have a short sound before flying across the screen. That way you can actually react instead of just getting destroyed out of nowhere.

I would also add a tiny amount of invincibility after getting hit. Even like half a second would help. Getting hit once and then immediately getting hit again feels pretty brutal. Maybe the snail could flash for a moment so you know youre safe.

Checkpoints could be another nice thing. Not too many because I think the rage game feeling is part of the fun. But maybe reaching certain parts of the mountain could save your progress. Or you could have an easier mode with checkpoints and keep the current mode for people who want the pain 

The art works really well with the game. I like the minimal style and the snail design a lot. Some extra small animations would make it even better though. Like the snail squishing when hit. A little dust when moving fast. Maybe the shell shaking when you land after getting knocked around.

Audio is probably where Id add the most. A hit sound is really needed. I would also add different sounds for rocks and birds so you can react without always looking directly at them. Some wind getting stronger as you climb could be cool too. And maybe a small sound or jingle every time you reach a new section.

I think a timer and death counter on the finish screen would also be fun. This kind of game makes you want to beat your old time after you finish it once. Maybe even show how many times the bird knocked you off 😭

Theme is definitely 5/5 for me. A snail slowly suffering its way up Mount Fuji to get home is basically the long way home.

For only 6 hours this is really good. With better warnings more hit feedback and a few small quality of life things I think it could feel way more fair without making it easy.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

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This was actually pretty fun. The whole idea of throwing the fish around and trying to get back to water before drying out works really well. It also takes a little bit of practice which I like because you actually start getting better after a few tries.

The biggest thing Id fix is the trajectory line. Right now it looks like its showing exactly where the fish will go but it really isnt accurate enough. That makes some deaths feel like the game lied to me instead of me making a bad jump 😭 I think there are two good ways to fix it. Either make the arc match the real physics perfectly or remove the arc completely and just show a simple direction + power arrow. A little dot where the fish is expected to land could work too.

I would also make checkpoints a bit more forgiving. Some sections are quite hard and repeating a long part after one mistake can get annoying fast. Making more water pools act as checkpoints would keep the difficulty but remove some of the frustration.

Visually I like it. 4/5 from me. I think the fish could use more animation though. Some squash when landing. A little stretch when launching. Bigger splash particles when you reach water. Maybe a tiny screen shake on a hard impact. Stuff like that would make every flop feel MUCH better without changing the actual gameplay.

Another thing Id improve is feedback when youre about to dry out. Maybe the fish could slowly change color or the screen could get slightly warmer instead of only relying on the meter. A small warning sound near the end would help too. That would make it easier to understand the danger without constantly looking at the UI.

For the harder obstacles Id also check the hitboxes. If something looks like I barely avoided it but I still die then it starts feeling unfair. Making the fish collision slightly smaller than the sprite could actually make those close calls feel really satisfying.

And Id add a quick restart button. In this kind of game you die a lot so restarting should be almost instant. Something like R to restart from the last checkpoint would make trying difficult parts way less annoying.

Theme is definitely 5/5 for me though. A fish literally flopping its way home while slowly drying out is simple but it fits the theme REALLY well 😂

Good game and honestly the main mechanic is already fun. I think better trajectory feedback + smoother checkpoints + more animation would improve it a lot.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

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This is a really cute idea and the reason for taking the longest route works perfectly with the theme  The notebook look is also REALLY nice. Art is an easy 5/5 for me.

My biggest issue is the actual puzzle controls. Having to move my mouse to the corner to pick a direction and then move it back to the map every single time gets annoying pretty quickly. Id add keyboard binds like 1 2 3 for the directions or maybe Q W E. Right click to undo would be useful too. I think the less time the player spends fighting the UI the more they can actually think about the route.

Gameplay is a 3/5 for me mostly because the puzzles felt a bit too easy. Usually I could look at the streets and see the longest route pretty quickly. Id add more things that change how much time a road actually takes. Maybe construction makes one street slower. Traffic lights could force you to wait. Maybe stopping somewhere for a little event gives extra time. Then the visually longest route wouldnt always be the correct answer.

You could also give limited turns on later levels. Like only 2 left turns or 3 straight moves. That would make planning much more important without changing the main mechanic.

Audio is 4/5. I liked the music and how chill the whole thing feels. Theme is definitely 5/5.

Really nice concept and presentation. I think better controls and harder route decisions would improve it A LOT.

And since theres two of you if you both have some time please check out my game too :) Id really appreciate a rating and some feedback from both of you!

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This gets pretty crazy really fast 😭 I like that every area changes the obstacle patterns though. It stops the game from feeling like youre just dodging the same thing again and again.

The difficulty is probably the main thing Id change. Some of the later sections get REALLY hard and I think a lot of people might never see the second half because of that. Maybe giving the bird 2 or 3 hits before dying or adding an easier mode would help a lot. You could still keep the current difficulty for people who want the challenge.

The dash could also be a bit easier to use. Id make it go instantly in the direction youre holding instead of making it feel like another thing you have to think about while the screen is already full of projectiles.

Visually I really like the backgrounds. The only thing is the pixel bird and some of the smoother backgrounds/effects feel a little different from each other. Maybe making the effects more pixelated too or giving everything a more similar style would make it feel more consistent.

Music is probably my favorite part though. It fits the chaos really well and makes retrying much less annoying 😂

Really good game and the different patterns are easily the strongest part for me. Id mostly work on making the difficulty curve a little nicer so more people can actually see everything you made.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

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There is a lot going on here and I like the idea of having to fight while also managing the furnace. It makes it more interesting than just walking around and shooting everything.

My biggest problem was how chaotic it gets. On hard especially there is SO much happening that sometimes I dont really know what I should focus on. I think reducing some of the visual clutter or making enemies easier to distinguish would help a lot.

I also had a weird problem after choosing an upgrade. The water starts spraying immediately and I cant really control it for a moment. I think the game should ignore attack inputs while the upgrade menu is open and only start reading them again after the menu fully closes.

The water range also confused me a lot. Visually the stream looks pretty short but enemies much farther away still take damage. Id either make the actual hitbox shorter or extend the water effect so you can clearly see the real range. Right now its hard to tell how close I actually need to be.

The UI is also quite large and when everything gets busy it starts covering too much of the screen. Making some parts smaller or more transparent during combat could help.

Still a pretty cool game and I can see a lot of work went into it. With some clearer feedback and less chaos I think the gameplay would feel much better.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

Thanks for playing :) And yeah the empty areas outside the main route are fair feedback.

I originally wanted the world to be more open but I just didnt have enough time to fill everything properly. So in the end I focused almost everything on one main route and left the other areas more like optional exploration.

And the bear being invincible is actually intentional I wanted it to basically say "yeah youre NOT going this way" and force you to take the long route around. Hes supposed to be way too strong and pretty much immune to bullets.

The checkpoint thing outside the main path is something I should definitely improve though. Respawning all the way at the beginning after exploring for a few minutes is pretty painful.

Glad you still had fun with it :) And yes cats had to be there 😺

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This is a really impressive game for a jam. There is A LOT here and visually it looks great. I also found the cat and yeah thats automatically a good addition for me 😂

The main problem I had was getting lost with the progression. I reached the early part where I needed to make the sword and needed fibers but I had no idea where to get them. I talked to the NPCs and checked the signs but still couldnt figure out where I was supposed to go.

I think a small hint system would help a lot here. Maybe if the player stays on the same objective for a while the game could say something like where that material can be found. Even putting a tiny source description inside the crafting menu would work. Like "Fiber - found near X area". That way you still have to explore but you dont end up walking around completely lost.

The camera could also feel a bit smoother. Some easing when it moves would make travelling around feel nicer. 

Still though this is a really big and polished entry. The visuals especially are VERY good and there are a lot of systems here for such a short jam.

If you have some time please check out my game too! Id really appreciate a rating and some honest feedback :)

Thanks a lot :) Really nice comment to read.   And yeah I agree most of the weaker stuff is polish. I wanted to improve things like the gun sounds and lighting more but just ran out of time.    Also yeah thats kinda a spoiler 😭 but Im glad you found that little moment because I really like it too hahaha.   Thanks for playing and for checking out the smaller details :)

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Pretty fun platformer but there are a few things that made it harder than it needed to be.

First thing I noticed was the grass platforms. Some of them blend into the background WAY too much. I would give them a darker outline or change the color a bit so you can instantly tell whats actually a platform.

Some jumps were also kinda frustrating because I couldnt see where I was supposed to land. A few times I basically jumped and hoped there was something below 😭 I even landed next to an enemy because I couldnt see the platform. Moving the camera slightly ahead/down depending on where the player is going could fix this pretty easily.

The enemies could use more feedback too. There wasnt really a satisfying sound when I defeated one and Id also add some walking animations for the player. Small things like that would make the game feel much more alive.

Music was good but the water sound felt a little strange because I couldnt really see any water moving around me. If you want to keep that sound Id add an actual flowing water so like little river or waterfall in the background but the flowing should be visable. Then it would make much more sense and also make the environment look nicer.

Still a nice game and I think the base platforming works. Mostly it just needs better readability and a bit more feedback/polish.

And if you guys have some free time please check out my game too! Id really appreciate ratings and some feedback from all of you :)

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The art is probably the strongest part for me. I really like the pixel art and the school + zombie setting looks great. Easy 5/5 visually.

Gameplay has some cool ideas but I ran into quite a few problems. I forgot which button picks up weapons and after the tutorial there wasnt really anything reminding me. Id put a small prompt near an item like "press E" or show the controls somewhere in the pause menu. Its really hard to remember everything from one tutorial.

Combat also needs more feedback. A lot of the time I couldnt tell when a zombie hit me or even if my attack actually connected. Some proper enemy attack and hurt animations would help A LOT. Maybe knockback when something gets hit too.

I also had bullets sometimes go through zombies, and outside the projectiles from my pen became invisible for me. At one point I died even though I felt pretty far away from the zombie so the hitboxes might need another look too. Fixing those things would make the combat feel much more fair.

Audio is 3/5 for me. Some background music would help a lot and stronger hit sounds could make the fights feel way better.

Theme is definitely 5/5 though. Escaping the school and fighting through zombies just to make it home fits really well.

There is a good game here but I think another pass on animations hit feedback and bugs would improve it massively :)

And if you guys have some free time please check out my game too! Id really appreciate a rating and some feedback from you :)

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Audio / Sound Design: ⭐⭐⭐ 

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This was pretty fun. I like that youre basically stuck on this bus trying to make it home while constantly checking if somebody is about to take your money 😭 It gives you a reason to keep looking around instead of just waiting for the ride to finish.

Visually its a solid 4/5 for me. I like the characters and the whole bus setting. I think some stronger visual feedback would help a lot though. When money gets stolen maybe the bill could flash or shake for a second. Even a little hand animation or red effect would make it WAY clearer what just happened.

Gameplay is also a 4. Id probably make the quieter sections a little shorter and add more small random events between the bigger ones. Even simple things like having to check your stop or react to something happening outside could give you more reasons to look forward and make the whole ride feel less repetitive. The UFO guy  part could also have different things to search for instead of basically the same target every time its repetetive.

Audio is around 3/5 for me. It felt a bit empty sometimes. More bus sounds would help a lot. Engine noise. Brakes. People talking quietly. Stuff happening outside. Maybe some subtle music too but honestly even just stronger ambience would already make the game feel much more alive.

Theme is easily 5/5 though. Turning a normal bus ride home into this stressful trip where youre just trying to keep your money is a really fun interpretation.

Good job with this one :) There are already a lot of good ideas here. Mostly Id work on feedback variety and making every part of the ride feel like something could happen.

And if all of you have some free time please check out my game too! Id really appreciate a rating and some feedback from you guys :)

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This was a fun one 😂 The drunk balance mechanic is such a weird idea but it actually works really well. It makes even simple movement feel like you have to pay attention.

The art is easily 5/5 for me. Everything looks really nice and the visual effects sell the whole drunk feeling really well too.

There are some buggy parts here and there though. The road section can get a bit messy and some situations feel more chaotic than they probably should 😭 Still nothing that ruined the game for me.

I also liked how the later areas change things up. The construction part especially fits the movement mechanic really well because suddenly just getting across simple obstacles becomes way harder than it should be lol.

Audio is a good 4/5 for me and same for the theme. Very nice game and definitely a funny take on getting home.

Also since theres a whole team behind this one  if each of you gets some time please check out my game too! Id really appreciate a rating and some feedback from everyone :)

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The route choice idea is really nice. Having to decide between a safer road and a shorter risky one while watching your fuel actually makes the theme part of the gameplay. 5/5 for theme from me.

Driving feels good too. I liked that damage is shown on the car instead of just giving you a normal health bar. Gameplay is a solid 4/5 for me.

The visuals work but I think this is the part that could improve the most. The lighting looks nice but a lot of the world is still made from very basic shapes. Replacing some of those with actual roadside objects or simple assets would make the whole drive feel much more interesting. Art is around 3/5 for me.

Audio is also a 3. The car sound does its job but I think some quiet music and more environmental sounds could add a lot. Wind or rain or just some background ambience would make the road feel less empty.

Good game though :) The main idea works really well. With a better visual pass and more audio I think it could feel much more complete.

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

Glad you enjoyed it :) I put quite a lot into the map so its nice to hear the amount of content didnt go unnoticed.

And nice job finding most of the cats haha. There are a few that are pretty easy to miss 😭

Really happy the movement and gameplay felt satisfying too. Thanks for playing and for leaving a comment!

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The movement idea is pretty fun and I like the whole fast gum platformer thing. It looks quite good too and the presentation works well.

My main problem is that it felt a bit too easy and random sometimes. I noticed I could pretty much just hold D and keep jumping and get through a lot without really having to think about the obstacles 😅 I think making the player react more and actually manage the momentum would make it much more fun.

I also didnt really feel the rhythm side that much. I can see what you were going for with keeping the flow going but for me it felt more like a fast platformer/endless runner than rhythm gameplay.

Still a cool little game and I think the base movement has a lot of potential. With some more deliberate obstacle patterns and a bit more challenge it could be really fun :)

If you have some time please check out my game too! Id really appreciate an honest rating and some feedback :)

Gameplay / Core Idea: ⭐⭐⭐⭐

 Creativity / Theme Interpretation: ⭐⭐⭐⭐

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 Technical Execution: ⭐⭐⭐⭐ — low 4 for me

 Scope / Completion: ⭐⭐⭐⭐

Pretty nice game :) The gameplay idea works well and I had fun with it. Id give the core gameplay a 4/5.

The presentation needs some more work though. My biggest thing was the lack of hurt animations and feedback. When something gets hit it kinda just happens and I dont really feel the impact. Even a small animation or effect would make the combat feel much better.

Visually its okay and everything works but it could definitely use another polish pass. Technical side is somewhere between 3 and 4 for me.

Still a good game and theres a solid idea here. With some more animations and feedback I think it could feel WAY better.

If you get some time please try my game too :) Id really appreciate a rating and some honest feedback!

Gameplay / Core Idea: ⭐⭐⭐⭐⭐

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This was a really nice little game. I had fun just placing stuff down and watching the planet slowly come back to life. The whole chain with grass making soil then trees helping with rain and animals affecting each other is a really cool idea.

Visually its probably my favorite part. 5/5 for the look of the game. The little planet is really nice to watch and everything is easy to understand.

I didnt really get the rhythm part though. Maybe I missed something but I didnt feel much rhythm in the actual gameplay so thats why theme is around 3/5 for me.

I also think it could use a bit more content or progression. Whats here is good and works well but it feels like it ends just when I start getting into the ecosystem.

Still a very fun small game and the core idea is honestly really good :)

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

Thanks for playing :) Im glad you noticed how much stuff I tried to fit into it haha.  The lag is something I need to look at more. There are quality settings in the menu so lowering them might help but it should still run better by default.     And yeah the visuals are definitely more of a personal style choice so I get that they wont work for everyone. Thanks for being honest about it and for the feedback!

Thanks! Really happy you noticed the UX stuff because I spent quite a bit of time on the menus and map so that means a lot :)

And yeah the length is definitely something I learned from this jam 😅 I wanted to make something pretty big but youre right that a lot of people probably wont have time to see the later parts. Next time Ill probably try to keep the scope smaller and spend more time polishing what is there.

Glad the gunplay and exploration worked for you though. And of course the cats had to be there 😂 Thanks for playing!

Thanks a lot for such a detailed comment :) I really appreciate you taking the time to write all of this.

Also 50% is already quite far haha and Im glad you found at least one cat :)
 There are more waiting for you.

Im really happy the combat wasnt too frustrating even though FPS games arent really your thing. I wanted it to be more about the world ambience and little things you find along the way rather than making the shooting super difficult so its nice to hear that came across.

The feedback about the art and the game being a bit too long is fair too. The scope got pretty huge for a 10 day jam and I definitely had to make some compromises because of that. Im also really glad you noticed things like the map and other QOL stuff because I spent quite a bit of time on those.

And thanks for mentioning the audio and ambience too :) Really appreciate all the honest feedback and thanks again for playing this much of the game already.

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Building the rocket was easily the coolest part for me. Picking the parts and then actually trying to fly the thing home is such a fun idea 😂 Flying it feels good too and I liked messing around with the rocket design.

I actually like the simple style of the player model a lot. The space background looks great too. Some of the smaller stuff could use more work though. Especially the ore and scrap pieces. Maybe giving each resource a stronger shape or color and adding some particles when the tractor beam grabs them would make collecting stuff feel better.

My biggest problem was SCRAP 😭 At one point I had around 100 ore and like 2 or 3 scrap. Even after building the thing that helps collect resources I was still constantly missing scrap. I think it should spawn way more often or maybe there could be some way to turn ore into scrap. Right now ore is absolutely everywhere compared to it.

The effects and sounds were nice. Id probably add a bit more juice to the rocket though. Stronger engine effects or some dust and particles when taking off could look really cool.

Theme is probably a 5 for me. Making the way home something you literally have to build yourself is a really cool take on it.

Had a lot of fun with this one :)

Also if you have a minute check out my game too! A rating would be awesome and Id love some feedback as well :)

Ahh okay I think I know the place you mean now :)

If its the spot Im thinking of then you shouldnt slide there. You need to jump over it and use the climbing mechanic to get across.

And thanks for trying more of the game too. If you manage to find the time Id really appreciate it if you could beat the whole thing. Would be really nice to hear what you think about the later parts too.

Appreciate you giving it another shot :)

Haha glad the cats worked for you  I had to put them in there.

There actually are graphics settings in the game with low medium high and ultra. I think you probably had it on ultra which could explain the lag and the fans going crazy. I usually played on high myself.

The menu is a bit weird though. For some reason Escape doesnt always open it properly in fullscreen and sometimes just messes with the window instead. If you switch out of fullscreen you should be able to open the menu and go into settings to change the quality. So yeah thats definitely something I should fix too.

And thanks for mentioning the visuals. I wanted to do more with them but the project got pretty big and I ran out of time for some of the polish.

Also thanks for playing and for the feedback :) If you ever try it again on a lower quality setting Id be curious if it runs better for you.

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Thanks a lot for the detailed feedback! I really appreciate it 

And yeah I definitely agree that I overscoped a bit 😅 There were still a lot of things I wanted to add or fix. Yesterday I literally didnt sleep at all trying to finish everything before the deadline lol. Still Im pretty happy with how much I managed to get done.

About the quarry part. You actually dont have to slide under that thing. You can just go around it. The game is pretty open so you can even go through the grass or forest if you want. I think the normal path is more fun though.

The characters were actually a style choice. I know theyre simple but I kinda like them like that. Thats obviously subjective though so I completely understand if the style didnt work for you.

If you have the time Id REALLY appreciate it if you gave the rest of the game another try. The part you played is still pretty early. Its around 10-15 minutes in total and later you get more weapons like shotguns and sniper rifles. I tried to make the combat satisfying especially with headshots being one hit kills.

Thanks again for the feedback! And if you do finish it Id love to hear what you think about the whole game and get an honest rating + feedback on the later parts too :)

Gameplay / Fun / Engagement: ⭐⭐⭐⭐
Art Style / Visuals: ⭐⭐⭐⭐⭐ 

Theme: ⭐⭐⭐⭐ — low 4 for me 

Sound design/Audio: ⭐⭐⭐ — somewhere between 3 and 4

This was really fun. I liked the art style a lot and visually the game looks VERY cool.

My main issue was the lack of animations during combat. When I hit an enemy or when an enemy hit me I didnt really feel the impact. Some attack animations and hurt animations would make a huge difference because sometimes I wasnt even fully sure if the hit connected.

Gameplay is still a 4/5 for me though. Without that issue I could easily see it being a 5 because the actual idea and gameplay were really cool.

Music and sound were decent too. Probably a high 3 or low 4 for me. Theme is around a low 4 as well.

Really fun game and I enjoyed it a lot :)

If you have some time please check out my game too! Id really appreciate a rating and some feedback :)

Yeah I totally get that 😅 University and a game jam at the same time sounds rough. And honestly I know that feeling of starting with a much bigger idea and then realizing there isnt enough time to do everything Still I think the concept came through really well and the ending was cool. Thanks again and Im looking forward to hearing what you think about my game :)