To clarify, I just meant that the core loop still relies on reading surrounding numbers (liying or not) to deduce bombs, which stays very true to classic Minesweeper. Your twists with the timer and number values are definitely cool additions, I was just personally hoping for mechanics that completely reframe how you solve the grid.
walkberg
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Minesweeper with a twist! Visually it's beautiful I really love the visual and audio atmosphere with this blue palette, and the shaders bring a super nice vibe. And the game is overall really polished.
Gameplay-wise, it remains Minesweeper at its core. Even though the few twists bring some fresh ideas, they unfortunately don't deeply change the gameplay.
Good job!
Cute pixel art minions and an interesting mechanic using dice values to apply bonuses! I imagine you could take the concept even further by allowing players to manipulate the dice values as well.
As for the dice, it's not very clear that one of the three isn't the actual value.
I would also amplify the visual feedback for selecting dice, right now, it's pretty hard to tell which die is currently selected. And maybe display card descriptions on hover rather than on click would be nice.
I ran into a bug on the last floor where the game got hardlocked during combat resolution.
Good job !
I really liked this game the movement feels cool, and the music is pleasant!
A few negative notes regarding game/level design: the tutorial on the side is pretty neat, but since you're moving fast, you don't really have time to read it. The issue is that the jump explaining the shoot mechanic (which is crucial for what comes next) can actually be cleared without creating a platform. Because of that, I ended up getting stuck later on without understanding how to progress.
From a gameplay perspective, the platform-creation mechanic is super cool, but it's a shame the simple shot isn't used for anything else (like opening doors or killing enemies, for example).
As mentioned in a previous comment, moving the Q and E controls to the mouse buttons might have been a bit clearer.
The wall run can also feel a bit frustrating at times since you can't re-attach to the same wall.
Sometimes the "Q" key doesn't register, which is a little frustrating.
From a speedrunning perspective, I would have loved a key to restart at any time and an option to skip the intro dialogue!
I know I gave quite a bit of feedback, but I honestly had a great time playing!
Thanks, and great job to the team!
My best time: 1m14s
I really like the movement and the atmosphere when you start getting chased! The gameplay with the spheres that give sometime right sometime wrong hint fits the theme, but after a few tries, I felt like it's actually more effective to just wander randomly through the maze without following the instructions.
Thank you so much for testing the game and taking the time to leave such detailed feedback! I really appreciate it.
To clear up your questions about the roles and mechanics:
- Historian: The rule takes the total number of characters and offsets it by half the total (rounded). Because I ran out of time during the jam to add role rules based on the player count, it gets confusing on round with an odd number of roles.
- Messenger: They pick one random piece of information from all the innocent characters' info pool.
- Puppeteer: They target a character directly next to them (left or right) and force them to act as a "Liar", making them give wrong answers instead of using their actual role.
- Tagging UI: You're totally right, the UX gets messy at the bottom of the screen.
- Cat Visibility: An outline shader would definitely help them stand out from the background good point!
- Double Meows: That one's actually intentional! The idea was to play an attack meow ( two time) when an innocent cat gets attacked by a demon. 🤣
- Role Card Perk: The UI gets really cluttered when there’s a lot of information on screen. I need a better way to display this maybe highlighting the corresponding card (role and question) instead of just put it in front when you hover over the role card would help .
- Blue/Red Circles: These are meant to give visual feedback during the innocent/evil selection phase, but I forgot to reset them after the verdict... so yeah, definitely confusing as-is!
- Inconsistent Wording: Good catch! I wasn't consistent with the terms for questions and roles. I'll definitely clean that up for the post-jam version.
Thanks again for this detailled feedback ! It means a lot.
I reached the big red hot-air balloon, but I'm not sure if it's the end or no. I don't know what to do next and there's no win screen.
As someone else mentioned in the comments, I didn't realize it was a "rage game" at first, so I couldn't understand why I wasn't going up even though I still had stamina left (the visual of the impulse effect is cool, by the way). Maybe something a bit clearer would have helped. Regarding stamina, I would have liked it to recharge a touch faster at times you end up waiting on platforms for a bit too long for my taste.
An interesting take on the theme! I have to admit there's a good amount of dialogue here (maybe a bit too much for my taste). The art direction fits well with the somewhat impersonal vibe of open-plan offices, and I really liked that coworkers can spot you while you're sending reports to HR.
On the downside, the audio loop is a bit short and gets annoying after a while.
I'm pretty impressed by the amount of stuff done by just one person in a week! The visuals are nice, and the audio fits really well. I liked the story twist.
From a UX perspective, there could have been feedback on interactable objects, like there is for characters. Also, for the cobweb quest, the inventory blocks the view a bit.
Great job! :D
Thanks for your feedback and for taking the time to test it! You're completely right. I ran a playtest session with a friend after the jam and noticed some issues with specific roles like the Copycat, the Meowmic, and the Puppeteer. After thinking it over, I feel I should target the players affected by these roles based on relative positions, like "Copy the role of the neighbor two spots to your left." This would feel less completely random while still letting players read the game by controlling the randomness a bit more.
Interesting concept, but the game is super hard I get ripped off every single time! The cozy atmosphere is pretty well done.
From a UX perspective, I would make the buy and sell windows a bit more distinct. Maybe I'm clicking too fast without reading, but I got tricked multiple times thinking I was selling an item for a good price when I was actually buying it for a terrible one!
Good job !
Interesting mechanic! At first, I didn't realize the shadows were previous versions of ourselves. Since I was shooting all over the place, I thought, "Wow, the game gets tough right from the second level." Once I figured that out, the game got much easier—a single well-placed bullet kills the target, so it's easier to dodge. Maybe adding more enemies or moving ones would add a bit more challenge.
Also, on my end, I'm not sure if it's a bug, but there's no sound at all.
Good job !
/jam/brackeys-16/rate/4952668 , I've already checked yours out! I don't really have any constructive feedback to add it's already super well polished overall.
I think the game might be a bit easy for some people, because since I'm not, I really struggled! Interesting concept, though. But it would have been nice to get a bit of help in the test fail messages (or elsewhere, to avoid having to try every possibility), which can be a little frustrating.
Good job , Meow!
Visually, it's right up my alley! The visual and audio atmosphere is well done, especially "the day to night" transition, which I think is super well done.
Gameplay-wise, it's simple and effective. Contrary to what some comments say, I don't think spamming the sun to skip the night is an issue, but I would've liked some feedback like the sun growing bigger as you spam ( and maybe light the scene a bit) to give the action more feel. The game also starts a bit abruptly before you even finish reading, which makes things a little hard to understand on your first try.
Good job ! :D
Interesting art direction, I really like this black and white foggy color palette!
Gameplay-wise, it would have been nice to add different perks (right now, the fast reload perk is way too strong you can just pick it, spam shoot, and kill every enemy in front of you without dodging anything). Dodging can sometimes be a bit tough because the weapon takes up a huge portion of the screen, I might have set it a bit lower and slightly to the side for better visibility.
Hey everyone! I’m looking for 20 (or more ) honest reviews to get officially ranked for the jam.
Think Werewolf , but from the outside:
- Ask questions to unmask who is lying each round.
- Build your deck of inquiry cards between rounds to counter increasingly complex roles.
- Adapt or get fooled as the AI characters.
I'm looking for honest feedback to polish it! Drop your game's link, I’ll play, rate, and review your game in return.
Play it here: https://walkberg.itch.io/nine-lives-one-curse
Thanks for testing, and good luck with the jam!
Interesting way to tackle the theme, exploring how we sometimes can't even trust our own brains. The pixel art is cute!
Gameplay-wise, shrinking the character's hitbox just a bit might help, as they get stuck fairly often. From a game design / level design standpoint, forcing the player to walk past an element before asking a question about it could prevent players from being asked about things they haven't seen yet and avoid those random guess moments.
Good job!
Visual novels usually aren't my cup of tea, but I have to admit I got really hooked by the story! The characters are endearing and the story is simple yet well-constructed. I'm probably a bit dumb, but I didn't realize you had to press a key after entering your name, so I got stuck there for a bit.
Good job!
Thanks for testing and for your feedback! Yeah, I should definitely shorten the tutorial there's way too much information.
As for the art, all the 2D and 3D assets were made by me during the jam (except for one icon I used as a placeholder and forgot to replace). Glad you liked the vibe of the game.
I really love the color palette and overall design! The music is well chosen, and the little intro sets up the theme and story nicely.
Gameplay-wise, the badges are sometimes hard to recognize and spot. The hitboxes overlap, and I actually got the defeat screen a few times even though I clicked on the right character.


