This has got to be hands down the most creative use of the theme that I've seen so far in the jam. And it's just a very smooth gameplay in general, awesome work!
Xarxos
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Incredible game, honestly surprised you didn't get better ratings. The concept of an action platformer roguelike is really smart, and considering the short timeframe of this game jam you executed on that idea remarkably well! I'm not sure if I enjoy the repeating level gimmick as much as if there had been multiple levels, as that could allow for designing simpler levels to begin with that are feasible to clearwithout powerups, and then more difficult and harder levels later that require more mastery over the powerups. But I get that you needed to fit the countdown theme somehow and this single level concept works well for that. Anyway, excellent game, it's definitely something I would consider picking up on steam if it was a full game!
Well, that sure took a turn! Certainly an interesting experience, although also very confusing. Which is fine for the narrative, but the gameplay was a bit too loose for my taste. Also I don't think you can make it past the boss fight at all, like, you can neither kill the boss nor get killed by it? Not sure if that's a bug or if you just haven't gotten any further with the game yet. So yeah, weird but intriguing, I'm sure this is exactly someone's cup of tea, even if it isn't quite mine I'm afraid.
Very cool idea and well-executed overall! My only big complaint is that the background color on some of the levels were way too bright so you really had to strain your eyes to see the elements of the level. I also found the difficulty to be a bit inconsistent, as some levels felt substantially harder than others, especially those that required collecting keys tended to be significantly harder than those that didn't. But maybe that's just me. Anyway, very good job!
This is a decent concept for a game which fits the theme well enough, kinda like singleplayer counter-strike in a way. The combat is a bit clunky, it seems you have to get very close to enemies to hit them with the gun and you can't see their shots either. Movement feels a bit slow as well even while sprinting, maybe because the world itself looks absolutely huge relative to the characters. But overall the game works, could be interesting if the combat was a bit more engaging.
I can see the idea here, and it's a pretty creative take on the theme in the context of a railshooter. But as you say on your game page, it's obviously very incomplete. Aside from adding more encounters and sound effects, there needs to be instructions of the mechanics in-game as they're not entirely intuitive. The animations of the enemies were very good though. Overall, I think this could be a fun concept for a game if developed more.
Pretty short and not very difficult, but it works well and you've clearly put some thought into different movement options that could be a good basis for a longer game. I always appreciate a tutorial that is integrated into the natural gameplay, so kudos for that. The sound effect when jumping is a bit too high pitch and piercing for my taste, but it's not a huge problem. Overall, a decent game for what it is.
Cute artstyle, and decent gameplay at its core. However, for a game that relies so much on trial and error (when you begin a level you have no idea where to go or where the enemies are so you'll almost certainly die over and over before you learn the layout) I really think you should be allowed to restart from the beginning of each level when you fail, rather than having to start over from the beginning of the whole game. If you changed that, then I think it would be decently fun to playthrough, but it's not too fun to have to play through the same levels over and over again just to learn how to beat a later level.
Well, it's very simple, but the controls feel good at least. The whole schtick about your hair disappearing is actually kinda funny. And it definitely fits the theme. For a first game with very limited time it's a good job that you even managed to make something playable, so keep going and you'll be able to make something even better next time I'm sure!
The art and sound design was excellent, definitely among the best looking games I've played this jam! As for the gameplay, I definitely like the concept and the basic gameplay loop of tracking performers with the spotlight works very well. However I got quite confused when I tried to incorporate the more advanced abilities. The basic descriptions of how to use them wasn't really enough to make it super clear and as far as I can tell you can't read the descriptions again after buying them? I think it would help to get a proper mini-tutorial for each one and to be able to go back to it at will to remind yourself of how the ability works.
The way you control the spotlights felt a bit finicky once you had more than one, are you meant to only be able to move one at a time? It becomes difficult to track more than one performer at once even with multiple spotlights if you can't move them simultaneously in some way. I also didn't realize that you lose money on electricity by keeping them on, as that's not made clear within the game itself.
All in all, a very professional-looking game, great presenation and atmosphere, and I think gameplay is good at its core but unfortunately a bit confusing. Great job!
Pretty good for a first game jam, but there should really be some more instructions in game about the controls and how the levels work (like the fact that you have to press the button AND go through the door to complete a level, and not just press the button). Having different textures for the sides of the platforms compared to the tops would do a lot for visual clarity, and I think that maybe it's a bit too punishing to be sent back to the beginning of the game everytime you fail. Maybe you could at least have a few tries on each level before it's complete game over?
Aside from these issues the game was pretty fun to play, the controls worked well once I had figured them out and the level design was pretty decent. So keep at it and you could make this into an even better game!
The concept is interesting and I could see it being made into a cool and unqiue game, but right now the biggest issue by far is the lack of information in-game. You're not really told what the objective is or what you're supposed to be doing, you're not told what the buildings cost or what they do, it's not clear where you can place buildings or what orientation they must have (although that one's easy enough to figure out through trial and error) and so on. Before doing anything else I think you should think about including more information in the game, because it won't matter how much stuff you put in the game if the player doesn't know how to interact with it.
But again, it's a smart concept and I do think you could make something really fun out of it with some work.
Cool atmosphere, but it's very unclear what you're supposed to do. I ran around trying to interact with things at random for a while but then I gave up because I was just confused. Also it doesn't seem possible to put objects down after picking them up, without picking up something else? I got stuck carrying around heavy blocks without any obvious way to drop them, which was a bit frustrating.
I don't know if I'm just dumb but I can't for the life of me figure out what I'm supposed to do. I keep driving around while rotating the bomb ever which way but I can't find anything to suggest what the objective is. I wish there were some form of instructions in the game on what the rules and objectives are, because as it stands I'm just confused. The physics of the car are weird but kinda fun to manage, at least.
Great idea to combine an idle game with a story-driven visual novel type game, however I really think the time should pause while you're talking to the god, or at least slow down, because the unfortunate consequence of the time continuing to progress is that you're heavily incentivized to just skip through all the dialogue as quickly as possible. I'm not the fastest reader and at first I tried to read everything, but after a while I was simply running too short on time and had to skip through most of it. Which is a shame in a story-driven game. If only that was adjusted, and maybe add some more visual elements such as icons for the different things you can buy, then this could be a really great game I think!
Kinda cozy game, though it has a problem in that the limited ways each piece of the track can be arranged means that the solution is almost always very obvious. The straight pieces really has no puzzle to them at all, because there's really only one way to rotate each of them in order to connect them to the rest of the track. The bent pieces could potentially offer some challenge since there's at least two possible configurations they could feasibly have, but that's still not much to work with. Having more types of pieces and more possible configurations could go a long way into making it more challenging. The artstyle is cute though!
I think at its core this is a good game, but there are some issues. However, most issues have pretty easy solutions I think: There really needs to be some instructions in the game of what the goal is and how the mechanics work, because as it stands you just get thrown straight into the action and have to figure everything out on your own in a pretty hectic environment. I'd also like some visual indicator of when you hit enemies, as right now you can't even tell if you hit them or not until they die. It would also be nice with some kind of minimap or radar system to let you know where all the enemies ares, as the arena is quite big and you sometimes have to spend a lot of time at the end of each level just roaming around trying to find the last few enemies. Related to that, it would be great with a clearer indicator of when each level completes, because if you're not near the middle of the arena you can't really tell if the level is done or not.
On the plus side, the game has a good challenge level and pretty good enemy variety that requires you to approach them in different ways. With some more polish and even more enemy variety I think this could be really fun.
Cool concept, and there are some good ideas with the level design in some places. The controls are a bit janky though, and the timer should probably be a lot bigger, I missed it completey at first and was very confused about why I got sent back to the beginning seemingly at random. I can't say I'm a fan of the music, but that's more subjective.
Overall, the concept could be fun with more polish, but it's a bit rough in its current state unfortunately.
Well this was certainly all over the place, and a lot of the time I had no idea what was going on. Not sure if that's intentional or not, but either way I can't say it was all that fun unfortunately, other than just the sheer absurdity of it all being somewhat amusing. The art and animations in some parts were genuinely good though.
Cool concept, although it was quite confusing. It took me quite some time to figure out what I was supposed to do and what all the different controls actually did, and even after that it felt a bit too disorienting to have to constantly flick between the screens and try to figure out how to get the water in the right place, which was also made harder by the fact that it wasn't super clear which switches correlated to which doors. It would've been easier to be able to just click directly on the doors on the display, even if it might not be very realistic in the setting.
The atmosphere was top notch though, and I can see a pretty good game being made with this concept, but at least for me it was too disorienting in its current form.
Nice game, a good variety of tasks. It felt pretty easy at first, but then I screwed up the simon says minigame a few times and the game just kept piling on more and more tasks and I couldn't keep up, which makes for some hectic but fun challenge to try and salvage the situation! Would be nice with some more variations on some of the minigames, like the mouse dragging one and the one with the car, but it's not a huge problem since there's a lot of variety with the different minigames anyway.
Also I suspect the person with the high score of like 170000 probably cheated somehow :)
Very fun game, fairly simple but the controls are tight and it feels good moving around the level. Honestly the intro with the massive bomb crashing down out of nowhere was a brilliant touch, you could've just had a generic timer running in the corner but this explosive introduction does a lot to set the tone and make you feel the urgency. The coin finder upgrade was a smart addition too, it would've been really frustrating to hunt down the last few coins otherwise. I had a time of 2:51 on the clock by the end, but I can definitely see a lot of speedrunning potential in this. Great work!
If you're into negging, this is certainly the game for you! Great fit with the theme of the game jam, a well-designed gameplay loop, perhaps a bit too stressful for my taste but I can definitely see the appeal nonetheless. The voice acting was very solid, I feel like this type of constant sarcastic nagging can very easily become annoying, but I actually found it more amusing than annoying so good job on that!
This game badly needs some instructions on how to play. I tried several times to get the rocket to launch but never managed it. Even after I found the instructions on the game page I couldn't get anything to happen (it says to use the arrow keys to speed up and slow down but I couldn't see any effect when I tried it). Is the game really working as intended? If so, it's very unclear how to play. The concept seems interesting enough, I assume it's meant to be kind of like a simple version of Kerbal Space Program, but unfortunately I can't seem to experience any of it.
