Very neat, just needs bit more clarity in how everything works and would not mind playing even longer. Sometimes felt too easy and random for rabbit to spawn next to your starting castle for easy win
Aldenwar
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Amazing concept and execution, just a few gameplay hitches like the notes being very "physical" and having to be violently pulled off haha! Not sure how much more complexity you could pull out of it were it to become a real game, but for a game jam game this is superb apart the minor usability issues
Oh damn, hold to paint is such an obvious thing, can't believe I didn't think of it! Especially since in testing I so many times just furiously clicked to fill it as fast as possible to check everything works ;D A way to replay the dialogue/gather the short gist of it would have made sense too, we thought of it but didn't have time
Neat idea, needs more visual feedback especially when hitting the enemies though! Also the game lands on a pretty repetitive pattern easily, one more mechanic of some kind would help. The screen being confined feels like it limits the speed aspect a lot too, maybe a bit larger playing field could serve the idea even better? The theming is very fun
Works very well for a jam game. Design wise it would really need enemies that have to be defeated using different strategies though, I quickly found out there was no reason to not keep using the first scaled up water spell since it was easily most effective option against everything all the time since the enemies behave the same way. Maybe separate mana resources for the different elements would help too? So you would be more forced to use the other options as well!
A bit janky to control, but cool ideas. For a game jam game, this one felt a bit punishing if you failed to use a bean correctly and then had to start the whole level to get to try to figure it out again, with a lot of platforming in-between. Maybe less generic platforming, more beans action would have made a bit tighter package? Also, visuals are fun and work well
The idea behind this one is super intriguing, but it definitely needs much more user feedback to understand what exactly is going on. It just looks like things pop all over the place randomly for a while and then it ends, it should definitely more visually show what is going on with the attacking, defending, growth and so on. Very ambitious to try for a game jam game though so not surprised if you just ran out of time for such improvements. Also, not sure how exactly it worked, but the musical notes being played on changes was really cool addition too!
Definitely interesting to see a game with just one button input. Feels like it just needs some one more thing to make the action feel more engaging, now it's kind of automatic what to do and when. I liked the climax at the end when it gets big enough to collect stuff automatically and rapidly grows at the end, it felt very satisfying.
Deceptively simple at first, but got more in-depth pretty quick right after. Some more feedback on actions like using the chain item would be good, something that really shows you you are in fact targeting the objects now. Maybe also even more juicing on the scaling of objects? Since inherently that is not a very "fun" action to do on its own, the sound for scaling was fitting but could have something more still.
Other than the chain, the clarity was pretty good though, easy to understand the goal and what to do, new mechanics as they appeared and so on
Very cohesive and cool, maybe my favorite from the ones I tested so far. Kind of baba is you vibes but more nicely lightweight. Some improvement ideas:
- Would have been nice to see where player spawn is without starting the game first
- Restarting/starting with middle mouse/clicking something would be great since then the entire setup phase could work with just mouse instead of having to reach for keyboard
- There was no coyote time in jumping I'm pretty sure, would make it feel more polished
Overall great potential here, would love to see more!
Very fun idea and vibes, but it felt weird how the action always stopped after just one dish. It would definitely get more fun if you had time limit and had to do multiple in that time working together with the funny controls! We also didn't get past the second level since there wasn't any indication where exactly the ingredients were supposed to go, bit confusing. Sounds were hilarious
Fun to see another entry that took the exact same approach to the theme, down to the same name exactly! Very different gameplay though :)
This is a very cleanly executed little game, feels very polished. Would have liked to have bit more control over the characters, since they often end up taking suboptimal routes against your wishes. The shop was also bit difficult to use since it was hiding behind another window, and for the time I played I didn't feel like I needed the items either. Maybe if they were in a small inventory always visible in game view with simple dragging to use they would be nicer to use?
Well done overall
Super creative and fun idea, well done! However the controlling aspect would have been much smoother with just dragging blocks around rather than awkwardly having to move the character around to pick them up first. Which was also thematically bit confusing since the character was the same as the actual player. Big props for so much voice acting, rarely see that in jam games.
Neat and fun way to use the theme :) Maybe not everything should need a hold for the input to trigger, makes it feel more clumsy to control. Also since every need starts full it feels bit overwhelming at the start since there is no clear objective what to do. Would be better if randomly some needs were lower right at the start so player knows what to prioritise first.
Not much to add what others have said, top notch presentation and funny, but gets bit repetitive/slow at the end. And even with 5 "perfect" successes, it still fails to defeat the warlock. For the gamejam game experience maybe 4 normal successes would have felt worthy of getting an ending, and all perfect for some extra good "true" ending?