A simple concept executed well - the controls were satisfying and responsive, and thankfully the game was very forgiving with its checkpoints!
Aria-1834
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1. Spawn so many planets that everything turns to chaos
2. Notice that some of the planets are so gravitationally screwed by your actions that they're now stuck together, but in perfect life range
3. Stick a hundred more planets to the clump
4. Profit
That was pretty fun! There's just something cosmically satisfying about spawning a bunch of planets and watching their orbits gradually spiral out of control.
The ship building element of this game is really cool and well executed! Very simple, but incredibly effective. And the thorough tutorialization was much appreciated, especially for a jam game. The fantasy of building a ship up from a couple blocks to a huge flying fortress was very compelling, even if 99% of my bullets missed!
What an incredibly creative concept! I feel like I could play this one for hours, figuring out how best to move through different spaces and mastering precise control of size and rotation. I also really appreciate that the enemies would only hit you once, so it wasn't just game over if you got stuck on top of one - really accommodating my lack of skill there!
A really neat concept! I loved the art and the music, and the way it tied into the mechanics. The gameplay was interesting once I got the hang of it, though I did feel a little at the whims of rng at times. But the idea is very creative, and I'd love to see it expanded upon with some more cards to give the player a bit more agency!
Wow. I could've played a hundred more levels of that very happily! The viewport mechanic offered surprisingly varied platforming puzzles, and its visual execution was incredible! There are so many little presentational touches I could go on about all day - but point is, the aesthetic was great, and it really came together cohesively with the gameplay. This one's definitely a personal favorite of the jam for me!
The concept is super cool, and I would've loved to really get into this one. Unfortunately, as others have mentioned, the sheer slipperiness of the platforming - combined with the level of precision it routinely demands - made me give up in the end. But the aesthetic is really well executed, and all the UI and customizable settings are super impressive for a jam game! I'd love to give this one another go with just some tiny tweaks to the movement!
A surprisingly zen experience! The minimalist art style is delightful, and along with the peaceful music it felt very therapeutic. I would've loved an easier level to start with though - or at the very least, a slightly less triangular building to ty to cobble together out of cubes! Although I guess that awkwardness is kinda the point...
Dang, this one was very polished! Loved the presentation, and all the thorough tips and explanations were very much appreciated for a jam game. All the events felt very cohesive, and I like that the unavailable options gave you some direction on what you should aim to build. I do wish you could get resources more proactively though; since you're effectively reliant on events for building materials, it felt hard to do anything proactively at times.
I'm impressed by the main mechanic - the way the bullets' positions scale perfectly when you shrink down feels like magic to me! I'm also a fan of scrolling shooter type games - and tasteful pixel art - so this was right up my alley. If I had one gripe, it would be that I'd often come out of being shrunk and immediately get hit by another bullet that I didn't see coming - I think it would help (and also just feel cool) to add a bit of a pause effect when you unshrink so you can refamiliarize yourself with where all the hundred bullets are at. But hey, maybe that's just a skill issue!
Welp, I'm pretty sure I clicked everything that can be clicked, in various different orders, and I just couldn't make anything actually happen. Parts of the grid automatically filled up with little icons, and that was about it.
Some instructions on the game page would go a long way here - until then, I can't say I even played the game, so I can't really rate it. Which is a pity - I'm always down for some large robot action! Would love to give it another go with some guidance on what I'm actually supposed to be doing!
The aesthetic is very satisfying - I particularly appreciate the little bit of mouse panning that makes everything feel more dynamic and chaotic. And there is a lot of potential for fun here! Frantically trying to figure out which screwdriver or spanner is which, trying to precisely rotate objects against the clock - there's a very fun hectic urgency to it. But, as others have noted, the scoring seems... unfortunately non-functional? If it were working, I could see myself replaying for quite a while, shooting for high scores.
It is really funny to me that both of us saw the theme and independently went "yep, weighing of the heart time"
I had a ton of fun with this one! The Papers Please inspiration is pretty on the nose, but the Egyptian mythological flavor along with all the little touches of personality were very memorable. I particularly enjoyed the crimes and virtues - and I also wanna give you 5's in everything for "auto-ma'at-ic"!
Insanely well-presented. Had a lot of fun with this game!
All the different AI's you can go up against feel super neat and characterful, and a lot of them are really tricky but satisfying to outsmart!
I could go on all day about the graphics, the music, the sick bullettime when you get close to a ship, and just the absolute perfection of the arcade aesthetic. Incredible work, especially within the time!
What an entry! I love a strategy game with a lotta mechanical depth, and boy does this one deliver.
Honestly, I suspect there isn't enough time left in the jam for me to fully appreciate the potential of this game, but I'll still be playing it after rating season closes!
The presentation is incredibly clean - the music is fantastic, the graphics are understatedly tasteful - and all the little touches for movement and combat phases communicate everything so efficiently while being satisfying to watch.
A winning entry if I ever saw one!
What a cool game! Reverse tetris by way of digging through the stack is a really neat idea.
It took me a minute to get the gist of things, but once I started to understand, it became really satisfying to play. Hitting combos feels especially delightful.
I did struggle a little to keep track of my energy - obviously that's partly on me for playing bad! But some kinda visual and/or audio indicator would've felt really helpful to let you know when you're close to running out without having to take your eyes off the action.
The core concept here has legs for days, and I really enjoyed it!
Monday: This game seems too easy, it better not get boring
Friday: aaaaaaaaaaaaaaaaaaaaaaaaaaa
Straightforward but surprisingly fun! The temptation of the pumkins was my undoing, as I'm sure it was many people's. The farmers were very charming, as was the look of the game in general - indicating the level timer with a moving sun was a very nice touch.
A fun idea! Knife to a gunfight / gun to a knifefight was a really funny premise, and it was hilarious switching to knife and suddenly being on turbo hard mode.
Would be cool if there were more incentive to switch forms though - in particular, limiting the ammo of your gun, forcing you to switch to knife and take down some tough enemies to replenish it, really seems like a cool idea to me.
Presentation was solid too, the game looked and felt good to play. Good work!
A really fun concept! I struggled to wrap my head around the tutorial at first, but it all clicked when I started playing. Finding the right balance between shooting nemies and blocking their bullets was a really neat gameplay angle - and shooting yourself to reposition was just a delightful idea. Love how chaotic the later levels get too!
What an entry! I will always respect anyone who manages to put an opening cutscene together in time for a gamejam.
The gameplay concept is actually incredibly cool - though me being a chess nerd probably helps! Reframing the objective of chess, and letting you make use of different piece's abilities - you really squeezed everything out of that idea to create a unique game. The presentation was really clean too - not too in your face, but it communicated everything it needed to very clearly, while generally being pleasant to look at. Excellent direction!
Unexpectedly strong vibes on the final level too - a little chess puzzle game shouldn't be able to instill such emotion in me!
Wow, that presentation was insanely clean! Particles and glow effects go a long way, but the movement sequences for the card battles and all were just so satisfying too!
As a fellow card game maker, I'll try my best to be unbiased about the gameplay, but boy do I love some good cards! I struggled to follow at first, but once I got the hang of things, it was a lot of fun - and the little minigame to determine your "luck" was a really cool idea!
I had a lot of fun with this game, and reckon it could be expanded into something really cool!
A cool idea! Sadly, the robots didn't try too hard, and got themselves stuck pretty quickly. But with a little more time to iron out the AI, and maybe a quicker way to get to your desired trap, this game could be a ton of fun!
It did feel cool trying to outsmart the AI - watching it jump in place to dodge a sawblade, for example, was really neat. And the predictable, rythmic timing of their movements really helped sell it for me.
A neat take on the theme! The commitment to the bit with the cursor - even going so far as to make it go and click to unlock its own upgrades as the basis of difficulty progression - was just delightful.
Like others have said, it would've felt better if the player character were a little less floaty, though obviously that's part of the difficulty in its own way. But I had a ton of fun with the game, and would love to see it refined and expanded upon!
That was a lot of fun! I really enjoyed watching all the little "players" running around, trying their hardest.
Controls felt a little funky, but I respect the emulation of mmorpg style attack bindings and cooldowns and all.
It would've been nice if the game were a little more challenging imo - I sense there was a lot more depth in the AI and all than I ever realised, because I won just by buttonmashing. Still, the core idea is a lot of fun, and all the little players with their different classes and colours felt very characterful!
God I am a sucker for all the character in this game! The knight's dumb musings on the title screen, the break room with a slime operating a melonade stand, the final boss just anticlimactically dying. I had a lot of fun with all that!
The game's a straightforwardly fun platformer, no complaints there. I would've liked to see a little more done with the "Roles Reversed" theme - even just playing up the "you are the damsel saving the knight" angle a little more. But hey, 5 minutes of fun and a couple of good laughs - I wont ask for more than that!