Nice job, though I admit it's far too unforgiving for my blood. A combination of having difficulty making out some of the letters, and oftentimes the next letter being visible on screen quite late. With the speed you fall, it makes it really punishing.
Autolycus
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What an amazing idea! And so well executed. Holistic and concise, everything I look for in a game. You've created something unique and truly inspired, I love it.
A thought I had while playing was that a rare missile that could be 'lured' into the dino might be a neat way to add a little extra spice. It'd give the player a little more agency and could have an element of risk/reward to it.
This is unreal, what an incredible job! Aside from the actual golf aspect being engaging and challenging, you've created a miniature world that's fun to just hoon around in. Yes, I will shoot a ball into every surface I can to see what sound it makes. Yes, I will crash my cart into everything I can, you better believe it. Yes, I will burn donuts into the green, what are you gonna do about it?
How many attempts did it take to get the hole in one shot for the gif? You can tell me if you cheated, the secret will be safe with me.
Ahhh, very cute! The art and writing is really endearing. Managed to have a playdate with Codie on my first game, then accidentally stumbled across a reproduceable bug that locked the game up on my second go.
1. Go to rooftop, tell Codie I like cute dogs.
2. Rooftop again, tell Luna I didn't have a good day, and make her mad by suggesting cake.
3. Rooftop again, Luna has shot up to 2.5 hearts and I can't proceed.
Simply outstanding. So much variety and so goddamn charming, you really captured everything that makes the Warioware games so iconic. Each character and game was unique and fun, and the way you tied the narrative together was excellent! The only time I stopped smiling was to grit my teeth when it was faster than my tiny brain could handle.
That poor delinquent would be so upset if he knew there was no film in that camera ;___; Actually, do all of the characters have names?
Good work, you created an excellent atmosphere with this. Really liked the graphics and sound design.
I was fine with the fetch and bring nature of the game itself, but the distance between some of the pieces is too large in my opinion. Backtracking through multiple empty corridors and rooms with a low walking speed felt like drudgery. Perhaps that's intended, but it made it tedious for me.
Nice one! The way you chose to show positions on screen was a great choice, really went a long way to make it feel competitive.
My biggest complaint is that the power ups were very unclear. I avoided them both at first, the blue one because I had no idea what it represented, and what I think is a fuel can(?) first read to me as a bomb. Distinguishing them more as beneficial items would make a huge difference.
Grats! Thanks for giving it a whirl, and for the critique. If I do anything similar in future I will absolutely jack those good ideas, hope you don't mind! Using the environment as incentive to play is a good takeaway from releasing this, so adding additional planets would be a bonus on that front too. Cheers again!
Blown away by this one. Looks great, sounds great, plays great, and is packed with features and extras to discover without wearing out its welcome. I found the UI and flow really intuitive and pretty much everything about being a dungeon frog satisfying. You absolutely nailed this.
Still, I'd like to offer something more than "loved it", so here go a few things I took note of:
1. When picking up the battle axe/hammer, my weapon inventory was full, but it disappeared and I didn't get to use it. Seemed unintentional, given other items wouldn't let you pick them up if you had no space.
2. When multiple items were on screen, it wasn't clear what you'd pick up. A non-issue in most cases, but if you've only got space to pick up one more thing, being able to highlight something specific might be nice.
3. I chalk this one up to personal preference but figure it's worth mentioning: In a room with two enemies, after killing one, the other moves to the centre and the relevant UI changes. It only takes a second to recalibrate so it's pretty much inconsequential, but it's a slightly jarring inconsistency.
That was a lovely little piece of zen. Great job on the visuals and sound effects, along with an excellent pick for a background track. It all came together to be very dream-like. The gameplay itself was simple and relaxed. The space to work in was restrictive enough to make me aim for efficiency in my actions, but still had enough wiggle room that it was never tedious or frustrating to shift things around. You also included a master volume slider, which instantly makes your game a 10/10.
Really impressed by this entry. Even the credits made me smile. Grats on keeping your scope in check!
Wow, this is polished to a sheen. Sound design is on point, sfx are perfect and the loop's a bopper. The visuals are great too - good choice of palette, awesome sprite work in general, and the UI's tidy and clear. I played around with strategy a bit but in general it seems hard to lose, especially if you just launch each drone as soon as it's available. Still, the amount of time you've got to defeat the invader feels just right. Short enough to give a real sense of urgency, but enough to safely stave off the threat.
Only thing that breaks my heart is that George Clinton would be out here trying to conquer galaxies.
Thank you so much! I'm glad you had a good time with it. The reason I joined the jam was to take a break from larger projects with indeterminate goals - I wanted to make something quick, fun, and most importantly, finished. I had to stop myself from feature creep several times and keep everything super concise, so it makes me happy that the simplicity is well-received.
Absolutely incredible job! You managed to pack a lot of depth into this in such a short timeframe. The mobility mechanics were fun and had a certain precision to them that felt good. You really knocked the exploration and progression out of the park, and I appreciated the ending heads up a lot given I'd missed a coin along the way. The combat seemed largely superfluous, but that's far preferable to it being an interruption or an annoyance. Pretty sure I fired the bow once just to test it out, but maybe I would've used it more if I'd spent more time in Look Ahead mode. I also never felt the need to use the shield. I think they'd have been well served to solve environmental puzzles/hazards, but it was still cool to have them as combat options even if they sat unused.
There are some minor nitpicks, here and there; some grating sound effects, stationary arrows caused damage, an awkward checkpoint position lead to some frustration near the end. But overall, this was fantastic. The Artemis franchise is going places.
The puzzles and progression here were great, I liked that so much of it was eliminating red herrings, and that there were enough to meaningfully think about. That main theme was an incredibly funky jam too, took me straight back to sitting in front of the TV playing infinite-in-one consoles. Very charming.
Nice one! The simple interface works really well, and I dug the old school roguelike feel to exploration and recovery. I did find myself clicking off the window occasionally when moving rooms, but it wasn't a huge bother. Given specific goals this seems like it'd make a great coffee break game, a little like Desktop Dungeons maybe.
Neat game! Graphics are great, I absolutely adore the level select badges and the way you gave them depth. The god rays in the forest are a really nice touch, too. I don't know if I'd have preferred being able to switch lanes mid-jump - as it stands the gameplay is less reactive and more about level memorisation, but that's not necessarily a negative.
I gotta know, though... what crime did I commit that not only drives me to escape all the way into the mountains, but also drives the cops to follow me there?
Not bad! My best was 6 out of 8 candles. I was thinking as I played that an indicator of how many candles remained unlit could be a good idea, though I also wouldn't know how best to implement it at such a low resolution. Maybe single pixel pips, or a button to temporarily display the number? Anyway, I was surprised at how effective the nameless evil was at making me uneasy. Good job overall.
Using colour was a really clever way of overcoming the resolution limitation! Unfortunately it comes with its own challenge: I had to pull up a second window of the game to refer to the colours on the help sheet constantly. Still, nice job on implementing a tiny nonogram. With some determination I did manage to make one (1) smiley boy.
Nice implementation of a simple code interface! Made it through all 12 levels, though I ape-brained more than I'd care to admit. Level 8's layout made it a little frustrating but perseverance paid off. I think you did a good job on making recognisable functions, but I have absolutely no idea what the game wanted from me in regards to setting up if/else statements.
So much conveyed with so few pixels. You did a great job of making distinct areas in such a small space. There was a little bit of jank in some platforming and shooting, but it mostly felt fine. More feedback on some things would've been great. Checkpoints for example give no indication they've been activated. Some neat concepts were well executed in here though - colour coding the levers, hiding shootable blocks where the player is likely to shoot. Overall very charming despite it's flaws. I'd gladly play a larger version of this.
This was great! Gave me a real "wonder boy" vibe. I really liked the music and sprite work, and loved that it had 8 directional aiming. Encountered an issue with the camera locking too hard in a couple of areas, but I still had fun until the end (I think it was the end, anyway, I couldn't figure out how to progress further). Would love to see what you could do with this concept given more time.