This is crazy for your first jam! I really loved the art and the sound you did have was spot on. I really loved the color palette you chose and those dice rolls looked awesome as well. I was surprised that there didn't seem to be any music (unless I missed something?) because that great style could have been supported well there. You should be very proud of this!
AVNDR
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Adorable. I really love the hand drawn art style and the creature sounds (especially during tag). I was really confused at first in trying to figure out how to give the monster what it wanted because you could click on the icons but nothing happened. It was painful seeing the care level drop without knowing what to do haha. But I figured it out eventually. Good stuff
Hey I really love this one! I'm definitely a sucker for turn-based Worms kind of games. I like that it was an actual level to go through too, and the other mechs wouldn't take their turn unless in radius. I fumbled a lot at the beginning figuring out how everything worked and then after it clicked I restarted so I could enjoy it from the start. The idea of having to get to the crates to resupply cards was sweet. I also really loved the animations, how did you guys achieve that?
I think the card clicking could have been a bit smoother as I didn't get why it wasn't selecting at first. Figured out the drag up pretty quickly, however it did lead to an obnoxious bug where if you dragged it too far then it would activate the weapon and you'd miss that action turn. I also shot myself with the shotgun somehow with the big guy. I think I quite literally shot myself in the foot while shooting down at an enemy I was on top of lol. Maybe a feature?
More in-game introduction to the controls and how everything works is something I think sorely missed in a lot of jam games, and our game is no exception- didn't have the time. But its good I think when even without that you can figure it out pretty easily, so kudos there too. I quite liked this one a lot, and I'd honestly play a whole game of this if you kept going. Sweet stuff in here!
Thanks for the bug hunting and feedback! The cars get thrown in automatically when you walk toward the shredder so you may have been crashing from pressing q when you didn't need to. But it absolutely makes sense that you would as that's the action button, haha. We also don't have anything available telling you you don't need to do that, and we didn't think to test it, so very thankful for that feedback since I think we want to keep developing this guy. The economy and rate at which you earn money is definitely on our minds, as is the combat. Thanks for playing!
This is very cool. I love how you matched the color and style through and through. I loved the music as well. I liked the side scrolling action take on the survivors model too, that brought something unique to the idea I haven't seen yet. My biggest feedback is that sfx would be awesome for this one and I'm sad it didn't have any. It made it hard to tell if I was getting hurt or not as well. I also didn't love how you have to click with you mouse and then quickly jump back to using j and k to avoid getting hurt. Like others have said too, the time between waves was long. I think maybe that was intended so that you could regain some health in between waves, which I appreciate, but would have been cool to just regain it automatically without having to wait so long. I would love to see this more developed!
Nice minimal pixel art game. the visuals and the sfx were well utilized and overall the game is very clean. I love the intro slates and the idea of using a cartridge. I'm a sucker for that nostalgia. And on that note I liked the galaga/space invader vibes too. The menus were very clean as well. My favorite thing was that you immediately gave the player the freedom to have a right and left arm load out selection (something I wanted for our game but couldn't implement with our time constraints)! I found myself running into enemies to die just to try them all out haha.
I think that also brings me to my biggest critique too: the weapons didn't feel different enough and there were was a very clear meta. Gatling all the way. The plasma and cannon felt pretty much exactly the same but I was expecting the shots to at least go through multiple enemies. The shot gun had no spread so felt pretty similar to the rifle.
All in all pretty cool and didn't come across any bugs or anything like that which is something to be proud of in a jam for sure! I could see this being a minigame inside another game. Nice stuff here!
I liked this one! The art assets for the mecha were sweet and well utilized. I didn't play long enough to get to the third level primarily because I couldn't tell if it ran slow or the pace just wasn't quite there for me. the constant enemy respawns made the game fairly challenging as well. I would have loved a way to gain health back at least. Maybe randomly dropped instead of the constant energy canisters when defeating an enemy? Otherwise it also felt a bit like a slog even bothering with attacking them. If you could regain health when defeating them and you needed it then maybe it'd rally the player to fight more instead of solely trying to avoid enemies. . I think my biggest point of frustration, however, was getting stuck on walls and such after dashing. Died many times that way in frantic escape attempts, haha. The music as FlamingoSummer also said felt very reminiscent of almost Star Wars. Good work!
Hey I really appreciate the response and explanation! Like I said, the idea is a great one and I'd play it again for sure. I absolutely enjoyed it. Our game has a lot of similar issues in balancing, bugs, and we also started later so totally understand haha.
I saw the Dungeon Intern games you guys put out previously and that felt to me like you guys were working on a series and trying to get it out there and using the jams to do that, not so much that you're attached to those characters and *your* sort of theme and wanted to make games within that with jams. Pretty cool you guys are keeping to it and rocking it anyway, because it is a really good idea like I said. Good luck dudes! :) Thank you for clarifying!
So gonna call this out immediately and get the hard feedback out of the way: the general idea is *barely* mech related imho. You could change that word "mech" in the unit descriptions out for all kinds of things and the idea of mech would never cross your mind otherwise. The theme is presented in one word used in descriptions. Nothing is actually mech related really otherwise. I get it's the goblins' imagination but... It just feels so loosely based on the idea. If it was robots instead of lil goblins boys trying to act like big battle mechs or something but they work in an office, I'd be right on board and love this for this jam. But the goblins throw it off and make me feel like this was made for another jam but literally one word was change to get it submitted to this one. I mean bruh, it's called "Dungeon Intern" like it was clearly for a fantasy jam but submitted to this one as well with subtle changes. It just doesn't fit to me. Which is really a damn shame. Feels like you guys are pulling a fast one on the people that worked hard on making something that fits the jam.
Judged without that idea alone, it's honestly a really great game idea and it was well executed. I've never seen personally a tower defense where you can move your units around like that. And the general idea of it just being a boring day at work with a bunch of little goblin employees trying to make up a game and get really into it instead of doing work is super adorable and creative. I adore this as an idea. Very creative and unique and lots of praise for that plus the moving around mechanic.
I found myself wishing I could have more of one unit than just upgrade it but you can't just hire more employees to not do work! Right?! I also kind of wish the moving mechanic played into it more, because I really just sort of stacked it all at the beginning of the path and made the game freeze and crash- After having no issues at all passing each wave. If there had to be minimum distances and wider effect distances that might make it a little more of a puzzle and add to the idea of needing to place units well like a classic tower defense, but with the added idea of shifting it as needed.
The audio was great, but definitely had some times where it got too loud or multiple sounds stacked. I would have loved another music track or two, but I also didn't hate the loop or anything. It was perfect for it. The voices for each character were great too, and I love when people bring out voice acting in jams. Props audio team from another audio guy!
The art was dope. A lot of detail was put into this and it shows. Great work there too!
Obviously my two main gripes are that it doesn't fit the main theme well imho and the game crashed when I tried to use a little over half the units. But a great original idea nonetheless and you guys should be proud of this. Enjoyed my time with it, but can't help but feel like this was not made for this jam at all.
Thank you! I can totally see it being hard to tell where it incorporates the challenge because they're specific parts of the song in my entry, whereas most other entries have featured one or more of the challenge elements all through out. I definitely went the route of incorporating all three but not as major elements since I was trying to challenge myself in the style too. Thanks for the feedback!
This is super fun. I really love your drum fills in this. Would love to hear something of yours with more elements.because you have a great sense of how to make the parts dynamic with just, what, four instruments? Would love to hear something of yours with more elements. I think the mix is the only thing I'd critique. Would love for it all to come up, especially those great drums. Give them some punch. Great work!
Been playing a bunch of pokemon too so I love the nega Meowth ha :P
This song is crazy good. The composition is just killer! And it's in a similar vein where I went with it too, so it's fun to hear that. I think your mix is great as well, very clean. I think really my only feedback is that Amen Break- it definitely does feel like you didn't know what to do with it and instead of taking advantage of it, it's sort of hidden back there behind all these really wonderfully composed elements. When it first comes in I'm like "oh this is gonna get huge!" and it sort of does, but I think leaning into that dnb vibe you were avoiding would have made this incredibly unique and awesome. Also would have made the quiet part after that much more serene and dynamic.
I literally can't nitpick anything else though- this song is just awesome.
Did you play the guitar and the bass or are those synths/samplers?
I heard this and saw the comments and was immediately like "oh no, was there a specific sound I was supposed to use for the metal pipe??" haha. I like the reversed sample though.
The amen break was a really nice compliment to the rest of the track, and I liked the meowsynth implementation and how it works with the artwork haha. I think it does get a little chaotic around :32 or so. The ending I don't mind really, and in fact that last resolving "meow" gave me a laugh, haha. Great job!
I made the art with Meta AI cause the ability to just say "okay now more like ___" to the image is really nice. All the characters and the background were made with AI (animeart.studio for the background). It took awhile to get something usable, but they came out really well I think! I definitely spent too much time on it, but I couldn't resist getting the idea out there haha. Thank you!
Hey thank you so much for the feedback! Especially happy the music and vibe hit home and the concept has potential.
I definitely think if we had another day we could have put more polish in but unfortunately didn't quite have the time at the end! But I hear your feedback on the lag and the lack of instruction for sure. Totally right, there. We've noticed already some people experience lag on the browser version and some don't, while our own .exe's we've made have run perfectly fine for some reason too.
Thanks again for the feedback and for playing! Hope you had a good time with the jam and good luck! :)
This was awesome! The first thing I noticed was how you made the itch page look like a computer screen. Clever! Loved the sound, the music, the quotes, and the mechanics. Had a lot of fun. That last level was tough for me and rounded out my whole play through at 22 minute hahaha. 6 minutes is impressive but that makes sense for it to be the dev. I loved the old windows look too, very well done.
Noticed you say you used a synth and a bit crusher for the music in another comment- I've done the same myself so it's validating seeing someone else use the same method and pull it off so well.
Awesome work!
This was a lot of fun! My team also went with a trash pick up theme so I was keen to play this one.
I enjoyed raising a piece of wet crumpled paper's value upwards of a million lol. The endless nature of it had me testing the limits just to see what it would do, and I broke it big time there at the end... But that kind of only made it more fun for me, hehe. All the values flipped and I ended up only making money by mashing the spawn rate, and then I had fun realizing that now I became the development causing the litter, rofl.
I loved the chill music and the 3D models, as well as the color coding telling you where each piece of litter goes. I also love how the litter would just sit in the bin if placed in the wrong one. Being able to drag it around was a really neat touch, and needing to get back to the river to grab more before it got away gave the game a nice yet calm sense of urgency. I didn't increase the spawn rate until the end, but I had fun with just how much would keep spawning.
Now I just have to find a way to recreate this in real life so I can sell measly litter for over a billion dollars.....hm hm hmmmm....
...Erm, without causing the litter as well... XD
Bravo :)
I really had a lot of fun with this! The CRT was too much but after reading some comments and seeing you added a slider, that put me right where I wanted to be - CRT on but very little to no screen distortion. The retro vibe with retro inspiration in Asteroids was a great fit for me as a player.
I have no idea if this was intentional or not, but the acceleration SFX stood out to me immediately in that the pitch of it very similarly matched the music at both bottom and top acceleration, and I thought that was really cool. The music and SFX in general were awesome to me.
Loved the Vampire Survivors flair of upgrading by chance (does that game type have a genre yet? haha) and I immediately saw myself in that familiar gameplay loop and desire to keep leveling up to be more powerful. I played this probably about 6 times or so, and I think the only thing I really found my self struggling with was how easy it was to lose target lock on what you're shooting at. I couldn't see anything that gave reference to if I was going to lose lock, and it seemed that whenever I upgraded I lost lock, and that was frustrating when I was trying to avoid the enemies that follow you.
All in all though, the polish on this is insane! Really looking forward to seeing more of what you do!
PS: Congrats on getting another job and being able to polish this like you did while in such an awkward stage in life. Really great work :)
I *really* like this game. I actually stopped playing it just to say this, and then I'm gonna go back and start playing again. The general concept is just so simple while so clever at the same time. Creative games like this is the reason I love indie games. I DLed the dev doc and noticed Celeste immediately- one of my favorite games in the past 10 for sure. You can see the influence too. The audio is great, the art is great. Super fun. Gonna stop commenting so I can play more :)
Edit: also, the art thumbnail is great. I decided to play the game based on that.
Discovered you can shoot infected blocks too. Love the detail in the mechanics and how well they were implemented! I think you did a stellar job managing your time and expectations for this jam to deliver something fun and polished. Bravo!
This is adorable! The "Yeah, wack 'em!" dialogue gave me a good laugh too :) Only thing I wished for was to be able to talk to the villagers after hugging them because I wanted to get more into what this village was about and their reaction to a kid hugging them to make them feel better.
As an audio person I loved the music and sound! How it gets slower and pitched down as the time runs out and it gets darker was a nice touch. I actually went to answer a text for a second not noticing the timer and came back like "oh OH NO" because the audio was such a perfect cue for me that time was running out. The ukulele sounds like it was played and not a sample, which I really appreciate too.
Thank you!! We're real proud of it so far and definitely plan to continue because we have so many ideas and have had a blast. Super happy to hear you had a good time and were able to appreciate the detail we tried to focus on. Also a big thank you for checking out the game after I tried yours- I didn't expect the reciprocity :) High praise, thank you buddy!