This game was simple but very satisfying! I particularly liked the way you used color to clearly indicate which enemies you could eat and which could eat you. The art style in general was very clean and well-polished. Nice work!
balydrap_games
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I enjoyed the concept and the level design! At first I found the momentum on the character kind of annoying, but eventually I realized that I should stop trying to land on platforms statically and instead just hop from one to the next quickly, which was fun! I also loved your helpful lore description.
I liked the concept, and I had fun with it! Some of the wind levels were a bit too hard for me, but I'm glad you included the option to skip levels via the menu. I enjoyed the level design, where some levels require you to slow yourself now, some require you to go as fast as possible, some require hitting precise targets, etc. Also, the music was nice!
FYI, I don't have data to support this, but anecdotally, games packaged with .rar seem to get many fewer ratings than those packaged with .zip, so I'd recommend using zip files if you can
The art and sound were excellent! I was a little confused by the gameplay at first, but once I the reroll abilities started stacking up, it became very satisfying to watch. I do wish there was a clearer visual indication of when a new upgrade is available, since I missed that a lot, and I also wish there were more predictable (or more obvious) rules for how the dice merged. Still, with the re-rolls and the art, this was a very satisfying experience. Well done!
I love the idea of combining Tetris-esque puzzling with tower defense! I'm left kind of wishing that you actually drop the blocks in real time, like in Tetris, rather than clicking on them in the queue--managing both blocks (good) and enemies (bad) falling at you at the same time could be really fun! I also liked the you could place turrets. I think the turrets should have been cheaper, and I also think the game is a bit too hard in general (which is a common problem for game jams, of course). Overall, great work!
Wow, thank you for this in-depth feedback! I tried to program the camera myself, which didn't turn out very well. Cinemachine looks very useful, so thanks for the recommendation! There is a win condition (if you last long enough, you get to a final boss), but I definitely should have included a progress bar or a "round x of y" or something like that to make that more obvious. Having bouncable objects in the middle of the map is such a great idea; I wish I'd thought of it! Thanks again for your feedback
I like the simple, relaxing gameplay. I kind of wish there was some escalation of difficulty, but I suppose the absence of that is the point. I liked the art, but the smoke from the engine could have been further improved by using a particle system, in case you do something like it again in the future. Overall, good job!
I like your clever interpretation of the theme! I enjoyed the level design, and my only complaint is that I wish there were more puzzles with the resizing mechanic towards the end, although of course you only had a limited amount of time. I also loved the art scheme, particularly the color scheme: going mostly monochromatic with a single accent color always looks great. Well done!
This is a fantastic entry! The gameplay was solid, and it was very polished. I liked how many different things there were to scale and how many different ways there were that they interacted. Each puzzle introduced a new idea; nothing felt redundant. I did get stuck for a while on level 9, and I actually skipped it originally. I hadn't thought about [puzzle spoiler; third parties stop reading] projectile travel time until level 11, which I think helped make that concept obvious, and then I immediately went back and solved 9. Maybe the levels could use a re-ordering? That's a very minor complaint, though, and you did an incredible job!
I've gone back and tried again, and I made it to the end this time! The controls were frustrating. I think it would have been much better if there was no momentum to the movement (especially when building bridges) and it was easier to see the faint blue shapes that show what's actually happen. This is a matter of opinion, of course, but I think puzzle games are generally best when implementing the solution is easy after you've figured it out; I don't want to solve the puzzle and then have to deal with finicky physics-y gameplay in order to implement that solution. Still, I'm glad I gave it a second try, because I really enjoyed the level design! Well done
I like the idea of having a metroidvania where progress is gated by the size of the swarm! Unfortunately, I had a hard time understanding the controls, and eventually, my little swarm clipped outside of the map and started flying around uncontrollably. I did also like the idea of having to split the swarm in order to go places and then rejoin them later.
Nice work! I liked how straightforward the gameplay was: just try to make it out to space. I think short runs like that are great for jam games; this game doesn't overstay its welcome. I enjoyed playing with the slightly goofy physics, and I also really appreciated the twist on the Katamari concept that adding new things to your rocket isn't necessarily good, since it makes it harder to steer. I like that the "scale" is a double-edged sword in this one. Well done!
Well done! I'm not usually a fan of incremental games, but I found this one oddly engaging. I enjoyed the art of all the happy little planets, and the goal of expanding from one planet to another to another was fun, especially since you added ideas like having the sun block your expansion. I just wish I'd been able to reach those other solar systems (though I was able to get to the small one in the southwest). Overall, great job!
Very well done! I loved the art and sound design. The concept of resizing the lantern was a great take on the theme, and I love how you complemented it by having the camera zoom out as you make the lantern bigger. I especially liked the level design, particularly the way that the monkey is introduced and then later used. If I have one quibble, it's that on the last level, 2 of the 3 keys don't seem to add much to the puzzle and just make repeat attempts to get that third key more annoying. Overall, this is some great work!
I had a hard time navigating and aiming with the mouse sensitivity that low, and I think the length of the day and nights were a little too long, at least in the beginning. I liked the idea, though! The concept of growing plants as a form of "scaling" is clever. I also liked the noise texture mountains in the distance
An idle game about an ever-expanding factory is a fun take on the theme! I did find it slightly confusing how to build things--for example, how do I rotate the factories to face northwest instead of northeast. Also, the game lags for me around the 400 or 500 mark, so even when I unlocked the second factory type, I couldn't actually build it. I really loved the look of the game though! The very smooth graphics combined with the stylish postprocessing was a lot of fun to look at.