This was definitely a unique experience. The aesthetic worked well. Probably not my style of game, but I still found it interesting. Overall a cool submission.
barney12345
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I really liked the aesthetic you had going on (both the great pixel art and groovy music). I ocassionally felt lost because there were prompts that didn't seem to do anything, but overall the game fit the theme well of slowly going out of control. A really polished game and an overall great submission!
Really cool submission. There was a large enough range of controls to be overwhelming at the start, but small enough that it has a good learning curve. My only suggestion would be to not have such a text heavy tutorial, but given the time restrictions for the jam it's completely understandable. Overall great job!
A neat idea. My main suggestions would be to show the green dot's path before pressing play and to not reset the rotation of the enemies every time the player fails. Those two things would remove some of the tediousness that isn't entirely related to the actual puzzle solving. Overall a decent submission.
Whilst the game itself isn't overly deep, the art, audio and chaotic nature made it an enjoyable few minutes. My main suggestion would be to have either a dash mechanic, or a slightly more accurate aiming system, mostly because it was basically impossible to kill the fast green monsters at times. Good job overall though!
The opening cutscene was fun to watch. I was initially confused by the controls, but figured it out fairly quickly. I did find that if I kept the car spinning as soon as it was basically level, it would stay level for thirty seconds or so until it required re-adjustment, which took away some of the challenge. Overall though it was a fairly unique game that I can see as having some potential as a mobile game
This game felt really polished, especially with the post processing effects. I was a bit confused by the core mechanic, in that there were times where my reputation bar was full but I wasn't able to control people with fairly low levels. If there was some indication as to the likelihood of capturing someone, I feel that may have helped (e.g. invert the numbers so that the number above someone's head represents the percentage chance of capturing them). Still a really neat concept and a good submission for the jam.
That was a really nicely presented game. It got suitably chaotic as the time went on, and definitely tested my typing ability. Only bug I had was a couple of times I'd get the animation showing I killed the virus, but it would still turn the key purple. Other than that it was really fun and a good jam submission.
That was a really unique game. The controls definitely took a while to get used to, but were easy to understand (the time slow down definitely helped). My main suggestion would be to change the colouring of the number of controls left to something other than red. At first when I saw red numbers on the toilet paper, I assumed that it meant I would lose multiple rolls if I went over it, not gain control. Overall a really good submission though.
I commend you on making a working multiplayer game within the time limit. Once I understood the mechanics, it was a lot of fun to play. I would suggest maybe making the attack time a bit shorter, just because it holds you in place for a while. Maybe also have some negative feedback for whoever gets the kill, otherwise once someone is losing it's very difficult to make a comeback when the controls are warped. The graphics were all very nice (similar to Nidhogg). Overall a really good submission.
I liked the relaxed nature of the game. I think it might benefit from having the camera show more ahead of the snowboarder, especially when the player is going down super fast. I also had a weird bug where often when I jumped the player would shoot off to the left, most the time going straight off of the map. Whilst it wasn't too frequent, it was annoying to feel like I lost through no fault of my own. Still overall a nice experience that could become a decent mobile game post jam
Whilst the aesthetic was unique and the different boards were interesting with their variations on the background and new mechanics, I felt like RNG and the physics engine were playing the game more than I was. A bit more player control would have been nice, like with more paddles elsewhere on the board or a more consistent physics engine. Overall it was still a decent pinball game.
The changing background was a nice touch. The robot felt a bit slow in the air, which made controlling it a bit hard to achieve. I wasn't able to beat stage 4. Either it wouldn't jump far enough, or shoot straight up into the obstacle at the top. Overall an interesting concept with one or two minor hiccups.