IDK if I'm just stupid or something (probably am) but I genuinely cannot figure out the first puzzle after the tutorial with the two couches. I've been trying for close to a half hour but I cant get it for the LIFE of me. I tried to move the red couch down and to the left laterally using the other couch on top as a spacer, but you cant bring it back up because of the stairs on the left. I tried pushing the two couches together side by side to get the red one across the gap, but there's no way to push the couch with the yellow arrow back without falling. I'm probably missing something, perhaps on account of the perspective, but I'm totally lost unfortunately. I love the idea and the art is super cute, though! I might try and crack at it a little more, too.
BigScrumbo
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I knew all those games of IMessage 8-ball would come in handy some day!
Genius idea here, I would love nothing more than to see a full game out of this! I felt like the balance here was great. It took me 3 tries to get through the whole thing but it was incredibly satisfying to get through it all, especially towards the end when I had the controls and physics down and was knocking balls into the holes left and right. The core gameplay is super solid to the point that I really would only like to see bug fixes and some QOL options like a fast forward. beyond that, I just want MORE! Awesome stuff guys!
The fact this was done in a week was positively INSANE. I genuinely shouted "NO!" When the game ended on a cliffhanger. Love the use of the static camera angles, giving the game a serious 90's PC adventure vibe. The models, animations, and dialogue are incredibly charming, and the puzzle made me physically write down the answer on paper, which is something I feel like we've lost in games nowadays. Besides a few big fixes, the only thing id want to see is MORE! Great work!
Can't help but echo everyone else's sentiment here! Part Yahtzee, part buckshot, part... coins! I think the idea of hold and calling what side you want to score for is a way to make the act of flipping coins, a very binary thing, super engaging and pretty fun! With some juice and some polish I could see this taking off! awesome stuff.
Not sure what else I can say that hasn't already been said! I went back after my first playthrough to get all the bad endings I didn't get, which I think is a testament to your creativity and writing. Short, simple, and with a surprisingly interesting ending to cut through the humor in such a cool way. Very well done!
I think you have such a solid foundation, that there are a BUNCH of things that you can add that would make the game have a ton more depth without tooo much effort. The one thing that immediately comes to mind that I keep coming back to is adding money, and making the player buy bullets in between rounds. Adding another resource would force the player to have to factor their economy into every decision they make. Do you stock up on cheaper yet weaker bullets towards the beginning? Or do you save up and get a couple of really strong bullets? Do you get something to deal with the armored enemies or do you thug it out and save up? I think it would be a cool risk/reward scenario for the player to be able to call in the next set of enemies early, in exchange for some extra cash. I think the greed mode from the binding of Isaac might be a cool reference for something like this. As it stands, I think it’s very easy to find a combination of bullets that combos well and allows you to go to town on most enemies, so I think making the player work for that would do wonders to make the player want to try again and experiment with different strategies.
of course there are other things too! Such as bosses/mini bosses to keep the player on their toes, more bullets with different kinds of effects and more enemies to use them on!
Got a little long winded there, but I hope any of this was helpful! I think you have a great foundation here that’s just BEGGING to be built upon. I’m more than happy to bounce ideas off you if you ever need!!!
For a one week jam, this is an INCREDIBLE outcome! movement felt great, and the controls felt intuitive. Art and sound were top notch, and I was able to clear all three waves my first try (albeit by the SKIN of my teeth!) It was fun to select my bullet loadout and figure out the synergies (My favorites being lasso + buckshot or ice or anything, TBH, and the rat bullets in general.) Only thing that sticks out is that I didn't see any sort of hit flash or inidcation that i hit an enemy unless it was a bullet like ice or poison that gives the enemy a cosmetic change, and I didn't notice some of the effects of some of the bullets, even following the description on the Itch page. Fantastic stuff all around!
lovvvve me a litte sokoban action! I think the ice adds a nice little twist to a tried and true formula. I feel like I cheesed the last level, cause I didn't interact with the two puddles at all, but hey, I still had a fun time figuring it out! I know you said you wanna keep working on this, and I think an undo button like Alosha had mentioned would be a great QOL addition. Beyond that- I want more, and that's a good thing to leave me wanting!
Pretty much gonna echo what the other comments have said. Took me a sec to figure it out, but when I did I thought it was pretty fun! I also agree that, at present, the game is hard to beat if you play fair. I tries many times to beat the game without using the leave location exploit, but I just couldn't get past Tokyo. Overall a fun little experience that I'd love to see a full version of!
Very fun flash game-ey throwback! didn't take long to beat, and is just long enough not to overstay its welcome. The gameplay swaps felt a little jarring at first, but you quickly get used to the two movesets and can really start schmoving. Especially the shopping carts, Once I had the movement down, I was FLYING, and same goes for the spin attack. Really cute game!
A super thought provoking experience that's left me with plenty to chew on. I found myself second guessing just about every choice I made. There really is no wasted space, and I feel satisfied with the ending I got. I don't know If I would call it a "Good" or a "bad" ending, but I guess it's in the eye of the beholder, huh. As others have commented, great sound and art design. Felt the writing was juuuust juicy enough to get the point across without being purple prose. Great stuff!
"I sure hope santa isn't smokin'!"
I feel the flash game comparison is apt, and I mean that with the utmost love! Simple and charming art, coupled with a super easy to pick up and play gameplay loop and a hilariously absurd premise to top it all off. I found myself getting into the flow of things after a try or two, and my winning run had a few super close calls that felt good to come back from the brink from. Only thing that I would change is to cut the game time in at least half. 5 minutes is a little too much for me, personally, but maybe that's just me! All in all, great work!
These types of games always bring out my stubborn side. I was determined to keep trying again and again until I won, and judging by the screenshots, there's still plenty I haven't seen- which is super impressive given the length of the jam! Art and sound were also top notch. I also really enjoyed the sense of resource management and risk vs reward that came with the heat system. I will say, though, my winning run came during the run in which I tried to avoid as many battles as possible. I feel like, nine times out of ten, the items you get from defeating enemies just aren't worth giving up precious heat, and I felt like if I was careful, I could get by with just the cinnamon roll and knife. I felt a little cheated when i spent my cinnamon roll and 3-4 knife uses on a bear only to get a rock that I only got to use once. But eh, chances are I just got unlucky and that them's the breaks, but if there isn't already, i think a normal and rare item pool might be in order. I also had a few instances where I got back to back encounters that were pretty much unwinnable. I feel like most items don't do enough damage/have enough uses to truly be helpful in battle, especially since there isn't really a boss or anything to prepare for. I will say, I really liked the writing overall and especially "twist" at the end, and would LOVE to see more from this concept!
Really, REALLY insane proof of concept. Considering that all of this was done in just a week, extra impressive. I know you said that it isn't quite where you want it to be- even by jam standards- so ill save my FULL thoughts for the updated release. I really like the idea of doing ikaruga times 2, with 4 different colors to work with. I'm a bigggg fan of the Dept. Heaven typography going on as well. Deff let us know when the updated version is out!
Wow guys. I knew whatever yall were cookin' up for the jam was gonna be a treat, but this genuinely floored me. The Art, the sound, the presentation, the gameplay that mixes enemy zero and fatal frame with classic style Megaten movement? I'm in LOVE! Once I understood that the record button is a TOGGLE and not an action (bc im a big dumb idiot who cant read) I had a ton of fun trying to outmaneuver the ghosts. The last little gauntlet at the end where BOTH ghosts come at you was incredibly tense and SO MUCH FUN! I'm having a hard time thinking of things I'd change. Maybe add a big "REC" on the camera screen when the recording mode is toggled? I missed the red light on the UI and got myself killed trying to toggle it on and off again lol. Amazing work fellas, pat yourselves on the back!
I'm kinda at a loss for words, guys. This is such a clever and fun idea that I cant say I've ever really seen before. The puzzles are designed in such a way that the first area eases you in as a sort of tutorial before dropping you into the REAL stuff with the time limit is a really nice touch, as I know many have trouble with tank controls, and I'm sure the unique perspective wouldn't help to one who may struggle with such a control scheme. The way the cameras are intricately placed, and the room layout so meticulously thought out really ties it all together. When I figured out how to get the key in the bottom left, I had an "OOOOOOOOH!" moment when my brain connected the dots between the other scenes to paint a picture of the environment as a whole. Using the 9 screens at once was such a great Idea because it makes you flip all around looking for traces of yourself to grasp onto. I ended up getting out with about 3:30 left on the clock. If I hadn't noticed one of the cleverly hidden numbers, I don't think I would have gotten out on time, lol. KEEP IT UP!!!
Sometimes you don't need your roguelike to have 20 insane ramping difficulty levels, Sometimes all you need is a nice, simple laid back journey- and rocks. lots and lots of rocks.
This game is a short and sweet roguelike that was a treat to play! I love how you went all in on the stick figure art style and the trick or treat theming. The gameplay is about as simple as it gets, but IMO that makes it really fun to min max. On my True final boss run, i played the warrior and went heavy into rocks. by the end I had some lucky rolls and had maxed out king size (BRILLIANT rarity rating system, btw) rocks that made the final boss a breeze. Some sort of marker to show where you are on the map would be extra helpful, and personally the SFX was a little too much for me, but thankfully there was an option to turn it down. Sick stuff dude!
Like many others, I got to the Euth room dialogue and got locked out from there. I love the idea and the framework of having to livestream surgery on tiktok... a framework with a ring of truth to it for sure. The 3D models weirded me out at first... but I quickly realized that's the point, a very unique style i haven't seen before. I'd love to play more, if there is any!
This is an experience that somehow unnerves me despite intentionally having nothing. I feel like this is a place i've been in before, but I know I haven't. Also, a lot of chicago apartments kinda just look like this so that's probably part of it. There's certainly something captivating about the living room, with the blue TV glow... Dunno why or how to put it. One quick note, idk if its just me but the mouse sensitivity was CRAZY high, which made it a little hard to navigate but i made it work lol.
Such a neat concept! I really like how the game doesn't seem to take itself TOO seriously, sort of as a homage to classic spoooooooky creepypasta stories about EVIL haunted games that KILL YOU!!!!1! Big Whoop. We've all had an evil game try to kill us, steal our soul, ETC.
First round, I got a few unlucky shots and lost my first go but won the second. 2nd round, My ball got stuck in the top left corner. I had to exit out to keep going, but then kept losing round 1. The pinball physics do feel a little floaty, but for a play field with only a few objects it makes sense. I think a mechanic like table tilt would make getting the required amount of points a lot easier without sacrificing challenge. I heard you all talking about this at the speed meet, so I'm glad it came to fruition
I JUST WANTED MY CHEEEEEEEEEEEESEEEEE
For a game that, when boiled down to its basic elements is pretty straightforward, there are so many little genius design choices that I cannot help but applaud. The controls are intentionally a little obtuse at first, perhaps "easy to learn, hard to master" is apt, because my second go-around I was kinda zooming through the rat tunnels at a satisfying rhythm. Even so, I had to be careful because If i got TOO excited, I'd just alert the rats. It's sorta a delicate dance between movement and stealth that is satisfying to get the hang of.
I love how the map is in the corner of your eye most of the time, which makes it so I don't have to constantly pull up the map to orient myself silent hill style. I also love how the map has to be toggled between pickups and enemies, meaning you have to sacrifice knowledge of one thing for another at any given time. For such a simple premise, you added just enough spice and complexity to make it something genuinely replayable and tense. Fantastic work!
Big fan of tower defense, so I was delighted to give this one a shot. I played it a total of 3 times, once where i was getting the hang of things, a second time where I just did what came natural, and a third and final time where I went in with a strategy and ended up winning, which felt REAL good. I think one thing the game would greatly benefit from is a title screen, being launched right in was kinda difficult especially when you don't know what does what. That being said by the end of my first tun I had a pretty good grasp on what does what, and by the end of the third go around I was nigh untouchable. The art is charming, and the enemies certainly have some nice... colors.
...What? Did you think I gonna say something else?
Anyway! Only other thing that really stood out to me was that some of the tower selection hitboxes were kinda small, and I ended up placing something I didn't want- especially frustrating when you mean to put an attacking tower but place a barrier or fountain instead. I'd love to see more, maybe with more enemies and towers. Great stuff!
I really love the idea behind this game, playing as a farmer who has to protect his farm from wolves, then an unknown entity (entities?). An evil farming game is RIFE with possibilites should you continue to keep working on this. Like many others have stated, I'm impressed that you were able to implement two distinct styles of gameplay! I'd have loved to have more things to work towards, since at present money only serves to buy crops. I think a cool dichotomy is having to budget to be able to grow crops, but also having to budget for defense sections by maybe buying traps and better guns. Nice work!
Gonna echo pretty much everything Chawls said here, Insane visuals and chilling yet oddly calming music. The first time I bumped into a cult member and saw their eyes in the corner of my vision gave me a genuine sort of scare. I understood my goal pretty much instantly, but I had a hard time figuring out the controls. Once I got it, I ended up having a blast. Great work!
A Short and sweet 'lil crash bandicoot style obstacle course with surprisingly deep movement! Once I got used to the glide, ground slam and upward dive I found myself getting into a groove. I did have a lot of trouble with the blue platforms, because it felt like you had to be tooo precise to stand on it. I was a little confused as to what the timed segments were for, as well as what the overall theme was before reading the game page description. I'd love to see more from a character with this move set!
Neat little game with a fun visuals and a fun premise. I feel like if y'all spent some more time on this it could really shine! I will say I had a really hard time figuring out where I was going, what I was doing, and what anything meant. With enough trial and error I was able to figure out where to go more or less. Played until a copy machine somehow killed me through the wall, and kept killing me over and over and not letting me respawn. I think one hit kills with no checkpoints are a little much, Even giving the player 3 hits to "experiment" with what routes to take would make a world of difference. I feel a pop of color, or a trail or something to maybe guide the player would be a huge help too. Lots of stuff you could do with this! Good work!
I'm so glad I got the chance to try this with you! We talked in call so I'll keep my feedback here brief, but I really loved this game, and would LOVE to see it played in person, head to head. It only took me a single round to understand the way both styles of play work, and I feel like the balance is pretty fair between the two styles of play, which is often a point of contention in other asymmetrical multiplayer games. Only thing I would maybe add or change off the top of my head beyond what we already discussed is making the goal a little more clear. I Had a bit of a hard time understanding what exactly a servent (Servant?) is, especially since it's tucked away. I think maybe some sort of map would help? But also I feel like part of the fun is having to be cognizant of the map internally so that you can sorta plan your route, being warry of the cameras and learning their placement. Who knows! Regardless, I'd love to see more!
You have something special on you hands, man. That Intro alone had me SEATED, and then seeing the 3D RPGMAKER ASSETTS was a moment that had me floored. Visually, you knocked it out of the park in almost every area. Only thing I'd say stuck out to me was the Blur/grain. For the most part, the grain was fine and served its purpose to add to the mood. Other times, especially in the VHS sections, there was so much blur that I had NO clue where I was going and what I could interact with. It doesn't help that the movement is a tad clunky at times, but eventually I got a hang of it. The VHS sections themselves are sorta the star of the show, as the little scraps of narrative are trickled to the player through them, and I'd be lying if I said i wasn't interested to see what the whole substance and dream bits mean! One thing that stuck out to me that I love is how you wear your influences on your sleeve. Dr. Ito, Dr Sunderland, The opening mirroring SH2's pretty exactly, the substance... THE DOG ENDING... I can tell you had fun with the ideas you had kicking around. Good artists borrow, Great artists steal and all that. One thing I'd love to see in the full version is more puzzle elements tied to the VHS segments. As it stands, the VHS segments serve to just give you a key that wasn't there before most of the time which is cool in its own right, but is only the beginning of what crazy stuff you can do with the concept.
All in all, this is a great proof of concept with a lot of fun ideas that I can't wait to see more of! Great work dude!
Absolutely in love with what I got to play! The visuals are equal parts charming and off-putting while managing to scratch an itch for 90's PC game aesthetics that I've been dying to see more of. Just as things started to ramp up with the introduction of the knife, there's some sort of bug stopping me from going any further. I know there's more under the surface here that is inaccessible due to this unfortunate bug, I'd LOVE to play it when the wrinkles are ironed out! With some sound implementation as well, you'd have something INSANE on your hands!
Thank you so much for your time and feedback! I'm so glad to hear that you enjoyed it! The response to the way the player has to move their hand from mouse to keyboard has been incredibly informative and intriguing. If this is a game I continue to work on in some form in the future, I'll definitely be doing a lot of playtesting regarding this aspect of the design. Thanks again! It means the world to me that you checked it out!