Thank you so much!
I played and reviewed your game as well. It was really fun, great job!
This was really cool! It's super impressive that you made all the assets on your own, and they really come together to form an awesome project! I especially liked the music, which added a really fun and slightly intense energy to the runs while inside the tornado.
I agree with a handful of the other comments that mention it's a bit disorienting, but I still found the experience very fun.
Great work!
This was really fun! I really like the simple but streamlined sprites, and the music is integrated really nicely too! I'm always a sucker for island / tropical settings in games, and this one did a great job of setting a perfect relaxing atmosphere.
Some other comments have mentioned that the enemy AI could be tweaked to improve the challenge, but I wonder if it could also be interesting to add either more monkeys or a damage system where it hurts to contact the enemy. That could also add some spice to the gameplay loop without necessarily needing to enhance the AI too much.
Great work!
Hey everyone!
I know there are a lot of threads looking to get their games up to 20 ratings, but would you guys be able to help out with one more? My game is a short, pixel art experience where the player needs to make careful use of limited inventory space to prepare for a storm at a small island house. It's at 12 ratings right now, but I would really appreciate it if anyone would be interested in playing and adding any additional feedback.
Thanks so much!
This was a really cool game idea! I like the super hot inspiration, and the graphics are really nice too!
I will say that the movement controls were a bit frustrating for me. I think it could be cool if the player is still able to move while time is slowed. As it stands, the controls felt a little bit unresponsive.
Great work!
This was pretty fun! I really enjoy short and sweet projects like this that execute a simple concept in a very compact and fun way. The first run, I didn't realize that everything starts in the correct place, but that adds a fun and frantic initial search to find where all the right positions are before you get the call. I would love to see this idea with a couple more items strewn about and a larger space to explore.
Great work!
I really liked the game project! I know you mentioned in the description that it may be a bit of a rage game, but I actually thought it was pretty satisfying to play and didn't make me too frustrated with the controls at any point. I think the timer may be a little bit too tight, especially since the player doesn't have direct control over the time that additional attempts takes (restricted by the speed of the goobers).
The only other thing I might mention is that it could be cool to have all the art assets have the same base resolution. I noticed that the characters seem to be much lower resolution than the backgrounds and UI elements. It could help the cohesion of the game to make that change.
Great work!
This was a very funny idea for how to approach the theme of the jam. I thought the minigames were all pretty fun (though it took me a second to realize I didn't have to hold A and D for the pizza minigame lol), and it was overall a very satisfying short experience!
My only thought would be that the sprite for the character contrasts pretty heavily with the pixelated style of the rest of the game. It could help add cohesion to it if the character sprite matches the resolution of the surroundings.
Very fun game!
This was a really fun project! I loved the art style, and the atmosphere was very fun. The character designs were cool, and I loved the idea of repeating the day over again until the detective could be saved.
I was a little bit confused at the beginning, because I didn't quite see the controls for the game. I did have to hit a bunch of keys until I realized that F was interact. After that, I really enjoyed interacting with the different objects and the environment.
Great work!
The atmosphere of the game is pretty cool! The audio is also done integrated very nicely.
I was a bit confused as to how to progress in the game. I flipped the switch a lot of times and eventually a green 1 appeared on the screen. I tried a lot of other controls, but I couldn't open the door. It could be good to give the player a bit more instruction, though I recognize that there's a good balance to be found between helping the player and leaving room for mystery and exploration.
Cool game!
The art style of this game is awesome! I really love the handmade assets - the character looks great, and the reflection of the boat against the water is very pretty as well. I thought the gameplay loop was pretty cute - I was also not fully prepared for night time, so it was actually a bit spooky the first time it switched to night. The atmosphere was really good, and switching to realistic pictures of fish was also a cool and uncomfortable touch - great work!
I would say that the gameplay got a bit monotonous after a little while. It seems like the boat gets automatically repaired when it isn't being attacked, but it seemed from the opening narration that the player was going to be responsible for repairing it as well. It could be cool if there were a different minigame to chase away the monsters and a different minigame to patch up the boat as well. Those could help add diversity to the gameplay potentially.
Great work!
This was a very cool project! I recognized the gameplay loop from 60 Seconds, which is a very cool and underutilized game format. The art was well put together and the game was overall very streamlined. The theme was also integrated very nicely.
I ended up in a position where I could survive pretty consistently, but I wasn't sure if there was a way to progress forward and win the game. It could be cool to make each individual run shorter but more punishing in a way, possibly by requiring more food to feed characters but having events with more dramatic consequences. I'm sure one could spend an infinite amount of time balancing a game like this, but it goes to show how much depth there is to the mechanics.
Great work!
This is a really polished product! The art is fantastic, the music is relaxing, and the theme is integrated quite well into the core mechanics of the game. I enjoyed it enough to do multiple runs of the game. The first run didn't go super well, because I didn't really internalize that the lumber mills needed to be at the same height as the trees to harvest resources, but once I realized that it went pretty smoothly.
The only minor suggestion I would make is that it might be cool to have a UI element on screen at all times that tells you the amount of food, water, dirty water, and wheat you've collected. I thought it was just a bit difficult to determine when I had hit a good production rate of resources and found myself constantly mousing over the town hall to check.
Amazing work!
If you're interested in trying a short adventure game about preparing for a storm at a small island home, I'd love to hear your feedback!
https://itch.io/jam/brackeys-12/rate/2973403
I'm gonna rate your game after my next run of it - the art is super cool, and I think I got the hang of it this time haha :)
It's a really aesthetically pleasing game! The controls are pretty responsive, and the art and sound design are integrated quite nicely within the levels to create a very peaceful game.
One quick observation I made is that it can be challenging to decipher which tiles are the floor and which tiles are the backdrop in some locations. It didn't happen too often, but it could definitely help to standardize which ones are which a bit.
Great work!
This was a really cool game! The atmosphere was very good, and it's really awesome that you did all the coding and modeling!
The only thing I noticed was that the movement was a bit sticky when navigating through the tunnels. I think it could possibly be because Unity's character controller doesn't handle movement and walls super well. I think there's a way to get the normal of the wall that the player is colliding with and subtract the projection of the player's movement vector onto that normal away from the overall movement vector. This may not help at all, but it was something I fought against a lot at one point so I thought that maybe it would be helpful. Feel free to disregard the suggestion if it's not helpful though haha
Great work!
This is a really cute game project! I always love a good top down action / adventure game, so it really appealed to me in that sense.
I had a bit of trouble with the hitboxes in the game - it sometimes felt like I was fighting against the terrain to be able to hit any of the enemies properly.
It's also very funny to hear the bean character's footsteps as they glide across the stage haha.
Great work!
If you're interested in a short, pixelated, slightly challenging adventure game about prepping for a storm at a small island home, I would love to hear your thoughts!
https://itch.io/jam/brackeys-12/rate/2973403
I played your game, and thought it was really awesome! The pixel art was beautiful, and the mining / upgrading / fighting gameplay loop was really cool and fleshed out. Great job!
This was a really fun and beautiful game! The pixel art was awesome, and there is a whole lot of depth to the mining, processing, and purchasing gameplay loop that is really impressive for the short game jam time frame.
This may be an issue where something went over my head during the opening narration, but I was a bit confused on what all the different progress bars on screen indicated. Having a quick in-game tutorial or some label text that comes on screen to point out the meanings of the different UI elements could be useful for guiding the player. That's a really minor observation, though, and it didn't detract from the awesome project.
Great work!
This was a really cute game! I thought the art was very charming, and I really liked the idea of the fences spawning and interlocking like Tetris pieces. That's a really cool idea!
One quick thought I had is that it would be cool if the storms spawned and approached from different directions, instead of just coming from the right. When the storms spawned for me, I tended to just stack the fences in front of the patches of soil to the right so that the storms would all hit those fences first. This meant I didn't really have to create an interlocking fence as much as I did just pad against the storm to the right.
Awesome work!
I think the game is really cute! The voice acting and concept behind it are very fun as well.
I definitely hit a point where I had no idea what to do pretty fast. I beat the first rat, talked to Remy, and found two slices of pizza. After that, I tried using the teleporters, but every time I did, it played a whoosh sound effect and I stayed in the same location.
Great work!
This was a really cute game! I love the art style, and I really love the depth of the mechanics, especially for how short the time frame of the game jam was.
One small detail is that I think I hit an equilibrium of killing all the enemies just by placing spikes on the floor. It may ramp up difficulty in subsequent nights, but it could be cool if there were some additional incentive to use other structures too.
Awesome job!
This is a really cool project! I like the core idea a whole lot, and I think it has potential to be a fun and relaxing game, either on PC or on mobile like some other reviewers suggested.
I got a bit lost at the beginning, so a tutorial could be pretty useful. Additionally, there definitely were a lot of powerups that I did not utilize the best, but it didn't take away from the enjoyment.
Great work, and good luck with future development!
The atmosphere / graphics of the game are awesome! They really set a cool mood for the scene, that works well with a peaceful and somewhat eerie fishing minigame.
The minigame itself was a bit monotonous, though I think that it is supposed to be that way to an extent since the player is given a choice to leave if it gets too tiring. One thing you could possibly add to spice up the gameplay a bit would be to have randomly spawning areas where the player fishes that have a higher likelihood of spawning a fish (like in either Stardew Valley or Core Keeper). That could maybe help keep the player engaged while taking in the atmosphere.
Great work on the jam!
The idea behind the game is really cool! There is a lot of strategy, even with such a simple concept, and the art and music complement it very well. The random generation is also really awesome! My only thought is: it takes a surprising amount of time to actually move the mouse back and forth between the UI buttons at the bottom, the character, and the end turn button. Additionally, since turns almost always include one movement and one action (or one movement, with no valid options left), the end turn button may not be necessary. That's a really minor thing, though, since it would be solved by having some keyboard / controller shortcuts anyways.
Fantastic work on the project, and thank you for reviewing my game as well!
It was a really fun game! I thought the movement was a very enjoyable base to build a game on. It felt a lot like stick fight (which I really love haha), but with some added movement controls that add some extra depth.
I thought the spike hitboxes were a bit frustrating in a couple spots, and a handful of the respawn points felt a bit punishing. Beyond that, though, it was awesome.
Great work, and thank you so much for reviewing my game as well!