build is too cursed, refuses to be poast *hisss*
(I had the same issue - if you save the screenshot first and then use the image upload button in the comment field, it will work!)
Simple and well done, with clever and funny writing. Nice work! It took me a bit to realize how my decisions would affect the scale, but when I did it made more sense. The scenarios are definitely thinkers in some cases, so I feel like you did a good job of not making them totally obvious in terms of the effect they'd have. Nice work!
Simple and well done, with clever and funny writing. Nice work! It took me a bit to realize how my decisions would affect the scale, but when I did it made more sense. The scenarios are definitely thinkers in some cases, so I feel like you did a good job of not making them totally obvious in terms of the effect they'd have. Nice work!
This was a really creative and cohesive idea, and it fit the theme really well. Love your graphics and how it came together visually and in terms of sound. Unfortunately I found it quite confusing how to use the different power ups and in what order they'd apply, and I got stuck and couldn't proceed quite early. Maybe a bit more tutorial content would have been helpful here. Definitely a great vibe, though. :)
This was a really creative idea. I definitely struggled a bit with placing items. A grid feature might help with depth perception, and it would be nice to be able to rotate pieces in both directions. Often I'd juuuuust overshoot what I wanted, so being able to nudge it back the opposite direction would have been great. I really loved the tiny truck test drive phase - so cool! Would definitely play more if the controls felt a bit less like they were fighting you lol
I liked your concept, I think it just needs some testing. I got stuck in a few places where it seemed like maybe it was a path I wasn't supposed to take, and it left me stranded having to restart. I also experienced a bug where when I tried to move to a new area, the camera ended up to the right of one of the scenes in a grey zone. The movement otherwise worked well, except it was a bit tiring to have to press for each move instead of being able to move continuously by holding the key down, for example. I think with some work this would be really cute and fun to play! I like the puzzles you laid out and wish I could have gotten to the end. :)
Love the style you achieved for this one! The concept was hilarious and made no sense in the best way. The controls were tough to get used to, and even when I did get used to them, I still struggled a lot. More tutorializing might have helped prepare me for the leaping? But I still had a good time. Nice entry!
I like your concept - definitely a funny one! I am pretty impressed with the vibe you accomplished in four days, as well as how many different level areas you have. I really liked your platforming controls in the sense that I was able to immediately get a feel for and land those jumps onto small platforms with accuracy. However, I found the wall jump mechanic really tough to get the hang of, so I think that could do with some refinement. Overall, a very cool entry!
this is punishing in exactly the way it should be, given its inspiration. i played this for so long and barely got onto the powerlines, yet it was tons of fun. i will have to be happy with what i saw because my hand is doing a lobster claw cramp lol. my one point of feedback is that it wasn't super clear to me at the beginning that I should go left because *western world* expectation to go right, but after I figured that out 'twas all good! nice entry!
This was a cute and funny idea. I love the absurdity of it. I had a hard time at first figuring out how to build my horde; I was mostly avoiding enemies instead of fighting, not realizing that friendlies wouldn't spawn if I didn't fight. So for a while I was just 10 ducks and 1 horse running from a lot of duckies, being confused and fearing for our lives, while confusedly tapping E and F and wondering why nothing was happening. Once I figured out how to build my horde, things became a lot clearer and I had a good time. I did wish there was a cacophony of quacks and neighs, echoing over an epic battlefield bop. But yeah, nice entry, fun little game!
Love this entry! I think you gave the perfect amount of preamble to explain the game, and the gameplay itself felt intuitive and fast to pick up. After collecting a bit of stuff and starting to worry I'd be too big to get between the obstacles, it was a perfectly timed and pleasant surprise to have the zoom out occur each time. I also love that the end of the game tells you that the hilarious cobbled-together mess of spaceparts you've accumulated is a "space station." I think we were on a similar wave length with our entries for this jam :P Overall, great work on this one!
I feel like this could be a cool game with more time spent expanding it. I really liked your moon worm sprite and animation, and the sound clips you made. I wished there were a few variations in the sound clips, because obviously they do become repetitive. I was hoping something would happen if I managed to eat all the astronauts on screen, so adding something of a goal like that would a good way to expand here. I would have also liked to see the edges of the world handled a bit more, since when you get quite big you start to see the edge of the moon texture. Even just making it huge or scale up as the worm does could help there. Overall, still a nice cohesive little moon vibe and I enjoyed eating tiny space men. Nom nom nom.
I ADORE this entry! I would guess I've spent the most time playing it of any other entry I've rated so far. It has a lot of similarities to the game Tricky Towers (which I love), but you've definitely put your own spin on the Tetris-adjacent genre. I thought the parts scaling up/down worked really well, and all the parts were really cute!
I think for the most part the goal and controls were clear, and things functioned well. If I had to give you some notes:
Anyway, awesome entry. Love a simple game done well. :)
You really nailed a vibe here. The sprites, palette, sound effects, and voice acting play really well together. I was a bit confused at first during the recovery turns why I couldn't click anything other than end turn, so some user feedback on click may have been helpful to make it clear it's not a bug. Otherwise, though, I thought the first few turns were really well tutorialized to explain the merge/divide mechanic, and the UI in general was easy to use and understand. Also, the ending (or at least the one I got) was so on brand for you. Commander's cameo was 10/10, XD. Nice work!