Thanks for the kind words, it means a lot (also from all the people below of course). The readability does seem to a bit a of a recurring issue, Ill keep it in mind.
Casper
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Nicely polished game. You have got a nice concept going, and apart from a tiny bug at level 3, where my size got reset before the end of the level it all worked great.
In my opinion the difficulty starts way too low and scaled very quickly. Level 3 was not a challenge at all, whereas 4 was completely impossible. I also would've preffered the rotation to be controlled by the mouse, so you can do that much quicker. Maybe even full mouse control would work, anything to speed up the speed at which you can react.
Sadly as a result of my skill issue I didnt get far enough in the boss level to see if there was anything special. Overall well done though, I really like the concept.
I love the concept, sadly I got stuck really quickly, I didnt quite read the bit of dialogue that said something about the watchtower, and couldnt figure it out any further.
Regardless, usually I don't like these dialogue type games, but the growing/shrinking mechanics actually kept me playing for quite a while, (even when stuck for several minutes). I also enjoyed how the large map also functioned as a sort of fast travel. Well done!
Super neat, game I absolutely loved the game design. Sadly the game was a bit buggy, the murderer tended to get stuck on my character. The movement also did not feel fluid, I especially would've liked if the character scaled from the centre.
The music, art and overall vibe really hit the nail though, and if polished well, I think you have amazing game on your hands. Well done!
Neat game! It took me 14:35. I frustratingly had to look nearly 3 minutes to find the couch hahahah. I also felt like the scaling of different parts was a bit finicky. Overall really well done though, really scratches that house flipper/powerwash simulator itch. One of the best polished entries I have played.
Well done on the game. I got 31/50 fertilizer before calling it a day. What would happen while playing the game is that I would lose track of where I had been and as such struggled to find more fertilizer at certain point, spending minutes just wandering around. Its also frustrating that in some sections you had to go in blind. Realise you missed stuff, and had to backtrack. Maybe a fast travel system to explorer places + a minimap would solve these issues.
On a more positive note, you got a pretty good feel on the movement. I liked the look of the game as well, and the music was nice. At some point you also introduced differently shaped scaling object, which were cool, but also a tad confusing, since it looked like it was scaling but moving instead.
Overall well done, it is a neat game, but the open world concept did introduce some challenges that weren't quite resolved in my opinion. Congrats on your first game, hopefully this feedback is of use!
I played lightning speed like 40 times before completing it, then threw in the towel at dragging the corner. The movement missed some QOL, like the jump feeling floaty, and some coyote time after walking of the edge. I think this game would've been more interesting if you couldn't move with WASD at all, and perhaps had different scaling objects for more level variety.
Overall neat game though, just ashame that it was so difficult. Well done!
Fun game, I got 34/64. Especially at the start I was a bit annoyed cause you picked some object with sizes that greatly vary. I dont know what ants you've got where you live at, but I need at least 20 to get the length of a strawberry hahahaha.
All aside, just really well polished, fits the theme, little to be improved on the concept here.
Neat game, you did well on the game design here. You got a good fun concept, and there lots of room to expand here. Sadly the game didn't play amazingly. The levels were too big, so the biggest challenge was seeing everything, rather then figuring out what to do. The movement was also a bit too aggressive. I got used to it, but it was a bit frustrating. The entire playthrough took me less then 5 minutes, which is not bad at all, but I didn't really have to sit still and think at any point.
To be frank though, none of these points are very major points of improvement. Overall you actually did much better than the average game I have seen thus far. Well done!
I agree with the commenters below that the game misses some signaling. It very unclear what the effects of your actions were. I also found the the difficulty ramped up too quickly around 100 points, but maybe that is a skill issue.
The fact that towers only scaled temporarily was also very confusing. Wouldnt it be interesting if they were permanently that large? That would require strategic planning for the future, and constantly building out further. You would also have room for multiple upgrades. I see lots of potench, to dig up a reference from some years ago.
Overall, well done!
Sadly I struggled very much with understanding and playing the game. It seemed like the game ran a bit poorly in firefox, edge worked a bit better, but I also struggled on there. The controls didnt give much feedback, so I couldnt tell if I was doing thing right. It also seemed like sometimes I could place, and sometimes I could not and I had no idea why. Once on edge I ended up building too many thruster, and as such didnt get any resources any more.
As you might imagine after about 5-10 minutes of struggling, switching browser, mashing buttons until thing worked, I was not inclined to play for very long once I figured it out.
Please don't take this too negatively, I know full well how hard it can be to iron out kinks like these. Objectively looking at it, you actually made a really nice game. Its just ashame it had such a high barrier of entry (for me at least).
This game is incredibly well put together. Whilst it seems very complex at first, it is actually quite easy to get the hang of. My first few attempts I died in a minute or less, but once I got a sort of strategy going (enough grabbers, only move in one direction, and shields), I managed to hold out for 4 minutes or so before getting bored (I got one of the larger tiles).
My biggest gripe is that the pacing it too slow, and that the craft you start with is too big. I wish there was a stronger feel of progression, cause currently I takes me a half a minute to a minute for every tile, and once they start getting bigger it is even worse. Perhaps the refinery/other tiles offer a solution to this, but I didnt get to figure that all out in the time I played.
Don't be fooled by the criticism though, you made a fantastic game for 96 hours, well done!
Interesting grow-a-ball game. It obviously isnt ground breaking stuff, but you made an alright version of it. I struggled quite a bit with the movement for the first moments and I didnt realise I could lock my mouse until wayyy too late. It was also unclear when something would stick, and progress felt really slow as a result.
I also couldnt climb mount olympus, even when I thought I should be big enough too. Overall, well done though!
Well done on the game! I had some issues with the text not being visible, even after moving to full screen. I also got confused that I couldn't use wasd, and had to reload the page to find the instructions again. Overall the scaling is a neat mechanic, but I didn't feel very inclined to use it. I ended up finding a balance I liked and never deviate from that, which may not be optimal, but it did the job. Additionally, as others have commented, the AI was pretty good.
Overall I also think the implementation of the theme didn't add to the game very much, but I am not here to judge in that regard, you maybe a cool game, and thats what matters!
I think my game glitched a bit, since it never ended, even after running out of both oxygen and fuel. Nonetheless the concept was there. I think this is a neat overcooked style game, but the endless formula doesnt work too well on it. I would've much preferred some end to the game, or at least indication of an end.
The movement also felt like I was walking on ice, and some of the stations bugged or weren't accessible from certain angles and it was unclear why. With the hammer minigame I couldnt find the hammer for 10 seconds. The music also got intrusive very quickly.
On some positive notes, the art was really nice, well done on that! Overall you definitely put together a neat game, well done!
Really cute game, with a really nice aesthetic, I think you nailed almost all of the aspects of a good game, but it was ashame that there was no real challenge. I suppose that also something you can go for as a developer, but I think there was much more potential there. Overall, really well done, bravo!
This ended up being an oddly enjoyable game. I managed to get to level 20, and roll back to level 1.
One weird thing that can happen is that I was completely off on the X-axis and Y-axis, but the average was still good so I got points. Maybe that shouldn't be the case. Additionally, towards the end it gets a bit cumbersome, I would love a slider, or something quicker to really get the pace up. Of course that would make the nice sfx (like the commenter below me remarked) a bit hard to achieve. Regardless, well done!
I love the look of this game, the art (especially main menu) is really nice. Sadly I got stuck really quickly at the three moving platforms in a row. I tried soooo many times but for the life of me I cannot make the jump to the horizontally moving platform. As you can maybe imagine it caused me to quit the game rather quickly. It sometimes happened that I would jump to one of these platforms, and kind of hit the edge, but then my played wouldn't move with the platform, which was very frustrating.
I almost forgot, but the voice acting was good too. It feels a bit silly to remark this again (as two games ago I also commented the exact same thing about the voice acting), but that was really nice, especially for a game jam game.
Well done on finishing a game for this jam! The premise of the game is quite fun, however I struggled quite a bit with the controls. I did eventually get the hang of it, but that point I was much more interested in blowing everything up, then building a high tower. I ended up putting a gigantic skyscraper onto a tiny shop, absolutely destroying it.
Picking things up was a bitt finnicky at times, counterintuitively you dont really aim at the ground for the big things, but more at the center of the building. The score also continues going up even if you havent placed it down yet, so the score keep being much higher then where the building it once you have actually dropped it. Neat game though, and I hope you have had a great time making it!
That was... quite the experience. The overall atmosphere was, weird but neatly consistent, and ended up fitting the game really well. This is probably one of the funnier jam games I have played in the 5 years I have been doing this jam. Well done on that!
I wish there was more of the fast downhill movement, that really was a highlight of the game. Destroying the village actually ended up being a bit cumbersome, because you move so slowly. Also the credits we're really difficult hahaha. Good job on the game!
I was so excited to play the games, the intro scene is really cool, and the vibe is just right. The voice acting is really nice (especially for a game jam project) as well, and the music choice is apt. I was a bit bummed to have to do parkour though, I did 3 times on it, which was a bit of a mood killer. Additionally, I got softlocked in level 1 at the third button, and my laptop overheated (unreal moment), requiring a full restart of my PC. I tried playing again, but the same softlock happened. (At least I think it is a softlock, as nothing happened when I pressed the button).
For a first jam this is really well done though. I'm genuinely impressed, and its such a shame I cannot play the other 4 trials (and see how you used this mechanic).
I finished the game twice (I think at least, it just abruptly sent me to the main menu). Cleaning big cats is a really fun premise, but not being able to strafe using a & d was so painful, also holding LMB to keep shooting would've been nice. The moving up and down with c & v worked alright.
I would've really loved it if you had different sized cats. I can see you probably envisioned a bit of a larger scale for this game but didn't really get to realise it all. I also realised that by far the easiest way to play was to stand at a distance and shoot from there, since the bullets dont actually hit the cat.
Overall though, well done on submitting a game. I only have so much criticism on a giant cat game.
Short and sweet game, the game really has that flappy bird kind of vibe. I managed to get a score of about 28 in my best attempt. I found the difficulty scaling to be quite aggressive. I think the faster movement should be accompanied by bigger gaps between the potholes and walls. I also thought that in some attempt where I failed, I really shouldn't have, and I just barely slipped through, which was frustrating. Perhaps it could be a bit more lenient. Overall, well done though!
I played your game for the first 13 levels. To be brutally honest; the 2d environment really does not play nicely. I would've really wanted an undo button. Or the ability to deselect the item I am holding. Dragging to place multiple items etc. That being said, the 3d environment works really well, I love the feel of the movement, and the different items you can place work well.
Finally, I dislike the levels. The amount of items youre given is really generous, and that makes the 2d stage more of an exercise of patience than a real challenge. Level 12 was also more of a parkour challenge. I would've much preferred 10 thoroughly thought out levels (though I know full well how hard it is to design a good level (pain))
Please don't take this comment too negatively, overall I actually had some fun with your game. By self-imposing some restrictions on what items to use I had a good time, and I think you also know that having fun is anything but a given when trying out jam games. Well done!
Fascinating concept! I played your game for 10-15 minutes, and while it looks unintuitive, you can actually get the hang of it pretty quickly. I didn't like the parkour/timings very much. The movement felt very clunky, and I didn't like that you cannot look up and down, especially considering some of the levels have significant verticality in them.
In the 3rd level (I think) you had to do two relatively hard jumps after each other, which made it very frustrating if you nailed the first one, but failed the second. I didn't finish the game, because the levels we're getting too challenging for me (maybe thats my incompetence though, I am getting older after all). All these things aside though, I was very impressed with this game, and the things I mentioned are more minor gripes then they are flaws. Well done!
I don't speak German fluently, so Ill write my comment in english to make it a bit easier on myself
I first played the second mode. At first I didnt realise you could use wasd. One I figured that out I realised that the enemies always respawn in the same spot, and that they slowly converge to one point if you can get them bunched up. So I isolated one enemy and farmed point on it. I ended up dying due to going over the edge of the screen (I hadnt figured out that was possible yet, I scored somewhere in the 700s).
The second one I didnt try as long, the movement wa frustratingly fast, and since I already knew space invaders, it wasnt very interestign to paly either. On a final note, I wanted to say that I liked the story.
Nice job on your game! Sadly it seemed a bit bugged for me (I never won the level, even though well over three troops passed), but I stll got a pretty good idea of your game, some comments
-The music didnt stay in one key, which made it very hard to listen too at times, it's great that you make your own music (I've fumbled plenty of time in the department too), in the future perhaps stick to one scale (c major is the easiest) and a more traditional I-V-vi-IV progression, its perhaps basic, but does a good job.
-I liked the simplistic art. Some post processing would've been a cherry on top. You also could've gone for a more stylished colour scheme to further enhance the looks of the game
-There seems to be a weird bug where the troops you spawn go tumbling all over the place
-In general I've seen this idea explored multiple times and it never really seemed to work just like this, I suppose you need some kind of creative solution to create depth apart from just spamming troops with this type of game, I dont have the solutions to this ready at my fingers tip, but its worth thinking about.
Well done on your game, I hope you dont take my criticism too harshly, making games is hard.
Well done on your game, and congratulations on making a complete on in the timeframe. It was short but sweet and although I didnt immediately get the hang of it it turned out to be a neat concept, some comments:
-I would not rotate the trees! The art looks great but by rotating them in the 'correct' direction it creates a bit of a wonky look, you can look at examples the like of pokemon, they all keep their trees upright.
-The game could use some more depth, perhaps the zombies and priets come in alternating waves, I am not sure, but currently the game just lacks that bit of extra diversity in gameplay (something of which I am aware I am also guilty of myself!)
-The audio mix is a bit off, the footsteps are too loud, which is a bit annoying
-The concept feels a bit forced, why are zombies suddenly running away? Perhaps a concept like 'you try to convert the survivor in a zombie survival game' would've worked better. (Although I do see that that is perhaps less creative.
Overall you made an interesting game though, with a concept that is definitely not often explored, well done!