FYI—the judges at pitch night gave specifically this game an honorable mention since it wasn’t at the pitch night. Everyone said they loved it and that it was super polished!
Celtican
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The cutscene was great, I never expect game jams to implement stuff like that. I was really excited about the game when I saw the card battler pop up, but it came up short when I spammed the insta-kill card to beat everything. The card battling would have been a lot better if there was more card variance and balance.
This is genuinely my favorite game so far. The gameplay by itself should be quite boring, but the atmosphere is builds up is very exciting. Especially for a goodie two-shoes such as myself.
The art could use improvements, and I wish the laptop UI was a little lower so you could see mom more easily. But the presentation doesn’t matter because the game is just fun. Nice work!
Definitely the most polished entry I’ve seen so far. Goes to show how much you can polish a low-scope game. I especially loved the shopping cart bounce when it changes direction—I often quickly tapped A and D for maximum satisfaction. I also really like the health regeneration—it feels much more forgiving than most other falling-objects games where you have a set number of lives.
I think I would have appreciated a twist or extra mechanic or something—it feels like I’ve played this game before I played it. But perhaps that’s just the game designer in me speaking out.
Papers, Please crosses over with Space Warlord Organ Trading Simulator. Huh! Very nice.
The aesthetics are certainly on-point. I especially enjoy reading the causes of death—“packet loss” is probably my favorite.
I do wish there was more variety in verifications rather than just double-checking papers. The X-ray was quite fun.
This was enjoyable. A tutorial would certainly be helpful, but I’d really like to see an increase in the rate at which crops are sold. There were several points where I was just waiting to get more money. I also wasn’t a fan of the tarot cards potentially having consequences—I always chose the +/- luck (I don’t know what luck does) instead of the +/- money because I was afraid of losing all of my hard-earned cash. It might be a lot more fun if the tarot cards just gave you positives. You might even be able to turn it into a sort of farming roguelike? Maybe?
I did like the controls, although they were difficult to learn at first. Once I got the hang of it, it was quite relaxing to queue up a whole bunch of movements and then hang back while the character does all the hard work for me. I’ve always felt that Stardew Valley is too slow with its animations, so it was refreshing to see a sort of sped-up version of that. Enjoyable!
Thank ye! The idea originally came from the idea that dungeon shopkeepers are secretly super powerful immortal beings, since they live in incredibly dangerous dungeons. What if the dungeon shopkeeper was also the dungeon boss? What would hat look like? It was an interesting question that created an interesting game.
Nice Voltorb Flip clone, although it does lack some of the satisfaction of flipping tiles. Zero could use some sound effects/animations when clicking a tile for instance.
I also like the different difficulties, although often the easiest difficulty is either "you win" or "50-50 chance lose a life." I'm less admirable about the lives, the stakes are significantly lower when hitting a 0 doesn't make you lose. Imagine a Minesweeper with lives.
Excellent! Although I only played one round (and beat the boss), I do have some thoughts. I really like the concept of just one hand for your entire party, every other game that does otherwise feels so clunky. I also enjoy how moving around is not a card effect and does not use energy. However the game takes a few too many concepts from StS, shaking it up a bit would make the whole experience feel fresh. Maybe have a different system for the map? More variety in the enemies would be nice as well, although it looks like you have more in the pictures than what I got. Additionally, adding ways to impact the grid would add to more variety while keeping on-theme and fun, I think. Perhaps hovering over an enemy unit could show its basic intents (how much damage, to who) over its head, for UX's sake. All in all, a very enjoyable alpha, I will be following developement! Godspeed.