Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CFHM

728
Posts
34
Followers
24
Following
A member registered Apr 12, 2021 · View creator page →

Creator of

Recent community posts

Thanks for playing!

I had one testing get a similar bug when testing on Mac with Safari but couldn't for the life of me figure it out! If you have a moment, do you recall more details? Were you able to reproduce it intentionally? Was it all text, just UI, or just button/robot text? 

12 rounds, 2000 pts, 136 tiles. Unsure if that's a good or bad score, but I'm seeing others with higher, so I'm not sure what affects score.

Congrats on finishing your game! Only 10 hours? Good on you, but I'd love to see what you could do with a bit more time :)

I really liked the puzzle aspects of this game. Trying to optimize the network and reuse roads was really satisfying. It would be neat to see how long I could go, or flesh out this system with traffic signals, different types of vehicles, trains... so much you could do if you wanted to.

I think most of the feedback you'll get just comes from not having more time to spend on it. I spent quite a bit of time at the start of round 4 not realizing there was a car and goal spawned outside the view of my camera. Either starting fully zoomed or just making the total gamespace smaller would have been a better solution, maybe. And maybe a speed toggle so I could watch a level play out a little more quickly. 

A solid little entry that I thoroughly enjoyed. Keep making games!

Congrats on finishing your jam game! This is pretty cool!

I love the idea of a platformer that so clearly cares about the number of times you've touched the ground. That's a really cool avenue to explore. You did a really good job of designing your core mechanic and making the implications clear. The cute blobs helps, too :)

I think the level design needed more time or playtesting. Most of the levels felt good enough, but one in particular I found a little unfriendly. The stage with the early paint bucket on optional key platforms. Up until this point, you've taught the player that size equates to health/durability, and that size should be preserved. However, this level actively punishes you, to the point of needing to be restarted, and it's not that short. The level provides the player opportunities to preserve size, but upon reaching the end, you realize you need to be small AND have laid a return path for yourself. Meaning, if you've reached the end and have learned the above, you've now made the level extremely difficult and more tedious. That's just not fun. It felt like getting punished for not knowing what's at the end of the stage, without having a way to know what's there. This sort of twist or wrinkle to a puzzle is common, but is much more effective when the cost to repeat the stage with the new knowledge is relatively lower. 

I hope all that rambling makes sense!

Still a super cool concept and I thoroughly enjoyed my time with it. You did a nice job with the controls - ensuring the player had precise control while grounded is really important when the individual tiles touched are so important. I felt clever when I could be large and only balance a small bit of myself on a platform to preserve size. 

Great job on your submission! Keep making games!

Congrats on your game!

Super clean style. I really enjoyed the almost toy-like paper quality of the art. The premise is solid, I can see lots of room in this system to flesh out a game.

The controls were a bit frustrating. I found that I needed to move things very slowly and precisely or quickly lose control and have to completely stop to regain control. This made the game feel super slow-paced for what felt like it should have been a more simple task. It's tough to get physics controls to feel good, especially with a limited timeframe, and I think this just needed more time and playtesting. I couldn't get through the second stage without getting frustrated when my roof piece knocked over a wall. I thought I was setting it down carefully, but the need to hold space to keep the claw open was unintuitive and I always ended up knocking pieces out of true. In this case, setting me back way more than I was willing to redo. 

A tad frustrating, but an overall cool project with a take on the theme I haven't seen much of. And you made it in 96 hours, which is a feat by itself. Congrats on submitting! And keep making games! :)

I have no idea why I merged 682 of your little bubbles, but I did. Congrats on submitting your game!

This was surprisingly pleasant. The music didn't feel repetitive, the gentle atmosphere was great. And the control scheme was really novel. Just pushing things with the mouse isn't very common. The bubbles felt very light and floaty and just about right.

In the later stages, a large bubble feels a lot less bubble-like. It doesn't seem to float with the same weight as smaller bubbles. And the SFX for colliding with the edge of the screen could have been more bubble-like. 

I don't really know what else to say. It's a very chill experience. It's not quite a game, but I quite liked my time with it. Well done! Keep making games!

Yeah, my spouse really wanted me to have a fail state where the player or the robots could fall into the pits, but it didn't feel worth the time near the end. Not being able to place them on a pit feels a little awkward, but I tried to design the puzzles around the need to place them there... with only some success lol

Thanks for playing!

Congrats on finishing your game!

My favorite parts are the lovely homes and the animal silhouettes. The animals especially, are very clear about what they are. The UI and color choices are overall very pleasant, too.

I think the controls and gameplay clarity needed more clarity. I felt like I was more guessing than actually making informed decisions. There wasn't any sort of tension as to what I built, like a limited number of places, or penalties for getting the next animal incorrect. The buildings scaling based on your zoom level didn't feel really intuitive, either. Zooming with a held building doesn't scale it, so you need to click the building again, or place it and undo, which didn't feel good, either. 

I think there's a very cozy matching game somewhere in here, but that can be hard to find with such a limited timeframe. Still a very pretty entry, and I'm happy to have played it! Keep making games!

Congrats on finishing your jam entry!

Wow, absolutely beautiful production. The art, music, and atmosphere were top notch. I hope your team got to sleep at some point, because this looks like it was a ton of work!

The few bits I would offer suggestions on:

  • The notes that prompt the next level should probably be unreadable, just scribbles in lines or something, and then show the actual message when you click on it. I strained my eyes trying to read the first note before clicking on it because it technically was legible, just very tiny. 
  • The notes/dialogue, while cute, was probably just a tad long for a jam game? It's all in service of building the atmosphere, but the art is working on that, too. I think making the notes shorter (and less likely to be skipped through) and the pre-level dialogue briefer would help the pacing feel even better
  • I didn't really feel like I was challenged until the final stage. The gameplay is straight-forward enough, but doesn't feel like it's providing rules for the player to learn. I would have loved to see something else that made me feel like I had to be more thoughtful on my placement. Maybe pre-existing walls that need to be built around, or different log types that the client-animal prefers (birch vs oak, etc?). It just needs a little more depth

But it's a jam game and no one can say you used your time poorly. This game is still a delight. I just like to try to find something to help provide constructive feedback!

This is a great entry. Keep making games!

Congrats on finishing your game!

I love the sprite artwork! Shame you didn't have enough time to make sprites for more because I would have loved to see what you created. Very straightforward design, and mostly well taught so that I was able to figure out everything easily.

I think my biggest hang-up was the level that introduced yellow bullets. You're never explicitly taught you can gauge projectiles, and needing to shrink as they're about to hit you wasn't intuitive. But mostly what made it frustrating was that it wasn't at the start of a level, so experimenting with trial and error meant I had to replay the first section of the stage several times before I figured it out. That mechanic would benefit greatly from being it's own stage alone, either to teach more directly, or provide a less punishing space for the player to experiment and figure it out. 

And as charming as your little doot & snap song was, it quickly became very repetitive. But that's really minor!

Cool little jam game. And it's the perfect length. You showcase a handful of mechanics, give the player a chance to play with them and learn more interactions, and then it's done. Excellently paced!

Good job and keep making games!

Congrats on finishing your game!

Controlling an entire planet as a gun, shooting down giant space bombs? Absurd! I love it. The music and initial placement of a giant cannon on the north pole set forth a whacky and epic premise, and I was excited to see what was in store. 

But I sat still at the start of the game for a full minute before anything happened. Nothing was on screen at all. And then I got bombarded by enemies and lost most of my health immediately. The tank controls were slow and clunky, making dodging anything or lining up a shot feel more luck than ability. But I think a lot of that felt worse because there wasn't a background. It was really hard to tell if I was moving or how fast or how the enemies were actually moving. Yes, I had a blue tail to give me a hint, but it wasn't a clear indication of speed, only direction. And did nothing to help me understand how enemies were moving. I just felt lost and confused and unable to really feel like I was doing anything. I gave it a few gos, but never quite got the hang of it. Stuff like this can be really hard to get right in any game, but a limited time jam? Super tough. The more playtesting you can have others do, the better. But even that can be difficult to find time for. It's worth it!

Still, be proud of the thing you made! Jams are an incredible place to learn and grow as a developer. There are some cool ideas in here. Keep doing game jams! Keep making games! :)

fwiw, I did look at 19 and 20 just to see what other nonsense you threw in there, but I didn't try 19. I was like... "nah, I'm good" lol. Still a good time, but I was done with it by then.

Y'all make some pretty cool stuff. Glad to see you're still at it. Congrats on another sweet game!

The feel between the different player sizes really stood out to me as a win. The big form felt weighty and giant without being unwieldy and unfun. The tiniest form was a lot of fun to watch zoom across the screen with a bounce-slime. The art and music all add to the whimsical vibe for a nice puzzling environment. 

Some of the levels just felt a little tedious. Needing to push a box across a level is just boring and time consuming, especially if you need to do it more than once for portals. It would have been nice if the design got more time to tighten up some of those puzzles where you know the solution, but have to "go through the motions" to actually complete it. But that's a jam timeline for you! There was also one level I got really stuck on because I didn't realize the 2nd largest form could also smash yellow blocks. The level in which you need to go mini to go up and around and break from the other side. I would go across, make my self the biggest size, and then the hallway was too short for me to actually reach the yellow bricks. But then the green portals broke and wouldn't let me resize myself down. The largest portal would just grey out when I approached it, from either end. I had to restart every time, so you should be able to reproduce it if you want to drill down and fix the bug for a post-jam update. 

Overall, another solid entry. Keep up the good work. Just leave some video slots for us solo devs ;P

This game is pretty neat. Great job with completing your game!

The sense of progression in this game feels really good. That's a challenge in a normal game, let alone a jam game where you want players to get to the good stuff quickly, but not so fast that your game is over too fast. You've found the perfect balance. The art is what is is, charming in its MS-paint-esque glory. The little grunts and sound effects, too. It all adds up to feel almost like an old flash game, which is awesome.

I think it could use a bit more polish in places, like hit boxes and maybe making healing/health more valuable. There were a few times when I tried to absorb a building but my reach actually hit a nearby tree instead. And health didn't seem as useful because more damage meant you wouldn't lose health in the first place. That's a classic games problem though. Maybe it'd be more interesting if attackers could damage your overtaken buildings, either mildly damaging you or reducing your size. This would make the healing more relevant while making the shot spread feel more intentional. And then you could introduce an upgrade that reduces the damage your growths take, or similar.

Also, when I first saw the game, I was really hoping you'd be able to extend mycelia towards fallen enemies. That would add a whole new dynamic! But maybe that's a different game ;)

Super cool entry. Keep up the good work and keep making games!

Very cool entry! Congrats on finishing your game.

I love how the physics puzzle space always gives someone room to show me something new and this did not disappoint. I watched Mark play this for a bit on one of his streams and was really interested in trying my hand at some of these puzzles. Watching your guess grow and how it interacts with the space was really enjoyable. There are some real highs when you feel like you get a lucky swing or an attempt looks shaky and pulls it off in surprising ways. Well done!

However, I'd say I still don't really understand how I beat a majority of the levels.  A lot of it still felt like trial and error with little to no understanding of the underlying physics system. This was most evident in puzzle 18, which is where I gave up. It looks like a single dot should be able to make it all the way through, but dropping it anywhere seems to inherit some bizarre physics pivot point outside the actual shape, making the ball do some weird barrel rolls before actually hitting a surface. If there were more time than provided in a jam, I'd imagine your puzzle designs in the early stages could really be geared to give players a better understanding of the rules of your world. 

Overall, cool game, and great job. Keep making games!

Hey! Congrats on finishing your game!

This game is just oozing character. In the good way. Its look is super striking and reminds me a lot of games from a much older generation.

I had no idea what I was really doing. I tried playing, then read the instructions, then tried again, then re-read the instructions. I'm still not sure what I was doing. 

I know I needed to "capture" zones. And then I would get some amount of a color, but that number was constantly changing? I saw other commenters struggling with the Fight or Trade, so I knew to press one of those buttons, but I don't know what I did or if I did it. How do I interact with a trade? 

And the movement/shooting controls were really counter-intuitive. Most folks are used to using WASD for moving, so trying to retrain my brain for a jam game to move with my right hand and shoot with my left just didn't work. I kept trying, but it was even more difficult because the enemies seemed to spam bullets on a diagonal and I could only shoot orthogonally. Needing to click and then move my hand to the arrows was really unintuitive, too. 

I really want to dig more into this system because it look super cool. The aesthetic, the idea of capturing colors and diving deeper into the fractal sounds really promising. With more time and some external playtesters to help you identify these hurdles, this could be something really cool. But also - this is a game jam. It's for testing ideas and I imagine you've learned a ton, both from creating and getting feedback on this game. Don't feel obligated to fix this or remake it. You made something super cool, even if it's a bit too big brain for me :)

Also - watch out for those flashing lights. The large, rapidly flashing sections of the screen can be aggressive on the eyes! 

Keep making games!

Congrats on finishing and submitting your game!

The world and chill vibes for this game are pretty good. It was a little awkward to only have the sideways running animation for the player compared to the otherwise beautiful character sprites, but perspective is hard! 2D in a 3D world is even harder. Still looks amazing though. 

The gameplay missed the mark a bit for me. I'm all for the cozy delivery game, but I felt really aimless. The world is almost too big, and there are too many characters. I think this would have benefitted from a small tutorial level where you have one package to deliver to one person and they give you something to give to someone else. That would help players better learn the gameplay loop before opening it up to the entire world. And have that tutorial be very clear about directions. I understand some of the packages had addresses on them, but I couldn't find any signposts to help figure out where I was. Maybe more descriptive names like "Bucket House Lane" instead of "Little Way" or things like that. 

Jam games benefit from being really quick to get to the point, and cozy games really want you to slow down and relax. Mixing the two is a tough job, and I think you're pretty close. Great job to the team. Keep making games!

Side note - I did a delivery where a snake ordered frogs legs from the grocer and all I could think is, "Surely a village of all animals means there are also sentient frogs. Are the dog and snake just really open about their murder-y side hustle?"

Well, I just found my new favorite game. Congrats on your entry!

I'm a big board gamer nerd. I adore this design. Getting to add onto your previous board has excellent "look what I built" energy, and really opens up the design space for long-term strategy. And the whole aesthetic is gorgeous. The little tile pop and bounce make each tile a delight to interact with. 

Any criticism is just because I want this and I want it yesterday. I want it to be the best it can be. The scoring takes a super long time. I imagine it needs a more dedicated tutorial as folks not familiar with Kingdomino will probably need some help learning the core loop. And I desperately want to know which direction my board will go for the following round. Perhaps you can pick which direction to go, and each direction has a different modifer? Go East, but water scores -1, go West and lavender gets a free building instead of your starting castle. Stuff like that. 

For real, this is incredible. I'm a board game developer. I want to make this game now. Can I help you make this game?? 

Congrats on finishing your game!

The sprites and music in this game are phenomenal. Truly spectacular. The enemies are punny and goofy and I love them. The lil faces on all the food is a nice touch, too. And that music is a BOP. 

So this is a "deck builder" where you can play any card in your deck as long as you can get to it. That's a pretty neat take. And I'm sure it'd be an great full release with enough time to polish and refine. As is, this just felt overwhelming to play. Having my whole deck, plus learning all the stats and unique names, and learning the game was far too much to learn in one go. This would have greatly benefitted from more onboarding, such as the first enemy being a tutorial with a limited board to attack with. Level 1 only has 9 plates in a 3x3 or something, level 2 introduces more concepts and gives you a 4x4, etc. And then on top of all that, I was immediately asked to make decisions about long term strategy and deck composition, which I felt unequipped to answer. 

I come from a board game background, so I love seeing video game adapt or draw from physical games. The card grid and movement here feels like familiar territory, and ripe for design exploration. Makes me want to play around in this space, too! 

Overall, a very cool (if ambitious) entry. Keep up the awesome work, and keep making games!

Sidenote - I wasn't able to finish the game. I accidentally pressed Q after escaping the lab and got a giant JS warning/pop-up that caused the game to crash. I didn't want to replay to finish it for some of the reasons above. 

Congrats on finishing your game!

I almost quit during the second day because the gameplay loop just felt a tad tedious. Having to hold down shift felt mandatory, and the move speed upgrade felt superior to every other option. And getting reset to base stats (I think?) wasn't great either. But I'm so glad I stuck it out. The slow burn for the story was almost too slow, but I was pleasantly surprised. A very cool hook and tone shift, especially for a jam game!

There are some cool ideas here, but they needed more time for playtesting and polishing. During part 1, the move speed just didn't feel great. The watering method is an accessibility concern (rapid button presses = no good). It just feels a little tedious. And during Part 2, the move speed and controls are too slow and clunky. I understand trying to sell the feel of a newly sentient, gelatinous monster, but it still needs to feel good to play and control. And the dialogue beeps were too loud and grating. Those should be very soft and fall in priority behind the rest of the audio. 

That being said, I really enjoyed playing this one. The scientist sprites were charmingly awkward. The small mustache and glasses changes being the only differences between a lot of characters worked well to sell the controlled, clinical atmosphere of a research lab. And the small changes to the scenery between labs were a nice touch. 

Again, congrats on your jam game. Please keep making games! 

Thanks for the feeback! 

Yeah, level 11 pushes the bounds of this system a bit further than is comfortable, I think. I considered adding a weight counter but that was the only level that really needed it. I tried to make the overhead a little lighter by breaking it into three sections, because you'll know your weight from the last switch you passed. But the number of numbers you're holding can still be overwhelming. 

Thanks for playing!

Managing a team is TOUGH. I've done it for a jam once, and that was unlike any other jam. Keep up the awesome work! And thanks for the thoughtful reply <3

Hey Daniel and team! Good to see you again! Congrats on submitting your game!

The art, music, world... overall presentation on this is fantastic. The light rays, small background fish, bubbles, coral growths - everything contributed to a visual feast that really stands out, especially in a game jam. 

I love the loop of discovering new things and improving my exploration abilities. But this missed the mark for me just a bit. Some of the scans felt like they took just a bit too long, like the big jellyfish. I was just sitting there, not really doing anything for what felt like forever. The baseline movement was too slow and made my first run feel tedious, especially when I realized I had oxygen and had to slowly navigate my way back to the surface. And backtracking to the surface is what spoiled the experience for me, I think. Slow movement, no additional exploration, and the requirement to remember how I got around certain land formations made the second half of each dive feel like a waste of time. I saw there was an upgrade to increase return speed, but I think that's not really going to fix it either. 

Games for a jam, like any game, can benefit from knowing the target audience. In this case, that's other jammers. And knowing that other jammers will probably want to rate a bunch of games and give a bunch of feedback means that time becomes a valuable resource. Spending mine to slowly return to the ship instead of getting to play the next segment of the game felt like a drag. Perhaps in a full release experience, this might be more tolerable. Or there would be more time to develop and make the return process more engaging. But that would require way more time than 96 hours affords, even with the broad team of talent you have with you.

I hope this doesn't come off as too harsh. I type out this much because I really liked what I saw. I want the makers of every game to value their experience making games, and be able to learn and grow from it! Please keep making games, especially if they're going to be as gorgeous and cool as this. And be okay with a slightly smaller scope - or in this case: scale ;)

Congrats on finishing your game, team! This is a wild ride

I love these big swarmy shooter things. They have so much chaos and getting that build-up is part of the charge. The charming little rolling frogs really make it stand out. And the snakes with arms are *chefs kiss*

The gameplay felt really hard, then way too easy, then back to way too hard. Getting the level going felt difficult as your firepower is lower and the enemies overwhelm you quickly. Didn't help that I didn't see the fireflies they were dropping until my 3rd or 4th attempt. I couldn't figure out why I was leveling up. Either a small glow up on those for the early moments, or a "eat flies!" flash across the screen might have helped. But once I got to about 20 frogs, it seemed to swap to just too easy. I wasn't really making any decisions, and most of the enemies felt the same except for the speedy red guys. The journey from 20 to 100 was just too long for how little I actually got to do. And then the boss at 100 comes in with little ability to dodge and cut me back down to around 20. From there it felt insurmountable because the enemies were too frequent and half my screen was a giant unavoidable snake. 

I didn't beat the boss, but I couldn't imagine going back up to try again. Maybe it's just not for me. But I'm sure feel like that would be polished up with more time than 96 hours. 

Still, this is an ambitious and amphibious project. I'm happy y'all made this and shared this and that I got to experience it because it's still super cool. And to be honest, I'm still trying to say more so I can have a reason to keep watching that lil frog roll on the side of my screen. Keep making games!

Thanks for playing and the feedback! 

The negative numbers came to me as a last minute... addition lol. The logic was all there, I just kept discovering new ways to play with the space. It was a lot of fun.

Agreed that some of the teaching stages are a bit overkill. But I'd rather have it short and sweet for a jam. I fought myself really hard on putting the ones in there that are literally just "press right" but they're valuable teachers! 

Glad I could help! Good luck in the jam :)

This is ADORABLE. And I hated how many times I had to listen to *checks notes* Mousebert die. Congrats on finishing your game!

The core idea is really simple. Not including a jump button and just making it a simple left/right was a great choice. Beautiful sprites, and mix of 2d pixel and 3d background gave the game a clean and whimsical vibe. Nicely done.

For me, the game was super difficult because of the controls. J/K/L is super unintuitive, as it doesn't follow the standard WASD, and has no clear link between size other than hoping the player associates the order from left to right. I had a really difficult time keeping that straight and didn't often make it more than 10 moves before hitting the wrong key. And the pressure to keep moving and go quickly just isn't my style. I can't think of a better solution off the top of my head, either though. Maybe ASD for the sizes and mouse click left/right to jump? Or Q/E to increase/decrease size, make the transformation super snappy, and difficulty can ramp from single step transformation jumps to more frequent double step transformation?

This is still a super cool project. Keep making games! Especially cute ones with puns and mouse wizards <3

Neat! Congrats on completing your jam - just 48 hours, too!

Don't add more questions. Just do the first five, one at a time, and share it on tumblr. Let that sink in for folks. Elon Musk is a monster. Billionaires are inherently unethical. 

Political statements aside, this is a neat little project. Not so much a "game" as a quiz, and a fun, interactive way to teach people random facts. Or make statements!

I'd love to see if you could adapt this sort of thing to a learning tool for anyone. I'm not going to quickly forget how long a fingernail could grow in my lifetime lol.

Great job on your submission!

Thank you so much for the kind words, Daniel! Good to see you again, too! :)

This is a super cool project! Congrats on submitting!

I was immediately drawn in by the color-matters, value-matters dice game. Big board game fan so you have my attention! And while it's more puzzle than I was hoping for, it's still a lot of fun... once you get into it a bit. 

I think the dice rolling and resolutions could be sped up significantly. Waiting for each die to drop, rolling, resolve, then roll and resolve each affected die became a slog. It should be exciting, but I got annoyed waiting for the next step. A more polished release might have some speed-up options for those that want to play more quickly. 

I had a bug in my playthrough in which a pair of matching colors didn't merge. To the best of my knowledge, the sequence was this (with image below showing the final, incorrect state - I think I misnumbered some in the picture in haste - sorry lol!)
1. Dropped die causes a merge with the blue die at the top of column 5
2. Rolled 3 causes the yellow die below it to reroll into a two
3. The yellow two first swaps downwards with the green 1, then rerolls the red to it's right, rolling a 1
4. The red 1 swaps right with the yellow 2
5. The two yellow 2s are now adjacent and it's my turn (or the game is hung because now I don't see my mouse in my screenshot)

I don't know if it's something to do with the number of chains, or perhaps something about the final right-swap not checking the die it swapped with for matches? 

Either way, still a super cool game. Great job!


Congrats on submitting your game!

The idea for this game is SO COOL. I really enjoyed the core concept of melding picross and minesweeper. And the animals are super cute. I could see this being a really chill mobile game. 

But it needs more time in the oven. I found it super frustrating to play. Maybe this is the hardmode, but a more fuller release gives you more feedback about things being in the right position. I solved my first puzzle, a tree, fairly easily. But subsequent  puzzles were too hard to "check my work" before thinking I finished. Evaluating all the numbers became really easy to get lost in. I think the sprites dancing contributed to this difficulty. The music not being adjustable (I had to mute my tab) and the rapid sprites made it really hard to focus on. 

Not being able to select which animal to place was also really frustrating, especially when undoing a move with the intent to place it elsewhere. The game felt a lot better once I was down to one animal color and could focus on that, but if I undid the other type(s), then I'd have to randomly deal with that one popping up while I was working on a flow for the other color. 

And not being able to select a level was also very frustrating, but that might have been more because it was so difficult to tell why I was incorrect when I didn't fail a level. I took a screenshot of one of my failed puzzles and it still takes a lot of concentration and focus to figure out why the highlighted squares were wrong. It's often not clear. 

All of this feedback is to say, I LOVED your game and I would love to see it refined. With a smoother play experience, this would be an instant ad to my phone for those quick moments of downtime throughout the day. Excellent work, keep making games!


Congrats to the team on submitting your game!

I'm very bad at Snake-type games, but I'm really interested in their design. I was eager to try yours out! I really liked the idea that there were two types of things that you needed to run over, one for score(hunger) but another that presented an alternate lose condition. That's a neat twist that would be fun to explore in more time than a jam usually allows. And the world/narrative you've built up is delightfully absurd. I put this on the top of my list from the title alone. 

I agree with the comment before mine that the movement feels way too jerky. I got used to it after a little bit, but it was still disorienting. And definitely not like a snake. And the game changed dramatically after I realized you can also "block" the rats with your head, effectively making them moving apples that aren't worth points. That's a totally different game, I think. If you work more into this, either explore what being able to eat the rats means, or penalize the player for eating or blocking with your head. 

I think the speedup was a neat idea, but didn't end up feeling as good. You lose length so rapidly that it actually benefits you to stay short once you realize you can eat the rats. It'd be more important if the rats could ONLY be blocked by the body. 

Overall, very cool entry. Thanks for making this! Keep making games!

Wow this is a slick little package. Well done to the team!

The dynamically building music is an excellent match to the difficulty progression. I kept going less for the game and more to just see what the next layer of instrumentation was going to be. I think my favorite had to be the 4th with that funky jazz gnome. Can I get a version that's just 5 of him please?

The game play felt a little too fluid and wobbly. But that's probably me just being bad at these types of game. I got a little frustrated not being able to fullscreen, because I kept clicking out of the window onto my taskbar. Some of the button/switch combos felt a little rude, too. Not seeing one and having to backtrack and then re-tread didn't feel great. But it's quick enough. 

Unfortunately, in the 3rd section, I got shunted under a pinball bumper and got stuck. No reset or way to unstuck, I was forced to refresh and lose my progress. I couldn't bring myself to replay all that just because it's not quite my thing. But at least I didn't have to witness your end-credits bug that you warned of!

Overall, great job! I hope lots of eyes get to see this, because it's a really pretty and stylish jam game! 

Robots are allowed to have booties :)

Thank you so much for the kind words! 

Ha! Fair! Thanks for clearing that up for me lol

Question though - can you explain "scinsuit" versus "skinsuit"? I assumed it was a typo on the itch page description, but you also have it in the game's opening sequence text. 

Congrats to the team for finishing your game!

The whole game felt like genesis/snes era platform. The art, especially the opening cutscene sequence, set an incredible tone for the whole experience, too. 

I had a tough time figuring out why I should bother shrinking or growing until the very end as I navigated the upper left region of the map. And I didn't realize I could grow bigger than the starting size until I hit grow by mistake. I was expecting the grow/shrink to be a hold input, so when I held the button and stopped growing, I assume that was it. Would two sizes total have served the gameplay more effectively? I also wished it was more clear what the benefit was for growing and shrinking.  I played most of the game as the default size and it just felt tedious. It wasn't until the last block or two that I realized bigger size meant more damage. Maybe having blocks die in one hit, but only if you're the right size? Putting a couple gates like that at the start might help the player better learn their abilities, too.

Gameplay quibbles aside, I enjoyed my time with your game. Y'all created something awesome in such a short time. Keep making games! 

Hey Red! Glad to see you in another jam!

You've still got that style in spades. The visuals and sound are all juicy as hell. And that helped convince me to give this game more time than I might have otherwise. 

I read your description with "this game is super mid" but don't be down on yourself. Take that out and I'm sure people will have a much better time with it! Putting that in the game page sets players up to be underwhelmed or think it's not good. But every game we make, good or bad (or even mid) helps us learn and grow as developers. You get to explore design ideas that you might otherwise think are too small or shallow, or refine your workflow, or hone your sense for your own style. 

I think the biggest part holding back this experience is the control scheme. Holding S/Down to charge separately from a jump feels awkward. I want jump to be a single button, either hold it down to charge, or just have a standard "hold to jump further" thing. The charge just didn't feel meaningful in the handful of levels I played, and was even unreliable at some points. It seemed I couldn't charge while standing on some surfaces, or only sometimes while moving. 

Building your own route and then tracking times and number of objects is really good though. I spent a ton of time on the first level just trying to get it with one object, but no dice. Showing that info up front does so much work to push the player to challenge themselves instead of just building a plain bridge. 

Congrats on finishing another jam! Keep making games!

Congrats on finishing your game! This is a pretty unique game.

It too me a moment to figure out what I was supposed to do, but once I figured out "turret defense + action boss" I could really see the potential in this design. It felt really good to be able to swap to a new bud moments before getting trampled. Getting a good spread and seeing the barrage of seeds felt pretty good, too. 

I think I would have liked to see a more clear indicator of ammunition refill. It feels like each new seed you get is on a brief timer or cooldown? It wasn't clear why I would sometimes fire 3-4 or just 1 at a time. 

The boss fight also felt like it dragged on a little bit too long, especially phase 2 where it moves faster and receives fewer hits as a result. 

But still a really enjoyable game. Well done, team! Keep making games!

Oh yeah, and the art is super cool!