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Cheruboom
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I wanted to go around and start rating/commenting on some of the other robot building games <3
I like the idea of having the material gathering portion, and the balance between wanting more materials but then needing more time left over to build using those materials. The combat probably wasn't my favorite but I did really appreciate that the different moves had different animations and sounds. Great work!
Of the games I've rated so far I think this is the one I've most felt could be a full game if given time to flesh it out fully <3 The art is perfect for the mood of the game, the chaos of the misfires is top notch. I think there's a lot that could be done with this idea similar to the Hitman series, sure you can drag your gun around and get it pointed in the right direction and fire, but wandering around and luring the target places by turning on the microwave, or going through the trouble of dragging all of the ingredients of a sandwich onto a plate (along with some found and carefully dragged into place rat poison) getting him to come and take a bite, the possibilities for scope creep are endless :D
As a side note I found it very amusing that I could get myself flung onto his desk and then dismantle his computer while he continues working away :P
Simple and very well executed. I find a lot of these kind of world-manipulation type puzzle games can be super finnicky but this one was very clean and behaved just how I wanted it to at all times, never getting in the way of finding the solution <3
I also appreciate that it was not too spooky for me :D Good vibe, fun simple gameplay, great job!
A very interesting concept with a nice mechanical interpretation of the literal theme. Unfortunately (for me) being able to take screenshots kind of defeated the fun and sure it's cheating and I could just not do it, but I dunno I guess it's just one of those things where knowing it's possible makes it less thrilling :P
The camera was a bit wonky for me, but most everything worked the way I felt it should. Great entry!
A very fun little romp. I really liked that you could see the bedroom in the background, a nice little touch to fit the idea of the game. The physics destruction was fun, but I might've liked having a little radar that pointed me towards recharge stations so it wasn't just trial and error to find how far I could explore before having to restart <3
Congratulations on receiving the prestigious award of being the first "Platformer where you can change your character's size" game that I've played of this jam :P The platforming was a bit stiff and unforgiving and I bonked my character's head a whole bunch making me miss jumps, but it was very nice that the levels all had different themes and mechanics so you weren't just rehashing the same platforming gameplay for each one. Great job <3
I shall now proceed to share a comment that exclusively talks about style and sound design and not mention the puzzles at all :)
Jokes aside, the puzzles were a lot of fun! I think I would've preferred to see more simple interactions with the brush mechanic like just running towards walls and pushing them away from you to progress down previously blocked hallways so that you aren't always having to find the "correct" way to move things and can instead just push the world around. I liked the opposite a lot less, I think Caged Construction was my least favorite, since it felt fairly straight forward and just a bit tedious to run back and forth pushing and pulling to get things where you want them.
I accidentally softlocked myself on basement dweller twice, which was unfortunate and was the only puzzle I didn't solve since I didn't want to redo it again, but being able to raise a block by looking at it and jumping, and then not being able to jump and lower it from the same height was a pain point for those reasons. I felt like I should be able to re-lower something I had been able to raise, but couldn't get the extra block of height necessary to do it.
Sense of Direction was my favorite as it felt clean and contained and like everything worked exactly how I wanted it to. Burning Bridges was a close second for similar reasons <3
Adorable mouse game 🐭<3
Having the dual perspectives was an interesting change to the platformer, although I would've liked to see more connection between them, like by having Al move furniture around to help Squeaker reach different ingredients. (Obviously that's a lot more work, so I'm not suggesting you should have done that, just an example :) )
And as a very minor thing, I think there may have been friction when jumping next to a wall? I'd often get kind of stuck trying to jump up the books to the left of the monster part, but it wasn't a big deal :P
Super creative and very stylish. Loved the look and sounds and I couldn't be too upset about my numerous deaths because of the satisfying crunchy sounds.
That having been said, I was still often quite upset about my numerous deaths :P I think the difficulty was a bit too much on the punishing side for my tastes since it didn't really feel like it came from the "playing" part of the game (running and jumping) and instead was a chore enforced upon me in keeping the camera following my character :(
That negative piece took a lot more words to say than the positive piece, but only because I wanted to be clear about what I meant, not that I think it deserved more space than the easy to say initial nice things :P It really is a phenomenal entry <3
Very cute art and enjoyable puzzles. Reminded me of Deepest Sword with the puzzles re-using areas differently depending on the player's size. I think I would've preferred if it was easier to not use a portal, but that would probably have broken many of the puzzles. Was just a bit frustrating sometimes to have a portal spit me back through itself when I wasn't wanting it to.
Struggled a bit with this one. Made it to a puzzle with a blue and red box, a blue and red switch, and shrink arrow, a grow arrow, and the goal one size smaller than me in the top right corner, and nothing seemed to behave the way I expected it to :(
Some neat Sokoban mechanics I haven't seen before, though, and the levels I did solve were fun <3
A fun game with some great vibes. The balance could use some tweaking since there really isn't any way to dodge the enemy gunners and it effectively becomes luck whether you'll get enough kills before you're pinged down to zero health. The procedural animations were fun and it was delightful to headbutt large groups of enemies into smithereens <3
When you're in the Build Mode you can mouse over the wheels individually and a little box should pop up next to your mouse. Those are the actions available for the wheel, specifically rotating clockwise and counter-clockwise. If you press a key it will be assigned to that action, and then you can use the scrollwheel to select the other action to bind a key to.
More games need to be Snizzard-likes.
Admittedly I didn't really know what I was doing, but I felt like I had won once I had a seemingly endless supply of snakes descending the tower. Also I just randomly spammed every tower type since I wasn't actually sure what the differences were :D
I don't think I was really a fan of the Four-Sided-Tower mechanic since it mostly just meant that I had no idea how far lizards were actually making it and couldn't judge which parts of my defense were lacking, but still a nice little tower defense game <3
Very fun to get big swarms of robots doing all the work for me, but was a bit unfortunate to have to restart with every order.
Also had a bit of an issue where I might accidentally give a non-worker a color brain and then they'd clog up the area preventing robots from getting to work, but I just treated that as part of the challenge and tried to be more careful about what robots I let robots build :D
A really novel mechanic and good use of the theme. The controls were a bit difficult for me to wrap my head around and I feel like having an easy way to reset the scaling or position would've made me happier.
I did eventually decide that worshippers were unimportant and just scale everything down to be tiny so I could smite the whole universe any time anyone began plotting against me. Got somewhere like -620,000 points :)
Very cute, loved the sound design, lots of satisfying plinks and plonks you put in.
I would've enjoyed if things were drawn out a bit more since I won and unlocked the cool drop-sword-from-the-heavens power at the same time, so didn't actually get to use it, but a great entry for the 48 hours badge! <3
A nice little twist on the usual deckbuilding concept. I really liked the idea of improving individual cards over adding them, but did feel like the strategy always ended up gravitating towards hoarding all my good cards since they don't get discarded at the end of the turn and then having the effects scale off of eachother (which was fun and I liked that it was possible, it just made the game into a lot of waiting to draw the right cards) <3
Same game idea! <3
I really like the art and sound design, definitely a lot more aesthetic polish went into this submission than I managed to get done. I can commiserate with the physics jankiness since my entire jam was spent trying to get the physics to behave. I think I would've preferred having more direct control over the vehicle, but that led to a lot of frustration in my project, so I can understand the decision you took.
Great Job~