Credit to The Mighty Palm, Game Endeavor, LimeZu, and Oryx Design Lab for various sprites
cornfab
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I really like the vs screen, well done! The art is really charming. For constructive criticism, I wish the player could move faster and maybe jump, because one side is basically useless with the pile of rocks there. The POW! sprites are a really good idea but if the bird dives into the pile it makes it hard to see where the rocks are
Wow you weren’t kidding when you said we made similar games lol. I love that someone else explored the same ideas. Also your art is amazing and I’m blown away that it was all done during the jam, great job!
For constructive criticism:
- I wish there was more oomph on the attack. It feels kind of hollow right now when you hit things
- I had trouble where I couldn’t switch direction sometimes when I was attacking repeatedly, which was frustrating
- I couldn’t always tell what part I was replacing - e.g. some of them show a torso but change out the arms. Maybe this is my bias from my own take on things, though
- I’m guessing you know this but just looping back to the earlier bosses was underwhelming, I was excited to see the next boss!
- For the fire guy, I found it hard to read which projectiles were immediately harmful and which were going to splash on the ground and do a fire spout.
Oh BTW, because you posted something similar- I went for the fist, then lifesteal, then the rapid attack :) The bee boss is my favorite
Haha I saw your review on Dreamsteria and had to come play your game :)
At first I didn’t see the upcoming enemy attacks at the top and I was trying to figure out the strategy but eventually it clicked. The sound bug is a shame especially if you made all the sounds :( The art is great and I like the exchange mechanic a lot
For some constructive criticism, I also experienced the web resolution issue. I think the shield and damage-through-shield icons are a bit too similar to be readable. This is super minor, but I don’t think the first boss should reduce cards in your hand - I feel like part of why I thought it was so on-rails was that I didn’t have enough options on the first boss and it would be cool to demo all the different card varieties.
Wow the tutorial took me so long to figure out but I got there eventually haha. Really cool concept, I wish it would catch the exchanged shape automatically. I appreciate the amount of visual feedback it gives with the arrows and conversions but I wish mechanically it was a little more forgiving, e.g. once I figured out how to throw projectiles into the pool I just kept damaging myself because I expected to just have the new one
The 30s increment is really interesting. I kind of expected to carry over unspent credits between shopping sessions, so I was surprised when I only got 3 every time. Maybe it would be cool to reward the player for not spending their credits?
Also some of the attacks felt like it would have benefitted from a wider aspect ratio- if it sprays the bottom of the screen there’s not a whole lot you can do
Awesome game. The art is amazing and the gameplay feels great. I really appreciated the music and how it was synced to certain story beats. Camera work was on point too. I got back up one time.
I don’t know how I feel about the magic. On the first boss I though it to be a cool ebb-and-flow of combat, where you attack on the in-between stages and cast when they’re attacking. By the last boss the gameplay loop basically just became melee ASAP hitting nothing so I could cast my spells again. I don’t know if this is really a bad thing because it was fun but it essentially just sort of became a reload-and-survive game at that point.
I’m completely in love with the art. It was cool seeing the alpha submitted so early and playing that compared to the current game
For constructive criticism I think the first boss was the hardest and I ended up glitching him out, after that probably the fish that stays on the right. Final boss felt a little weak, a lot of them you can just safe spot.
Love the art style. It took me a little while to figure out what was happening with the exchange moments, but it works. I think my feedback mostly has to do with the boss designs, some of them felt annoying (sirmaau was the hardest, the sky turtle one was super annoying to track down)
I think through all of this the camera was the biggest enemy making it hard to see when attacks were coming, or when things would swap randomly (golem) or exit other colliders and hit you (esperh [herpes??], worm). I would’ve appreciated a way to heal when it kept swapping me back to sirmaau :)
There’s a lot going on here! I like how many weapons there are, and I love that octopus character lol.
I think the UI could be cleaned up a lot, it says BOSS NAME before you even enter the mother of 10 room. I also wish the dryness happened per bullet and not on reload, so I had a better idea of how much damage I was taking instead of having it happen all at once
I used the SMG the most, it was cool having the option for the shotgun vs the kids but the other weapons feel situational. The shotgun spread did me dirty a few times and put most of the bullets on the edges
Yeah but I think hard mode is genuinely pretty hard, it took me a few tries :P
For the roc it flies in a figure 8 but never goes all the way over to the sides so those are safe. you can stand there and hit it when it flies over. Then every few seconds it fires projectiles in a star formation so if you’re on an angle you’re fine.
Then at half health it will speed up a lot (sides are still safe) but the projectiles will circle back into it. The strategy then is to just stay away when it stops and starts shaking and hit it only when it’s moving around
I’m almost ashamed to say how long these puzzles took me lol. I thought at first that it’d be pretty simple being that it’s basically logic but these really made me think! The art is really nice as always. Things like the cat were such smart elements of game feel, and I really like the background, it fits really well
For feedback, I think it’s not visually striking enough whether the tiles will turn clockwise or counterclockwise. I think the best levels were ones like 6 where the direction didnt actually matter. Also I get way more “crossed paths” than I do “checkpoints”
Probably the best game I’ve played in this jam. Really cool that you used your own engine
Really liked how the mechanics built off of eachother, finding the secret signs, the tape measure is such a nice touch, tons of content. Some sections made me feel really smart
For feedback, sometimes the wall grabs were unreliable, and jumping out of water felt clunky. I also ran into the startup bug a few times but you did address that in your description. Sometimes there was a waterfall but I wish there was a mute button because I wanted to be able to tab out and come back to it
Fun game! the sprites for the boxes with the arrows are definitely good
A lot of the levels boiled down to the same concept, I wouldve liked to see more different ideas thrown in (like the button but that was only there for one level)
Also I got a runtime error on the last screen, i think when loading the leaderboard?
I think the speed is totally ok personally, didn’t feel too slow at all - maybe you can have your cake and eat it too by having an option in the main menu to disable the countdown?
Wrt the bribe balancing- it feels weird that you can take a bribe for someone who’s already going to win. By the ~$100 mark a lot of the bribes were about even so I would just take the winner’s bribe and then reduce the red bar a bit. by $250 it felt like the loser was starting to bribe more so if that was a teaching moment I think you actually did a good job of walking me to the door there :) (but it seems random)
as far as bribe balancing goes, the countdown (or before the countdown) feels like a cool spot to take bribes before you know what the outcome is, would be a bit of a different game tho
For general feedback:
- the “click to do X” made me think I could click the whole screen, I would make those things clearly a button
- I like the music, it’s vibey
- I would move the hiscore because on my second game I kept looking at that number instead of the one on the right
- maybe a red outline for the amount of damage you’ll take for taking a bribe when you’re hovering over the bag?
I rescued the sibling! here’s my feedback:
- I agree with the other points about the music but i did like how the restart sound was also music notes, it made it almost flow together
- I would either make the hitboxes smaller to make the game feel better, or really lean into the “I want to be the guy” type challenge
- the mom throughout the levels doesn’t really do much (also “job” is mispelled at one point)
Wow I’m really valuing the level select because I absolutely cannot figure out Narrow Passages lol. I personally would err more on the side of easier levels because man that ramps up quickly in difficulty. I’m no good at sokoban though. Is this jonathan blow’s burner account?
The SFX are really nice and fit well
I would’ve appreciated something more than color coding (e.g. like an arrow telling me i’m pushing or pulling)
In section 2 as well, the very first level both introduces a concept and expects an advanced maneuver by switching the two blocks
Section 4 started giving me baba is you vibes :) 4.2 had some weird interactions where it felt like i should be able to swap but i guess there was a main orb that was being checked and the second one didnt work
I think based on the feedback from the jam I would’ve focused more on tutorial and ramping up than adding new levels (although maybe the levels you added were easier haha)