This is just plain fun. Reminded me a bit of Katamari Damacy feel, with the art style and as the world essentially gets smaller and you're too much for it to handle ^_^
The simple art style works well for this and sound effect design is great. You can really feel the power. The only thing that felt a little lacking was the simplicity of the music, but that's easily overlooked with how well everything else is put together!
Cypheus
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Had fun mowing down the baddies. But it was definitely too easy. I felt invulnerable the whole time, and everything would die so fast, I was just constantly waiting for more enemies. If the difficulty would've been balanced it would be tremendously better since the entire game revolves around a sense of progression with getting stronger. Still, it handled well and the graphics were attractive and appropriate.
Fun idle game. Played for longer than I would like to admit, and only stopped because I got soft locked when the cat stopped being able to grab fish. (If there was a mechanical reason for this, it eluded me.)
"*Grabs*" text appears and there's an audio cue, but the fish won't get grabbed.
It occurred after I was spam-buying items in the shop and dropped an extra bridge piece onto the already full bridge.
Fun little boss battle game. I had trouble figuring out the benefit of using the toy as there was no obvious feedback that I noticed... it just seemed like Coots health went down when I used them so I wasn't sure if it was working properly? There also didn't seem to be any easy signs of when Coots would jump at you, so avoiding them seems left up to luck.
Other than that, the controls felt good and the goofy graphics style worked well.
First game I played when submissions closed. Somehow I had never heard of WarioWare or this micro-game genre, so it's difficult to extricate my experience with this game from my first experience with the genre as a whole. But it was a great. The messages from chat are a beautiful touch.
I might be biased because I saw this one first, but if only one game of this type makes it through to top 10, I hope it's this one!
The progression on my run was seamless in a way that makes it clear care was taken to balance the unlocks to create a satisfying, short narrative experience! If I had to raise a complaint, I think the controls (particularly after unlocking [SPOILER WARNING] flight) could be more intuitive/responsive; maybe something as simple as extremely low gravity instead of zero gravity, unless the goal was to intentionally make coots become progressively more unwieldly as things unlock.
Fun story there. Having to pick up the laser pointer without direction was a bit of an afterthought, but a very intentional decision.
When playtesting, players felt like they were directly controlling coots. This meant when a bird distracted coots it was frustrating (in a different way than it is now). We intentionally created an uncomfortable delay where they CAN'T control coots until you figure out the laser is something to pick up, which solved this problem! Players immediately "buy in" to the concept that coots is inherently outside of their control.
Albeit we may have created a different problem. :)
i.e., players don't automatically assume a game "works" when playing it as part of a jam. So a lot of times players stop and think it's a bug before exploring their options. We probably should've increased the delay before the arrow-hint appears, because, as is, it occurs too closely to the "Coots Can Climb" toast disappearing, and a lot of players miss the visual cue!