A lot of entries used a similar mechanic of the player character being able to switch between different sizes, but this one stands out as one of the most creative and polished. Great work on the puzzles and presentation!
damnedestfellow
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Great work!
I liked:
- The puzzles. The game demanded I think logically, and it was satisfying to slowly uncover a picture and figure out its finer details.
- The presentation. The game is polished, with the simple but colorful graphics making it easy to see at a glance what's happening.
Could be better:
- It took a couple tries to figure out how to play. The instructions were helpful, but a tutorial level would have made things easier.
- I would rethink the comparison to Minesweeper. Yes, they're similar, but there are enough differences that I had to drop some of my initial assumptions before I really figured things out.
- The random variation in the tile you can place was frustrating. Since you can't lose until you choose to complete the puzzle, this mechanic just stretched things out rather than adding an interesting decision or risk.
You did a great job of reproducing that classic arcade feeling. I wasn't sure about the controls at first, but they ended up feeling intuitive, and I enjoyed the run and gun style gameplay. My standard attack was sufficient for enemies though, so I didn't end up using the shrinking or growing powers much, resulting in the theme not feeling well integrated.
Loved this unique take on the prompt. You made smart choices with the design where things that might have otherwise been a source of frustration (like the lack of an eyedropper tool) actually made the game more fun. There were a few times where my score felt a little dubious, but I had such a fun time overall!
I'm so impressed by the amount of polish you were able to pack into this game. The woodland theme is so cute (loved the Animal Crossing voices especially). I enjoyed the gameplay too, though I wish you had increased difficulty and complexity more steeply, as I only lost once, on the final level. Some more levels and mechanics, and this could easily be a commercial product!
You did a great job at gamefeel, which is critical for a precision platformer and something that's extra tough to do right in the tight time constraints of a jam (+ using your own engine, wow). It always felt really good to control the slime character (except that he can't jump up left diagonally when in tall form - possible bug?). The tutorializing and challenge progression were well crafted and felt natural as well. Great work!
I was really impressed by the level of polish here. The art direction and voice acting in particular were very charming. The knot-untying mechanic was interesting, but it felt like a missed opportunity that it didn't grow in complexity with every patient; you just have more knots to untie. Still, I had a great time.
Such a fun and polished game! Great job teaching the player without an explicit tutorial and slowly ramping up the challenge and complexity (last two levels excepted - quite a difficulty spike there). You had me breaking out pen and paper to work out the solutions, and it was very satisfying to figure it out. As other reviews have mentioned, my top suggestion would be to keep the dice order upon resetting, which would make it more easy and fun to try different solutions.