Thanks so much for giving it a shot! A floorplan was in the works but we just couldn't get it implemented in time, unfortunately. Maybe we'll do a post-jam version with all the bug fixes... Ahaha we had fun with the voices!!
Draconic Chipmunk
Creator of
Recent community posts
The sound effects! The first time I heard the "yoink" I genuinely laughed out loud. Such a fun experience, extremely challenging but entertaining. The first round worked best as an actual game, I was so stressed the entire time trying to dodge the red. As it picked up, I kinda resigned myself to losing money but that turned into a different kind of fun. All in all, a great little jam experience.
I liked the concept, it's a very interesting take on the deckbuilder to have the player control the dealing order. There is a lot here, tactically speaking, with regards to strategies about who the card is dealt to, in what order, the energy, etc. More card variety, maybe an increase in difficulty and shorter rounds, would really help pull this together a little more.
It's a very pretty game, and the concept is great. It's just lacking in technical execution and design. The sense of progression is poor and the difficulty ramp is strange. I would've liked to work through some cool chains that make XP mills but the way the heroes fight each other makes that extremely difficult. Solid foundation to build on, but not there yet.
I like the concept, but the design makes it a little too easy with not enough things to do. I liked having rabbits but they didn't really do anything useful. I expanded the root system, but again, not particularly useful. It was a little annoying to hunt the map for bears I had already converted.
I think you have the bones for something really solid here, it just needs fleshing out.
The best thing I can say is that I played this for a very long time, way longer than any other game in the jam. Trying out different strategies and set-ups, trying to make it work. [I settled on a strategy focusing on volume, with slimes that die to produce more slimes in packs of three. Got up to Player Level 14].
Some bugs, the two "deposit cards here for actions or additional cards" stopped working for me at one point. So, definitely needs polish.
All in all though, a very fun game!
Really well animated, though lacking some polish with the collision detections and the like. Fairly fun, I think your strength is the concept (though I have seen similar things in jams before) but the weakness is the design. It could have used some hand-crafted keybind switching early on to ease the player into it, and puzzles designed to make things harder because of these switches as the game goes on.
Definitely a fun short experiment that can be expanded on. I can imagine a range of heroes or parties and upgrades/alternative bosses to play as. At the moment, it's a little too slow for me. Once you figure out a strafing technique, it just takes forever to do it and I just sat there repeating the same actions over and over. Maybe shorter health bars would help that problem, though obviously the best solution is more variety in gameplay.
All in all, a well-presented jam game.
That was so fun! It was satisfying with just the right amount of challenge. Where you could take the pre-determined route, but also mess about with the physics a lot. I did the final in less than 10 seconds because I just tilted it and went straight for the end. It was nerve wracking as the camera zoomed out but so satisfying. Really fun!
I loved how the tactics would creep on you. There's the obvious, but then there's the first-mover advantage and the idea that you can force the demon to place effects on itself and the like. I would have liked a clearer game plan for the demon. Sometimes, it would hurt itself even when by playing another card it could have chosen to have no effect. I feel like the ability to reason out the demon's moves would have really taken this to the next level.
I will say, it didn't quite seem to fit the theme.
In principle, I think this works very well. The idea is solid, it feels crunchy and responsive. My only gripe is that, in practise, having more ships as the invader does not feel like an advantage at all. With fewer ships, there's just less for the defender to hit and more consistency for the player. I found it felt easier when I had just one or two ships left and I could reasonably dodge the defender's bullets.
So, maybe needs some polish in terms of the core mechanic, but broadly a very fun game!
This felt like a game that was very much in the tradition of those like Viscera Cleanup Detail or Yahtzee's game about the janitor cleaning up after a murder. Fairly well done, the early levels have some great balancing which slowly starts to break apart. A bit tedious as there isn't a lot to do.
All in all though, a great jam game.
Fairly fun little experiment overall. I think the initial stage of reflecting is a little bit off in that the enemies don't fire often enough and if you run around too much then they pretty much keep spawning and won't fire at all. Second stage was fine, not really any challenge too it.
Still, the retro art and music make it a nice fun experience.
We're really glad you enjoyed the experience. The skipping of text is definitely one of the features we would've liked to add while polishing but found ourselves lacking the time to do because of the deadline for the game jam. One of the things we will try to implement in post-jam updates.
Thank you for playing!
Thank you for giving it a shot!
I think I understand what you're saying. From a certain perspective, it's less of a story and more of a strange, world-exploration, read-to-find-out-more piece of fiction. I can see what you mean when you say the ending ramble is doing the story's job. It would absolutely be so much cooler if you could discover it through the story itself, recontextualising as you go. Definitely something I will be experimenting with on the next one.
I'm really happy that the format and system were interesting to you. Maybe a longer-form story in the same system would work better and I'm definitely gonna try something along those lines out in the future. Thank you for taking the time to provide such detailed feedback!
First of all, this is seriously such a cool idea and execution. Love the way the theme is tied into the gameplay, the added hit of realism and the beautiful way in which the UI is simple but solid. If I had to critique, I'd say better music integration and something more punchy would have served you better. As is, damn, well done.