This is cute! Memorizing the ingredients was fun and the art style is real fun. Just wish it were a bit longer, like you could do multiple days until you fail a daily quota!
DragonDePlatino
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This one tied the secondary theming into the gameplay really well! I've never seen a tower defense game where the goal is to scare people. Only thing that's a little weird: it feels like some of the towers are objectively better than others, like mummies get you more spook than skeletons for the same price/range?
Found myself getting really sucked into this one, I almost forgot it was a jam game! Really good level of challenge, I liked the variety in enemy sizes and behaviors and the aspect of managing oil/sanity. There's loads of mechanics going on here and it's all really well-balanced! Graphics and audio are awesome too!
This one was neat, really creative idea that each room has two sides and you go into combat when you swap! Music was good and tilework looked great. Only nitpick is the battle system is EXTREMELY slow, it would've really benefited from less delay between each attack.
Also I'm curious, if this wasn't using a game engine what was it made in? Some kind of game framework like SDL, SFML, allegro? Or something more raw than that?
Pretty big map here, there's a lot to explore! Cool that you included different player costumes, and the title art looks great! All this one really needed was more to do than walk around and pick up candy, some kind of secondary mechanic would've helped it not feel slow.
Note here: the music here is erring dangerously close to a lot of Pokemon melodies, I'd put more thought into constructing original songs in the future.
First rhythm game I've seen in the jam, really cool you guys went for one! Graphics and audio in this one were fun. Biggest complaint would be the visual syncing with the music, it feels like the beat markers are a little behind the music. Also would've liked for the game to be a bit more forgiving, and just let it play through if you miss too many notes.
Really unique mechanics here, this one feels pretty close to a full game! I'd definitely want to see this one polished up into a finalized game. The puzzles here really had me thinking and I liked the graphical flair as you lose more bandages. In the future I'd suggest figuring out how to use tiles for the gameplay objects instead of free-placed objects, having 5 or 6 things onscreen dragged the game to a crawl.
Gave this a shot! Felt a little mixed about the Hunted, there was some lack of direction and a lot of wandering to find the keys. The atmosphere was really spooky though, and the choice of dedicating a color to red was neat. I enjoyed the Hunter a lot more, I liked having some direction on finding the cats and it's neat there's a unique theme for each character!
Liked the stealth mechanics in this! Enjoyed how you could possess objects and duck through doors to shake the janitors off. The story was cute and the idea here was pretty ambitious and well executed! Only thing this really needed was some last-minute polish, I wish the player movement was a little faster and detonating the walls was easier.
This was great! Really impressive you guys managed to cram 3 whole characters in, the physics were solid and responsive. There's LOADS of unique graphics for this and you guys even pulled off 3 stages plus a boss!! Great work, only complaint is the witch feels a little underpowered compared to the other two.
Hey, thanks for playing! Really impressive you managed 3 items in one round, that's pretty hard!! We would've liked to add more tells to the ghost and make it more fair, but we ran out of time to playtest at the end haha
Also, the color swap is allowed! Jam FAQ states "You can change your palette mid-game so long as the new palette is four colours."