Great animations and cleverly implemented narrative! Definitely made for a creepy vibe, I felt like the pacing was good and the scenes/ui were clear, great job!
Ferrohl
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It can be tricky to achieve especially when you actually want to have the game playable at a larger resolution. I'm not familiar with (modern) GameMaker, but possibly you can lock the resolution at which your game renders to 84x48, then have that output be scaled up in the browser. In Unity, I have the game's camera output to a render texture of that exact resolution, then scale it up x10. I'm sure there's other GameMaker users in the jam that could share their solution!
Totally up my alley gameplay wise, robust implementation and the characters, UI and animations are all excellent. The timing on the rhythm game is pretty tight, which is OK imo, but there's not a lot to help the player stay on time. Unless I'm totally off, the notes don't seem synced to the bgm's tempo, so all the player can rely on is visual cues. Keeping the notes at a consistent tempo and only going down to half and quarter notes, or adding a visual metronome, would have made the gameplay less frustrating without making the margin for error wider.
It was daring to try this within the nokia limitations and very cool to see your implementation! Great job overall!
The kind of game that just makes you happy. Perfectly executed, excellent game feel and attention to detail. The little level clear dances are fun and especially the one where the rabbit is taking selfies is really cleverly done. The levels are short but sweet and continually surprise with new mechanics, each one fun and gratifying to use (grinding, bouncy ball, exploding ball).
Really fun entry, building up a little narrative with changes in the gameplay was great and effectively made for a slightly creepy vibe. Point of feedback is that you've got subpixels going on in animation/motion meaning it does not strictly adhere to the nokia resolution limit, but otherwise your intent is clear and authentic! :)
Awesome entry, after doing 3D first person nokia game myself last year, it's really interesting to see how this came together. The visual clarity is great overall and the camera depth cutoff feels just right- enough to understand the scope of your surroundings without getting noise from further away walls/objects. The pit pillars sticking out above the walls help to orient yourself in the level, which was very thoughtful. My only feedback is that the enemy chickens are a hard to see, I feel like inverting their pallette or giving them a range-adjusted outline would have helped. Also the chicken dumping mechanic for score was a fun addition to just running and gunning!
Impressive entry, the narrative and character's expression come together really well within the limited screen space. The player is given an objective to clear minigames each with a unique mechanic, so there's a lot here for 9 days work! My only feedback is that making a single mistake sends you all the way back to the beginning :)
Impeccable traditional danmaku, casual mode was a lifesaver because i'm a casual at these lmao. Insane work for 3 days. I personally don't mind the lack of sound but it's the only obvious shortcoming here. You could always slap on a free bgm to fill the silence, we're all been there ;) Great job overall!!
Biased review: Best game ever made there's stats and boats and everything looks cute
Unbiased review: My stacked crew got one shotted by some lunatic called Jack Avery and his dank ass ship I will never forgive
But for real, awesome job, love the gameplay (some Ship of Fools inspiration maybe?), immediately addictive and brought together by super cute renditions of stream friends and all manner of fiendish sea creatures.
Incredibly funny experience, did not read the instructions whatsoever and was just cooking up ridiculous sandwiches, only to start the game to find out I had to actually remember and deliver them xD
Luckily my British Delight came in clutch (bread, pickle, bread) and secured a probably horrible score of ~3500