Fun game, I like how you handled the theme and the fact that you added voice acting into the game made serving the costumers the correct drinks easier. But I gotta say that the difficulty ramps up very quickly, like the fifth round was already pretty hard, but that might be skill issue from my part.
Fezak
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I love the atmosphere on this one, it has amazing pixel art and I love the lighting and the day night cycles. Man this game is gorgeous and that would even fall short of how good this game looks. It's very serene and calm, feels like I'd imagine going out hiking and camping.
Most of the time I've spent it with the fishing rod trying to see if I could fish something, but idk if I have to wait really long time or maybe it wasn't added. Then some time I've spent it trying to play something in the guitar, and finally I saw I could throw stones to skip on water, which gave me a huge smile.
Idk how could you improve on this one or even if you plan on expanding this, but if anything I'd love to be able to do more stuff in the area, maybe fishing, cooking stuff on the fireplace, but really I wouldn't really know because I think the game is good at it is, it's a nice break from the whole chaos.
Lovely artstyle and very interesting gameplay, I thought it would be very frustrating considering you are invisible and can't see where you are at, but it wasn't at all, as a matter of fact navigating around wasn't really hard thanks to the gizmos, I love that at the start of every level there is an arrow pointing to where you are, I think that helped a lot in making this game fun.
Only nitpick is that I wish there was a way to skip all dialogues, I do appreciate that if I spam spacebar I can basically skip them but a quick skip could be nice, specially when you fail a level and don't want to reread the same dialogues over and over, unless you plan adding some special dialogues when that's the case.
Overall, great game, can't wait to see how this one develops after the jam period is over.
Love this one, it has really cool pixel art with really fluid animations and a nice take on the theme, but it is kinda hard to beat. The second level is a huge step up from the first, I got stuck in the maze and unable to see where I was exactly, turns out I had to move upwards to unstuck myself, really hard that one, then I got stuck on the PC until I realised I had to rename the files and finally I got to the point of the flower boss fight (Flowey reference btw noice), in which I was able to make it step on the spikes once and then no more, but that might be skill issue from my part.
Love the take on the theme, but the game is a tad difficult for me, specially considering my up arrow key doesn't work so I don't have that movement available, but that's a problem from my end but I'd love for either keybinding remapping or an alternative control setup with WASD, but it's reasonable you didn't have the time to add an alternative control setup, that's ok. Besides that I found that SFX breaks eventually when the rounds become very chaotic, and I also think the game needs some more audio feedback, it feels like the music overshadows the SFX.
It has a neat artstyle, it lacks proper rendering at times becasue I can be behind the boss and the player sprite would be rendered in front of the boss. You can get this by changing the Sort Axis Y to 1 and have the bosses, the logs with spikes and the player be in the same sorting layer and same order in layer in the sprite renderer, and Unity will automatically render player behind the boss or the logs if they are in a higher Y position, the only thing that could happen is that you may need to play around with the pivots but normally they don't give much of an issue usually.
The SFX from the main menu and the starting cutscene I don't think they fit the game very well, they sound kinda 16bit when the rest of the SFX feel high definition, I think sticking to the hd sfxs would extremely benefit this game.
Combat is really nice, it has a unique spin to the whole genre, in which I have to porpusefully get myself killed while a something is automatically shooting homing projectiles to kill the boss before I can get myself killed. I really liked it, but I feel the bosses are extremely weak and it's pretty hard to lose before they die, specially the second boss.
Overall, good game with lots of potential in the future with a good artstyle. Good job
Lovely artstyle, I like your take on theme. The combat is nice, it has that Undertale feel that I love.
I tried to do the bookless run, but the eyeball fight is incredibily hard, there is a ton of them and it's pretty much impossible to dodge them unless you get a really lucky fight, which makes it extremely frustrating.
I'll keep trying if I manage to complete the bookless ending, but so far the game is really good, but the fight with the eyeball needs to be tweaked.
Beautiful masterpiece with amazing visuals and an awesome narrative, surprised you managed to pull it off in one week. I love the puzzles, I got stuck on one until I realised I didn't need two of the torches lit up to have the bulb on, huge epiphany there, I love that, that's the feeling someone should get when playing puzzles, that blissful moment.
Main nitpick is that I don't really like that you need to right click to explode the lights to kill the enemies, like I got stuck in the midst of my first run because I forgot that I needed to press right click to explode them and I thought the projectiles were really incosisntent, I then restarted and remembered I had to right click. I think it makes more sense to have them explode when they hit an enemy.
Besides that, everything in the game is pure perfection.
Game is really fun, and I love you can't spam jump to avoid obstacles, that would have been very OP. Also love that it's not instant death, you can swim up to get back on the floater but there are also obstacles underwater that may cause you to drown, like it happened to me in my second run. One criticism from my part is that when I started playing it was kinda hard to tell who I was playing as, I didn't know I was the racoon until I fell off the floater and had to swim up.
Besides that the game is really fun, I was able to get to around 2500 points, with a bit of luck ngl. Idk if the game has a finish line, but even if it had it, the game is really fun as it is and trying to get further than you did in the previous run is still a fun time.
Very charming game, I wish there were more chaotic things to do or more levels, but even so this is a perfect small masterpiece, enjoyed every second of it.
I wish I had some feedback but I honestly don't know what to suggest that could help this game, I think the game is perfect as it is, only thing is what I already said, more chaotic things and/or more levels. Can't wait to see how this one develops after the jam.
Game is really interesting and fun, I feel this one could have easily become an extremely frustrating game but it's actually really enjoyable, I also love that the title most of the time tells you exactly what you need to do, I loved the check the instructions one, that was pretty clever.
I think this game nails every aspect, but my main critique is that the movement feels like you are on ice and the jumps at times are really hard to predict where you are landing, but maybe that was part of the design choice.
Lovely game, the music is very catchy and the game is really polished. Movement is really good and responsive, normally I would complain about floaty jumps but in this case it fits for the chicken, and even that, it isn't extremely floaty that you take ages to fall, so good job on that. But I don't really see the theme in this one.
But bsides that, the game is really good and I wish it would get expanded after the jam period is over, it's pretty cool.
I love this one, it's quick, it has a fast pace nature and the game is extremely easy to understand, shoot the guys, make a mistake and a hostage could die, the thing that's tough is to master, but that's only if you want the good grades, you can beat it with a basic understanding, which makes this game a 10 in my book.
Loved kicking doors and just blasting and asking questions later. I am ashamed to admit that I might have killed a few hostages with my blasting, also one time I bonked one hostage with the gun and they died.
Gotta say, pretty underrated game, it's really good and really addictive to play, I wish there were more levels to play, but the ones you have are really good for just one week period. Good job, can't wait to see how this one develops
Oh! I see it now. Didn't see it the first time, tbf, I didn't pay attention to the numbers and simply assumed I had to do the things displayed quickly or else the plane would crash.
Also, idk if you are planning on expanding this game, but I can perfectly see an endless mode for this one. Like you have the lights from above that display which error is triggering, you could make the error you get to be random and you have the manual that you already have in the game telling you the solution to that error.
It's very simple yet very fun, it's very similar to cluedo. I found the pins and the notes not very useful, outside of roleplaying, I simply used the maps, the markers and the CCTV and the Log system to figure out who, my first run was pretty lucky, I did spent it most of the time figuring out who the game worked and I tracked the position of everyone during all the five hours, but once I got it it was pretty obvious who it was because there was no other possible candidate, but then the following runs weren't as lucky and I had the ?:00 which made it more interesting, love that randomization, you can get lucky and have it super easy or have something more challenging yet not very difficult.
I'd love if you could copy and paste markers, it got a bit tiresome clicking marker and selecting the name I wanted, also if they appeared at the center of the screen view, they appeared at the left side which was a little annoying, but no biggie.
I found the best strat it just forgetting about everyone else, just track the spy during all the hours, then use the CCTV to see the rooms the spy was in at each time and see who was there.
One bug I've found is that the music seems to reset everytime I click, and the volume slider doesn't seem to really work, like at the start I set the slider to 0, and the music doesn't plays, as you'd expect, but eventually the music does start to sound, despite the slider being at 0.
Anyways. really fun game, like, I couldn't stop playing it.
The game is neat, but the fourth puzzle is really hard to figure out the last two puzzles, I solved it out of pure luck after restarting and pressing a different first button every time, like, I might be blind but I didn't see any clue to what DUP KEK KEK could possibly mean. After that the fifth is pretty easy actually, it's challenging which is what you would expect out of the last one, but it wasn't hard to decipher, it was just me being stupid and forgetting that DUP is a single number not that the whole combination, so I was trying to do the combination again and dying but then epiphany hit and I beat the game.
Overall, nice visuals, gameplay is fun, but the fourth puzzle is very tough to figure out what it could be and it seems the only way to solve it is dying over and over again and trying again, or because of sheer luck.
Yeah, we are realising that the third level has a lot of new mechanics to teach the player, there was the grabbing, the throwing and the buttons. We will probably add one or two more levels before it to teach grabbing and buttons idependently and then have the current third level to just teach throwing.
Also, what exactly do you mean with low feel?
Love the arcade feel of this one, it's simple, it's fun, the gameplay is straightforward while also giving the unique spin to the already stablished formula. My main critique is that I wish there was a way to change states the other way around, because if I wanted a car to stop from regular, I needed to click to make it go fast and click again to make it stop. But besides that the game is really solid and is very polished and well done, and considering you did this in 30 hours, really impressive work here.
Controls feel a little weird and I don't really know how I can die at times, like is it a timer, or just falling a lot, because if it is the latter I fell off practically from the top to the bottom and didn't die, I don't really undestand how the dying works. I love the visuals of this one, it's pretty cute, and I got the reference fellow JJK fan.
But overeall the game is pretty nice and has potential, I could see this game grow after the jam is over and become a game of the likes of Getting Over It or a Difficult Game about Climbing
Great take on the theme! I've managed to complete the whole game and the extra levels around 130 deaths, I gotta say the last two difficult levels had me go into pro-gamer mode because I died a ton of times in there, kinda frustrating but it fits with the precision platformer going on here, if anything I feel some levels are easier than the level that precedes it, like level 6 is easier than level 5 in my opinion, and level 10 seems pretty easy comparing it to all the previous levels when it is the last level of the regular ones. And finally the jump feels quite floaty, but maybe that was part of the design idea, but besides that the controls feel really good.
Overall the game is really good, loved to played it.
Pretty nice take on the theme, having to change the falsified events our enemies to the actual events that our great goverment has done for everyone. For freedom, democracy! Main nitpitck is that I can't seem to be able to move the task I have to do somewhere else because it overlaps with the text I have to edit, and there doesn't seem to be a way to tell how good or bad I performed, but besides that, the game is pretty neat.
It's a bit slow for my liking, but that's personal opinion, objectively this game is very polished and has very nice gameplay. I do like the formula and how you decided to take the theme, pretty innovative, plus very accurate to the printer lore xD. I extremely love the visuals of this one, it has that pop art style and very vibrant look which I love and the music got me nostalgia of back when I was a kid and watched tons of videos in YouTube, that music was everywhere. Nice job on this one.
I like it, it's pretty addictive and really fun once you get the hang of it, but the process of getting it is pretty long and tedious. The tutorial doesn't really communicate that well what I have to do, and also the game itself doesn't really tell me what I did wrong, so I ended up failing and failing over and over again. Took me several runs to get the hang of it. I feel like a popup on the screen telling you what you did wrong at that moment, like the sanctions in Paper Please, is extremely needed here.
Besides that, I love the visuals of this game, the UI is really clever and how it fits really well with the setting, and the theme is really cleverly implemented by making the screen randomly popup error minigames.
I enjoyed this game a lot, it's extremely fun and very polished. It's basically Papers Please but with babies and parents, and I really enjoyed the dynamic of Papers Please and so did I in this one. My only nitpick is that music a bit to loud, and that I'd have liked to be able to spread out the different documents for how to be able to tell who are the parents across the table, but at least the things to memorise aren't that hard to keep track off and it lets you well enough time to get used to each one before it brings out the new feature.
Ok, thank you a lot for playing! The box being there is not a bug, but we should probably have taught the player how to do that trick. It's a fancy result of how the controls were made and it resulted into having a fancy quirk of if you press flip polarity and jump at the same time, you can pass through one way platforms and land on the opposite side. And the enemies appear after you respawn, which when we expand this game, we'll probably make something to make it clear that's what happened.
Anyways, thanks a lot for your feedback, this is our second game and we are indeed planning on expanding this one once the jam is over.
Nice game, the fight gives me Sans PTSD, I gotta be lightning fast to react to those laser blasts and it's really hard for me. The game has neat visuals but the HUD for the player UI and charge overlaps with the arena and blocks the view when I am at the bottom. But judging by the screenshots I assume is because different screen aspect ratios/resolutions.
I love the combat on this one, and the bosses are incredibly well done, my favorite is the snake, I found it the most challenging but also most fun to fight against. The third one was a bit of a letdown in comparison to the snake, it was very easy, he comes from the left I barrage him while he comes, I hide on the right while he shoots, he is done so I peek and shoot, rinse and repeat but on the other side.
I found it funny that final boss and suddenly "Paco", I assume that's a bug or an inside joke and you didn't have the final boss done in time.
Visuals of this game are great, it's very eyecatching, and the music and SFX are greatly fitting to the setting.
Overall, great game, really good in all aspects, just make the third boss harder than the snake by making him a little more dynamic.
I don't really understand what I am supposed to do but I don't think what I was doing was the meant way to play. So I spent the entire game with my zip head off the main body and kept on attacking the boss and I practically didn't take any damage during any of the three bosses. Idk if that was luck or if that was the idea.
Anyways, to me the bosses felt pretty easy to defeat, and not much of a challenge, chomper feels way worse than roller, I didn't even switch to chomper during that run. But the game has some astonishing visuals, cool asf main menu, and I love the music.
The music, the SFX and the art is really cool on this one and I really like the mechanic of moving the mouse around to reload the revolver, that's a neat implementation of the theme. I like the fast pacing of this one, everything happening so fast but I don't like the player moving so fast, I end up running into bullets most of the time so I die a lot, but that might be skill issue from my part.
I love it, it's very silly. It doesn't try hard, it knows what it wants to be. I bet you all had a blast making this.
I love the cutscenes, specially the evil doppelganger boss, it's so freaking hilarous.
The combat is also very hilarous, objectively unfair sometimes because I got the bottle and faced the player boss which had a gun, so I died, but the fights happen so quick that it doesn't feel like I lost much, I can recover my loss quickly, and again, it's funny.
Music just simply enhances the whole vibe, it makes everything sillier.
Like what can I say, I really wish I could come up with better feedback but this game is a gem by itself. It's silly, it's quick, it's simple. And I love it for that.
Game is neat, combat is nice but I think the bosses are too tanky for having the player be instakilled the moment it gets hit. Also the reloading time takes very long for my liking. Also the game would benefit of having some music, it kinda feels very devoid of life without it, but, the SFX is great, except the reloading, why does a deck of card sounds like reloading a gun? Besides that, the SFX are really good and very fitting.
I love the Hades-like combat of this game and the controls are wonderful and so are the art and visuals, I love those glows and shaders. But, the second boss moves to fast, it barely lets me even land him a single hit, by the time he stops doing the flash step attack he goes straight to teleporting again, it doesn't let me time to breath. Like yeah, I like having quick reaction times, but that's pretty much near impossible. I think you should Raiju to have a moment in which he is stunned/exhausting or charging to have a little bit of breather and letting the player land some hits, and you could still have those quick combo attacks that you currently have in which he goes quickly between attacks very fast.
Besides that little rant, the game is really good, bosses are well designed and polished, the combat is really good, burst mode is a bit to OP for my liking, but I can see you've made it rewarding for how improbable it is to get.
If you plan on expanding this game, this could be a really good Roguelike/Roguelite. I'd really like to see what awaits this game in the future.
Neat game with solid visuals. The controls feel a little weird at the start but eventually one gets the hang of it, so good job. I like that you can deal damage while stretching your neck, when releasing your neck and when the neck returns, it provides me with different strats.
One thing I'd say is to prevent bosses from shooting while the loading screen, I was getting hit the moment the black screen went away, which is very unfair. For the most part, the two bosses are really good, I feel the second boss is huge step up from the first, but it's good.
Oh and I found a bug, during the first round with the first boss it wasn't able to shoot, I could see the feathers spawning but they would just get destroyed in the instant.
Another thing I'd suggest is a bit more feedback, the game feels kinda devoid of sounds, pretty empty. But overall really neat game.
What a silly fun game. Man I laughed out loud at the starting cutscene, and also the main menu sounds like we are the Avengers, so epic. And the artstyle is also very neat and silly, man, I was looking at the MC when I defeated a boss and I was like "is this the face of mercy?"
Gotta say, haven't played turn based combat games in a while, so it took me a bit to get my gears working, but neat implementation of the theme with having every action have the wheel that you have to stop and try to get on green, except for enemies. Speaking of combat, it is very neat, many times I've played turn based games I get bored after a while because long waits and eventually monotony of spamming the same attack over and over again, but this one gets a pass. I do think that the spider purple beam needs some work, because it pretty much one shots you unless you are constantly blocking, which kinda makes its fight repetitive.
Fun concept. Love having to use puzzles to defeat the bosses, it took me a while to figure out how to deal with the spider, I thought the idea was to use spin the station to make the bosses fall to the spikes but the spider is climbing the walls of the station, then I figured out I had to push the big red button to electrify the pads to deal damage, maybe you could have that button have like a flicker glow, that would make it pop and catch the player's attention.
The bosses are neat, pretty easy to deal with as the main focus is to figure out how to kill 'em, I personally think the first boss is the harder of the three bosses, the hornet I just had to wait till the falling barrels and let gravity do the work for me and the spider it was just the waiting game until it got to the pad and dodging projectiles, I barely even spun the station on that one.
Overall, pretty fun game with neat puzzles.
Ok, I love how easy to understand this game is. It's simple, you shoot, you dodge bullets, have pickups and can dodge by performing an epic barrel roll, like literally, why is the barrel roll so epic with the slow mo, I love it.
The controls, don't get me started. I couldn't have asked for better controls, they behave so good that it feels they and I have the same thought process.
The boss fights are really good, they have very easy to learn attack patterns while also doing combos from time to time to avoid repetition and monotony, They aren't hard to beat but they aren't easy either.
And the visuals of this game I don't know what to say other than 10/10, it's just so lovely and vibrant.
Overall, this is a really fun game, it's pretty much as the same level of fun as arcade games. It's quick, you enter, you fight, you win or lose, you try again. Like it's incredible how replayable this game is with just the same two bosses and by just having one month to make this.
Very fun game with lovely visuals. The initial control setup is bit confusing for me but I will grant you extra points allowing me to change keybindings to my liking, also I've never ended up using the falling faster key, it seems you had the hold space to make jump higher feature so if I wanted a small jump I simply tapped, but also the character doesn't feel to floaty that I feel the need to fall quicker.
I like the tutorial, the font is pretty small and there is probably to much text which led to me ignoring the text that explained I could heal. Speaking of healing nice feature adding the spin there too, there is a risk to losing a life.
The theme is very well implemented, you have the attack which is you spinning, then you have the wheel of fortune after beating a boss and the healing wheel, you've added spin to every thing you could while also making it make sense, it stays in that steampunk theme of the game.
Love the bosses, specially the final one, having the same gimmick as you and being a not discarded ballerina. But one nitpick of mine is that I'd love to know the health of the boss, my only way of knowing is when the music ramps up speed indicating me that I've entered second phase, but I don't know how much health they have left.
Music is reallly cool, can't really put into words how fitting it is to the setting. On the other hand I feel the game lacks some more sound effects.
Overall, really neat game, it is a blast to play.
I am not a big fan of the controls, but I see what you were going for, to me they lack some fluidity and it's a weird setup for me, my brain expects left click to move and right click to attack, while having spacebar to dash.
I think this game needs tutorial level, somewhere to get a hold of the controls as a bit of a playground, with an easy boss so that you can get used to the game without going straight to facing the actual bosses. But probably you weren't able to do this due to time constraints.
The bosses are really well designed, both in artstyle, which is really cool what this game has btw, but also in attack patterns, they require precise movement which is why I think you went with the click to move approach instead of WASD, that's a good thing but again, don't know if many players are used to this type of movement, I only somewhat know this because I've played Lost Ark, and even then, I had to look at the description to know how to move.
Love the lore, I just would like a way to skip it for when I load the game again, I see you have a fast scroll option if I hold left click, but I think a proper skip button would help.
Overall good game, very impressive, I saw this game is an entry to four game jams, extremely impressive how you pulled that off. It just needs a way to introduce players to the movement and let them experiment around before facing the bosses and maybe polishing the controls to be more fluid.