This looks awesome. Now I will have to get a Playdate😅
foopis23
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Pretty difficult game, but a lot of fun and pretty fleshed out for a jam game. The concept is really unique and I think it has a ton of potential. Good job.
I would love to see the idea made into a full game. That said one thing for me is that I think the death mechanic needs to be a little less frustrating. Not that it can’t be difficult, but the sanity meter would drain pretty fast and it really feels like by the end you are fighting against your character’s life battery and not like overcoming the dungeon.
I really enjoyed playing this game, especially considering it was made in a short timeframe for a game jam. I like the mechanic where consuming enemies not only grants you new abilities but also boosts your existing ones. The tutorial and stat explanations were also helpful. Overall, a solid effort by the developers!
I would love some feedback. Would really like to know how we could improve for future jams. Thank you, https://itch.io/jam/brackeys-9/rate/1933227
Fun game. I played for far too long because I was trying to figure out a way to farm gold really fast. I did end up with max mana regeneration, both of the books, and like 30 hay. It’s pretty relaxing, which is probably why I played so long.
(This is a side note for all gamers out there. It seems like the best strategy to get gold without a lot of work is to buy the polymorph book and single hay, and take one sheep to level 20 or higher. Push the sheep in the top right corner or bottom right corner and put hay in the pin. As the monster runs towards them, shoot them when they get close enough to be attracted to the hay. They will just walk into the goal themselves and you get easy money).
Some small critiques: It would be nice if there was a larger benefit for saving more sheep per level. As far as I could tell, 1 sheep is 1 gold no matter what. But it’s a lot easier to take 1 sheep for 20 levels than it is to take 2 sheep for 10 levels. Some bonus for saving more sheep would be nice.
Overall, nice job. I enjoyed the game quite a bit.
I’m glad you liked it. It was a bit scary using Outer Wilds as an inspiration because the game is so acclaimed and well-put-together. It’s just hard to make something like that for a Game Jam. That said, I’m glad we made something that fans of Outer Wilds can enjoy. Seems like a sign that we did something right. Thank you so much for the positive feedback.
Thank you so much. It’s incredible to hear that people are enjoying it so far. I’m glad you enjoyed our sense of humor because we really just can’t help ourselves when we think of some easter egg that needs to go in.
And totally agree about having music would have been awesome. We actually had 2 musicians on the team, but the team just had so much work to do that neither of them got the chance to write any music.
Again, thank you so much and I’m glad you enjoyed it.
This game is a delightful experience, featuring lovely sound and art, as well as a diverse range of enemies. It’s an impressive feat for a game jam submission.
To further elevate the gameplay, it would be fantastic to incorporate a system in which each enemy had unique weaknesses to specific weapons. This would add an exciting layer of strategy to the gameplay, with dying offering an advantage in future battles. In the final boss fight, implementing phases, like in a Zelda boss fight, would be a fun addition. Each phase could require a specific weapon or maybe a set of weapons.
With this approach, balancing the game would be crucial. It might be necessary to reduce the time limit or the penalty for death to make the final boss fight more manageable. One idea would be to provide unlimited lives but implement a combo meter, where allowing it to drop to zero would result in a “game over.” Alternatively, players could have a limited number of lives, but the game could offer a way to gain additional lives throughout the experience.
These changes would add more depth and complexity to an already delightful game, making it an even more enjoyable experience for players.
This game is a standout for me. Its concept feels natural and intuitive, and the gameplay loop flows seamlessly. The simple AI of the enemies is a highlight, as it allows players to strategize and take out groups of enemies with precision.
However, I do have a minor critique: the camera’s close proximity can be problematic. I died quite a few times from not seeing an enemy when moving up and down the level. Perhaps a zoom-out feature could alleviate this issue. On the other hand, this change could make the game easier, so adding some sort of time pressure or combo meter could create a more challenging dynamic. This would make every shot count, even in situations where the optimal line-up is not present, creating a sense of urgency and increasing the stakes for players seeking to achieve rewards.
I think tis a little confusing at the start, but has a lot of potential. As boring as this can be sometimes, I think card games really benefit from a tutorial where they walk you through each “phase” of the game. Also, I think you need to figure out a way to get the bug theming into gameplay. Not sure what that mechanic or system looks like, because I don’t know about bugs, but if you can I think it would make your game a lot more unique. That said, this is pretty fun if you take the time to figure it out, and I think it could be its own thing if you decide to continue. Also, I like that you were able to make all the art for the cards, its a nice touch.
I agree. I think the puzzle aspects work great and if we were able to implement more of the operator tiles in puzzles it would have been even better, but I will admit that sometimes you know exactly what configuration of dice you need to solve a section of the puzzle but its really hard to get that configuration because it's hard to picture how to rotate the dice. I would say this difficulty doesn't really add to the game much and is just kind of frustrating
This is one of my favorite games of the Jam so far. I really like the concept. Taking the randomness of dice and making the player then make strategic decisions based on that is really good. It helps take a lot of the pain out of the random, all though there is still a little pain. I wish there was a little more to the strategy. Maybe some benefits from unit placements/adjacentency? That said, I played this game for quite a while and really enjoyed it. Good job.
First off, I think it's fun to post high scores as a sort of leader board. I was able to get 701m after a couple of tries.
For feedback, my only comment is I kind of wish the character just automatically ran or there was a run toggle button because after I got used to the controls I just never let go of D in a run. There are also some bugs where the player can clip the blocks and it happens to me a couple of times, but as to be expected from a jam gam. Overall I thought this game was a simple and fun game and I like trying to go for higher and higher scores.