I be roasting and toasting
Garuda
Creator of
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Finally got to check this out. I had some fun experimenting with the shooting and swapping mechanics - until I found out I could swap with the guards. These green blobs have an insane high caliber blicky and you will no longer need to swap as you blow your enemies to pieces.
It would've been cool to add an ammo mechanic so that swapping could still be relevant. Nice game!
Good tutorialization, decent visual clarity, nice checkpoint system, and a helpful arrow system led to one of the smoothest starts I've had this jam. You spent a lot of time making sure this was a friendly and accessible ride and it really shows.
I was quickly in a pseudo-flow state and I thought this game was at its best when I was nailing lasso jumps and narrowly dodging technocows. Unfortunately, my playthrough was ended by a crash to desktop (I see I'm not the first) on a boss death.
You're clearly a developer with a lot of focus on your players, and I'd like to see that more of that energy channeled into the game. I get the feeling from the boss fight (maybe I'm wrong) - you wanted to make this game a sort of hybrid combat platformer.
If that's the case, it feels like there was a missed opportunity for some more cohesion. You can't fire projectiles while lassoing. the combat crystal is a separate entity from the platforming crystal, the pacing is very different between the two, and focusing on one allows you to skip the other (ie: avoid combat by platforming away or vice versa)
Whatever your vision may be, if your mechanics supported each other at the level you support your players - you'll definitely end up with a stronger experience. Nicely done
I haven't played anything like this connect-the-stars dueler. Once you get the hang of constellation dashing - there's no greater feeling than shutting down an enemy's advance before landing an offensive combo of your own.
It's a demanding game, and I'm thankful the queued travel feature exists. After taking around 5 attempts to take down the Argo Navis, I think its safe to say that the team created something very unique and coherent from the theme.
This game would fit right at home on the Nintendo DS, but I'll settle for playing it on the PC :P Nicely done.
Beat the game with all 3 characters :D
It was cool to play as goblin war party, broodmother, and construct. These were some really original card game characters and their cards were fun to use. I think my favorite was probably the goblin party. I would love to see an expanded game where I manage a troop of goblins in card form.
The idea of One Hand really forced me to think carefully about the order of execution and it took me a couple of tries to get it right. Overall fun game and good job!
As many people have already said - Editing the description would help a lot! I went back to the rating page to figure out mouse did something. But I tried resizing and lots of different things.
After I figured out how to change the colors it was go time. I felt like a white ninja square moving quickly between blue and red. I liked being able to resize for my perfect visual sweet spot. This game needs a lot of focus, so it was nice to make it my personal size.
Good work!
This is a very original and solid take of the Only One theme.
I have never played an RPG with only one digit, and it was really cool how you designed encounters around that. I also encountered the 'name' prompt organically (I know you have a screenshot included) and I rolled my eyes at that. Cheeky boi.
Congratulations on making a neat little roguelike! I liked the concept of having only one item. I had to carefully choose equipment and remember where things were dropped after my gear broke. Nothing like having a weapon break mid-fight, finishing the enemy with your firsts, and then running back to grab a fresh short sword! I had fun scavenging the dungeon and beating up enemies.
I'm not sure if this was a glitch but I was unable to figure out how to get the enemies in that room. However I killed every other enemy I saw :P So maybe it's good for the spiders they were safe
This was one of the best shooters I've played in the jam. And THANKS for not doing a 'one bullet' 'one shot' thing. I really liked the take you had with the theme. This was a crudely drawn, silly, and downright fun gamejam creation.
The gameplay felt great, and I was really starting to get attached to the green guy gang. Made it all the way to toast King ghoul after losing my boys Garfield, Griffin, Geoff, Geralt, Chad - Biggest RIP of them all (the only non G), and many others. Getting that sweet vengeance felt great.
Tossing the guns back and forth felt awesome as you really tag teamed the enemies. And the best part was when you were the only one left and had to go SICKO mode. Really though, the vulnerability you feel with 0 bullets and watching your helpless bois try to run away only makes it THAT much sweeter when you toss them the gun and they get to pop off.
Good work!
This has a lot of potential. This was the first RTS I've seen in the jam so that was very cool, and it gave me some serious Warcraft vibes which I am a big fan of. I especially liked playing the humans in warcraft, so the villagers and archers gave me al ot of nostalgia.
The goal of banding villagers together and slowly dealing damage to a dragon was really nice. I like the feel of small people joining forces to defeat something larger. I positioned my archers in different areas to defend all parts of the town, and eventually you can go send them to hunt it.
The dragon coming into town caught me off guard the first time. It looks really fluid and captures the feeling of a dragon well, and more importantly it makes me dislike the dragon as a player. Losing cows and peasants motivates me to train my army for revenge.
Most RTS games are about even armies fighting each other. But I like this idea of only taking down large targets. It actually feels pretty epic and rewarding. In the patched version the dragon was flying around in the ground after I got its health to 0. I WANT TO SEE ITS CORPSE
I like casual card games and this scratched that itch well for me. The fusion of cards with a construction / RTS style was a cool combo.
The design decision to color code buildings made the strategies a lot clearer too.
I definitely enjoyed the meta-narrative and strategy of SACRIFICING natural well being so I could get funding for research. Shifting from damaging industries to colleges and universities felt good. Barely escaped, good work!
This is a fun game for a bit but be careful.
If you pick up a weapon right as you drop it you can enter a glitch where your character moves in the opposite direction of the mouse and is too hard to control. This results in death.
I think the weapon collider is getting stuck in the character collider.
This was a really cool take and liked seeing the combinations of different colors + one key being used here. The level design was really well done, hitting that green jump into a blue X felt great.
My favorite detail was being able to blend in with the colored Xs. I felt like a chameleon just chilling
This game perfectly captures the feel of exploring a dungeon, using the light to guide my way and defend against spirits was a fun dual purpose mechanic.
The pixel art was charming, and I like the decision to show ghosts outside of my light's range. It helps with planning and movement and makes the enemies feel fair :)
Moving inches away from a frozen ghost is a great tense moment.
This game did a great job of capturing the intensity of parries in melee combats. Countering arrows, staring down foes and waiting for them to lunge - before unleashing a strike of your own, all make for an intense melee experience. This is only made better by nice sound design and bloody visuals.
I also really liked the subtle storytelling of defending a doorway, hints at a hidden story about trying to defend someone from assassins. Overall good work :)