Great tongue in cheek humor. I really didn't know what to expect. Short but sweet
1000 Gibibit
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I think despite what you wrote on the game's page about it not being very polished this is a great entry. The art is beautiful, the music is very relaxing and the scooter sounds great while driving around. The writing is well done too, I love the little characters and all their short stories.
Maybe next time you can manage to build the game as you envisioned it. Three days is a short time to make a game. Keep creating!
Great game. Finding the echidna's nest felt like a little secret, going underground. Getting down from the tree was a challenge, that bird got really aggressive! Some way to do a partial jump would have made climbing the tree a bit faster. I got 17 nuts, I think that's all of them. Overall an amazing entry. Looks great, sounds great, short and sweet.
What a great take on a tower defense style game. I love how everything is connected via roots. For a moment I forgot about having to reach the water, but then by wave #14 I managed to reach it. Having to grow specific types of pumpkins to earn more stars/growth points is clever. I never figured out what the star plant does.
I tried going fullscreen using F11, but only afterwards read here in the comments that the correct key is F 😭 I think in GameMaker you can change the game project settings to allow window scaling via the top buttons and dragging the edges too.
The game looks and sounds great as well. The tiny sprites combine very well with the mouth sound effects.
Very clever way to integrate the Expansion theme. Pretty fun game overall. The level design could use some work. For instance I went gameover on a fly that flew into me very quickly, I simply couldn't inflate the balloon fast enough. The balloon physics could use some work. After deflating the balloon you don't start falling until moving right again.
Despite some quirks, a very solid jam entry. I love the name of your game, probably the best name in the whole jam. :) Keep up the good work!
What's this? An endless runner disguised as a wonderfully illustrated game with top notch audio effects?
I managed to get 53 fireflies on my second run. Wonderful halloween theme, looks great, sounds great, no remarks. You could probably upload this to some other websites like Newgrounds and get good ratings. Amazing jam entry, keep it up.
Nice concept, I managed to find all but 3 of the geese. I think I kept coming accross the same 3 ponds, even when following the streams connecting them. Quite amazing how geese manage to migrate anywhere, flying around for hours to pick up their flock only to drop them off 100m from where they started! Jokes aside, I liked it and the game was well done. It was difficult to orient myself because the map was so zoomed in, some way to fly lower and higher to increase your vision would do a lot for this game. The entire flock honking along was a great touch, very satisfying. Overall a great jam entry, keep it up!
PS: a small UX issue is that I personally expected the "geese waiting to be picked up" counter to go down when I picked them up instead of when I dropped them off. The game would probably be easier if I first picked up the entire flock before dropping them off.
Mr Mustachio is here to save the day
Very impressive to have a fully fledged building game with such nice environments in such a short time. I did play exclusively in creative mode. In unlimited mode the clearances for being allowed to place something were way too tight, so I could only put a few items on the chestnut.
PS: I played the desktop version, definitely on the heavy side for a web build! But the web version got me hooked in at least
Hooray, I unleased the pumpkin king! ... That's good right?
The hopping movement is a refreshing way to do a platformer. The slight squish of the pumpkin made the jump pretty satisfying. Some air control would have been nice.
Sometimes people can't make it to the start of the jam or aren't in the right state of mind to participate. It happens, better luck next time.
Nice snake game. Having separate levels for the different clothing types is clever. The sounds for changing direction are well done. Sometimes the yarn would spawn in the void, forcing you to lose a lot of progress. The art for the menu is cute, and kinda funny because the snakes have arms so they can fit their sweaters
Fun concept but whether you win is completely dependent on whether a gatherer happens to get stuck between a tree and a house, nothing else matters. Because of the randomness it is a bit frustrating to play. If you find a way to make the gameplay more reliable that would improve the game a lot. Maybe add a second house that is specific for woodcutters. And then have the units move towards tiles that matter and back to houses when necessary instead of 100% randomly.
I love how they give each other a lil' kissy to resolve the conflict. Ok maybe it's not so little, that's a big-ass smackaroo. The sound effects and music/ambience combine wonderfully, and the art style is a good example of how minimalistic drawings can look great.
Try to press the upgrade buttons when you don't have enough money for some bonus sfx :)
EDIT: I went to make lunch and the screen was black with conflict bubbles when I got back, that was unexpected haha
Fun for a bit, the lose condition is a bit harsh though given how long the time between upgrades gets later in the game. I was waiting for the pond upgrade since that seems to block production the most, then I lost. Didn't get any further than the first research. Still had a good time, impressive for a 72h jam game. (its still 72h for the LD jam version right)
Cute game with great illustrations and sfx. Very relaxing.
Some of the interactions were a bit frustrating like constantly having to reassign all the little goobers after a gust of wind. Especially the ones that were carrying a big strawberry or leaf, since I had to drag them away from the item first and then back again before it would register as being assigned to that thing again.
It was kinda funny how some of the workers were squished for the entire game because I didn't understand how they needed to cooperate to carry big things at the very beginning 😅 That was a nice detail
Not bad pretty good! Played for 4 minutes and then I fell off the bottom edge, trying to find why there was a red skeletal hand at the bottom of the screen pointing downwards.
Some feedback:
- The first items don't show what they do so I had to pick randomly. I'd like for the game to be paused and a description so I can make a concious choice. I got the spellbook which fires 3 fireballs in my first round, and the knife salvo in the second round.
- The second attack I got was also fireballs, but a salvo of two instead? This was a bit disappointing.
- The attack that sends daggers when you dash is awkward to use. The enemies are always close but you have to dash towards them to use the attack. It also does 4x less damage than the fireballs for some reason, making it feel really weak.
- The defensive attack that sends out knives when you take damage has similar problems. It just doesn't do enough damage and you really really don't want to take damage to trigger it.
- The hole in the ground boss concept is cool, however since it shoots projectiles I have to keep my distance and I shot it while it was mostly off-screen. It died with 1 or 2 salvos of fireballs so I only saw the edge of it.
- The game is a bit slow. The enemies crawl towards me, I can't see very far, I walk extremely slowly, the attacks have long cooldowns. Personally I would enjoy the game a lot more if it is a bit faster.
- The edge of the map is difficult to see
- The serpent attack is cool and satisfying to see move around
- The music, sound design and spritework are good
Hope this helps. I think you have a solid base for a survivor-like here. With some work it can be great. Keep it up!
I couldn't finish the game because of the overflow error :(
Like aguydude said you can use 64 bits (long and ulong types) if you're using integers, that will get you a long way (har har). Alternatively you can use float, up to 10^38, or double, up to 10^308.
Pretty simple game but still fun for its duration. Keep it up!
Great gamefeel, very polished. Bit annoying that the upgade window either has to overlap your current score count or be slightly off screen.
The prestige wizard is rad but prestiging itself isn't that interesting. I could get only +30% click and cursor score. There is still a bunch more to unlock that I don't really want to bother with since the second round is basically gonna take as long as the first.
The close button on the wizard window doesn't work until you prestiged for the first time.
Overall pretty good clicker with a lot of character that is a tad too vanilla on the gameplay side.
Loved it! I think the things that are already here are really solid and fun, here are some minor feedback points.
- It takes a long time to get to 50 population, so when I lost very close at 48 pop it felt a bit bad.
- It's easy for the gold to run out while I'm focussed on placement of tiles. Maybe different sounds depending on how close you are to losing might help (for instance, almost no gold left, or almost no space left)
- Some seemingly minor choices can have a big impact on your card availability, which can be a pitfall but for me was a fun balance to figure out. For instance, placing lumber camp next to 3 trees all the time might overwhelm your deck with houses!
These are just my takeaways. Overall my experience was really good and I enjoyed the game a lot. Good luck with further development of the full version, keep it up!
PS: I see on Steam that you have controller support planned. Playing this with controller on the couch would make for a perfect relaxing afternoon ^^
Wow! Really smooth pixel-shooter. I loved it. Some small points of feedback:
- You can only go back to campaign selection by pressing Esc, which makes the game exit fullscreen
- Automatically starting the next level would be really nice, going back to the menu every time breaks the pace a bit
- From the comments I understand that you have to play an entire campaign without taking damage to unlock the golden weapons? But this is not explained anywhere in the game
The soundtrack and audio design are awesome. There is some interesting movement tech in there when combining gun knockback for high jumps and the dash for extra sideways speed.
Overall very Polish-ed game that is up there in quality.
EDIT: a small bug I found, when I used the portal gun and walked into the portal it sent me to the tutorial level for some reason
Well that was creepy, I liked the story. Pretty well written despite a few minor typos.
I'm not sure how I feel about the timed events. They are both centered around memorizing a page with a bunch of instructions, which isn't that interesting. The first one I didn't expect it at all and was basically guessing. The second one somehow I also didn't see it coming but then it didn't really matter since I could retry after every fail (which I preferred because it would be horrible trying to memorize).
Then there's the caution point system. It's a system that does not feel impactful since I as the player don't know how many points I have or need for specific choices in the game. If I had too little caution points would I not have been able to get the good ending? Maybe if some choices displayed "8/5 caution points required" or something then it would be clearer.
Overall a pretty solid visual novel with an original story and nice art! I got ending 2. Keep it up!