Very interesting! I'm not usually into puzzle games like this, but I enjoyed this one quite a bit.
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Lovely! Great art, great music, great connection between mechanics and theme. I got stuck a little bit after I got the octopus and armadillo at the same time; I climbed down a wall and came to a place that looked like the armadillo would be able to smash through, but whether I used the animals separate or together I couldn't find any way to climb over or break through the wall. I wasn't sure whether there was something I was missing or there was a bug. Otherwise, really delightful and a great jam game!
Hey, really nice game! The premise is great and the graphics are really nice. This is one of the only games so far that I've actually played the whole way through.
The controls really took a bit of getting used to, but once I got the hang of it things went pretty well. I think that my only real criticism is that it seemed really easy; the enemies just weren't enough of a challenge that I ever felt like I was actually in danger, especially with all of the health pickups.
Nice work!
Interesting premise! The chain mechanic gave an interesting tension; I found myself having to decide whether to dodge because my health was low or link to try to take out an enemy. This one felt really challenging, but it's possible that I just didn't have a good grasp of the best way to overcome obstacles.
Some audio would have been helpful, even if it meant just grabbing some royalty-free music and tossing it in.
Nice submission!
Interesting premise! I'm always a fan of a 2d shooter in a jam; feels nice to just blow some stuff up. Creating and defending your nodes gives the player a nice objective other than just "kill all the things", too.
The aiming and shooting controls feel pretty good. I'm glad that you made the gun auto-fire. Since there's no disadvantage to just holding down the mouse button the entire time, I wonder if it might make sense to just have the gun fire by itself the entire time and just let the player aim?
I think that the only thing I'm really missing is an ending; a score doesn't really tell me a lot if the game just keeps going forever. Something as simple as a timer that ends the game after 60 seconds/etc. could work well here.
Nice submission!
Super polished! Simple graphics and sounds, but everything is really clean and nicely done. I'm not usually into this type of game, but I could tell the execution was really well-done for the genre.
I did find that it took me several tries to actually figure out how the magnet works, but honestly I prefer it that way; figuring out how how to use all of the pieces to achieve your objective is the entire point of a game like this.
All around, everything that someone could hope for from a jam game! Nice work!
Man, I love the concept of this game. I don't know if there's something I'm just not figuring out, though, but it just seems incredibly hard to me. I went through about five rounds, and I don't think I ever topped 80 points. Those yellow guys on the left get me almost every time unless I already have turrets on that side! Am I missing something that should be obvious?
I really, really wanted to like this one because everything else seems to be nicely put together, but the difficulty is just killing it for me.
Very nice execution! This is a really polished game--everything feels well-oiled and professional. This is the third shooter that I've played so far, and it definitely is the most satisfying of the three. The teleport mechanic was neat, though to be honest it didn't really feel necessary; I played for a little while but never really felt like I was in any significant danger. I think the biggest thing that I was missing was something that increases the difficulty over time, like faster bubble movement.
Oh, yeah! Nice audio, too. The music was pleasant without being distracting, and the sounds for shooting and hitting a target were satisfying.
Overall, probably my favorite of the small handful I've seen so far.
Beautiful game! The visuals are a definite standout. I like the variety of enemies, though I didn't often feel like they offered much of a threat. One suggestion is that since there doesn't seem to be any drawback to holding down the fire button the whole time, it might be better to just have the ship fire automatically. Very nice submission!
Really fun concept! An interesting take on a game along the lines of Clash Royale. It didn't take long to find a foolproof strategy (peasant, peasant, peasant, flautist won every time), but all of the pieces are there and working well, and no one expects a jam game to be perfectly balanced ;) Would love to see a two-player version with keyboard controls instead of mouse.
Very clean execution of the concept. I loved the giant Windows key enemies! I ran into two issues while playing: 1, the game was much larger than my browser window, so I had to make the zoom very small to fit on my 1080p screen. 2. During the battle in the room with the crown the entire game unexpectedly went black.
Getting all kinds of 90's vibes from the background! The play style started to remind me of the bit in Limbo with the mind control parasite (but much more fast-paced). Would have loved to hear a bit of sound; just throwing on some free music from opengameart.org or incompetech.com would make a big difference. Nice work!
Yeah, that section definitely would have benefited from more player guidance. There's a playthrough video in the description if you want to see the solution.
We can only take partial credit for the visuals. I wrote some scripts to set up parallax motion and some glitch effects, but the tiles themselves were part of a free asset pack. I linked to it in the description if you would like to use it in any of your projects.
Thanks for the feedback!
I'm glad that you liked it! Yeah, I'm not really sure how scoring for that stuff is supposed to work? It's within the rules of the jam, but we certainly can't take credit for it...
That's the best time that I've seen so far from someone who wasn't directly involved in making the game! I made a runthrough that shows how to find the full game ending:
Thanks for the feedback! I had a completely different idea for how to implement the theme at first--actual error messages in the scripts were going to appear as platforms that you could jump on. But early in the process I noticed that I had messed up the the raycasting for obstacle detection and, well, here we are!
Definitely some hints would be a good idea. My wife and my brother (the composer) both got completely stuck on one section until I told them what to do!
I like the core mechanic! I think there may be a resolution/display issue because I saw arrows pointing towards a score and timer in the corners, but no score or timer... maybe they were offscreen? I noticed something similar when I first uploaded my game; I had to adjust the settings on my itch.io page to match the resolution that I had set in Unity to fix it.