Thank you very much for the kind words! We thought the rating system was a good addition, and we're glad you think so too!
Guavagoosegames
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The UI is incredibly clean here, and it really helped get me into the game. Art is definitely a strong point, and I loved the vector graphics (not to mention the smooth transitions!). Of course, the gameplay was fun too! I definitely enjoyed seeing everything crumbling around me as I desperately tried to save the world, haha.
Oh no, sorry to hear that! Yeah, there's an invisible spike hiding in level 6, and unfortunately we didn't catch it in time. Apologies. As for the bugged animation, that one's on us as well. We noticed it during development but didn't quite have enough time to fix it. Although I will admit, it is a bit funny seeing the skeleton bonk its head and get stuck in the animation, haha.
Wow, you've got a really creative concept here! I'm always impressed by games that can take simple controls (cardinal grid movement in this case) and use them to build complex puzzles. The difficulty curve was very satisfying, with 1 - Castle in particular requiring me to actually stop and think about my movement pattern. This game definitely has the potential to grow into a full release if given more levels and a bit of graphical flare!
Man, the minimalistic graphics and atari-esque sounds are so charming, and immediately bring to mind classic arcade games. The bright visuals also compliment the gameplay real nicely. As for the gameplay itself? It was super hard, haha! Trying to go in guns blazing made the levels near impossible with bullets going every which way, so I ended up approaching each shot cautiously instead. Due to the short length of levels and the instant retry, difficulty was a fun challenge rather than a nuisance, and progressed smoothly from start to finish!
This is a neat concept, with some impressively fleshed out systems! The inventory items were real charming; any time I saw the inventory option I immediately selected it, wondering what the guard might be holding! This is the kinda concept that I feel has a ton of potential, so if you're thinking about developing this further, I say go for it.
While simple conceptually, this game's oozing with personality—and polish! The special attack provides a nice way for the player to balance their own difficulty, since using the ability frequently means keeping the enemy count to a minimum (but at the same time, also minimizing score), while using the ability sparingly creates riskier gameplay, but ups the chances for a higher score.
Oh man, this might just be the most out of control game I've tried so far, in a good way! Separating my cat from the rest of the pack was a ridiculously hilarious challenge, and despite my best efforts to strategically place fish and cucumbers, the best I got was second place... The cat names and descriptions are a fantastic touch; just knowing my cat's backstory pushed me to try and bring them to victory!
I know it says you used pre-existing audio and visuals, but I gotta say: the choices you made for this were spot-on. The neon lighting combined with the ocean background music lends the game some super surreal vibes. The aesthetics combined with the solid puzzle design made this a fun submission to play, real nice work!
This is one of those games where the more I played it, the more I fell in love with it. At first I was a bit intimidated by how huge the map was, since I wasn't sure what to expect. But man, after I saw how the time loop worked it all clicked. And there I was, feeling real smart, when I realized that your previous loops could get in each other’s way! Unreal.
Oh man, you have no idea how happy it makes me to hear that you checked out the game page! The invisible spikes were an oversight on my part during development, and I've tried so hard to let people know that they're in the game. We're thrilled you enjoyed the game regardless of its faults; thank you for the feedback!
Thank you very much for the feedback! And yeah, we all agree there's definitely a better way to puzzle out the solution rather than just placing down one tile at a time and seeing when the skeleton dies, haha. As for rewards, my our current idea going forward is that getting a three-skull rating on a level would unlock a filter or chroma players could use to change up the color palette!
I'll admit, it took me a bit to understand the shell system, but once I got the hang of it this game became real unique! Strategically placing your shell in preparation for a quick double-swap leads to some really cool gameplay. If you polish up the visuals and tweak the balance a bit, I could definitely see this being expanded upon into a full game!
Oh man, I really liked the blocky artstyle. I suppose I'm a bit biased towards 3D submissions, but I legitimately enjoyed the simplicity here, haha! The game felt well-balanced too, making blowing up waves of viruses more fun than frustrating (with a nice explosion animation, to boot). It's real impressive you were able to make a game this polished during the jam, props.
This game is a great example of using a lack of control to create tension! Depending on your speed, reacting to oncoming cars can feel real tense. And I shouldn't forget the headlights, which (in addition to being a nice contrast to the moody aesthetic) were a crucial tool for reacting to oncoming traffic, and a great counter-balance to what would've been overwhelming tension. Saying this game is underrated doesn't do it enough justice!
It's kinda amazing how quickly just tweaking the spawn rate ramps up the difficulty. At one point I had to start herding batches of sheep into corners and trimming them all at once just to keep the population under control! Simple and fun, I'd wager this just needs some minor animations and effects to complete the experience!
Oh man, I love the dual purpose enemies have in this game, being both your greatest strength as well as your greatest obstacle. The fact that enemies can be attacked to cross multiple tiles in a single turn is brilliant! It makes for such interesting gameplay choices. The final level plays with these choices real well, and had it me stuck for a decent bit until I finally got it, haha! There's heaps of potential here, and I'd love to see you guys turn this into a fully-realized game.
I've seen a couple of submissions similar to what you've got here, but yours is easily the best, hands down! Man, the game just feels so good to interact with, whether it be through its movement or the drop down menu for the modules. A creative entry through-and-through. Not to mention the solid visuals!
This game constantly forces you to keep repositioning, sometimes having to weave between walls of enemies just to line up the right shot. It's hectic, frantic, and absolutely fun. Only feedback I've got is that you might want to add some end lag to shooting, so that players can't just spam it. That aside, real nice work here!
This was a fun, chaotic game. The short timers on each level kept it fast-paced, not to mention it made it much les frustrating to mess up (which I often did, haha). After about 5 levels or so the game wouldn't let me move on to the next level after I beat it, which was a total bummer since I wanted to play more!