This felt pretty polished for a jam game! The art and music are good, the melee mallet and bouncing boomerang charge shots were a fun change of pace between runs (even if I'm bad at both), and I really enjoyed the escalation of bullet patterns. Thanks for the fun game!
H_Labs
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I haven't played many autobattles, but I did enjoy my time with this one.
The base game of "reflectors and attackers" was easy to pick up, but most of the cards had some sort of tradeoff, which kept deck-building interesting. I also appreciate how you could still buy cards after losing (instead of it just being "game over"). One bit of feedback I do have is that the font was hard to read. If you switched to a non-pixelated font, I think that would still fit with your art while still improving readability.
Anyhow, I'd definitely follow the game if you kept working on it!
There are so many different great things about this game. Orbiting and destroying a planet is a pretty novel idea, but your artist made it look phenomenal. The sound design and story gave it a nice creepy atmosphere. Growing and transforming the "moon" is fun. The double use of the slam as a way to gather resources and dodge attacks is really smart. I couldn't always figure out why I died, but all of the above had me coming back to play again. Great jam game.
Thanks for playing! After the jam is over, I'm hoping to go back and add a basic AI. I just didn't get around to it during the jam because it could have been a time sink and I wanted prioritize the abilities.
And you're right, the paddles can squish any object to make it fast! That's a bug with how the paddles increase the speed of objects every time they bounce and is another thing I am hoping to fix after the jam. For now though, I suppose it is a fun cheat?
There is something really cathartic about being the system ruining people's day (instead of the usual other way around)! I like the character art style too! I think it would have been even more tense if everything on the same screen so that you were constantly trying to process how many people were in line, how close the forms were to being printed, and how much time before customers leave.
There is something really satisfying about just throwing hordes of disposible goons in the way of the AI. I had a good bit of fun with this.
If you added some information on how the AI moves, I think that would take the game to the next level so players can strategize more. Eventually I developed a strategy to deal with the AI (move in front and hang back until the AI moves into the attack range), but I still don't really understand it, which makes some wins and losses feel like RNG.
Sorry about that! UX improvements ended up being cut. I'm guess that you're being blocked from entering the building by the outside doors. You'll have to open them by clicking on them before clicking the room to move inside. If the door is locked, then you will need to open up your inventory, click the lockpick, and then click the locked door. Hope this helps!
Hey, sorry about that! We're still filling in the instructions, but they should be complete enough for a playthrough now. It is a point and click adventure where you'll need to click doors to open them and rooms to enter them (once the doors are open). You can interact with objects in a room by clicking on them, and use items by opening the inventory, clicking them, and clicking what you want to use them on.
Rated! I only need two more (at the time I'm writing this, anyhow): https://itch.io/jam/brackeys-4/rate/724200
Really fun with great polish. Felt like I was playing a game I'd purchased. I did find the grab frustrating at points though (mainly due to being short on time). There were a number of times where I'd try to gab something, only to grab two things or I'd just not grab it or I'd grab what I wanted, but I'd be unable to drop it in the box.
I'm at 18 and trying to squeeze in 20 before the deadline: https://itch.io/jam/brackeys-4/rate/724200
Thank you for making this! I'll try to play the other games here.
Really felt like an old Zelda game with the dungeon layouts and the power-up gaining. The enemies having a in-game health visual (the unwound tape) was clever. The movement was a bit slow for my liking so I found myself rolling everywhere (like Zelda) and the text SFX was grating. I also wish the pencil would interrupt the game less.
Amazing job! Definitely one of my top games this jam. The puzzles got pretty hard, but it always felt doable, even if I had to jot down routes on paper to figure out the patterns. The art, while simple, perfectly fit the game. While I'd be interested to hear it with music like other suggested, only having a few beeps and buzzes really gave it the hacking atmosphere.
Just left feedback. Really impressive job for y'all's first jam. I'd appreciate any feedback you have for mine: https://itch.io/jam/brackeys-4/rate/724200
I can't believe this is your first jam game. This is really good! Y'all did a great job implementing the art assets so that everything looks natural and cohesive. The rewind puzzles were fun, but not brain-taxing (which I like). I actually didn't have any issue with difficulty and found it to be comfortable all the way through, although the acceleration on the character was a tad much.
The only criticism I have is:
- A way to start the rewind early (maybe just press R again). There were a number of times I would collect or miss a coin and be forced to wait a couple of seconds.
- The invincible/past/rewind version of you appearing in front of you make positioning tight in a number of areas. I keep expecting it to appear in me, but I get that that is not an option because you can collide with your other self.
- There's no real penalty for death. You do restart, but you don't lose any coins. It does prevent the game from getting frustrating, but it also removes the tension from the platforming.
Anyhow, looks great! I had fun with this, so thanks!
Nobody was online when I tried, so I queued up with myself. It worked pretty well! I don't know if you're familiar with Ibb & Obb, but the two-person co-op puzzles in this reminded me of that. The art was simple, but very good. The puzzles were pretty easy (probably because communication is the real challenge), but there was a good difficulty curve and the final challenge was a good brain-teaser, The audio assets you used were implemented perfectly so it fell like a professional game in that department. Great job! I'm super impressed you implemented multiplayer for a jam game.
I'm impressed you basically made two different games for one jam (the digging and the platformer). That being said, I had a much more fun with the platformer than the digger (is that a name for it?). Trying to manipulate the monster so that I could safely jump across gaps and using the rewind to cover my mistakes was a fun challenge and kind of puzzle-y. The digging felt like pure luck, but I at least appreciate that, with the rewind, there was not a failstate to reset my progress. I would have have preferred it if there was more platforming and boss-manipulation in place of the digging, but that could just be my tastes.