This was a fun little game. I like the bonus for a clean bar, it adds some extra reward to being strategic with the drinks instead of placing them in an open space immediately. Music was pretty catching and fitting for the visuals and vibe of the game too. The game definitely starts out pretty easy but gets a lot harder quite fast, I managed to make it to day 10 haha. I think it would be interesting to have a mechanic where you could boot out a customer, where you free up space on the bar, at the cost of losing the tip (or maybe a slight health penalty too). I enjoyed it!
HeavyMetalGameDev
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Thanks so much, glad you enjoyed the game! I definitely hear the comments about being more clear in the first room, that'll be the first thing that I change once the jam is over. The tutorial page on the wall was a bit of a last minute addition and I think it has actually confused people mora than it helped, I'll try to make that a little better too. Thanks for the review!
I was a bit confused at first but figured out what was happening quite quickly. I think my main criticism with it in the current state would be the lack of strategy: it mainly seems like the player should put the corresponding dice into defence and then put the remaining ones into their attack, though in a full game I can imagine this would be expanded to be more complex, still a cool concept either way!
Nice little game, doing all the animation hand drawn on paper is an impressive idea for a game jam. I think the game was a little easy overall, and to me the candle mechanic was a bit unnecessary, as you can tell if a monster is angry by if they chase you or not, so you don't really need to use the candles. Other than that, cool game!
Really sucks that the shadow system did work properly in the WebGL build (I had a similar thing happen with my game). I think the camera has a couple improvements too, there isn't any limit to the rotation so you can keep looking upwards until you're upside down haha. A cool concept for the game though, it's just unfortunate that it didn't play out.
A nicely satisfying game, the hitstop when you do a counter give the game a good feel to it. Pretty challenging and almost bordering on a rhythm game, but I enjoyed it. For a full game, more enemy types would be cool, perhaps they'd get introduced over a series of levels. The audio design was also very nice, well done :)
Really nice, it feels like a complete experience which not many games in this jam have achieved. Simple mechanics but definitely challenging. Well done on designing the ingredients, when the extra bottle requirements were added I knew exactly which ingredients it referred to without needing to be told. Good art style, fitting music, not much to critique!
This game is really cool, I can definitely see the Outer Wilds influence with the scanning and also the threat of the wave. The tsunami is awesome btw, I love the way it covers the whole island in shadow, and that there's the music cue for when it's about to hit. Having to wait for the wave to hit to solve some puzzles is fine, though maybe some way to speed up time would be helpful for these puzzles, maybe the player can wait x minutes skyrim style so they aren't just standing around waiting for the wave. The length of the game is also pretty impressive for a game jam, well done.
The puzzles in this game were very good, hard enough to challenging but not too hard such that I had no idea what to do, definitely well balanced. The art lends itself well to the game I'd say, with more time I think some extra visual effects could be cool, like a little splash of colour when hitting against a wall. Sound and music are definitely lacking though I totally understand why since the time limit of the jam doesn't allow for everything you want to be added, very nice job anyway :)
Loved the art, especially the background art. The sounds and effects for destroying rocks were pretty satisfying and there being an upgrade system shows it definitely has potential for a full game. The colour scheme is also a good choice, very alien. I think the movement could do with a little more weight, especially since the main character is a rock, currently the character stops as soon as you let go of a movement key, but that's just a suggestion :)
It's definitely a rage game, I didn't get very far haha.
That's not a criticism of the game though, it clearly has a specific target audience and I think I'm just not in that. There was details I liked though, being able to choose your checkpoints is quite a good mechanic and helps give a little bit more control to the player, which is a plus. The percentage loss showing up when you fall is also a pretty entertaining mechanic.
Cool game, I particularly like the visuals, they have a very classic tactics game feel to them. The design of the main character is pretty creative too. I think it could probably be improved by the ingredients having slightly more predictable results: for example, I combined 2 turtle shell ingredients and I would have expected that to create a defence potion, but it did something else instead, though that is pretty subjective criticism. I think a full game could lean into the impending Darkness more, perhaps allowing the cauldron to move around the level and have to play around the dark tiles. Good overall though, one of my favourite games visually that I've played!
I think the concept of this game is quite cool, retrying the same fight over and over again and learning which potions work and which potions don't, but I think there's definitely way too many ingredients to keep track of, it would be very hard to learn and remember what each of them do and I mostly just ended up picking them at random and hoping that I had enough ingredients to make good potions. It would be good to be able to see the recipes for the potions and bombs while I'm picking the plants, otherwise I would probably have to write down all the recipes to remember them. The game definitely has good potential, I genuinely really like the idea of it!
Definitely a cool vibe, the pixel art and animations are great. The poison enemies were a bit difficult to spot but I could jump over them no problem when I knew they were there. Controls wise, It's a bit awkward to have both hands on the keyboard, but have to take one hand off to use the mouse for the inventory, I think it could be better if the inventory controls were mapped to keyboard instead personally. Has lots of potential though, would be great to see it when its a bit more polished!
A nice little puzzle game, I'll admit it took me a second to realise that in the last level I could pick up the rune again immediately after using it at an altar. There's definitely potential for more levels in this too. It would have been good if the music looped as once its finished the game is pretty much silent, but that's really my main criticism. Well Done!
The art of the intro cutscene was really good, it did a good job at introducing the game. The gameplay was nice but I think the places to hide could be made a bit clearer, sometimes I'd enter a room thinking there would be a place to hid but there wouldn't be and I'd get caught. I think some music in the theft sections would also help set the mood a little more. Pretty cool overall though, well done!
This was cute, I enjoyed seeing a shadow capybara and immediately recognising it lol.
I think I got quite unlucky because I found lots of bunnies and not much else, I had already bought all of the pens before I got my first juice, though that could just be me being bad at the game haha
Overall nice game, cool that you made all the assets yourself :)
Really cool game, and pretty impressive to be made in 2 weeks. I really likes some of the environmental details, like burning the snail to help find the hidden mushroom path, very clever. I think the game was maybe a little frustrating overall, mainly launching yourself from the exploding seeds as they were a little finicky at times, but overall this was awesome, nice to see someone making a 3d platformer for the jam :)
The visuals and the shadows we're pretty cool, though I did get stuck on the first level after the tutorials haha. I think the mechanics would be a bit more understandable if each type of light had a few levels focused on it before the new type was introduced, as I don't think I properly understood how the green light worked enough to complete the 4th level. I assumed I had to make a bridge of some kind with the green hand lights but I couldn't figure out how to do it. Also, the movement and jumping of the game felt very fast, almost too fast to actually control. Otherwise I think the way the shadow mechanic is implemented is pretty technically impressive, especially for a game jam!
Cool little game, the movement and dash felt really good to use. The grapple was cool too though a little bit buggier than the other mechanics, I had an occasion where the shadows blocked me while grappling and they had me stuck in the grappling animation for a full 20 seconds haha. I also really liked the effect used to dissipate the visions of yourself, it felt very ghostly.
I think the combat mechanics are actually really cool and I was a big fan, it took me a second to figure it out but from there it was actually quite intuitive and I could easily recognise which symbol matched which key on the keyboard. I think T got stuck at one point as I kept being teleported back, but I would have definitely liked to see more of the game!
The concept of this game is so unique, a shadow puppet fighting game. I don't think I've seen anything like it before, and the idea of each character being able to swap between puppets is also really cool. I think a full game would really benefit from some music, and perhaps some more variation in the shadow's attacks!
The first time playing the game I didn't actually cast any spells and no enemies appeared haha.
I think the idea of using the mouse to cast the spells is fine, but it should probably lock the camera in place so the player can face the correct direction when casting their spell. I like the purple lighting theme a lot though, it has a good vibe.
I was loving this game but I think its perhaps a little bit too punishing haha, I was liking the characters and story but ran out of money in the third day and couldn't continue. I think there should maybe be a bigger bonus to making a perfect drink, because usually the tip from making a perfect drink doesn't even cover the cost of ingredients. Though I'd understand if that's an intended mechanic to make the game more difficult.
I was really impressed with the length of the game as well, there's a lot of content for something made in 2 weeks! Also the character designs are awesome, particularly OH-4V.