It's always neat to see a clicker game where your purchases have an immediate impact on what you're clicking. I like how fast things escalate! Since you've mentioned customization for a possible future update, maybe you can offer different upgrade paths to change up how the slimes look and what the player does with them?
Impy
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This is a very neat game for me personally because I was strongly considering a similar type of gameplay for my own project this year! There's a lot of stuff that you've done with the concept that I've never even considered. Real-time 2D pathfinding is one of the things that scared me off from attempting it, but it seems to be working perfectly fine in your implementation!
I really like the visuals for various ghost power effects. The characters and environment are also looking good. The fetch and deliver mechanics are cool, there's a lot you can do with those! There are some really exciting ideas in this prototype, and I hope that you're planning on expanding it into something bigger!
The art's been improving with each new game. The menus and options are excellently presented with fittingly retro icons and borders. The writing is detailed but doesn't wander, and I like the occasional use of emotes to add a bit of fun to the dialogue. Some text like the food preparation description can probably be omitted to get players back into the action a bit faster. It's cool to see a bunch of different customization options available for the free mode!
Switching between drones was helpful for charging one while the other works, but it never fully felt like I was controlling a team. You could consider adding an ability to queue up commands for the drones to make more use of the switching mechanics. I like the results screen with all of the feedback, but something to show players how they are doing during service may be a nice touch. The daily themes are a fun way to change up the game, and you can probably push some of them further to have an even bigger twist on gameplay!
It's neat to see the upgradeable drone mechanics in something more action-oriented! It's a bit different, but I think it could be a step in a fun new direction for the universe you're making!
It's a pleasure to see the world continue to grow with each new chapter! It's very cool to see big dialogue illustrations for all of the characters. I also really like the addition of lewd scenes! The option to skip them for those who enjoy playing the series without overtly sexual encounters is a nice touch.
I like the idea of the investigation puzzle, but I feel like there should be multiple routes to identify what happened. An alternative solution would help those who get stuck by not examining something or talking to someone at the right time. The sliding puzzle was neat!
I feel that RPG Maker is somewhat limiting your potential, though you may be able to go around the issues with addons depending on which edition you are using. The first is the need to look up to interact with objects, I think that in the previous game the wizard had an upwards facing sprite to clarify this, but it's a bit ambiguous here and could be a problem for those unfamiliar with RPG Maker mechanics. If possible, it would be ideal to prevent this behavior altogether. The other is the size of the sprites. This series always featured some lovely pixel art, but it can be hard to see, I would love it if there was an option to play the game in 2x resolution.
Great work, I'm very glad that Rubber Wizard has become a common character in these jams!
Probably my favorite game of yours yet! I haven't played this variant of solitaire before and it took me a few resets to get the hang of it, but it's been an incredible amount of of fun to figure out. I think that the reward format is a fantastic match for how the game plays out since you're far more likely to combo things late into game and get the meter higher. I also like that there are options for inexperienced players to get prizes too even if they can't sort an entire deck. The art and animations are really nice, if you want to try expanding the game, some custom art for the cards could be cool. There might be some sort of way to keep the jester and the cards from overlapping, maybe by having the cards to one side and the jester on the other as an optional display setting? The musical track feels very fitting and the controls are very well tuned.
Very nicely done! You've had me hooked for over an hour!
The controls felt good to me, I like that the game doesn't hold the player's hand and just allows things to be figured out. There's also a good work area layout and contextual awareness of what the player's trying to do to help with that. The art is cute and there are lovely interactive animations for most of the things you do! The sound effects are fitting and I like the kobold squeaks. The ambient mall noises in the background are soothing, but maybe a radio in the corner for the player to turn on could be a good alternative.
The dialogue, orders, and reviews felt slow to me, I think there should be an option to speed them up or click through them. I only played for a couple of days, I'm guessing that there will continue to be unique encounters as players move further into the game. I feel like it needs some additional reward to maintain engagement for the pace that the game sets, but it was quite fun to complete my first few orders!
This felt genuinely quite immersive and fun for its length! There are only a couple of models, but all of the characters are presented in very different situations that slowly build up a sense of the game's world. I like the low poly aesthetic and animations. The mostly grey palette really makes the glowing technology pop out on screen to create a stronger sense of unease! Some ambient noises or a mildly oppressive musical track would really seal the deal for setting the tone.
At first I felt that player movement was too slow, but the level design is quite packed and eventful, so it doesn't end up being too big of an issue. I think that the camera should focus on the dialogue when it appears to make it more immediate, or you can just display it as subtitles on the bottom of the screen. The uncluttered interface and simple controls feel fitting.
The player character is fairly strong, so it's not quite horror, but there's also a grim setting and various events and story to discover, so it's not quite a full action game either. I think you're hitting all of the right vibes if your goal is to make something like Bioshock or Half-Life! Nicely done, I hope you'll keep working on this project, it has a lot of potential and a promising start!
The variety of sounds and smooth motion are making this feel not entirely lazy. Going the other way to make a genuinely lazy game wouldn't really add anything, but you could keep going with the joke to make something that looks simple but actually had a lot of thought put into the design. I feel like joke games need to be surprising in some way, and the "lazy but not actually" is something that can work well as a punchline if it's expanded upon!
Fantastic fun, I'm already excited to see what sorts of updates this game receives! All of the visuals are vibrant, interactively animated and fit the gameplay perfectly! This attention to style and motion extends even to the menu elements. Sound design also felt very fitting for the theme. I like the variety of achievements, but I feel that perhaps there should be multiple difficulty or growth settings if the levels are meant to be replayed many times. A boss at the end of a level could be fun.
I love how this game looks and plays! Everything feels very polished, and I sincerely hope that this project will continue to be developed in the near future!
Even with missing features, this is a lot to get done in a month! It feels like there's a good amount of customization, and the menus are descriptive and functional. The music and sound effects fit the theme well!
Maybe it's more of a personal preference, but I can get a bit lost in sandbox management games without specific goals. A few custom characters in the crowd could be a good addition and getting them into the gym would be something aspirational to work towards. Perhaps there can also be missions to give the players something more specific to do in a day.
While the gameplay isn't quite my thing and I didn't explore it too deeply, I can appreciate the colossal effort that goes into making something this complicated in such a short time! Very nicely done!
Character customization though active gameplay is my favorite kind of customization! I really like the minimalistic uncluttered view of the game world and simple control scheme. I've never seen a rhythm matching mechanic like this one, I like it a lot! The visuals are really nice with all of the right effects. Obscuring the main character's face works really well for setting the tone! A bit of subtle ambient noise in the room could be a welcome addition, but I don't think this game needs music.
A very fun and memorable experience! I would love to see the game (and the protagonist) expanded even further, excellent work!
I think that random maps will work better with a few additions and bug fixes. I also want to push the game a bit more into a tactical RPG area after the jam with more abilities and effects. A big change that I made from my intended course for the jam was to make the objectives mandatory. I envision the final state of the game to have timed maps with fully optional goals that give experience to upgrade your powers, and boss battles with mandatory goals as a final challenges that test how well you've done.
For a single all-nighter session this is beyond impressive! It's got an illustrated intro and ending, animations, a variety of enemies, multiple bosses and multiple stages. Everything is looking quite good and polished. I haven't even got a story in my own game, and I had a whole month.
The gameplay is fun and the difficulty feels appropriate. The enemies need suitably few hits to keep things balanced for how quickly they cross the short screen distance, but I often hit them before they appeared, because of this I didn't always get a chance to see the defeat animations. I think the action could be slowed down or the play area could be expanded to make the stripping mechanic more prominent.
The music and sounds compliment the game well. I like the whimsical world and characters, there's also some nice color coding happening to keep the visuals clear and distinct. Unbelievably incredible work for a single 24 hour session!
I really like the pristine visual clarity of everything, lovely and engaging style! The gameplay is neat, but it didn't feel like there was a strong strategic component to how the blocks are mined. Perhaps starting the player near a lock or character in each floor could give more of a sense on an immediate purpose in leveling up to get a skill? The visual effects and sounds help to keep things lively, and the little story segments work well as rewards for your actions!
The game mechanics are solid, but I think that full invisibility is too strong of a power for a stealth game. The final two levels are very difficult mostly because they are designed with the idea of the player having an instant escape in mind. If you want to make it more about timing and positioning, I suggest having the enemies capture the player on collision regardless if the visor is equipped or not, and expanding the hallways by a single tile to compensate.
It's good to see your skills as a developer growing! I agree with Kistaro's suggestion of trying a different engine for next year's jam. You'll be able to get the rough shape of the game together quicker if you switch to coding in something a little lighter.
It's a pretty big expansion to the original game! The character designs are cool and animations add something for the player to enjoy while playing the games. The fusion forms are all neat combinations of character traits.
I think that the wheel is still the best conceptually. It's clear to play, hard to win at 50, but still allows players with poor reaction times to win. The only thing I'd suggest is maybe having another type of zone that needs to be avoided and scaling the rewards faster since going from 40 to 50 is a big difference in difficulty for a fairly small reward.
The dice game doesn't really have a skill component but is the easiest because it gives the player double the chance of winning. My suggestion is to switch to 3 dice per character, and allow up to 2 of either yours or the opponent's to be rerolled for a small price. Double the total dice value if there are two of a kind, triple if three. This will add a fairly substantial strategic component to the game.
The pins are the most fun to mess with visually, but are by far the hardest to form a winning strategy. The only times I won was when I got really lucky after 5 minutes and hit the reward value before the balls fell down, and when I got a ball stuck inside of a wheel. This is a tough one to get right because either you accidently add a spot that guarantees a payout or make it nearly impossible to win, so my suggestion here would be to make parts of the pin maze move so that players can try to time their drops as the strategic component.
Perhaps the naked versions could be a reward for some other goal than getting enough money? For example, not missing the wheel's target zone 5 times in a row with a bet of 30 or more makes the bunny get naked, and she dresses up again if you miss. It can be a way to keep players more engaged, maybe there can even be naked fusions if both the challenge goal and money goal are met.
Sorry if this is too many suggestions all at once, I'm just brainstorming. It's a neat set of minigames with cool rewards, but changing some rules to allow skilled players to win more could be fun!
Yea level generation can get a bit bugged for small areas if player start position is close to the center, that's on my list of things to patch. There's no limit or penalty to resetting a level in this version, so you can force things to appear if they don't. Characters will only go into the bath naked, every other object interaction works for both states and shows different animations.
The toy builder interface is really cool and intuitive, and the procedural animations are very impressive! The way the character adjusts to all sorts of crazy creations is really neat to see. Maybe having the hips pivot a bit during the motion could help with clipping issues somewhat. I think the sound effects are very fitting, I would love to hear some sort of a "wacky workshop" background track to accompany them. If you feel passionate about the idea, I think this concept can be expanded into a shop simulator where the player creates toys for a variety of different clients.
I am thrilled to see such a carefully crafted card game in the game jam! There's a lot of attention to player access with an in-depth tutorial and easily accessible hints for all of the various interface elements. The menu design is excellent. There's a great variety of card art, card powers, and narrative events to keep players engaged. I like the blend of 3D and 2D, I feel like it's handled very well. The music fits and there's a good variety of sound effects.
The card game mechanics focus a lot more on deck building than piloting, which isn't a bad thing, but I found that almost every hand I drew played itself. Perhaps more of the card effects could focus on rewarding careful playstyles or maybe cards can have a secondary function if left in hand at the end of the turn?
A lot of love, effort, and careful attention to details has clearly went into making this game, very well done!
It's short but has kept me hooked the whole way through. The filter fits the wonderful animations and atmosphere very well. I like how much personality is created for the characters in such a short time and with limited dialogue. You have a talent for combining great visuals with a story to create truly cinematic narrative experiences!
Also, this is off-topic but I've been checking on Midnight Delivery for the past couple of years and you've got screenshots up for a new version that hasn't been released, is it something that's still in development?
Lovely art style! I like the simplicity of the controls and game flow. Good controls and obstacle spawns are hard to get right for a game like this, and I think you've nailed them, I got through the game in two tries but I also felt properly challenged the entire time. I'm curious about what the reward system is going to be like, I suppose that's the only thing that felt missing. Everything feels very polished and in its proper place, so giving the gallery a proper chance to shine when you have more time to work on it is a wonderful idea!
It's short and fun, with enough variety and challenge to offer a bit of replayability. I think this is a game where lack of background music does not create a sense of something being absent because everything has an appropriate sound effect. The stealth mechanics are simple but interesting. I really like the chalky outlines and cartoony art style!
It's a very promising little demo! The combination of solid platforming controls and sound effects for actions is very satisfying. The spritework is pretty and detailed. I couldn't figure out how not to disappoint the customers or if there is anything I can interact with. I like the ambient background noises in different areas, they work very well with the detailed tileset to create a strong sense of place and atmosphere!
The character art and interface look nice. I feel that the fade to black time transitions should happen instantly or have small illustrations of the investigations to accompany the text. It's a bit too early into development for me to make big judgements and suggestions, but I do enjoy this style of gameplay and I think you've got a lot of the fundamentals of it in place!
I'm very happy to hear that the candle system is already doing a bit of what I wanted! I was afraid that with all of the late cuts I was making it would feel like a weird mechanic to have. I wanted to make the skills more customizable, so you're right in calling it a card battler, it's very much what I was aiming for. Highlighting interactive elements is a good idea, I think there are a lot of small quality of life changes I can include to make things feel a bit faster and intuitive, I was just way too behind on the essential additions this time to get a proper sense of how the game feels.
Two hours before the deadline I suffered a really major Godot crash that broke a bunch of scenes. I was able to catch and fix most of the issues, but some got skipped because they were in really random places. The current Windows upload is a hotfix for those problems, but it was submitted slightly after the deadline, if you want to play the game in its correctly broken state for rating purposes, please use the Win32 one.
I used a new and rather unfortunate animation technique that took up way too much time, so none of the intended plot of the game has been added. All of the events and some of the map transitions were supposed to have a bit of dialogue to accompany them.
There will be somewhat of a Bastion remake later this year, though it's more of an alternative retelling of the story with animated sprites. Some of my recent games may come to Steam, so those will get slight patches to adjust some things. Sadly, none of my big old projects have qualified for Steam's terms of service. Maybe at some point in the future I'll revisit my older games to make full updates, but I don't have plans to remake anything other than Bastion at this time.
It's great to hear that you have plans to keep going even after a major setback! I don't know if any of the assets can be reused for your new game, maybe you can include some of them in the background as a teaser for when you decide to return to your original plan? The 3D models looks great! I hope that the next two weeks treat you well, I really want to see them in action!