Glad you enjoyed! The platformer aspects are definitely going to get multiple passes once the jam is over. Most of the levels were developed in the last few hours, so a lot of the jumps are tighter than we probably want them to be. Our theme connection was more narrative than mechanical this year with the little robot rebuilding (or more reconnecting the wiring of) the larger scale robot. We intended to have more puzzle types (hydraulic pipes, etc.) and narrative to make that clearer, but game jams. Hoping to get all that and more in when we come back to this after all the voting is done. Praise has been passed on to the puzzle designer and artists. Thanks for playing!
kdreese
Creator of
Recent community posts
Well done! I thought I was getting the hang of it until the bags started piling in. Sorting got quite frantic by the end. The mobile implementation was fun, and I appreciated being able to slide things around with my finger. There were a few times where I thought I had thrown a bag out a side, but I hadn't brought it far enough, so I had to go back to it. It was something small I could adjust to, but it made each placement take a little longer as I made sure the luggage was outta there. Overall great game! And I got the kawaii cheeks Casey!
The original plan was to make the level design be more emblematic of the insides of a robot. Have big columns stretching down that you need to navigate (the legs), etc. Then some gradual hints with a big reveal at the end! But game jams and scope... aren't the best of friends. Hopefully when we come back around to revisit this we can tighten up the theme integration. Thanks for playing!
This was lovely! I appreciated the wholesome vibes of the game. Helping people always makes a game feel good! The art is phenomenal and the evolving music was super engaging. The mechanics also made for surprisingly elaborate dexterity puzzles despite the simple premise. This was a blast from start to finish, and all done in just four days is wild. Well done!
I liked the musical take on the theme! The art, music, and gameplay were all good. The one thing that threw me off was having the beat of the music conflict with the beats of the rhythm bars. I ended up just spam clicking to not have to worry about matching the beat of the rhythm bars. I'm realizing getting the rhythm bar to sync with the music would be really tough in under 48 hours, but would be a super rewarding addition if you keep working on this in the future. Congrats on the first game! And getting it all done in under 48 hours, well done!
Glad you enjoyed! One of the things we're considering adding post-jam is context based tooltips. Like not telling the player about WASD or space to jump if they just do that out of habit. We definitely tended toward over-informing to make sure as many people as possible could make it through. The level design was the last thing we focused on, so there's definitely some balancing and cleaning up we can do there. Glad you stuck with it all the way through to the end despite that. Thanks for playing!
There were many times during testing that we accidentally rolled over ourselves in the second stage by playing too aggressively in the tutorial stage, so we're happy that playing against a copy of yourself provides a unique difficulty curve.
In the current build the moves are all one to one, so if the round continues longer then it won't have any moves to pull from. Because of this we've found that focusing on surviving early by playing a lot of cards in their defensive form allows you to roll over the opponent once they stop playing units. After the voting period, we'll probably cycle back to this and give the whole game a balance pass.
Thanks! It isn't heavily pointed out in the game, but it's an extra layer of strategy to pay attention to once you figure it out. After the voting period, we'll probably go back and clean up some parts of the game including making it a bit more obvious that that's what's happening. The offense vs defense decision is my personal favorite part of the game, glad you liked it!
Using the dice faces as beat subdivisions is a super interesting take on the theme. Trying to pick out if a beat was just two eighths or two offbeat 16ths was fun. I really appreciated that you could separate out the tracks from each other, as it made it much easier to be able to focus on one track at a time. Great work!
Interesting take on the theme! My one critique is that it was quite frustrating when I would assign two medics to a particular patient, and then they would have lived even if I hadn't assigned anyone, or they would have died even if the medics hit max roll. It made it feel like the only thing that really mattered was how well the survivor's roll was, which led to occasions where I would have more patients with no assigned medics survive than the ones I actually assigned medics to. Other than that, the atmosphere and storytelling through gameplay was well done. The stretching of the staff mechanically making it highly unlikely to be able to save everyone delivers well on the established mood.