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OlManMumbler

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A member registered Oct 30, 2022 · View creator page →

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This is a surprisingly unsettling 1-bit platformer with randomly assembled set-pieces.  Very well done.  That BGM is going to be with me for a while.  Somehow the simplicity and haunting disagreement in the music and visuals make it feel like there's a much deeper story here than there likely is.

I accomplished a high score of 24 for my efforts.  Thanks for giving me a game to enjoy!

Hey, congratulations!  This was, as I've said, one of my fsvorite entries.  Great job!!

To be honest there's not a whole lot for me to say here.  Everything I experienced in the game seemed to work just fine, but none of it was particularly compelling.  The lack of audio made for a fairly flat experience, even just a bgm track would have made a huge difference.   The platforming itself felt alright, but I honestly only went through one character as I found myself drifting mentally while looking for the last coins (I think, I couldn't tell without a coin counter).  
As far as a game jam game goes, it's not bad at all.  Just seems like you might want to scope your ideas down a bit in the future and concentrate on getting just a single mechanic looking, feeling, and sounding solid before expanding.  I got the feeling a bunch of the map was drawn before mechanics were quite working, and then the ideas those mechanics were based off of were abandoned as the deadline approached (I assume the chests were supposed to open, etc).  The nature of game jams is to abandon ideas as the deadline rears its head, but you really want to nail that one mechanic down, make it feel juicy, and then build out from there to keep people playing.  
All said, you finished the jam with a playable little platformer, and gave us all a little game to enjoy.  Thanks for making us a game!

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While there might be some questionable content in between the action, the game itself was alright.  On more than one occasion the children appeared outside of the playable area, forcing me to frantically run around blindly swinging hoping I could get them.  I could have done with a bit more feedback in the action itself, some knockback on the kids, some screenshake when I get hit, iframes, etc.  The usual juice.
The art was nice, though overall a bit disturbing in that the game is essentially about hunting down and maiming children.  
Audio was functional but not really polished enough to be impactful; the ambient soundtrack had a real distinct loop point and pop.  Look into Audacity as an example of a free way to cut and paste audio bits.  Super useful.
I want to say I liked the game, but it was a little bit on-the-nose while the loop itself didn't quite work thanks to the out-of-range children.  Still, I had a decent time playing it, thanks for making us a game!

Adorable experience.  That reminded me of the old Sierra Quest For Glory games a bit, but fruit-based.  Other than the lack of music, a pretty fantastic experience.  I do wish there'd been some sort of crescendo of action. Not necessarily combat, but perhaps a chase scene or a small amount of platforming between dialogue.  I can't really complain, though.  The characters were cute, the writing was good, and a few of the jokes got a chuckle out of me.  Well done, thanks for the game!

Hey, thanks for playing my game!

I'm actually glad you worked out the fire tactics, the red guys have twice the health as the other two. 

When I started making this I set out with pure game feel in mind,  and decided an interesting side challenge would be to make the entire game with just the default godot icon.  I appreciate you playing!

This game went from "oh, boring" to really addictive pretty quickly.  As soon as the traps started ramping up and I got into a pattern of what platforms I needed to use to get to each cage, I realized I was actually having a blast. 
Really enjoyed the art as well.  Very simple, but super cute, fitting, and consistent.

The only critique I have is I wanted more level variations.  Level change at twenty, fifty, and then one-hundred, something like that.  For the time of a jam, though, this was really good! Thanks for making us a game!

Such a great game!  Awesome art, great music and sound.  Once I got the hang of dodging in between people it became really fun, till the third screen lol.  I just can't seem to take the bottle throwers out consistently.  It might be on me, but I seem to have some trouble getting the A-D minigame to register input while struggling to get free sometimes.  That is, however, my only complaint here.  Everything else is absolutely on point, and for me this was one of the better games of the jam I played.  Thanks for making it!

Maybe it's because I did way too many madlibs in my life, but I just didn't find these adaptations at all engaging.  I think there needed to be some background music, perhaps a different track for each tale, to keep me going while I punched in different parts of speech over and over.  The idea works mechanically, it just wasn't engaging as a game.  Still, great job finishing a Wild Jam for the first time (I don't know if it's your first ever jam?), and thanks for giving us a game to play!

That was a great experience.  The whole package reminded me a lot of Westerado in vibe, which is not a bad thing at all.  I'm really impressed you folks managed to get this all done in a jam, way to go!  I don't have any criticisms for once, I didn't find a thing wrong.  Just wanted to come and say thanks for giving us a game to play!

This is fantastic!  First playthrough was a looong drawn out epic battle where I kept frantically trying to block and react to whatever they sent me.  Suffice it to say by the third time I played, I'd figured out a basic order of units to pump out to sort of wash the map, and it was super-satisfying.  Great experience curve.
I LOVE the art, that was all done by neoxus30?  Very good job, it feels professional.  The audio was on point as well, giving great feedback to what was happening.  This doesn't feel much like a jam game, it feels like an early demo for a polished experience.  Massive kudos, I loved the whole thing.
Only criticism I have, and I know when you read this you're gonna say "yeah, yeah, we wanted to but didn't have time" as is the nature of jams: I wish the UI displayed the cost and hp of each unit directly above, below, etc the purchase button while in the level.  Just for the sake of convenience.  I of course quickly memorized their costs, but it would have been frosting on the cake.
Very well done, thanks for giving us such a great game to play!

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This maze actually confused my brain a bit; I couldn't tell if it was actually changing as I walked around, or not.  I managed to somehow find the sword basically by following the advice "go clockwise", which I did to the best of my ability.  I boil my success down to total luck.
As far as the game itself goes, it was functional, but I think it needed a little bit more oomph.  Splitting the maze into several smaller mazes with a staircase leading down in between each, something like that, would have made me feel like I was "getting somewhere" even though I'd essentially be walking the same exact amount of paths.  The text had no indicator telling me there was more text to read, so I'm SURE I missed some of the jokes early on in the maze.  A few of the ones I did catch made me chuckle.  Kudos on the MP reference, ladies of the lake should not be a basis for a system of government indeed.   I do think these hints could have been placed NOT at dead-ends, to make the right path feel rewarding and the wrong path push me away naturally.
The skulls likely could have been left out entirely in their current state; without something to smack them with, or at least some juicy knockback, iframes, etc for the player, to make them feel part of the scene, they really just detracted from the experience of walking the maze.  A non-moving obstacle, a set of retracting spikes eg, would have served a similar purpose but felt more engaging and not out-of-place mechanically:  all you're really doing in this is walking, so lean in to that and make me walk differently from time to time.
Overall an ok experience.  I loved the writing, even if it was a bit much to get through at times (the story exposition mostly, not the jokes).  Well done, thanks for giving us a game to play!

Vampire Survivors meets the wild, wild west with witches, grim reapers, and a catchy little ditty to boot. Totally functional, but a little underwhelming in the juice department.  l need more knockback, iframes, impact sounds!  I sound like a broken record this jam, but I need more feedback in an action game.
That being said, I did play several times through, and I really enjoy the base mechanics here.  There's a solid sense of progression both in my own power and the enemy variety that kept me on my toes, using the environment to skirt and herd enemies where I wanted them for maximum damage.  Well done, thanks for giving us a game to play!

This game was a lot of fun, and very well polished.  Juicy, crunchy, all those words associated with feedback are at work here.  Getting hit feels great, hitting feels great, not getting hit feels great because getting hit feels great.  Game feel is on point.  I have very little idea why I was travelling to the orb of light I found, but the gameplay itself was satisfying enough to get me all the way there.  I really don't have any complaints here, great job!  Thanks for giving us a game to play!

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A mostly functional, slightly stiff platformer.  Killing the enemies could have been a lot punchier, a squish or pop or something when they died, as well as giving the player some more feedback when they get hurt.  The heartbeat sound works, but some visual/mechanical (knockback) feedback would hammer it home.  I also had to restart once as I got wedged in between a skele and the large capy, and couldn't jump my way out.
I love the vibe overall, you'd said you did the art (except the menu background) yourself?  I really like it.  It's fairly consistent in tone and style, and gives lots of detail for such a low resolution.  Great job there.
The story was really short, but that's exactly what you want to do for a game jam:  make something short, and then polish it until it's short and sweet.  Excellent job on your first published project and first finished jam, thanks for giving us a game to play!

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I for some reason have a very small window while playing this in the browser, so much so that I can't read any of the text on the screen.  Perhaps try checking the box on the itch page that puts the fullscreen button in the corner of the game, or making it go fullscreen automatically?  I'd happily give some more feedback in the next day or so if I'm able to play it.  If you change that option (I don't think it's against the rules) to make it go fullscreen, reply to this comment so I can give your game another go.  Till then, I won't submit an actual rating on it. :)

I am totally blown away, and completely ashamed of my inability to finish this game.  This feels like something I would have spent hours chipping away at in the 90s, and that's a huge compliment from me.  Polished, thoughtful, completely functional, I love everything about this game and I don't like puzzle games most times.  The only thing I think lacking that would make this feel like completely not a game jam game would be music or ambient audio, something to keep my idle brain busy while I sort through the puzzle.  I'm almost definitely coming back to this game on my own after the jam to finish playing it, thanks so much for making this for us!

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I've got two more enemies I'd started work on that didn't make it in, with a total of three more possible I'd drafted ideas for.  Just ran out of time; the other enemies would have fixed the problem as well, they were both focused on forcing the player away from the tower, and resisting fire.

You're totally right, fire is way more powerful than it seems at first.  I'm glad you picked up on that, I was wondering after my kiddo playtested how many others would neglect fire entirely and try to win by just smashing.  I appreciate you taking the time to give feedback, thanks for playing my game!

Yeah, there is no proper win/lose condition, just a call to quit the scene when you go negative in followers.  I'd aimed to put a whole loop in, giving the option of either starting back at 1, or starting from your high score, and it just didn't make it in time.  I appreciate you taking the time to give feedback, thanks for playing my game!

I can think of at least a couple videos related to gamefeel you might enjoy; I've sent you a discord friend request so as not to clog this place with links. Cheers!

This was a very well-put-together tower defense game, I didn't expect that!  Love your selection of sprites (and the tower, kudos to your partner!).  The only complaints I have are lack of feedback on hitting/getting hit, and the mouse cursor remaining the default cursor.  Other than that this was a beautiful, surprisingly relaxing tower-defense game that made me consider a few things I could have done with my own submission ;)  Thanks for making such a fun game to play!

I can't lie:  what started out as a relaxing walking sim with oddly out-of-place trees turned into a one-river rage game for me.  I never made it across the logs, unfortunately, and I wish I had.  This was a surprising entry for me, since I played it one time through, quit, saw the comments, and went back for the branching paths.  Quite well done.  Other than the platforming being old-school-pc-game hard on the third river, I had a really good time getting as far as I got. 
Love the tune in the first area, though as others have said that area could have either been muuuuch shorter (just the info pillars, a quick 10-20 meter walk to teach the player how to make the goat follow, then the forest entrance) or left out entirely.  I got my goat eaten once in the forest and remembered what I'd read the second time through it; that was a clever way of telling me what to do.
Overall a good entry, suffering only from the river platforming and pacing at the beginning of each route.  Well done, thanks for giving us a game to play!

I think we've got a case of overscoping here, if I can be blunt.  All the ideas are there and functional, but none of them alone are polished enough to feel engaging or compelling.  That's not to diminish the sense of accomplishment you should feel; you crossed the finish line with a project I was able to play, and in a weeks' time that's something to be proud of for sure!  3D modeling and animation alone can be a nightmare, and I always think it's a bold move to go 3d in a jam. Good for you for taking the risk, and great job finishing!  Thanks for giving us a game to play!

What an absolutely gorgeous game, start to finish!  At first I was sort of saying "great, a visual novel", and slowly realized it's one of the most mellow puzzle games I've played.  Trying to sort out who should be doing what was surprisingly addictive, and made the end super satisfying to read through.  Very, very well done!
Art, music, everything was on point.  I have no complaints on this one, super solid entry!  Thanks for the game!

Try as I might, I could not beat any of the games.  Too many wolves, and I couldn't tell when I was getting hit/hitting them.  Player feedback is a must, I need the game to tell me what's happening!
I had some fairly serious resolution issues; both in windowed browser and fullscreen browser.  In windowed, the right side of the screen was cut off.  In fullscreen, I could see a bunch of not-playable area, just default editor background. Look into your Project Settings>Window>Stretch settings in the future, and put your UI on a canvas layer to keep it all consistent when screen size changes :)

That being said, getting this all together and published before the deadline is a proud accomplishment, and I'm sure you'll one-up yourself in the next jam you join.  Great job making it to the finish, and thanks for giving us a game to play!

Simple little object-collector game with a mild twist switching between characters for those unreachable collectibles.  Functional, with a cute, consistent art style and catchy bgm tunes.  I have no complaints here, other than the usual jam stuff:  More sfx (footsteps while walking, wings flapping, paws pattering, a different ding sound when all of an item is collected, etc) would have beefed up the engagement a surprising amount, as well as perhaps some avoidable obstacles.  Altogether a solidly-built if not too quaint experience.  Thanks for giving us a game to play!

To be totally honest, I couldn't get through this.  I chock it up to my lack of remembering diddly about Greek mythology.  It has been a long time since I was in school, to be fair XD.  I can see what you were going for, but without some sort of guidance or hint system, I didn't make it far at all in combining all of these.  Any further efforts on my part would have been a pure guessing game, and I just don't have a great time with that.

I appreciate where you were headed with this, and I'm sure there's folks that'll dig right into unravelling it, but without some sort of in-game story to go off (even just an "exposition page" that tells the history in a few paragraphs) I can't make progress unless I do some deeeep studying.  Still, it's all functional, and the vibe of the game is something that could be built on for sure. BGM is on point too, perfect for the vibe.  Thanks for giving us a game to play!

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This is an interesting collection of minigames.  While there's some fun to be had here, I can't help but feel you may have spread your efforts too thin across too many ideas for one jam:  there's no "oomph" to any of the games, and I think just a little bit of player feedback (sheep baaing when you fail the sheep game, demolition sounds when a house comes down, the patter of paws while the wolf runs, etc.) would have carried it a lot.  That feedback loop to the player is so important and impactful.

That being said, just getting this many mechanics working with art in such a limited time is impressive, and I did have fun playing each of the games.  Least favorite was dressing the wolf; I didn't feel like there was enough time to accurately select the articles of clothing once I was on the screen to do so.  Perhaps instead of clicking on the clothing, then clicking on the color, there should have just been a column of colors for each piece of clothing.  That way I don't have to jump back and forth between the two sides of the screen.

Overall honestly a refreshing break from most jam entries that are based on narration and dialogue.  I enjoyed having a frenetic moment of gameplay in all of it.  Well done, and thanks for giving us a game to play!

I got locked out of progressing after the tree climb and selecting to share the bananas.  During the second playthrough I was locked after selecting greedy option; the camera seemed to leave the bounds of the playable area, showing me a half sprite and half default godot editor background.

I love the vibe of the game overall, otherwise.  The visuals are consistent and cute, the soundtrack doesn't get annoying on repeat listens. 

As far as gameplay goes...there isn't much to speak of, and I honestly almost broke my $20 dollar keyboard pulling that tree out of the ground.  Then again, ripping a tree out roots and all shouldn't be easy, huh?

Overall there was a lot of work left to be done here, and I unfortunately wasn't able to finish the game.  It's a great effort, though, and very well done for submitting to your first jam.  Just pushing that SUBMIT button for the first time is intimidating, well done!  Thanks for giving us a game to play!

Not a bad little game at all, especially for a first time ever!  As others have said the combat was sorely lacking in the "oomph" department, but nothing broke and I made my way through the whole game on my second try.  Loved the choice of music, and the art, while a little rough on the eyes, definitely gave that oldschool gameboy vibe.  Great job, thanks for making us a game!

This was a beautiful little game!  Adorable art, wonderful animations, nice soundtrack. Amazing concept with the action going page-to-page, reminded me of an old SEGA game Comix Zone. Combat was punchy and responsive, if not a little bit too easy due to enemies not being aggressive.  One of the better entries I've played so far, very good job! Thanks for making us a game!

Not a bad platformer at all, though controlling the kobold sometimes made me wonder if I was playing a rage-game in disguise :P  A wonderful job for your first jam, well done!  I think it would have been better off having a toggle between the two characters rather than different control layouts, having to switch back and forth made it feel unintuitive to control either character.  All told still a fun experience, congratulations and thanks for the game!

Not a bad little cooker-game, though as you stated below the web export seems kind of riddled with bugs.  I really enjoyed the adaptation of the tale, though, and definitely felt the tension when I got to the third round of dosas. I was mildly confused at first as to why I kept losing, as I was cooking the meals in order of least time left, and it seems to go exactly opposite that :P  Perhaps only showing the single demanded dish onscreen and moving through them each round would have been more intuitive.  I dig the demon model, droopy chin and all.  Nice submission to the jam, thanks for making a game for us!

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Glad you had fun! Thanks so much for playing!!

You are annoyingly correct, there is no game over/retry screen; early on I made the game just quit out when you died for testing, and just...never got around to a game over screen before the deadline.  Thanks for playing, I appreciate the feedback!

I'll admit I didn't quite get through the whole thing, as the controls (as others have mentioned) were just too tough for me to get around.  I gave it a good ten minute go, though, so here's a few direct notes:
-Controls are first priority in a platformer.  In the future, look into interpolating the player velocity rather than setting it directly, and unless you're going for super-tight controls, give the player some momentum in the air when they jump.  
-As has been said, the player iFrames are almost non-existent, leading to some situations it just didn't seem I could get out of (being juggled by a crab-thingy was a highlight.  Well done, crab-thingy.)
-In a game like this, giving the player either a camera they can look down with, or making pits you can fall down and survive have visible bottoms from the platform above, are both excellent choices.  Players want to know where they're going, contrary to how fun "leap of faith"s seem to us making the game.  We already know what's down there, they don't.

Overall a great first-time effort, excellent job finishing the jam and getting a playable game into our hands.  Thanks for making it!

A solid entry all around.  I found combat somewhat frustrating at first, but once I got the hang of each enemies patterns it became surprisingly fun.  Simple, straightforward, with creative implementation of a hook I loved as a child (choose-your-own-adventure books). 

As is often the way with jam games, a bit more feedback in the combat itself (knockback for both player/enemy, player iframes when getting hit, etc) would have carried the combat a lot more.  Even still it was a lot of fun.  Reminded me of a cross between Golden Axe and the old Fighting Fantasy books.  Very well done, thanks for the game!

That was a wonderful little experience, giving strong SNES-era (Earthbound, maybe?) vibes, but darker.  The walk through the hall honestly could have been a fair bit shorter, using each hazard only a few times in different combinations.  I loved the mini-games, seemingly pointless as they were. I wish there was some sort of recall to them at the end (screenshots of the state you left each in before the ending text, perhaps).  One of the better little entries I've played so far, very well done!  Thanks for making a game!