I will always remember the summer of shoopo
MippyGames
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A very tight little puzzler! I think the progression of unlocking new characters and mechanics was clever and well paced. The different characters also all brought something interesting and new. I caught myself tending to stick with the little first person guy cause I found the camera control they gave me helpful for navigating. I also generally preferred the in world puzzles over the minigame puzzles, although those were quite good too. I was surprised how much the inverted tetris puzzle pieces came together for me despite how complicated they appeared at first. I would be very interested to see this game after it gets an environmental design pass, as even with the greyboxing the environments still generally tended to feel somewhat distinct. I think this is a really solid foundation you could build a full product out of! Great work overall, very solid entry!
Great entry! Managed to get my way to the end of this one, quite the bleak ending lol. I found the upgrades very fun and they all seemed to promote different builds. Kiting enemies around and spamming projectiles never gets old and I think you have a very solid entry on your hands! The momentum and speed feels really solid, the setting is unique and the visuals are super interesting and economic. Great work!
This one is solid as hell! Super fun concept executed really well, this is easy to lose yourself in and just grind for a while. I think the bones are super solid and this with more levels and upgrades could easily be a full release. Fantastic work, really hope to see dunk play this one, I think the Spartacus fight would go over very well!
Thanks so much for giving it a shot! That is a fair suggestion, and definitely one I would have considered a lot more if it didn't require us to create a save / load system lmao, unfortunately no time for that. But yes on a post jam patch version I would be very receptive to having checkpoints! And I'm glad to hear the gesture recognition system worked well, it definitely took some wrangling and still has a long ways to go. That stressful juggling of different tasks was really the inciting vision for this game, so hearing that it came through in the end is great!
Thanks for giving it a shot! Thats a shame you didn't get to use the power documents, those are a big part of the theme! The gesture recognition is far from perfect yeah, you gotta really try to mimic the way it's drawn on the logo. I do agree that the office could change a bit more as you go on, I think more upgrades and client variants would help the gameplay expand a bit more. That was a fun stream though thanks for giving it a play!
Damn that was really fun, I enjoyed that a lot. The level before the last one almost hard blocked me, but the final level made me very happy I pushed through. Very spooky and silly, the final power up had me laughin a lot. The fucked up creature guy was also really spooky and got a good yelp / laugh out of me on the first reveal. I think there could have been more variety with the actual power repairs, but other than that it was a very tight, economic game that didn't overstay its welcome and got a lot of good reactions from me. Nice entry!
I appreciate the "Power" interpretation for sure! Playing the game on a whiteboard is also an interesting idea, and the tasks are a good way to keep the player engaged. I questioned how necessary the edge wrapping of the player was, it feels weird that the enemies do not follow the same logic and also that they can spawn right on top of you while you are on the edge, it feel like maybe enemies should loop on the edges too or the player shouldn't, but i can't say for sure. Very cool idea though, and pretty good execution! nice work!
Very interesting movement system, I definitely have some thoughts. I am unsure if I am just bad at it but it does feel like when facing up against goblins you have no choice but to tank some damage while you wait for your bar to fill up enough, either that or you happen to get lucky and time it up but I never quite felt like I knew how to handle goblins without taking any damage. I do really like the idea of tying the hammer and the movement together like this though, it is really original and its pretty satisfying to land it at max meter. Good entry!
Cool entry! I found the opening cutscene really fun. This is an interesting game mechanically, not 100% sure if you intended this but you have the formula for a very funny Getting Over It or Jump King esque rage game, cause this was frustrating in a very funny way. Overall I think with some more polish this could become something very funny but also satisfying to master! Good entry!
Pretty nice atmospheric entry. I found floating around and dodging the lil grabby guys pretty enjoyable, but them big chompers really pushed it closer to a horror experience lol. I liked the controls a lot, the swimming felt really tight. Making your energy and health intertwined is definitely a smart economical decision. Great work!
Phenomenal entry for sure, definitely one of my favorites! Really tight mechanically, super intuitive, the ideas get pushed and twisted in interesting ways, overall just very very satisfying and well made! Could easily be a paid mobile game with a few more levels, really. Fantastic entry, you guys killed it!
Thanks! The stapling was a very early idea with this as we felt it kinda pushed the power element, we couldn't make a game about the theme of power and have you gently hand the clients their documents lol. This is actually the reigned in version, originally handing clients documents was going to be what sends them flying across the room, but we decided to reserve that for the bat. Good luck on your future runs though! Word of wisdom if you get stuck, dismissal is VERY powerful. Like arguably too powerful lol. Thanks for playing!
Thanks so much! Yeah it is hard to find the difficulty just right, I found myself wishing I could create optional difficulties or a sandbox kinda mode where you can just make documents and goof around. A hard mode where the qoutas are all tripled or something could be interesting too! Although that would probably be impossible as of right now haha. But yeah I'm glad to hear you had some fun with it!
Fantastic work! In my top 5 for sure, just a crazy amount of effort clearly went into this. Super satisfying and fun to play. Just difficult enough. The enemy design is also great, in the bank area especially it feels like you were really in your element designing those. I love the statue of liberty guy, makes me think of the sigma fight in Megaman X5. I lost a ton of time just grinding this game. I really have no complaints, this is release level stuff. Great great job!
What a weird and fun game. This game had me doin shit to my keyboard i ain't never done before. I particularly felt clever making bowl like shapes to catch the tennis balls. The brick breaker one was just holding down a huge row of keys though, although that was a challenge in itself. Awesome entry!
woahh this one was sick, in my top 5 for sure so far! Very tight and addictive controls, the levels expansion is a great way to increase difficulty, and there was a lot of room for improving as a player and implementing different strategies. Awesome graphics, cool narrative, satisfying player growth, yeah its a banger. Fantastic work!
Really interesting interpretation of the theme, managing to mix the power of belief with the more obvious interpretation of playing as a lightbulb. The idea of this little naive guy's perception of the world shaping his reality is really funny and being able to take advantage of that to solve puzzles was pretty fun. Great entry!
Rock solid entry! Super fun and simple premise and the Katamari esque way that the method of interaction with your environment changes over time is really cool. I especially am a fan of the little camera showing a live feed of flicked fellos. I also gotta show appreciation to the music and sound design, although I am a bit biased considering our boy Dayton also provides audio for our game. So from one Dayton-audio'd game to another, Great work!
Absolutely valid, yeah. I think during development I wrote off the bad feeling of a loss to the sloppiness of the end screen and figured if I had spare time I would overhaul that screen to feel / look better and solve that. In hindsight the main issue is more about how suddenly it appears, though. So yeah I appreciate the feedback and a post jam patch version would absolutely have that tweaked and improved! Thanks so much for playing!
holy shit 5 seconds before the deadline lmao great job getting it in at the last second! This was a pretty cool project either way though. Draining power from enemies was pretty satisfying and fun. It is a shame that the projectiles do not render though, that would definitely help with clarity a lot. Good work!