Yea it wasn't a great jam game because of the multiplayer but I failed to get the singleplayer stuff done in time. Will defs rearrange my priorities next time. I agree with you that it's criminal I didn't get around to music either xD
MrCheeseAndPie
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My take on it being a roguelike is that there is randomisation in the level layouts, placement of goals and the loadout of tools at your disposal. I suppose the "permadeath" element is that you'll get a new toolset each restart forcing a different approach but I understand it's a pretty atypical approach. It was fun to watch a complete stranger interact with my game, I appreciate it and the feedback :))
Thanks for the ton of feedback! I was aware of a bunch of those janky issues (some where even intentional) but I appreciate your keen eye. You've definitely brought up a very good point about teaching real-time changing of solutions. If you give this much feedback to other games surely you'll get that award, regardless thanks and best of luck :))
The lack of descriptions on the items is more a feature (forces the player to experiment) even if it raises the initial learning curve. I do appreciate your feedback though as they are valid points! And I think you might be the first person to spot the alternative dialogue when you skip the tutorial, thanks for playing xD
Ok like others have said yes gameplay-wise it's short BUT wow I love the presentation! The little ripples in the water as your little fish wiggles around, the gentle ambience playing in the background and clean splash sounds, and I think best of all your itch page and colour palette choices for the game set the mood perfectly. Chill little experience with a great presentation!
Wow you captured the theme perfectly in a narrative sense. The way the level slowly degenerates is a idea that matches the narrative and ramps up the difficulty. I think the spikes have a slightly too big a hitbox and the double jump isn't actually explained but otherwise pretty clean execution. Good work!
This was a cool concept and the puzzle difficulty ramped up beautifully! I found one small bug though where if I had the menu open when I lost the level, the "do you want to restart" prompt is hidden behind the menu. Clean sound and some jammy music were also great. I think the levels that rely on careful platforming (lvl 7 took me a good few tries) can be frustrating with this type of character controller (look into stuff like coyote time and reduce the gravity down a bit if you wanna keep it) so maybe avoid making too many levels rely on it. Gotta admit the art style and minimalist visuals are pretty striking and immediately readable so well done there. Overall cool game, just fix those little things!
As someone who has been making games for years, I must say WOW at how well you guys have done for a first game! My first games were bad enough that I've hidden them away from the light of day... but despite the incompleteness of this one I see so much style here. Really loved the pixel art and the little cauldron guy was the bestest lil guy (kinda reminds me of chester from Don't Starve), music was nice too (though end of the loop is too obvious). If you guys wanna keep going with dev (and I recommend you do cause its an awesome hobby), try cutting down the scope of your next project. The beginner attitude is to want to make the next open world roguelike with crafting and 60 million other mechanics... Instead boil your ideas down to one core game loop and try to execute that core loop as well as you can. Polish it to perfection with animations and sounds and music and playtesting. You'll get better over time then go and make the next big indie blowup game. Best of luck guys, and keep at it!
As someone who fiends over optimising every second of my time in stardew valley, I can see the appeal of a turn-based approach here. I think the game is pretty barebones on content right not but if you have any interest in continuing, you've got a solid core loop here to work and improve upon. I really loved the simple art style, the death sound effect made me chuckle when I first heard it, and the feeling of dashing around the map rapidly to explore was cool (though I do wish the days were a lil longer). Cool game!
I am in awe of you guys for this entry... As I sit here and craft away at new spell combos I just think how tf did you make this in the time frame? You guys are actual wizards and should be so proud! I don't even know what to fault you for so you're getting a perfect score from me. I love the complex spellcrafting and the feeling of pulling off a clutch op spell combo, the vibey music, punchy sound effects, and the invincible cat ofc. I will now get back to becoming the best wizard that ever was... amazing work!
Its giving vampire survivors and I'm not complaining... there's something soo satisfying about watching the numbers go up and the screen become a complete lightshow. I think you can put a lil work into making the sounds a little more consistent across the board but otherwise solid entry! I played this one for longer than I care to admit...
The fail forward death mechanic is actually genius innovation (I certainly haven't seen it before), its an amazing tool for adaptive difficulty that more games should use! Good players get a harder game, and newbies get to slowly tailor the difficulty to themselves. Not a bug but I was able to shoot the boss outside its aggro radius once so maybe make them trigger if they get damaged. Otherwise really fun game with sleek minimalist design, keep up the good work! Also loved how at a certain attack speed, the attack sound was like a steady synth beat xD
For all the among us jokes I could make about the character, this game has really great atmosphere and vibes. It took me a second to realise the way forward was hidden without the flashlight, I think the colour of the path forward could be a lil clearer. But wow the tension builds as I search for an exit in the level knowing a giant flippin fish monstrosity is gonna appear behind me any second now. Great job guys!
This reminds me of FLERP in the best way, its a really satisfying core loop that just works! Build, defend, earn, build some more, repeat... There was some really nice polish here with good sound effect choices, sleek and intuitive visual design, and shaders applied on the core and money boosted enemies. For all the tower defence I've played and made, I don't think I've seen a tower that boosts enemy money on kill before. Really fun game!
That third last level had me sweating! I agree with the other comment about some sort of input buffer, it would help a bit on some of the later stages. But the little details in this one really astound me... the little ripples in the water with each move (and clicks at the game start), the cute tongue grab, and the music... THE MUSIC! Idk if you made it or found it but either way, incredible work. Nearly perfect buildup of difficulty (I still think the 3rd last was the hardest...), really amazing work!
Ohhh so that's how they actually went extinct... This was a really fun concept and the art really makes it shine! The way the car skews different angles and bounces was a really cool style. It has that fake 3d vibe and wow I'm amazed you put this all together during a jam! The music is a total jam and sets the tone and also the style system is such a good inclusion with a high skill ceiling! Really great work!
It took me a second to fully realise that the other obstacles were just me in previous turns... Wow this is an awesome game! The player basically sets their own challenge with the paths they take. Easily the most creative take on the theme I've seen! Also I love the way the snake moves and the little sounds the critters make when they bump into things, really awesome game and no complaints xD