Clean and fun, nice sound effects and design. I think the grabbing mechanics could do with some clearing up; when theres too much on screen it can get difficult to pick up the right document. Apart from that, very nice job. Well Done!
MyYeeziesHaveTheSneezies
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Astonishingly good looking for a game jam game. I also think the choice to make you invincible, but for "death" to come at the cost of missing the good ending is such brilliant design for a game jam where if a game is too frustrating people will leave. I found the combat a bit finneky and would have liked the option to avoid enemies rather than have doors locked until I killed them all, but really I'm splitting games with the criticism. You've done a really good job.
On first look I didn't think I'd enjoy this game, but I ended up getting a bit hooked and trying to get right to the end. Upgrades are I reckon a really good idea for highscore game jam games; they give such replayability. I think the game is sorely missing audio, but given you were a one man team, I think you've definitely done a great job. Well done!
I agree with Sprout; it would be nice if the items snapped into place. Apart from that though, it was a very chill time. The concept, though not groundbreaking, is solid. I think where the game really excels is in art design. The look is so warm and cosy and the sound are really strong without ever being overbearing. Great job :)
Gorgeous art style, and a very interesting puzzle. Your thumbnail is eminently clickable it looks so polished.
My main issue with the game is how hard it is. Even whilst holding space almost all the time, rotations still felt incredibly skill dependent. The skipping levels is a nice feature, but I feel like if I skipped a level I would also not be good enough to do the next one, so I never did.
I'd personally enjoy it more if it were easier. I reckon it could be either less skill dependent (easier to execute your plan) or less difficult a puzzle (more obvious what you should do next).
I think you're right about all-mouse controls; it doesn't make sense for it to use buttons. In reality, we used buttons because we implemented the controls initially as simply as possible to get a prototype and had literally no time after that; that goes for ironing out bugs and adding undo/reset sprites and code. Thanks for the feedback!
LOVE the idea, and the presentation and polish is breathtaking. How on earth did you have time to get such good soundeffects, art, animation, an undo move system and music all whilst making a rather complex game?! Seriously impressive.
I found the last few levels a bit too hard imh. I hadn't really learned how the expression ordering worked, especially when one calculation is at 90 degrees to another. I think maybe there should have been a little more time spent on teaching those mechanics (still i can't blame you for wanting to put in fiendish finishing levels, you'd earned it by that point!)
Really well done, and I fully expect to see this game in a GMTK video not long from now.
Came here because the cover picture looked lovely.
The music is chill and sparse, which suits the mood well. I found the boid movement a bit off though; my fish managed to arrange themselves in a longggg line and caught other fish as they spawned offscreen. I was very dismayed when my game seemed to randomly get reset to one fish :(
Such a relaxing chilled game was a welcome break from most others, which were very gameplay intense. Thanks for the chill vibes and keep it up! x
Really endearing little game! I feel like you knew you wanted to make a small game, and didn't overscope. It comes across as a very polished product with great art in and outside of the game (i.e. cover picture, itch.io page, etc.) The tutorial was nice but imh should have been in the game proper, especially given that a matching game is normally controlled by a mouse rather than by controlling one character.
The touch of story really makes the game stand out, and putting "[space]" was a really unobtrusive way to show the controls in that section.
All in all, really really good job! This game is a masterclass in being simple but very well executed.
I think this is a really interesting idea for a game, but it seems like its too big an idea to get polished in 48 hours. Whilst the features and tonnes of traits are reallly interesting, I think they are too unclear for a starting player. I think if you find a way to on-board and teach people your game gradually, this could be really cool.
Defo an idea worth tinkering around more with; there could be a really interesting finished game in here!
Really dumb, reaaally good game. I'm staggered by the quality of the music (did not believe you had made it whilst playing), really offesets what otherwise could have been just a silly game. Art is done brilliantly.
Some of the controls and camera sometimes felt janky, but thats to be expected doing 3d for a game jam.
Wonderful work!
I suppose tutorialising your game is sooo much harder without a cookie-cutter level system. In my game, I designed random cool puzzles, ordered them, and then was able to just attach a line of tutorial levels on the front of that. Its a really easy way of making for a good learning curve. Sadly, making a more interesting game structure (like yours, which doesn't have levels) requires you to be thinking about how you teach your game from the get go, rather than as an afterthought you can just stick on the front of your game
That is the loveliest most thorough review we've had! Thank you!
My boyfriend had intended to make the art assets all graphic, but he got frustrated so reverted back to pixel because he knew he could churn out something decent in the 2 hours we had left at the end of the jam.
Music-wise, I had intended to make a b section and more melodic variety generally, but again ran out of time. The piece is all loops that stack in and out, except for one steel drum/marimba part that I improvised over the top. For a polished game I'd defo bring in muuuuch more variety to the piece, and also probably have the music whilst you do puzzles be less intrusive and more sparse.
Would you prefer to be able to split a stack (like having the top frog jump off). Do you think that would make for more interesting puzzles? I asked my boyfriend (who was doing the coding whilst I did the level design) to make that possible, but he couldn't get it working in time. It would be interesting to see whether the game would be better with that mechanic in or not, so im intruiged to see what you and other peeps think
Really neat little game. Leaves me wanting more, but I lost track of how I was progressing things so I didn't get past factory, I don't think. Its a reallly good concept but I think maybe to make it into a proper game you'd have to make it more approachable, rather than just something you try and work out on your own.
Still, probably the coolest use of the theme I've seen so far. Really well done!
Thank you very much! Funnily enough, you're the first person to mention the music at all; I genuinely think people must think the music is copied from the internet because I slyly think I did damn well in that department but you're the first one to say anything on it :(
You're defo right about the jump. we had noooo idea how to code a sensible parabola in 4 different directions for different lengths whilst being able to land on different heights of frogs, so we just put in whatever worked, really.
I'm glad you had fun with it :D