Can confirm, that was cute as hell. I loved the mundanity of everything going wrong. Even with a low resolution sprite, I can see the despair in his face. Even without voice lines, I hear the disappointment in his voice. Well done putting something together that was so fun!
nerdwellrounded
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The sound for this was really exceptional. The controls felt really good and the learn as you go aspect with the smudged recipes was really nice. The only hang up I felt myself consistently hitting was my facing being a consideration for a faster mix. I personally would have preferred proximity being the deciding factor, but I also know that's a preference thing. Visual feedback from the sprite would have also been helpful rather than detecting small changes in the bar speed.
This was a really exceptional game!
This was highly entertaining. I enjoyed the QWOP-esque animation for the walking, the narration was funny and the assortment of things to steal was entertaining and provided a wide variety.
I did have some sound issues with things layering oddly or not fading. I had a siren from the first time I got caught faintly playing through my entire 15m play time even on subsequent playthroughs.
Overall, really excellent work!
Submission time is only when something was first entered into the contest. We put up a nightly build as we progressed through the week. I have those hidden at the moment so that people aren't confused about what to judge, but feel free to take a look once judging is over and I make them visible again! You can read the development logs and see a little bit about our progression day by day as well.
Thanks so much for the kind words and for taking the time to read what we wrote. It's appreciated immensely!
Would you mind telling us some of your specs? The game was developed on a machine that's firmly on the low end of high-end specs and we didn't have a great deal of time to test it on a variety of machines.
I don't think you gave yourself enough credit in your description. It's a little rough, but most games are when they're made in less than a week.
I would've like to see some los lines during gameplay, and maybe some mini-games that were simple to build technical skills or to do during interviews. I think the concept is pretty entertaining and could really shine with just a little bit more time to bake.
This was highly entertaining. The writing was good, the controls felt effortless and your camera work for impact was absolutely impeccable. Punching things felt sooooo good. Well done!
That ending cracked me up too. Getting some strong mid-00's Newgrounds energy. I wouldn't have been shocked if Strongbad just showed up as a surprise final boss.
I really enjoy the opportunity to rate a little higher in theme for people that went the opposite direction from most with a super safe nothing can go wrong meaning. I enjoyed the subversion of expectations in behaviors and that assets were reused with different effects. I'd have liked to see more, but enjoyed what I did get to see!
The player controller felt nice, just the right amount of floatiness.
The level design left me frustrated. Instead of challenging, the platforms tightly stacked on top of each other just felt frustrating.
I think without the lava it would have been fine, but with the lava it just felt unnecessarily punishing.
That being said, the lava was neat! I had my druthers I'd rather see some of the platform placement re-evaluated.
The player speed felt really nice to me. I'm not a patient individual in platformers so I'm always a fan when a developer leans more towards maybe going to fast rather than maybe going a little slower. I'm also a big sucker for mobility in games as well so a dash>jump>dash>jump>dash chain felt immensely satisfying.
The level design felt a little simple, but your player controller felt excellent and balanced it out so that it was satisfying even with simple obstacles like a wider than usual pitfall. Well done!
CALL ME J. EDGAR BECAUSE I'M HERE TO HOOVER!
Easily the most time I've spent on a game jam game. The upgrades felt nice, the movement felt nice, the pacing felt nice. Your balancing was super impressive. I won right as I neared the end of the tech tree and even proceeded to exceed 10:00 without taking damage. This is one of the few games where I want to argue with strangers on the internet about our high scores and how we should spend points in our tech trees.
I also would've appreciated some sound fx, but trying to think of how I'd implement it myself has me slightly paralyzed so I can't blame you
Well done! Only having six ratings, you're criminally underrated. This is a contender in my book. So much fun!
I really enjoyed the art for this one. The colors worked well together, everything was readable and everything was super sharp.
I liked the soundtrack that you chose, but I found the mix between music and FX to be a little bit off. Even with the FX at lowest, I found it hard to concentrate with all of the whooshing from the wind.
Mechanically you did a great job creating a game. These kinds of games can really easily feel like they're either a monotonous grindfest, or so simple that they feel like they should just be a layer in a larger game. This one was really engaging and mechanically diverse. I had relatively few issues. I did have a bug where if I interacted with ingredients too quickly while preparing a mix, ingredients would just disappear.
Overall, well done and congratulations on 20 rates!
I enjoyed how simple this one was! It made me flash back to high school when I had to make one of those metal hoop zapper games.
I enjoyed it a lot once I figured out what to do, but I had to check the comments to figure out what I was missing. I would have appreciated a flash or something when I was interacting with the bead that I needed to move, or maybe an icon instead of the transparent hand to make it clear what I was interacting with.
Congratulations on hitting your 20 rates!
I felt like platforming in the spike room had some pretty tight requirements with the acceleration of the character, but overall everything felt really good. The ending was about what I anticipated but it kept with your theme of short and sweet. Overall, well done, and congratulations on hitting your 20 rates!
I really enjoyed the atmosphere, and conceptually it's super cool, but I also had a great deal of trouble with the physics mechanic. The level design also felt set up for failure. I made it to the far first right wall, up the wall, and across just to land in that little hole and have to restart.
I think it could be great with just a little more time. I was immediately invested with the narration, but unfortunately I never got to hear more.
I had an immense amount of fun with this one. It took me back to the early days of the Xbox 360 Arcade.
I wouldn't have hated having a slightly wider window for catching and I felt on a couple of occasions that the camera was either dragging too far behind or was slightly too far ahead.
Ultimately, this is likely the most fun I've had with the jam rating so far.