This is such a fun, creative concept! I like the idea of pausing to "look away" and change the state of the box. The music and and sound effects suit the art style and feel of the game very well. I wish there were at least hints for what's on the other side so I didn't keep jumping out onto nothing, but overall an awesome entry!
NewShamu
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This is pretty ambitious for a Trijam game but I think you pulled it off well! The music and environment create a good atmosphere for puzzle-solving. The only thing I found myself wishing was that the requirements for each row would get checked off as I fulfilled them, or my errors were spelled out for me. Obviously those things would have taken a lot more development time though!
You nailed the frantic process of starting a job, tabbing out and doing that job, and then tabbing back in to mark it as done. The typing minigame suits this game well.
My only critique is that I would have liked to queue up multiple tasks in the "doing" column so I could line up my work for the day and then knock it all out on the computer at once. It seems that any tasks you move into the "doing" column after the first are ignored by the game.
I didn't understand at first that I was supposed to shoot the big computer mainframe and not the drones, but once I figured that out it was pretty fun. Some of the patterns those drones made were quite difficult to navigate, and I died after getting the final boss to about half HP.
The bosses' designs were cool, and I liked the drones' lasers a lot too. They looked dangerous!
Since you intended for the drones to be immune to the player's attacks, it might have been nice to indicate that in some way. Perhaps a force field flashes when they're hit to show it's being blocked? I'm not sure.
I noticed that you move slower when looking up or down. Somehow your horizontal velocity is affected by where you're looking. I realized that I had to look straight out when jumping off buildings if I wanted enough speed to make the jump. This meant I couldn't look down at the platform I was trying to jump to and made movement more difficult.
Next time maybe spend some more time crafting the player's movement system.
This is an ideal game jam game for me: it's short and sweet! The enemies behave predictably, but I actually liked that. It felt good to dash and attack them from behind.
The character sprites are simple but functional. I thought the parallax clouds in the background were a nice detail.
The music and sounds were integrated nicely.
I don't see any implementation of the theme "on the edge".
Overall I enjoyed it!
From a combat design perspective, I am impressed! It's not often that you see such a well-thought-out strategy game in a game jam, but here we are! Gameplay took a little getting used to, but once I got the hang of it I could tell there was a lot of depth. The bosses really don't let up after the first one either!
The colors were a bit harsh, but I managed to enjoy the game nonetheless.
I checked the tutorial before jumping in, and while that helped, it still took a while for me to properly learn what was happening. In fact, at first I missed the whole point of the game, that whichever skill is on the edge is the one that gets used! I thought it was more of a Slay The Spire kind of card-based game.
Given the complexity that you achieved in such a short time frame, I think your tutorial was as good as it could have been. The next step would have been if the tutorial walked you through a fight and explained how everything works in real time, but like I said, it's a game jam game, so I think you're fine here.
Overall I like the game! Great systems and combat design. I liked the worldbuilding aspects of the game as well.
You have a new and exciting take on traditional puzzle platformers here. It took a little for me to get used to it, but I think the idea is good. The execution could be a little tighter though. I found myself wishing I could adjust my trajectory mid-jump, but since I couldn't do that I focused on falling at the right moments. It was still pretty difficult.
The graphics are simple and easy to understand though, and the bits of dialogue, instructions, and tips helped to keep me focused. The music fit the aesthetic perfectly as well.
Overall, a bit difficult, but not bad!
I thought this was a cute, simple game jam game. Gameplay was smooth and I experienced no bugs or technical glitches. It might have been better if you explained the controls somewhere, but WASD + arrow keys are pretty obvious so it wasn't a big deal.
I like the old TV-looking aesthetic. That gave the game a lot of character!
Some of the levels were a little difficult to navigate all the enemies to where they needed to be, but the concept of positioning everyone without harm and then cutting the rope when you're ready for the enemies to be destroyed is a really interesting concept that I think deserves further exploration!
This game blows me away. It's so well-designed and polished. Often times puzzle jam games have only a few levels, but this one has a whopping fifteen and they're actually well-thought-out! The UI is great, and the little animations and sound effects make this a really charming experience. It's hard to believe this was made by one person in such a short time!
Quick, fun experience! It's satisfying to make the slime get bigger. I didn't realize I was timed at first but I managed to grow enough to win before the time ran out.
I had a bit of trouble reading the score and time when on the yellow ground. Perhaps a different font color (or even better, some kind of panel behind the text) would make it more legible in different environments.
I was really impressed by the various systems you managed to develop in such a short time: dialog trees, items that you can pick up and look at, and solid title and credits scenes.
I actually went back and played it a second time to see if I could recruit everyone (I gave in to peer pressure the first time), and was pleasantly surprised that the ending was a bit different.
My only complaint is that the fog is a bit too intense at the beginning. It made it hard to navigate at times, although I suppose that is more or less the point!
This game was such a treat. It had a cute character, a story, and the art and music really came together to set the tone. I especially liked finding more abilities and criss-crossing back over the level.
My only criticism is that, while movement in general felt pretty good, walking uphill makes you move so much slower for some reason.
Otherwise, a great little game. From a fellow Godot developer, well done!