Love this - looks like great fun, and pixel art is gorgeous! Thank you for sharing :)
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Thank you! Really glad you like it :)
CC0 is simple enough, at the most basic level you can just declare the work to be CC0 within the page description, although you can also use the Creative Commons website to generate a licence notice if you so choose.
Even better is including the licence terms in the metadata for the software - for instance, in my fonts I'll add CC0 to the licence metadata field - this would depend on the nature of the software of course.
Itch also lets you provide the licence for assets and code in page metadata under the Release section, which has the added benefit of helping boost your visibility to people searching for CC0 assets.
Best of luck with the concept! :)
So so good! Perfect mix of charming and unsettling, love the slow degeneration as the game goes on.
Art style is a fitting blend of cute and unsettling, particularly loved the opening cutscene and the creepy lighting effect towards the end of the game. Missed a couple of points on the minigame because I was enjoying the dancing too much!
Absolutely gorgeous from start to finish - player and enemy sprites are distinct and full of character whilst feeling authentic to the Gameboy limitations, the tiles look perfect (shoutout to the coniferous trees in the first section) and I just adore the dithering light effect. Palette is so so good, and even the game page looks beautiful!
Gameplay makes great use of the limited controls, with a well thought out control scheme and enemies that force you to use all of the mechanics.
The little bullet hell battles are fantastic! My favourites were the butterfly's bubbles and the gnome's spades with walls - both were challenging to learn but really satisfying once I'd got comfortable with the patterns. The 1-bit art style used in these was fantastic as well, love the little speedy snakes!
The meta use of the theme is inspired, love it!
Thank you - delighted about the David Lynch vibe! Sounds like you made it to the end - I somehow managed to miss connecting up the end scene in my rush to submit, but there's no more content past that point - my bad!
(I've added a line to the game's description to make it a little clearer to any other players - thank you for letting me know)
Great fun, with a fantastic soundtrack and gorgeous lighting effects! Definitely fits the spooky theme well - I jumped more than once when enemies caught me by surprise in the darkness. I particularly liked the section where you had to leave the torch behind in order to carry the key to the door - would love to see that idea expanded on if you revisit this post-jam!
Boss fight felt suitably challenging, but I managed to beat it after a few tries - appreciated the generous hitbox for the sword attack!
I'm using Renoise for sequencing - love the old-school tracker workflow! - with a variety of VSTs.
Most of the chiptune-esque tracks use Soraboy, which is a fantastic VST for creating gameboy style sounds.
I'm also a big fan of TAL Noisemaker if I need more typical subtractive synthesis sounds
For soundfonts I use Sforzando and various sample packs from all sorts of places (being careful to check the licence terms, of course). I'm not especially fond of the interface, as it makes basic tasks like browsing through your sample library really clunky, but it's the best solution I've found for now.
This is such useful feedback - thank you so much! Spinning wasn't a strategy I'd really considered until I watched a friend play, but seeing that they used it extensively I went back to make sure it was useable in as many places as possible. I'm interested in seeing how many traversal options I can add, and using specifically designed sections that force the player to try different approaches could be really fun :)
I'll have to try a few things with the disappearing handholds I think, whether it be as simple as extending the time limit or perhaps working to create alternate routes so the player's not boxed in.
A timer for the post-jam version is planned :)
Absolutely fantastic - highly stressful in the best possible way, as all cooking games should be! The game scales really well, with the simple recipes being easy enough to memorise but the ever expanding list of ingredients and equipment quickly making it easy to screw yourself over with poor placement of dispensors or by leaving prepped items in just the wrong place. I found the short runs really worked in the games favour here, failure never felt too frustrating and I always felt the urge for one more try
Thanks also for including control mapping options - I really appreciated it, not often you see it in jam games but makes this a lot more approachable for me :)
Also wanted to comment on the recipe notes, which were highly entertaining each time. I always looked forward to a new run hoping I'd survive just long enough to see the next!
Thanks for playing!
This is really useful feedback, thank you! The game could definitely use a proper tutorial rather than the wall, I'll have a think about how to incorporate this in a way that's informative but not tedious
Totally agree on the upgrades and slots, I'd initially planned to have more upgrades available to the player but wasn't able to get them in on time so as it stands it's a little too easy to just equip everything. Think I'm also going to have to make some secrets harder to find and more difficult to reach too!
Cheers again for the detailed feedback, really appreciate it :)
The art style is absolutely incredible, the concrete mecha is such a wonderful design, palette is gorgeous and that opening cutscene was the perfect way to set the tone. Music keeps the energy high too, love it
I found the game a little difficult to control - would have liked a visible cursor to help get the angle of the tape right - but the satisfaction of landing a punch felt fantastic, honestly even getting punched was such a spectacle that I enjoyed that too!
I really enjoyed this one, thank you :)
Always love a grappling hook! One I'd got comfortable with the controls movement felt very fluid, quickly transitioning between grappling, hanging and running was a lot of fun when trying to sprint through the stages. Love the short blast of elevator music to break up the mood too
Think I encountered a bug - in the first elevator the doors closed on me as I tried to leave so I couldn't exit
This is so chaotic I love it, great example of a foddian game :)
Controls are challenging and difficult to master, but once you start to get to grips with them it's possible to get a little momentum built up in a way that feels really satisfying. I'm definitely a long way from getting my technique down though!
Level design was really strong here - love that you've left space for the player to mess up and lose a bunch of progress as is typical of foddian games, although I'm definitely appreciative that it seems set up to minimise the chances of it actually happening. There's a nice increase in tricky geometry to navigate as you get higher up too - the last section took a lot of tries for me, hence my not so great time!
This art style is wonderful, I loved the range of customers, the sketchy UI and the wavy text :)
Core loop is a lot of fun, it felt a little unforgiving at first but once I'd figured out a scale-slicing technique that worked for me I started to really have fun with this! Really liked having to set up the scale myself first, adds a nice extra layer to this
Excellent management sim with wonderful art - those dragons all have such distinct personality to them! - and a really strong core gameplay loop. Really appreciate that you've kept the difficulty on the easier side for the jam, was exactly what I needed :)
This is incredibly polished, UI feels great to use and really intuitive and the sfx does a really good job giving feedback for each action.