So cute! The artwork reminds me of a storybook from my childhood. Great work, Magpie!
Patbug
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I'm of the mind that any mechanic can work with the right supporting elements! I really like both ideas you proposed for making it feel more intentional. With that said, as you mentioned, it's really not much of an issue to begin with since the rounds are brief. Great work on this one—and on your entry for the last Mini Jam, too! I thought I recognized your tag, haha.
Using the timer as a sort of reset on your health and "fuel" capacity that contribute toward the greater goal of reaching your destination is definitely a good take on the limitation. The timer in the background is a nice touch, too! I might suggest implementing strict level boundaries if you return to the project, but that's ultimately a minor nitpick. Great work!!
This is so cute!! The end screen is my favorite part. I'm sorry I don't have much to offer in the way of feedback that is actually useful or constructive, I just love this little guy. What a little man! In a post-jam version, it could be interesting to make taking multiple bites of cheese in quick succession grant a higher jump for breaching bigger obstacles. But anyway, what a cool little guy. Fun game!!
I love this one. It's fun placing bombs strategically to block off enemies to make your strategic escape. For me, on a personal level, that often meant placing a bomb down, feeling real smug about it, and then realizing I've just trapped myself next to it. Which never failed to make me laugh, so kudos! Fun stuff.
Thanks so much! Something that may be helpful when starting out (for you or anyone else) is to focus on clicking farther out (closer to your targets). This is particularly useful for hitting your mark when you're throwing a barrage! Of course, bringing your mouse further from the center means you'll miss some flasks as they pop out of the cauldron — there's definitely a trade-off at play.
Super impressed with the writing and voicework you pulled off for such a short jam. The game has a great atmosphere, but I found it frustrating how the "fail" condition (to avoid spoilers) puts you back at the start. I think some kind of hidden checkpoint system for completing certain interactions would really help with this. Overall, though, I had a good time with it. Nice work!
This game encouraged me to share the joys and thrills of Poison Week with my loved ones! What a gift. :) Super relaxing game. My most salient recommendation would be to have a deeper explanation for the numbers system, but at the same time, I do quite like the limited "in-universe" instructions that come in letter form—just something to consider. Great work!
This one's got a ton of heart. I love it, and I love your interpretation of the limitation! I think the jump could be fine-tuned a bit, but that's a pretty minor issue—essentially, it boils down to what xojobr already mentioned. On the whole, leading the spirits to the cats felt super natural. Great work!
This is cute! I see a lot of potential here. I think the first post-jam consideration I would offer would be to touch up the platforming aspect—there were a few points where I fell from a high place and phased through the floor. With that said, I love the idea driving the mirror dimension mechanic! It fits the theme well, too. Good work!
Cute submission! I was following this one on Discord, actually. One thing I noticed while playing is that warping through the windows could force the lower character offscreen. Post-jam, it might be a good idea to have the camera zoom out in those situations. With that said, I see a lot of potential here—great work!