This was fun! Turns out it's surprisingly hard to play snake while drunk - I'll have to give that a try the next time I have a couple brews. Nice job!
Michael Parrish
Creator of
Recent community posts
This was amazing! I spent so many hours playing Rogue Squadron for PC as a kid so, this was a great blast of nostalgia. And there were no tow cables in the level so it was even better! The controls felt really great, and I had a lot of fun speeding through that final tunnel to escape before the explosion. The music was also a great homage to the soundtracks for the movies/games. Nice job!
Fun game with a nice relaxing soundtrack! I thought a lot of the level design and difficulty ramp was well done. My one piece of criticism is that there were a few levels where you have to do the same maneuver a couple of times, when I was struggling to get through even the first one lol. So maybe just one or two times would suffice for those levels. Fun entry!
This was amazing! The first game I have yet to rate for this jam, and you've set the bar really high. I'm a sucker for this type of engine-building roguelike gameplay and this was really well executed, especially given the time constraints. You should definitely look into a full release for this amazing job!
This was really incredible! I feel like with jam games it's easy to play for a bit and then move on to the next one, but this really sucked me in, and I felt compelled to finish it. I'm so glad I did! Really great narrative device with the hard drive, and I really loved the fake Unity intro when going into each of the games. There was also a great progression with the quality of the games in a very authentic way. Excellent job to the team, the writing was top notch, and it's going to be really tough to find another game in the jam that tops this one.
Honestly, I would consider fleshing this out to a full release, it feels like it's basically there already. A great love letter to game development as an art form and hobby that can be used for human expression. Really fantastic work!
Great concept! I really like the idea of using a game's settings to solve puzzles, it's a neat idea I've never seen before. I was able to solve about half of the puzzles, the others I couldn't quite figure out after trying a couple different ideas. One suggestion would be to maybe configure the level order to start with the easiest levels first to ease the user into the concept, because it can take a few tries to wrap your head around it. Nice job!
Thanks for checking the game out! I agree - I think this is a concept I was really excited about after brainstorming the theme, but I don't quite think I fully nailed the execution in the time we were given, it definitely needs a little tweaking. Maybe I'll keep with this one a little longer and see if I can squeeze more out of it!
This was really cute, I love the design of the main character. I was impressed that you were able to design a compelling open world in such a short amount of time. It's really cool that growing in size kind of recontextualizes things that you've already seen before. The piece pick up animation could be a tad shorter, but overall this was a really great game! Nice job!
I didn't expect to see a game of this scale (no pun intended) done in such a short amount of time. It was really cool flipping between the different characters and seeing how they influenced each other's paths. The artstyle and music really helped sell the kind of "huge scale but abandoned" atmosphere. This was awesome!
This was awesome! I can't believe both the quality and the quantity of the puzzles you were able to come up with in the amount of time we had. I like the retro tetris-esque aesthetic, too. Admittedly, I did need to use a few hints, but they were really helpful for me in the early levels to wrap my head around the mechanic. Nice job!
Cool concept and nice relaxing gameplay! I thought it fit the theme really well, and it was really satisfying to watch my planet grow.
If you were to expand on this, I would maybe consider adding a gamemode where non-like tiles give adjacency bonuses, rather than like tiles, and see how that impacts the gameplay. It may make planning a little more difficult and force the player to get creative about how they're going to lay everything out.
Overall though I thought this was a cool entry and I definitely see a path to expand this with more biomes! Great job!
Maybe make them just a hair less floaty? Don't make them too snappy because I feel like it definitely works in the context of floating through space, but there were a few times when I was "stuck" on a planet, and it was a little difficult to build enough momentum to get up and around it. That being said, I'm also kind of an impatient person, so maybe take what I'm saying with a grain of salt.
Actually I didn't think to put them in the chamber! But they were super useful to bring back down to the remaining planets and show them what fate would befall them if they didn't cooperate