Thank you! :)
Rakudajin
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This is quite neat! Totally liked the art style and sound. Cool vibe!
It would be nice to have a health bar or something - I didn't quite get the feedback on when you get hit and how much damage you can sustain. But other than that - that was very well polished!
And kudos for Godot! I think that's the most stylish 3D Godot game I've seen on Jams :)
Nice idea! I didn't quite feel I had control of what was going on - like I didn't want to kill those people, but it was presented as if I chose that. Also, since I got the keys before I talked with everyone - I wasn't able to hear their part of the story. And I think it can be fixed with some action like pressing yes/no upon interaction. Also, the music stopped after some point - not sure if it was intentional.
That said, it's a nice idea and has a nice ambience. It had a vibe of "12 angry men," especially at first. Well done!
Thank you!
When you get touched by emotions - you shout back, and there is actually a fun mechanic in it: if you are hit by anger but you are mostly sad - you respond in a different way than if you were sad. So there are 6 dictionaries on how you respond based on their vs your emotions :) BuI I guess with the current gameplay it's hard to notice it :) We'll try to highlight it in a more salient way later.
Thank you! Yep, I get what you mean about trying to chase the influence area before it vanishes. We will need to make some less tedious but similarly obvious mechanics for making influence. Right now, I'm thinking of making influence spread more often but for a shorter time, so it will be close to constant rather than something to seek or evade. But we need to think more about it.
But we totally plan to make this game full-fledged in the next half a year or so :)
Thanks for checking out!
You spread emotion based on your emotional composition - if you have more joy than anger, you are more likely to spread joy than anger. And the emotions you have are based on the emotions you are exposed to. Plus, you get angry when hungry and sad when in lack of entertainment :) So, keeping joy is the hardest. One way is to hang out more with the dog - they always spread joy :D
Great idea, and it has some potential!
But, to be honest, I don't think the "light" and "power" add anything here - it just makes things more confusing. Make it just about "dice-blackjack" - would be better, I think, and easier to understand. Also the controls with keyboard are quite weird given that most of the mechanics have no movement aspect and using mouse would be much easier.
Also nice visuals, but again - they don't quite fit the game, and would require some elaboration on what's going on.
But overall - nice submission! I enjoyed winning a few times :) And kudos for using Godot! :)
I didn't have high expectations from the thumbnail, but this was actually really well done!
The controls are fantastic - it feels really good to run around, pick the bone and throw it. The enemy wobbling, the vfx and sound - all great. I've finished 14 risks, and the only thing what was missing - some upgrades. If you've added some cool upgrades etc - I can easily imagine myself spending a few hours on this game.
And kudos for godot!
Very cute puzzle game! First few minutes it was a bit too hard to figure what to do, but after that - it was quite fun and relatively easy. The main disadvantage, in my book, was that after you've understood it well - it wasn't that fun anymore, as the mechanics is pretty much simple and repetitive - you charge and change directions, and that's it. So the game kinda look way more complicated than it actually is... So I'd rather reduce the complexity of appearance, or make more variability.
That said - it was quite fun and enjoyable to learn and figure out! Great submission!
Very interesting climbing mechanics! I think you have some cool potential there!
I like the idea of the core climb mechanic, but it was a bit frustrating that I had to rotate to keep it in place - or was it possible, and I just missed it? But basically - why can't I just hang and need to rotate all the time? This can be easily solved, though, for example - by making a separate button for gripping.
Anyways, with a lot of polish, it definitely can turn into a cool unique game. Good job!
Really cool puzzle game! It looked too simple at first, but when new bots appear - that becomes quite interesting! I just wished there appeared more of them, and/or sooner - the first few levels felt a bit boring. But I guess that's necessary to guarantee a smoother onboarding.
Best puzzle game in this game jam for me - I really enjoyed solving all the levels :)
Also, cute art and music that are both pleasant and don't distract from the game. Well done!
Really interesting visual design! On the one hand - my eyes hurt a bit (probably too dark), on the other hand - it looked very interesting, and some effects were great.
The movement was a bit confusing at first - the way characters steer makes me feel like they are rotating with buttons (like in a car), not moving in that direction. But after getting used to it the confusion disappears.
Overall - great submission, totally love the vibes of it, although I'd love it to be a bit less painfully dark :)
And kudos for Godot!
Cool little puzzle! Tbh I finished it without understanding how it works - it kinda was easy enough to figure out by clicking through :) I didn't quite like the "basic" levels, but I loved the levels with special things (like the last, the cats, etc.).
And fantastic sound work! Although I had to tune it down a bit.
The art is fantastic! Also great music!
The idea for the core mechanic - moving your respawn location - is quite unique and interesting, but quite soon it becomes more like anger-management game, since you always risk going all the way back.
Maybe add a second totem? This way it becomes potentially slightly more repetitive, but you won't need to respawn all the way back all the time - just respawn to the totem you are not holding. Maybe no the best way, but that's one way to avoid the current frustration.
I was looking for someone to play with the math powers in this jam! :) Nice take on the theme! Although it would be even more nice if it wasn't only about the enemies, but about you as well - and there could be some cool mechanics related to these math powers.
That said - I really liked the tasks mechanics, they are quite refreshing compared to just pure exp-gain. Although the "don't shoot for X seconds" is a bit too hard %)
Nice game, was quite fun! It would be nice to have a vacuum that feeds on things it sucks :))
I like how you've made 3 distinct categories - things you can consume, things you move and don't consume, and sings you don't move. Purely from a game perspective, the distinction is a bit confusing - maybe it's better to either clearly distinguish it (but colour marker or something) or make them all respond in a similar way - like - you can suck a sock, but you'd better not as it clogs you etc. :)
That said - very cute game! And yep, that place sucks :D
Really cool concept! It's a bit counterintuitive and too technical, but I can see it getting into a unique puzzle platform with some polish and QOL changes. Like not letting you turn your last orblorgo into a sword, or making "r" restart not from the start but from respawn. But that's all minor :)
Also, nice sound work! And a round of applause for the editor - that's a lot of work for a jam! Great job!
Thank you!
Yep, definitely there are many things to improve, and we plan to work on it! 90% of the current version was made in one weekend, with just a bit of polish later - so we went for arcade just for simplicity - a way to stimulate people stick to some areas where other bubbles are. We definitely need to go more into "sim" part :)
The "randomness" of interactions were to illustrate that all people are complex and even the green ones can emit red, and vice versa. But we probably overdid it :) E.g. most of the NPC bubbles emit their main color with 60-70% chance, and 30-40% to emit other color. That looked reasonable on paper, but given that players don't really keep track of that - those 30-40% are something that gets noticed/memorized. Which is actually cool, because it illustrates how stereotypes and attention attribution works - we remember deviations, not commonalities. But on the other hand, as you mention, it's confusing. So we need to find a way to both keep the complexity and reduce the confusion. Now I think that aura should fire more often (maybe continuously pulsating), with lower effect. This way the dominance of main color will be more visible, and the other colors will also appear sometimes even with lower frequency share.
Thanks again for the feedback, it got me a lot food for thought!
Thank you for the feedback! Totally agree, and most of these were matter of time/resources.
For the jam the focus wasn't on game play during the jam, and we'll definitely work on it.
For the style - we kinda wanted to have contrast between bubble and background, but I guess it shouldn't be that different.
And for the feedback - the bubbles say words based on the emotions they emit. And you respond to them (or they to you) if got hit with the dominant emotion. So there is quite cool mechanic there, but it ended up being hidden, and we'll try to surface it a bit more later :)