Yeah, it's difficult to make a game with randomness that feels fair to play all of the time. Maybe we should have tweaked the likelihood of certain organs coming from the machine to make it feel less unfair. Sorry you didn't enjoy...
Resurge Studios
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Thanks for your feedback, absolutely agreed on the controls, it's something that was difficult to perfect under the time constraints but of course everyone is under time pressure! Also, we've been trying to fix bugs since the game jam including the accidental killing - the button minigame is prone to button-mashing which can accidentally kill the patient in the frame or two after the minigame window closes. Same thing with restart, we didn't have time to make a functional menu for that. Still, good to know that you liked the concept!
This was fun to play and really relaxing! I thought there were some clever puzzles, I really liked how some blocks would get in the way of your path. My only suggestions would be some indication (maybe using colours) of what dice blocks relate to the cube. Also the sound effect gets a little bit repetitive. Besides that, it's a well executed and fun game! (:
Really fun game, I've seen a few games adopt this mechanic but the multiple dice levels were really interesting because it felt like they encouraged more strategy than trial and error. The art is adorable and the movement feels really snappy. Not completely original but really well executed. Well done!
Probably the best game I've played so far. No need for an obvious tutorial because the mechanic is clear but the levels utilise it really well. When I realised I could move out of the path areas that was a massive 'aha' moment for me! Only critique is that movement feels a bit sluggish, if you sped up the animation it would be pretty much perfect to me. Brilliant work!
I really enjoyed this game! The idea of being the hero's sidekick is very unique. Haven't seen any other games in the jam with the idea. Although the walking animation was a bit clunky, the art was a feast to my eyes. The music was was music to my ears but didn't fit perfectly with the game. Good work. If anything, I want to play more!
I really liked the concept. The animations felt fluid and the art was nice. Would've been nice with some music. Using the arrow keys to aim the target was a bit difficult. I would've preferred to use the mouse to move it and left click instead of z. Instructions were clear. Appreciated the images in the brackets a lot. Good job. I had a lot of fun!
This was an interesting game - the movement was fun and the gameplay was interesting. I would recommend that you advertise the range of weapons more clearly, or even make them collectibles potentially. Also, the art was busy in places, which made it difficult to identify the enemies. Overall, a good entry - you guys should be proud!
Here's some feedback on your entry: Firstly - the 'cosmetic elements' (art, title, music etc.) are really cutesy and nice - and the palette is a nice mixture of retro/modern. The title screen and the trees were especially interesting. Also the enemies were nicely designed. In terms of gameplay, the limitations are obvious but I thought you guys adapted to them well.
The controls were fairly intuitive although the inventory system was somewhat confusing when interacting with chests/selling - maybe different colours/a border could have been helpful? Anyway - the most important aspect, the battle system was very simple but also really fun - you didn't overcomplicate and I really appreciated that. Also, the trade-off between different attacks and how they interact was really interesting and great given how little time you had. If there was anything I might add: a small minimap (included in the inventory), more of a tutorial/introduction to the gameplay and maybe some different buildings/dialogue if you wanted to expand it further. To me it felt like a blend of Animal Crossing/Pokemon with a unique gameplay style. Well done and bear in mind that all of this is taking into account that you had a really short amount of time and a large team to co-ordinate.
Thanks a lot for your feedback! In terms of bullets and whether they impact enemies, we were a bit conflicted, but in the end we decided that it would make it too easy for the player. I do agree that it might have been improved were the bullets to disappear after some time - and if we continue to work on the game, we will definitely keep that in mind!
Admittedly there wasn't much we could do to stop the player standing in the corner and letting the slimes come to you, but 1) you will eventually miss (unless you are really good!) and die 2) I can't imagine it's much fun for the player - so they might want to experiment with other play styles. Thanks for your feedback though!