It's a lot better than my first game! Reminded me of puzzles from Portal 2, which is great.
Art work is cute too, nice work!
Nice game, I went with a similar concept. The move counter made it stressful was was sometimes helpful where I knew how many moves I had left. I'd suggest making it toggle-able where it just shows the minimum moves needed or something.
Liked that there was a level select, too. Wish I had added that to my game. Nice job!
Creative take on the theme!
I didn't end up incorporating any strategies like trying to heal with the same-color bullets into play because I was so focused on avoiding. It may help to introduce the mechanics more slowly, so the player can get used to one thing before they need to keep track of other stuff.
The graphics are simple but work really well, I think. Nice job
Neat take on the theme, felt good when I finally managed to get the magnets on the buttons.
I'd suggest having whichever magnet the user clicks on be the selected one instead of swapping, I did it several times intuitively and moved the wrong magnet. A force indicator to show the direction of the force might also be helpful. Overall a great entry though, good job!
Neat game! I really like the swapping time mechanic and think you could do some more cool stuff with it.
I agree that the enemies could ramp up quicker, but I'd definitely want an automatic weapon/hold to fire. My strategy was to go down the lower hallway and shoot blindly up, then watch the points roll in. Adding an objective that requires the player move around the level or having the coins need to be picked up might help force them into a more aggressive play-style.
Nice job!
Great game. I really enjoy seeing what other developers do with similar mechanics. I got into a habit of getting as close as possible then finding a way to brace and line the pieces up. Becomes meditative. Are the sides for the puzzles picked at random? I ran into a couple which seemed impossible to me unless I'm missing something. If so, a "next" button would be a great addition. Had a lot of fun with this one.
Thanks for checking the game out & for the feedback! My playtesters did have the most trouble with level 6, so I'm attaching a solution video, in case you want to check out the rest of the game.
I was planning on making the blue character square to better differentiate them, but ran out of time. I think triangles pointing different direction would also work. I have an idea for making level 6 a lot more manageable with just 2 new tiles, so I'll make that change once the jam is over.
Neat game! Couldn't get past the last level. I figured out what I needed to do but it required too much precision for me. I'm not great at platformers though, so take that with a grain of salt. The simple art style works well with the black/white palette, and I enjoyed figuring out how I should approach each level. Nice work
It's a nice interpretation of the theme. I got past the first level but couldn't kill the first boss. If the controls were tightened up a bit, I think it would play a lot better. Seems like a good candidate for controller support as well and maybe a "slow time" mechanic while you aim which direction to dash in. Cool concept, and I like the minimalist look of it. Feels like there's a lot of potential to build on it!
The screenshots don't do justice to the CRT effect, it's very cool. I'm awful at platformers, so I didn't make it very far, but the theme is woven into almost every aspect of the game (palette, characters, movement) which is great. The jump delay does make it difficult to judge, especially for some more precise jumps.
I went with opposite movement directions too. It's neat to see how different developers interpret similar mechanics.
I liked the cat/dog interpretation of the theme. Like une_crepe said, it's easy to trick the ai into running in circles. Look into how the ghosts in the original Pac-Man were programmed with slightly different (but simple) behaviours to see how a few tweaks could give you a game that requires more strategy. The pixel art is also cute. Congrats on finishing your first game! Finishing something and submitting is an accomplishment you should be proud of.
Nice interpretation of the theme! As others said, the instructions were a bit unclear, but once I understood how the elephant's trunk worked as a trampoline and that balls could weigh down buttons, It was much clearer. I didn't end up using the mount functionality, just used the trunk as a platform in the last level! I'd also recommend zooming the camera out a bit, so you can see more of what's happening with the doors. Really enjoyed the art too, very cute.
Simple but cute space-invaders type game! My high score was 48. You've got a nice base to build off, and you could add lots of different mechanics here:
Most important thing is that you got a game finished and out though, great work :)
Really nice concept. Platforming sections had me stressing, but I got there in the end. I like the star system too, had me redoing some levels to see if I could get all three. I missed a couple of frozen people in one of the levels, so maybe a speech bubble saying "help" or something like that would help the player identify them at the start.
Tons of levels too! You managed to squeeze a lot out of the melting/growing/wood mechanics.
Overall a great entry.
Pretty interesting concept! The path setting works well, once you get the hang of it. I agree with kj_stingray below that it can be cheesed a bit, so adding in some real-time management tasks, like sounds that distract the guards could add more engagement during the run. Visuals are simple but really clear and effective. Great work
Definitely feels like the first day at a new job haha. Voiceover was fun and liked how it introduced each new piece. A different UI could make it feel like papers, please, eg. a 90s-style interface where you keep getting emails with instructions to lean into a bureaucracy angle. Really makes me appreciate the work my clunky UI code puts in. Nice work!
Really great hand-drawn art-style and a concept that I think has some legs. I ended up feeling like the optimal strategy was button-mashing numbers since they each had their own cooldown (as far as I could tell). Turning blocking into energy that's used for the attacks could make things slower and more methodical.
Also the "no dice" joke got a laugh out of me so thanks and congrats on y'all's first submission!
Very nice and chill game! The deck-builder-style strategy is good. Others have said changing the strategy mid-match would be good. I agree, but think you could lean into the deck-builder aspect here.
For example, you have a "deck" of moves. At the start of a match, draw 9 moves and select 6 to place on your die. after each roll, the move that was rolled is removed from the die and you pick one of your 3 remaining moves to replace it, then draw another move from the deck. That way, your strategy can evolve over a match to counter your enemy's changing die.
I enjoyed playing though, keep it up :)
Thanks for playing! I agree that the speed powerup makes it more fun, it's always the one I prioritize first. The color of the enemies changes from bluish-green to orange-red based on the power of their attack, which increases with each enemy killed, but it's not clear at all. I wanted to add enemy stats and health above their heads, but didn't have time. Maybe something for after the jam is over