I'm so glad you enjoyed our game! That's what we were hoping for with the layout changing! Thanks a lot for trying out our game!
Roy Acquasaliente
Creator of
Recent community posts
Thank you for your detailed feedback! We agree about the hand mechanics. We had more complex plans for the monster's behavior, which would have pushed the reason for the player to sacrifice essential items like the flashlight for specific scenarios, but due to time constraints we had to simplify our vision. As for that spot where we can get stuck, one of us noticed as soon as the jam timer was over. I take full responsaibility for this...
Thank you again for playing our game!
I love it. I simple do. Which frustrates me even more that it's so punishing. But you seem to be aware of that. Now I'm unsure if it's a design decision or just a result of the little time to make the game. I believe, given the mood and aesthetic that it's supposed to be a relaxing time, therefor the difficulty should be better balanced.
But aside from that, the originality of the game isn't anything special as it's a city builder, but it's execution, visually, sound wise, and just polish makes it really close to a final product. Your team can be proud, well done!
(PS. GIMME SOME MORE ROADS)
Very fun despite (or perhaps because of?) all the jankiness! I'm not sure it is on purpose, but you can just spam the chaos button for the waves to spawn all together, so technically I went way past level 50 that way until my hp was out of service, or my computer died... Also, we can still put some structures while the waves are going on. So I would spam the waves to get lots of points and place a few blocks during the wave to keep protecting my king. Not sure how far I could have kept that up as once again my computer couldn't keep up with the amount of moving things on my screen. I see on the screenshots of your game that we could do pretty and organised structures, something I didn't consider doing, as I'm not sure what they could have brought of more efficient than my strategy, aside from perhaps isolating the 500 soul blocks.
For very minor details, the intro text explaining the lore and mechanics, flying a bit all around the screen and getting typed out made it hard for me to focus and understand much of it. Visually, it's simple but nice, just careful at readability, like the number of the wave being barely visible with the mountain background being white as well when zoomed out.
But there is potential for a polished and released game honestly. It has that angry birds kind of target audience. Something to whip out quickly on your phone or computer when you want to kill time and see some satsifying structures getting destroyed. Congrats to the team, especially knowing this is your first game!
I'll start by saying that because of performance issues on my pc, probably related to those pretty moving grass strands, I wasn't able to finish the game. So I don't know if it gets clearer further in, but right now I struggle to see the link with the Jam's theme.
Aside from that, people have mentionned a way to make text go faster or skip it, and even though I agree, I think there's also some small improvements possible in the writing itself. It seems to me like you had a very complex and profound story to tell here, which is rare to see in a jam and that's why it makes me even more intrigued, as it's no easy task. Right now I think there's a lot of exposition that could have been either shown through a few slides or explained through gameplay itself. Things like the main character hanging with their family and getting lost could be shown in 3 or 4 still images as an intro cutscene, and something as small as the main character approaching the other npc and giving them items they collected don't really need to be narrated. Something like "Where did you find this shard? It is the piece needed to enter the Bifrost!" makes it clear to the player that our character is showing that item without having to narrate in detail everything that happens. Some things can be more ambiguous or left to interpretation, people are usually smart enough to figure things out. Now, perhaps that is a very conscious choice, as it sure gives a specific vibe to the story, as if someone was reading a book. But it also slows down the pacing considerably, so a balance needs to be struck in my opinion.
Aside from that, the visuals are very minimalist and in a good way. I like those very simple designs for the characters, the grass blowing is pretty, that title screen has some strong art direction, and the quotes spliced between levels gives also a very moody and poetic atmosphere to the game. Great work anyways, I love to see those story focused games in jams!
Very interesting game idea! As many have pointed out, it's really hard to understand what is the goal and how to get there. Even after reading the tutorial on the game's page, it took me a while to finally get it. But once I did, I could see the potential for a very interesting management game. As a fellow artist I'll take the time to say that cover art is gorgeous, great work!
I'll avoid repeating what others have mentionned to you as I agree with the other comments. I just wanted to take the time to say that for a first game jam game it is promising! The idea was nice (our team went also for the player scaling concept) and put in a 2D platformer there is lots of potential here. Keep up the good work!
For as simple as it is, the artstyle has some good color choices which make sit generally pleasant to look at! The gameplay loop is interesting, but it also gets quickly repetitive. Now this is a game jam game, so I think finding ways to expand the gameplay loop could highten the experience, but given time constraits it's easier said than done! Good job!
Sadly my computer seems unable to keep up with the game. So I feel it would be wrong for me to give a review of it as it's really unplayable on my side. The artstyle looks really nice and the ideas on paper seem pretty in depth! I hope past the jam a less hungry build will be playable, I'd love to try it out!
Very cute game. The artstyle with those Celeste influences is so pretty. And the concept of it is very nice. Sadly I broke the game by making a box grow between two others, which led to said box clipping throug the map, and soft locked myself that way. But this is a game jam game, we can't expect absolute polish! I think you have the premise for a very cute full fledged puzzle game here! Great work!
Now that is an ambitious game for a game jam! But I'm glad you went for it anyways! The idea here is simply great, and if this sort of game doesn't exist yet, I'm wondering why. Having to swap betwen inside the mech and controlling the mech is an awesome mechanic. Visually, I think you gave it a very distinct and charming look with that shader you went for. And that music changing when we change perspective too? I'm all for that! Obviously it's a jam game, so some things can be polished. During my play time, I was left unable to use the left tool to fix things, Difficulty needs some more balancing and complexity, perhaps the sensitivity is a bit high, and player feedback on what he does well and wrong could be accentuated. But those are really minor details for a game jam game. You guys should be proud, what a nice game!
What a charming little puzzle game! A bit weird but in a very good way. I feel like it has the potential to be one of those cozy puzzle games, with a cute artstyle, gentle music notes, and physics based puzzles that are complex enough to have you think a bit, without getting frustrating! Aside from a few confusing parts like UI sometimes not appearing, or objects occasionally not growing in size, I really have nothing bad to say about this one! Good job!
What a smart concept! It reminded me of Snake Pass, but in 2D! I think there's an idea here to be expanded, refined, and polished into a great game! The level design would need some rework, but as this is a jam, making a perfectly designed series of puzzles is obviously a challenge. Aside from that those visuals at the start and end of the game were really cute! Super touch to have that little story line!
It seems like a project with lots of love and potential. I love the Pikmin franchise so more of it in new games sounds amazing!
Sadly the build right now is unplayable on my side. I couldn't proceed past the title screen until I plugged a controler. Once the game started, I'm left with no Rolly Polly to use. I'm unsure if I missed something about how to find any at the start, but without any, it's obviously hard to do anything. I'm also unsure being able to walk through the apple was on purpose or not.
In addition, I have huge framerate issues, but that could perhaps be my computer's fault, as I don't have the strongest graphic's card.
Aside from that, I think the univers seems appealing, the aesthetic is pleasant, the menus and UI are clean, the music and sound design are great, and from the little I've seen, some new ideas to push the pikmin formula seem interesting. So I hope you manage to work on those aspects to deliver a great game!