Such a well polished game! Absolutely lovely :) The shooting felt very satisfying, and the different endings were really fun to find! I think I was missing just one and I'm not sure what I was missing!
SenorGurki
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Post-jam update I'm planning to add some extra "loot" to insentivise more risky play indeed! I've a couple of features planned that will have to wait for a later patch, but I do agree that there needs to be something else to spice up the gameplay :)
Thank you for the kind review, and I'm glad you enjoyed the game :D
Very nice game! The take on the theme is absolutely fantastic, and one of the most unique and creative takes on the reversed tower-defense genre. The execution is also fantastic, with very smooth and satisfying game mechanics. My only suggestion would be to add a "fast-forward" button, so that you can quickly test variations of your lineup and their order.
Fantastic presentation also, the artstyle is super cute.
Congrats on such a good jam game!
Fantastic idea and very well presented. However, I found it nearly impossible to play and was becoming very frustrated. The minigames are far too difficult, and was going so fast it was impossible to immediately tell what you had to do before the minigame was over. I really really want to enjoy this game, so perhaps with a good explanation and tutorial I could have had a better experience, but currently I left wanting more and very frustrated.
Very well done on the audio and visuals, overall mini-game design and use of the theme.
Cool little game! Would love to see it expanded upon.
The shooting and killing enemies feels good, however, I feel like the feedback from shooting (camera shake and white flash) are a little bit too strong for when you miss. Right now, if you miss or hit, it feels the exact same, diminishing the satisfaction of the screenshake and white flash when you do hit an enemy. I think simply lowering the strength of the screenshake and whiteflash when you miss would drastically improve the feel of shooting, as everything else feels spot on. Perhpas a different sound effect for when you miss vs when you hit as well?
I love the artwork across the whole, albeit I reckon the in game levels are completed, but that's to be expected in a jam.
I think with some more time and polish this could be a fantastic shooter, especially with the mechanic of rolling into the enemy to pick up their weapon and to reset health (quite easy to die in that state tho). I loved that to die, you needed to lose your gun AND get hit 3 separate times, this felt really good to play with, and made me be careful to not rush into full rooms of enemies.
Overall, well done!
Such a charming game! I love the dev comments and hold themd ear to my heart hahahaha
I love the take on the theme, it's super creative and unique! The mechanics of the game are very fun, and I had hoped someone would make a game with intentional "bugs". I've only seen one other game with a similar concept.
Congrats on the great game guys! Stellar work.
161m! It was quite difficult once the floor went fully up hahaha :D
Very cool idea, and well executed apart from the slow-mo being FPS based, made it quite hard to do things quickly and felt like my inputs weren't read consistently.
I love the aesthetic, and the art is well made. I also loved the tutorial and the way you layed it out, it made it easy to quickly understand that bombs destroy tiles for example. I also really appreciate the option to restart the game, rather than needing to go through the tutorial every time, it's also smart to make the tutorial be the beginning of the game and can just continue running after it ends!
Overall, well done, I think once the FPS based slow-mo is fixed and some extra polish is done around the game feel, the game will be incredibly addictive, as I can already feel it now a little bit!
The games artstyle is very unique, and works fantastically for the games overall vibe and theme. Well done creating the assets yourselves, they worked very well to make the game feel alive. Very good use of sound and art.
Presenting the task could be improved, as I was confused as to what the controls were as well as what needed to be done exactly. I see you have the tutorial on the game page, but in my case I was coming straight from the rating page and I rarely look at the screenshots in depth. Having a tutorial in game (or even just text explanation) can help immensley!
The concept is very unique in the 100+ games I've rated and played, and it is very well executed, although again, it was relatively confusing what needed to be done with the dragable boxes specifically. I loved the mechanic of shining a spotlight on somewhere you hear a noise or similar, and then using that to catch the bad guy. Great use of the theme :)
I encountered some bugs trying to go onto the next levels (I could see the bad guy and the game didn't continue if I pressed "Go") but from what I played in the first level, this game has huge potential and I can see myself wanting to play a finished version of the game after the jam!
Very well done guys!
Fantastic use of shaders and lighting to create an eerie but oddly beautiful atmosphere. The mix of the waves and the sound from attracting the ships makes it sound almost siren-like, appropriate for "luring" in the ships. The big bad fish is great, I do wish it was a lil spoopier tho :D Otherwise very nicely done, once you get the hang of the game it's quite enjoyable, but might need a lil extra juice for when you collect a ship :))
Excellent idea and incredible execution! I love the "painting" mechanic and that each color has it's own uses, that you yourself can decide. The fact that you give the player all of this control and yet still manage to make the game challenging is quite impressive, well done!
I don't even have too much feedback to give, apart from a few UX issues with not being able to deselect an action, but that's very minor.
Oh and, the choice of music and audio was superb. Fantastic work!
This is a very cool concept with very good execution. The artstyle is fantastic and fits the game perfectly! I think with a little more time this game can truly shine.
Some notes: The main menu seems very busy, which isn't always bad, but at least personally when it comes to large amounts of information it's nicer if it is sectioned off in some way. Another thing I'd like to mention is the readability of all of that text. White on green is quite hard to read, especially with some background lines being close to white. Adding a simple border to the text would help massively!
Regarding gameplay notes, there's not much to say, other than that it seems that it's relatively easy to trick the red player! Perhaps adding a difficulty curve or just randomising where the Red will go/start from to make it a bit harder to just repeat the same move over and over again.
Other than that, very well done! Execution is lovely and the use of sound is spot on :)
Very good use of art and assets! Felt smooth to play and had an interesting concept. I really liked the swapping mechanic and how you used it as not only a tool for transportation but also fighting.
The only two criticisms I can think of are that the jump feels a little odd, almost like you're floating back down and can't air strafe, however the level design made it so it wasn't a big problem, just didn't feel satisfying to jump around much.
And the other is regarding the teleporting to the sigils or teleport markers (forgot the name, apologies!). This is potentially a skill issue on my end, but it was rather difficult to teleport across the spike pit because of the very quick reaction time and precision needed, potentially increasing the hitbox for those markers could make this a tad more forgiving.
Otherwise well done! I finished the game but don't think I found all of the red orbs ;D
This was a fantastic take on the chrome game! Good use of the theme, amazing presentation and lovely game mechanics. I got a HS of around 512, and my strat was to just make the stuff go up and down very quickly, rather than spin it around to dodge. My suggestion to stop players playing like that naturally, or at least somewhat stop them, is to have little "bonuses" that they might need to collect on the rotation wheel on different spots that might give bonus points. This could be hard to implement effectively without distracting from dodging, but it's just an idea :D
Fantastic work, keep it up!
Stunning visuals!
Things I loved:
- Art-style
- Movement
- Idea
- Execution
Things I liked:
- Sound
- Would have been nice to have sounds for movement, getting hit eye blocks shooting, collecting loot etc... I liked the music choice!
- Level design
- Well made levels with adequate challenge
- Visuals
- Could have some added oomph with some screenshake when you lose
Things that I would prefer to be different:
- Games pace is a little slow for my personal liking.
- Some added juice overall would benefit the game
Well done! Very nice game.
Quite the hard game! I love the aesthetic and music, and the idea is very cool. I felt like sometimes the picking of the cards and placing them seemed a tad inconsistent, however that's more a nitpick and something that can be patched easily. Maybe adding some sounds to when the timer is running out would be nice so players can hurry up if they need to. I think with a little bit of balancing (I feel like the bomber minions hurt themselves and allies far more than they hurt the boss) the game would feel a bit more fair. The art is absolutely beautiful though, can't get over it!
Very well done :)
Ooooh the ticking sound is a fantastic suggestion! So that there is visual (red flashing) and auditory ques for when it is about to hit!! I will add this in the current version of the game, thank you so much for that suggestion, it flew over my head when making this version.
And yes, I agree that at the moment the game is a tad easy once you get used to it (as long as you have good reaction time). In the latest version of the game, I am planning to make the hammer hit faster depending on what score you are on, so that the rate at which the hammer hits gets progressively faster and thus makes the game harder and less easy to fall into auto-pilot mode.
Thank you so much for the feedback! I really appreciate it :D
Not only is the game highly polished and well presented, it's also very fun! Even though it has very simple graphics, the stylised and pixelated look makes the game visually clear and understandable. The only thing I would improve is to make it a bit more clear what needs to be done, and adding some more feedback for when you complete a task (kick a player, fix something etc...). Should have more ratings for this kind of quality.
Otherwise, the use of the theme is fantastic and very unique! Huge props :D
I love the art and the gameplay so much! The main character is has so much personality :D I did find an exploit (or maybe it's intentional) which let me breeze through the game hahahaha, but overall it was a very fun experience :D This game could have also worked for 2021's theme, "joined together".
Very good work!
Good use of the theme, I like that you're periodically switched between the lone survivor and the zombies. I like that some zombies also have weapons, makes it feel a bit more fair once you swap. I do wonder though, if you purposefully lose most of your health when you're the player, and then swap to zombies side, would that count as a win or a loss? Something to consider is players throwing on purpose ;)
Would be great if there was diagonal movement, although limiting the movement in the 4 cardinal directions did make it more difficult, albeit at the expense of the players comfort.
Well done! I'd love to see this game expanded on :D
New Comment as the game ran this time!
I love the concept of seeing what's inside of the box the mole hides in! I was at first confused as to what I'm meant to do hahaha, but after clicking around a lil I realised I'm meant to be trying to take pictures or "scoops". I loved the improv music and sounds hahahaha they were fantastic, and the art is great too. Would be great to have some feedback for when you hover over a valid target, I felt like I was clicking randomly until something happened (might just be me tho). Very wholesome vibe across the board however! I loved this take on whack-a-mole :D
Seems there's a handful of us who made a game around this theme, it's cool to see all of the different takes!
Very well done!
Heya! Thanks for playing!
I'm glad you had fun :) at the moment the speed at which the score grows is linear, so it does feel quite slow. Your suggestion actually gave me a fantastic idea, to have a visual indicator whenever you reach some score milestone and have a little sound play (think combo meter).
Glad the sound effects were helpful! The game didn't feel as satisfying without them and the screenshake.
Very cool to see another Whack-a-mole inspired game! I love your take that the moles are getting their revenge hahaha, you took the theme one level further than myself.
I love the modelling and the music, it's very nicely done! Dodging that red mole is super difficult 💀
Would love to see this updated further and see where you can take it with more time!
Very well done :))
I think there might be a bug where the hammers timer sometimes doesn't reset when it flies over to hit you if you've dodged it before. I reckon there is something that's not quite functioning as intended. I'll try take a look and see if I can smooth it out. I plan on making a v1.1 and uploading it after the voting period!
Funny and enjoyable, feels so good when you start going fast! It's a bit hard to control sometimes and there's a few bugs with sudden stops that need ironing out, but otherwise it's very fun to play. Could do with slightly more spaced out road spikes, as often times you end up hitting either the animal or the spikes, sometimes both without any other options.
Other than that, very well done!
I love the concept! This was one of the first ideas I had that I decided to abandon because I couldn't think of a way to make it work well, and here you guys go absolutely smashing it!
Very well done with the game, it feels just as addictive as the regular cookie clicker, but with added interactivity.