Thank you so much, glad to hear you enjoyed it!
SerenityDev
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Great take on the theme! I appreciate that it's not just "you play as the enemy" but rather has you swapping back and forth between defense and attack. It really sets it apart from other submissions.
When it comes to critiques, the other reviews have covered the feedback well. I can agree that if development were to continue that the "attack" phase needs the most work. With more unique unit movement patterns, some general polishing, and maybe even a story this could truly become a unique product.
Overall great work! You've come up with a very expandable and versatile project idea and I think it has great potential to be taken further!
This game is truly something else!
There are so many brilliant mechanics and puzzles here. There's been some comedic games for the jam that got a decent chuckle out of me but this one had me full on laughing several times. Grelbo blocking the next button if you complete the level properly is genius and I loved it so much!
The only critique I can even remotely think of is that the level select screen could use some work such as a preview image for the level but I imagine that was partially due to the limited time that it is a bit rough around the edges.
Brilliant work to all of you! I had so much fun with this one in every aspect, it's clear to see the whole team put a lot of effort into this!
Short but wonderful experience!
The graphics of this are lovely, and the concept is incredibly well executed! I do agree with other reviews that there should be less attacks to choose from as it makes it far easier to spam. I also think that some sort of indicator should be placed in game rather than just the itch.io page for the controls. Either by placing numbers next to the attacks or a line of dialogue on the U.I. somewhere that explains it.
Best score I managed was 31 seconds and that was by spamming. Playing in a more legitimate fashion I'd average about 40-45 seconds. It was good fun though, you can be relatively confident you have a good product if it warrants multiple playthroughs and I played through it several times!
Thank you for the feedback!
I had initially planned to put a U.I. element on screen similar to as you describe along with a varying amount of teleports for each level but unfortunately ran out of time so I implemented the cursor last minute. However I had not considered an audio cue as well, that's a great recommendation thank you!
I always love to see a RPG Maker game that tries new things since it's one of my favorite engines.
It can be a struggle to reign RPG Maker in properly at times so I completely understand the struggle for managing it in a 48 hour jam. I've had trouble with it before even in a 10 day game jam.
Putting the glitches aside since others have covered them well, I love the concept and with some general polish I think it could make for a very unique experience!
Don't be too hard on yourself, 48 hours is very little time to get the game exported and running at all so that alone is an accomplishment in of itself. I found myself enjoying this one quite a bit!
I was so excited when I saw this one. WarioWare is by far one of my favorite game series and this concept is brilliant.
Of course, with the 48 hour time limit, I imagine this was quite difficult to implement, but I got a lot of enjoyment out of it nonetheless. You did such a good job at getting the general feeling of WarioWare down in terms of the gameplay. I like the visuals for winning and losing a lot, they're quite fun.
Only real critique I can provide is that I do feel a more fitting song could've been picked, something a bit more chaotic to match the general feeling of WarioWare. But that's just a small nitpick.
Overall I adore this game! Great work! I'd love to see you to work on it further with more microgames!
I love the 2.5D visuals for this game!
I do think the game could benefit from some more in-game explanations rather than having it on the itch.io page as I was a little confused as to what the goal was for a bit.
The game seems to be decently well polished though, I couldn't find any major glitches so great work on that end!
Overall it was a solid entry, great work!
Brilliant idea for this jam theme!
I had a lot of fun playing this one, the inclusion of specialized bricks such as the time bomb one were really creative and made the game far more enjoyable to play.
Only complaint I have is that there is no limit on how many bricks you can give a shield at a time making the game a little too easy.
Otherwise it was a wonderful idea with an amazing implementation!
Wow thank you for a valuable and in depth review!
It's great to see many people are enjoying the dialogue as I had put a lot of focus on it! Originally the teleport's intended purpose was a "get out of jail" form of mechanic but I wasn't too fond of that being its sole purpose so I tried to work it into levels wherever possible, glad to see that didn't go unnoticed.
I had implemented the dash in under 5 minutes so it's pretty rough. The resolution switch was moreso a quick fix for those who switch to fullscreen as I'm not too keen on how to get web-based resolution switching working properly in GameMaker Studio 2. But they are definitely at the top of my list of things to fix for the next build.
Thank you again for a wonderful in depth analysis!
I really like this game!
The visuals and gameplay are reminiscent of games like Kuukiyomi but with the unique twist that you control the abstract concept of time rather than the character on screen which I really do like and fit the jam theme well.
I personally think if you expand the game further that it should be switched to holding the right or left mouse buttons because spam clicking them would grow quite tiresome after a while. Also rather than resetting the whole game when the player loses they should be brought to the beginning of the current level.
The overall story is enjoyable, I love that time hates tim for seemingly no reason.
Overall, though it was short, I really like the direction of this project and would love to see it adapted further with more mechanics and levels!
I like the concept and think if refined it has good potential.
Furegus covered the game's core issues very well so I see no reason to further dwell on that. A lot of the games issues can be fixed by improving the guards A.I. and with some more intricate level design.
Level design is a crucial part of game development and it's one of the things that causes a decent chunk of this game's issues. The levels are far too massive, there needs to be more turns, dead ends, and walls limiting the player's movement and giving the guards a chance to catch them.
As for bug reports I only found one major one. You need to limit the players ability to move the cursor out of the game window. if the user has multiple monitors it makes the game nearly unplayable as your cursor leaves the game window when you try to turn.
All this being said, finishing a jam is a major accomplishment in of itself so while the game may not have came out perfect you can definitely be proud that you at least put in the hard work to get it done!
It is definitely a wonderful idea and I do like the inclusion of different traps!
With some gameplay and visual refinements I definitely think this could become a very fun tactical game.
The best suggestion I could make is to not allow the player to place a block while they are standing on another block as this is the easiest cheese method.
Overall when avoiding the cheese methods I had a lot of fun with it so it shows great potential!
Shoot to move was the true jam theme in our hearts.
That being said, this was a clever way to implement shoot to move with the actual jam theme! I also enjoy that the slow down feature allows players of all skill levels to beat the game reasonably. I chose to avoid using it and it made the experience far more fun for me personally.
Very polished entry though, I ran into no bugs at all. Only slight issue that I see already stated in the comments is that my cursor did leave the window resulting in a lot of deaths.
Really liked this one, both visually and from a gameplay perspective!
The movement was solid for the most part, I really enjoyed the dash. The movement of this game felt really tight which I liked, I did a couple of playthroughs and found myself beating it much quicker on later attempts after I got better at the movement. Definitely makes me want a longer game with more features.
The shelves not being able to be jumped on in the first room but being able to be jumped on in the third room was a bit confusing. I also feel that the checkpoints should activate upon entering the room, I thought there weren't any until I ended up going down into the area with two guards in the second room which activated that checkpoint.
The only glitch I ran into was if you crouch then jump in the short hallway of the second room you can get your head stuck in the ceiling and are then unable to move. With no pause menu in this build, this completely softlocks the player.
Fantastic game though, I had a lot of fun playing it. It's always very telling on how good a game is if the player is compelled to play through it multiple times.
Absolutely adore the concept and execution of this game!
Grimsby's dash attack along with both of Hyacinth's attacks were so incredibly fun to make use of. The way each member of the team had their own strengths and weaknesses was fantastic and actually had me using all 3 which is pretty difficult to do in games like this. Generally there will always be that one member that is super overpowered compared to the rest but this game manages each member well!
One of my favorite games I've ever played is "Kid Icarus: Uprising" and the interactions between the chimera heads here are very reminiscent of the interactions between the heads of the hewdraw in chapter 3 of that game. Thus I love the writing not only because it is genuinely well written but also because I'm biased since it reminded me of one of my favorite games.
This was definitely the most fun of all the games I've played for the jam thus far. Also +1 point for me being biased to the Fire Emblem pfp.
Very interesting and unique submission!
I absolutely adore the visuals of this game, I've never seen something quite like it and it really stood out to me. I definitely would love to see a longer game with this sort of visual style.
The game did struggle to run properly on my PC and mine is between mid and high end, I imagine that's a decently large reason why there haven't been too many ratings for the game as of yet.
The updated version with music really helps sell the atmosphere of the game so great work with that!
That being said I loved this one greatly and props to you for choosing an engine I've never even heard of before! I've worked with blender quite a bit and was never aware that there were game engines for it.
Short but lovely! It's cool to see someone made a visual novel for the competition.
You did great with the character design here. I like both the magical girl and cat's design a lot! Making use of changing the sprite when the player clicks for the "trick" and "cute wiggle" was comical and I enjoyed that immensely. Good writing as well!
I hope you expand the project further, I'd love to see this eldritch cat go on more nap-based adventures!
Absolutely loved this one!
The pixel art looks lovely and overall the game was well polished, I didn't run into any major glitches during my playtime.
I definitely think if you all planned to expand and develop this game further with more levels, minions, enemies, and story you could create a really fun and unique product!