That was about the experience I was going for! Thanks for playing and for your feedback :D
somnule
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Thanks for playing! My guess for why you ran out of bubbles like that is the random spawn for the next wave put all the new bubbles too low. I’m spawning all the bubbles at once one “screen” below—probably better to spawn them intermittently just below the edge of the screen so you’re guaranteed to get new bubbles promptly.
I’m looking forward to checking your game out!
Whaaaat this is so cool!
There have definitely been times in my life when I wanted to be done with my body and just... be a free detached soul. You might see where some of my inspiration comes from, even. Nowadays, fortunately, I'm happy enough with being corporeal for now.I was not expecting to find a text adventure game within this OS game. Worlds within worlds! I love this kind of thing and would like to make something like it someday. I’m guessing you’re also into Her Story and Hypnospace Outlaw? Maybe Emily is Away?
The song at the end is lovely, too. Thanks for sharing this with the world.
Thanks for playing and for the thoughtful comment! Would you believe we initially had more characters planned? Our team was two writers, two artists and one programmer, so we did the work we could do. :) Definitely agree on the size and layout of the world, and how you're dropped into it—that's stuff to rethink on a second pass.
Also, I agree that an ideal Jam Game is punchy and to the point, but sometimes you just gotta make what you're feeling.
(Maybe we ought to have more of an underlying plot about just how much murder happens in this sleepy little town)
I am the scale king! :D
Really charming little game. I like the risk-and-reward of using big attacks here. On a trackpad it was hard to be precise with it, so I was often either using the biggest or smallest shots, but I managed to make it work. I'd like to see a few more things that take advantage of the size changes, maybe—like sometimes you might want to be small in order to fit between certain obstacles or attacks.
Even though the animation is so simple it's a really pleasant-looking game. Good colors, nice textures, cute animals. I really dig it.
Oh, man, amazing presentation. This one just oozes style and looks so impressive right out the gate. There was no description so I had no idea what it would be, and figuring it out wordlessly was kind of fun. Mechanically it's a simple concept, but there's something pleasant about it, and I like that you're allowed to continue on at your own pace.
And later on the levels get weirder, and I especially like the last few that play with perspective. That was super clever. And leaderboards and histograms! Amazing.
This game looks so good. I wanna play more games that look like this.
I always like seeing your games because you always come up with ideas I would never see coming. This one is pretty and it has some cool math stuff, but it sure is opaque, which... in a sense is kind of cool, maybe, because it evokes a sense like when I was a kid trying to figure out how to play on the computer, but it's probably a hard sell in a jam.
The things to me that I found confusing:
- I don't know what it means to "capture" something, or how my choice of place to click at the start affects what I'm capturing.
- I don't really know what a trade is. Is it just a way to avoid playing the shooting part of the game? I don't know the controls to finalize a trade, or negotiate, or whatever it is you can do.
- Switching from a mode where you use a mouse to a two-hand keyboard control scheme is super unusual. I saw in the instructions that you shoot with WASD, but they don't say that you move with the arrows, so I was trying to move with the mouse and confused that nothing was happening. It's also hard to tell which one of the circles is me during a fight like that.
- I *think* that I'm supposed to try to explore the deeper levels of the fractal, but I'm not 100% sure. Maybe I can go down forever? I wonder if this is something I could better appreciate if I know more about fractal math.
This is definitely one of the most unique games I've seen in this jam and I can see the work that went into it, so I hope you aren't too disappointed with the response. I bet with the right framing and some tutorialization folks would get into this more.
Another game about animals of various sizes! We had a mantis couple in our game, too. :]
I love the art in this—both the character art and the buildings are really nice. The way you can zoom waaaay out and back in is really slick, too. I wish I could pan around the landscape, too—sometimes it's hard to get to the spot I want to.
I spent kind of a long time at the beginning confused about how to let the mantises in, but eventually realized the little icons next to each animal on the side were also buttons I could use. That might want some sort of revamp to make it more obvious they're clickable.
I kept going til I could let some elephants into my hotel, and then watched while the guests came in and were instantly whisked away by my concierges. It's a nice, chill time—great work.
I like the added wrinkle to Snake of having little eggs to defend. Being able to shrink yourself is an interesting addition, since the difficulty in Snake usually comes from being too big. I think the idea is that being small makes it harder to protect your kids, but it's pretty easy currently to eat the rats when you can zoom over to them. The kids are the real obstacle!
A+ on the presentation. I love being an exploding snake mom.
I found the secret room!!
This game may be short but you all did a stellar job with it. I love the wiggly little candle, I love all the art that went into it, and I like that puzzle at the end. Really good stuff. I don't know what other adventures Little Lighter might go on, but you should keep making games! You're doing great work.
I really love the presentation for this game. The graphics are lovely, the music is great, and the UI and tutorial are really well done. The idea is really neat, too—I'd love to see how you develop this further. Is there a different kind of work to be done as the tides recede? How would your village grow?
I did run into some frustration here whenever it came to building and using the bridges. It's hard to tell if two islands are actually connected, and the prompt to destroy a bridge gets higher priority than the prompt to change the number of people working on a building, so if there's a bridge behind the building you can't actually use or un-use the building. I ran into that trouble here:
I also saw some funny behavior with the pathing :)
After a few tries I did win the game! Great work, y'all.
I like this idea a lot! I think there's some good potential for a nice deductive process like a Picross. Folks have already said that the random-picking isn't ideal, so I think you're settled on that. I wonder if it would benefit from having each level seeded in some way, so you don't need to completely randomly guess placements in order to get started.
The bouncing pixel critters are really cute, too :]
Thanks for playing! By scroll speed, do you mean how quickly the text was typed out? The dialogue UI only really reached "good enough" before I had to move on to other things, but I definitely wanna give it another pass. And yeah, I think if we build on this more we'll give Avery a few more animation frames :)
I like the concept for this game a lot, and the presentation is really pleasant - nice colors, nice shapes. The puzzles get too complicated for me pretty quickly, but also - I'm pretty braindead after the jam. :P
Being able to undo each move instead of totally resetting would be great, by the way (very understandable to not have that for a jam)
Y'all, this is so good. The little bards are so charming, and I love how the song builds up over the course of the game. Really really good stuff. I played with mouse, but it's probably better on a control stick - I was clicking a little frantically trying to throw my bards in the right direction.
I bet there's more stuff you could do with changing your size! It was never too much of an issue to make myself small enough to fit through the smaller gaps.
Cuuuute! I appreciate the attention to detail in the writing—like how there are special lines depending on whether you already have the screwdriver or not. Makes the world that much more alive.
Funny, I restarted the game after finishing to see if I'd missed anything in the lobby. Everyone was invisible. I saved and quit and when I reloaded, the robot and the Attendee were following me around everywhere!
Cool game! Looks like you've gotten a lot of the same feedback I would give. Aside from that, the intro sequence when it says to press Space to initially spawn is oddly slow, so it's not clear if you're supposed to be doing anything or not. I like the groovy Earthbound-y background patterns, and how they and the music are randomized.
Also the Cool Cats team logo is rad. :D
ZXC and BNM also do something. :) The idea was to make basically the whole keyboard do *something* to make experimenting more interesting, but you know how jams go. We also wanted a UI showing how many of the features had been discovered. So that's all for V2! Fixing the build, too.
Thanks for playing and for the thoughtful feedback!
Oh man the presentation on this one is really good. I love the little veggie sprites, and the sort of comic-strip slideshow at the beginning, and the sad little sliced veggies on the level-end screen. It's kind of a Pyrrhic victory when all your friends are sliced in half on the plate. :(
Really solid jam game! Well done.
I like the odd gaunt man you play as - he has a sort of spooky storybook vibe about him. The monster art is very cool, too; it would be great to see that design in motion!
I think on the first day I didn't open enough of the cages, and so the monsters I did have ended up getting swarmed. I wish I could do something to help during the fight~!
Cool game! The cards are nicely made and it feels like a very well thought-through system. I feel like I would be able to make more interesting decisions if I had more visibility into what the climbers are going to do next—I'm just getting caught by surprise when a climber suddenly goes up 3 tiles at once.
The background music is a good jam. :)
Haaahah! This is really good! I like how you were able to adapt the different chess pieces into this genre - the way the knights thud as they jump the way the bishops zip in from across the board. It's very good. Once I internalized that "en passant" really wanted me to *pass* the enemies and not go through them, I started doing much better.
I love the little profile picture of our rambo pawn.
The victory lap ending level is great, too. It's always fun when there's a surprise final step at the end.