Mechanics were frustrating at times but I couldn't be too mad since, y'know, the whole point of the game is that you're herding sheep, not controlling them. And this is definitely my favorite take on the theme so far, it really commits to the premise and trusts the gameplay to flow from that. It's also a surprisingly moody game in the way that a lot of graphically minimalistic games are. To that end, some more atmospheric juice like nature sounds might be nice if you're looking to polish it further. For the most part I think the understated sprites work pretty well, but the houses in particular stick out to me for having a bit more detail but not really using it well, but this is a pretty minor gripe. The game comes together as a fantastic little experience with a cool ending
swordbean
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This game rules. Roguelikes are an ambitious project for a game jam, and while this one is a bit thin on content, what's here is stylish and polished. I'm not overly fond of the control scheme—I'd really like to be able to aim the attack if I'm clicking for it, although I can see how that could cause issues for the animation. My main complaint is probably that the hitboxes feel a bit clunky, like they default to the dimensions of the sprite rather than thinking about the physical space occupied by the subject it depicts. That said, I had a lot of fun with this. The enemies are adorable and the player character design of a standard roguelike hero with creepy possessed eyes is funny
This is a neat little game. I really like the choose your own boss idea! I feel like there's a lot of things that could be explored with it. The gameplay itself is a bit rough—I got stuck on walls a lot, which is the main source of difficulty if you have the crossbow, and the game has very little in the way of feedback to signal what's happening, so I'd like to have some sound effects to confirm hits and some more animation to communicate damage. But you managed to stick the landing with some nice polish like a menu and a juicy font, which is more than I've managed for a good few game jams
NGL I would've enjoyed working as a janitor a lot more if I was being flirted with by a cute dog who barked at rude customers the entire time. Ridiculously polished, clear sense that it achieved all of its design goals. The gameplay ramps up just a bit slower than I would've liked but the slow burn just increases the Sapphic tension 10/10 the love story ever told
I enjoy this style of game generally and it's an excellent fit for the theme, but it really lives or dies on being able to predict how the game will interpret instructions so that you can form accurate plans and test more than one step at a time, and between the weird hitboxes and whatever level 2 had going on, I didn't feel like I could actually control what was happening through the sign placement. I could see an interesting game where that was the explicit premise and your goal was to get a certain percentage of unpredictable ai to a goal, but it's not working here for me. I do enjoy the framing device of guiding playtesters though, that part was cute and fun
This is glorious. I think grenades are overall successful in that they require the player to use them intentionally and carefully, but I wish they felt correct to use a little more often; I just ignored most of them. The activate/deactivate mechanic is neat but doesn't matter much in the moment to moment gameplay. I think the worst thing I can say about the game is that the lump tutorial message in the bottom right of the screen hogs a lot of space. The game is a blast though! 10/10, would consume the flesh of cops again
This game is one my favorite jam games I have ever played. Most jam games with as much dialogue as this would have me skipping, but the writing was so consistently bonkers that I wanted to finish the game just to read the rest of the story.
The combat is extremely rough around the edges, with an extremely narrow band in which you're close enough to melee an enemy but not touching it, which causes you to take damage. Because my keyboard is a bit busted, it was easier to just play without the dash move, so if that's the key mechanic that makes it work, I apologize. But my experience was that enemies were too tough and too dangerous to be worth fighting, so after a couple deaths I decided to play it as a stealth game, and it was much more fun that way. The terrible melee attack, the not-quite-long-enough stun, and the superbly weird music all came together to create a lot of tension as I explored the level. The boss fight was even really polished and the perfect difficulty to ramp up the challenge without stonewalling my progress.
The only criticism I can really make is that the game seems to want the player to destroy everything in their path, which seems like it would be extremely difficult, besides as I found not really incentivized mechanically. More health pickups, a more forgiving melee attack, and some checkpoints seem in order if that's the desired experience. Otherwise, the game doesn't really signal to the player that stealth is an option, with the first enemy encountered explicitly being the only enemy type that's generally easier to kill than to sneak past.
At any rate, this is an amazing game, thank you for sharing!
This is an extremely polished game, but the story vexes me. The good magic user is called a wizard, and looks the part, but their magic is described as holy, which implies they are in fact some kind of divine caster, such as a cleric. Likewise, the enemy is called a witch, but looks like the grim reaper and summons what appear to be undead minions, which is more of a necromancer thing than a witch thing. The actual gameplay is tight, tho!
This is ridiculously cool to play. An interesting quirk of the game (I wouldn't even call it a bug, it doesn't detract from the gameplay) is that if you reflect a bullet but that bullet doesn't collide with the ship that fired it, it travels forever and stays on the minimap for a hot minute. I tracked one of these down to see what it was and my core was still alive when I got back, which suggests the difficulty should probably ramp up at some point, but this is balanced very well as a jam game.
I think my favorite part about this game is that the house does not logically or physically make any sense. The caretaker being an imaginary friend based on a stuffed toy is an obvious reading, but it's the level design that really elevates this to surreal character study. The one thing I will point out as someone who has done a good couple of artsy walking sims is: when your movement isn't a game mechanic, there's no reason for it to be as physicsy as it is in this. You want the tiniest bit of acceleration and deceleration so your character feels alive, but not a ton so that walking feels good since the player's gonna do a lot of it. But overall, I enjoyed this!
Hmm, yeah, those are both issues. There's scripts for enemy hp gui but I didn't leave myself enough time to get one set up and working with all the whacked out stuff I was doing with the engine, and I'm so used to the RPG Maker gui that I didn't think about visibility issues on the window skin I made. I'll definitely look into both for the post-jam built, tho. I'm glad you think it was well-made! ^ - ^
The game definitely needs a minimap, sadly. Environmental damage is there simply to lampshade how if you found yourself on a planet that isn’t your home, you probably shouldn’t respond by opening fire on everything in sight, but it’s incredibly half-assed so in the end it’s my least favorite part of the game. I’m glad you enjoyed it though! Thanks for playing!
This was fun! Funny story, I saw the instructions on the title screen, went "sweet, Binding of Isaac controls!", and proceeded to do everything backward until I realized the game actually had the opposite of BoI controls and crossed my hands over each other so I wasn't fighting my muscle memory, so I have to agree with what others are saying about WASD and arrow keys. I really liked the tradeoff of moving slower while healing, and just wish it felt like it mattered more (or sooner, at least). The game started to drop frames at around score 150 or so, which seems odd for a game that seems pretty easy on processing, but I can't say if this was a too many enemies on screen or a web build or a memory leak issue. But overall, this is a nicely put together game!
Holy shit this was literally perfect. The adorable superhero story, the graphics, the incredible soundtrack, the difficulty curve, even in the UI is incredibly polished. The pacing of moving between simple tutorial puzzles and harder puzzles that take the training wheels off reminded me of Portal in a fantastic way. This is the second game I've played that I wouldn't be surprised to see come in first!
UI-heavy games like this are really difficult to do within the constraints of a game jam, so what you managed to accomplish is impressive. Had to figure out how planting works from others' comments, but the graphics are all super cute. The unique shop art and title screen are all very pleasing to look at
Loved the atmosphere, loved that you could change the palettes, and I loved how much the game doesn't explain to you. Realizing that the game area had expanded the first time and that I really was a tiny robot in a huge forest was a really cool moment. I kind of wish the sawblade enemies were a little more telegraphed, like the towers, but given the choice having them be slightly overpowered definitely made the narrative feel of the game better. If this doesn't take first I'll be surprised
Really cool concept, but had a lot of little decisions that left the game feeling pretty hostile. Failure is punishing, but if you take things too slowly, you're punished for that, too. For how much of combat is running away from enemies, it felt bad not to be able to shoot in a direction other than the one I was moving in. And enemies all sponged damage, with levelling up not increasing damage in a noticeable way. That all said, the graphics were all superb and I enjoyed playing this!