loved the atmosphere, has a good foundation for something really interesting in the future. I definitely enjoy the direction of intuition Vs choice, which is a trap a lot of games along these lines fall into (thinking about what you’re doing too much to be enjoyable) and it felt a lot like I was playing with my animal brain. I always love to play something both unique and FUN so thank you for giving me a great last minute jam experience to end on a high note.
SydneyJones
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First of all: this is absolutely the game of this genre I enjoyed the most this entire jam. The movement felt really good, the powerups (especially the bullet number) felt tangible, and little touches like the camera sweep to check out what powerup/board change the DM was going to do kept a feeling of 'progression/levels' going through the game.
A few little details that I feel would push it over the top:
-Your music is SO SO GOOD, really reminds me of wii sports, and would only be accentuated by making sure everything has jut as good SFX feedback. It would really add the extra 'oomph' onto each different ability.
-Aesthetic is cute, but I'd really like just a little bit more visual difference between enemies. Working with different silhouettes is difficult when it's a cube game, but it may help add to the feeling of progression.
All in all, it brought back great memories of the n64 days. I loved it!!
Animations super clean, and although the game feels more like a proof of concept, really enjoyed playing around with the different weapons with the mechanic! From an artistic standpoint, I think the game would benefit from a slight fine-tuning of asset cohesiveness -- the slots and the dice man match but are slightly more pixel art-y than the cards, and I didn't quite know what to expect from the 3d rendered start screen. Overall really fun, and a standout main mechanic in my mind.
Very clear artistic direction -- you obviously made exactly what you wanted to make -- and felt a bit when playing like a flow-oriented board game. I think the game could have benefited from cutting a few mechanics in order for ease of understanding for newcomers -- it's overwhelming and in a game jam setting it's difficult to explain every mechanic and what each building/tree/etc does. I'd love to see a more streamlined version of this game with this aesthetic, it'd be something I'd be interested in playing!
Fun control scheme, and I had a good time just playing around in the space. The SFX in particular were really effective in making the game feel proper arcade-y. Would love to see some sort of mechanic aside from the bomb that you get -- maybe randomized? -- that could be used situationally in combat.
Good concept and ambience created -- gritty, spooky, and an attractive thumbnail to get me to play the game in the first place -- but the routes are a bit straightforward. Would have loved to see more mechanics that help motivate the story/want me to get specific paths and feel good about rolling well or not.
it is SO refreshing to play an honest to goodness rhythm game in a jam! Nice work. The randomness felt a little arbitrary -- maybe a mechanic like a number of on the beat dashes or tempo changes depending on the RNG roll would be something to consider. Love the aesthetic style and it felt good to play.
Really loved the character pixel art -- saw the character select and went 'aw yeah here we go!!'. Gameplay is fun, if unbalanced -- sfx in addition to the visuals would really make it shine, as well as taking another look at the backgrounds, they became a little 'hypnotic' after a bit. Great work all around!
Art director here! Thank you for playing, and I'm glad you enjoyed our game.
That was a bug you ran into! The game is complete in its first form, with a post game skit and final boss fight. We will look into the issue for future post-jam builds.
As for the snakes -- they use ice die, which give you a negative multiplier on your rolls. Try using poison or fire damage to whittle them down when you can't use big rolls.
You made great use of lights and general visual design -- The palette was clear for the player, which I appreciate. If you choose to push this game further the obvious first step would be to fix up the player/enemy balance and tighten up the 'feel', but it's so close already and impressive for two days.