Wow, so much fun! I’d love to see this concept expanded upon with more content. Did you get a reverse kinematics library for the arms? Very impressive for a game jam!
The Paper Pilot
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This game confused me a bit. It wasn’t clear what a lot of the upgrades did, and safety was never an issue for me? The money/sec seemed to flash a number whenever I sold, but there was nothing passive at any point. I don’t think there was a goal, and the graphs and the number of neutrons never seemed relevant.
I’m guessing these were all things you were planning on implementing, hence the “ran out of time” message? That’s fair enough.
Wow, this game has atmosphere. Everything had such a clear level of coordination and consistency and it made for a really enjoyable time. I don’t think it had a strict end point, and because of the harsh scaling of the upgrades I ended up stopping after having done a couple resets and ~30 souls. Very well done, although I wasn’t quite sure how it fit the theme.
Fun little game! Really cool seeing the wheel get ever larger! I went to the different corners of the map, but there doesn’t seem to be a victory screen.
The followers get really cheap after awhile, so I was at a point where I would fight and get a ton of rarity 7 weapons, had essentially infinite resources, and clicking “speak” once would heal me for 1000% of my current HP… although the enemies were strong enough that I’d still typically have to do the gems version because they’d be one shotting me, and its not clear if there’s a way to increase max hp apart from the level ups which aren’t too frequent.
Overall I think this concept was really fun, but could’ve used a bit more polish in terms of the tabs being so far away from the actual content of those tabs, there not being a clear overall goal to work towards, not clear which sections of the dungeon were what tier, perhaps a way to filter out low rarity weapons once you’re collecting many a fight (and fights are <1 sec apiece), etc.
I also wasn’t quite sure how it tied into the theme.
We getting political with this one! Fun little game, although its relevance to the theme seems a bit forced. The strategy also seemed pretty simple: generation was fast enough and building things click heavy enough that I just made one of each producer, another building crane, and several warehouses and just bought all the research. I couldn’t figure out the diplomacy tab - was there an non-MAD ending through the diplomacy mechanic?
Fun little game, nice seeing some anti-colonialist themes. It reminds me of the ending of universal paperclips. I think this fitting into “duality” is a stretch though.
I’m a big fan of incremental games with multiple polynomials that each have many factors. Reminds me of idle momentum, which I’m a big fan of. Would’ve loved to see the interface for the polynomials better let me see all the factors, to get a better idea of how much production I’m getting as a result of buying the next tier.
Also, due to the nature of polynomial growth, I very much got surprised by the ending, since I essentially went from 0.00000001 to 100% in one step.
For anyone else who got their save erased from itch switching their CDN, you can retrieve it by going to the old url (or just https://v6p9d9t4.ssl.hwcdn.net - it’ll just be an error message but it’ll work for our purposes) and open dev tools, go to the “Application” tab, select the link inside “Local Storage”, and then filter for “goobooSavefile”. Copy that text and put it in a text document (e.g. using notepad.exe), and import it back on this webpage. You’ll have your save back!
I was enjoying playing but I fear I really hurt myself doing some of Rin’s upgrades, and I think it’ll take many days before I can actually afford to characterize them again. Apparently there’s a ton of different endings here, and that’s really cool to hear! The game has a surprising amount of context for the pico-8 limitations, but I fear the kinda ambiguous descriptions and generally confusing mechanics are preventing me from enjoying it enough to seek out each ending.
I’m a huge fan of tower defense games, so my interest was piqued by this entry! I think it could use quite a bit of polishing, but conceptually I liked the subversiveness of buffing the enemies, and things like the paladin demonstrated you had some creative ideas that could keep shaking things up! I think I would’ve introduced mechanics more slowly - perhaps as rewards for defeating each baddy. Also, it would’ve been useful to see which baddy we were on out of 10.
I liked how the baddies used damage fields - kinda FF-like! Although since the player doesn’t control the minions’ movements I’m not sure it actually impacted the gameplay at all.
So this game is a clickfest. It desperately needs a buy max button. Using an auto clicker though, I had a good time. I was not expecting the light speed to be another prestige layer, and it was a very pleasant surprise. I didn’t finish unfortunately, because my energy became NaN and it wouldn’t let me do any of the resets to get out of it. I don’t know if this is a bug, but particles stopped spawning after I got the upgrade to make particle levels and caps never reset, which made the game really slow for a bit.
This was fun! I had a small nitpick though - the core game has this very nice pick-a-path mechanic that I really enjoyed, but three of the “challenges” just disable 1-2 of the base elements, reducing the number of paths to pick between; that just makes the game easier and is not a “challenge”. I understand it technically makes your energy lower, the gameplay itself is still easier.
Had a good time with this game, until it got really grindy with no end in sight. The core mechanic was interesting to me and not an annoyance at all! I liked the upgrades and the overall progression, up until the point where the goal is nigh unreachable and each new laser takes significantly longer to unlock than the last. If the end game had been lowered a bit I think I could’ve beaten this game.
I really enjoyed moving my black hole around, and the joystick controls made it work really well on mobile! It would’ve been nice if I could have scrolled the upgrades lists by dragging, but that’s a nitpick.
Since the core mechanic was so fun, I would’ve liked to see more don’t with it. For example, further increasing the collection area or making the black hole move faster. Perhaps a mechanic making some stars spawn 1 tier higher, etc.
Great game, and good potential for expansion!
Very unique game, had a good time! I do wish it had saving, since I was on mobile and it’s a bit of a long game to do in one setting.
There’s some issues with the upgrades list making it so the arrow would be in the right spot, causing the before and after values to be directly next to each other and hard to distinguish. It could have been mobile specific though. I also wished it would have some form of number formatting - it was hard to quickly compare numbers.
I played through this on my phone due to being on vacation (and it took me awhile to beat for that reason as well), but I legitimately had a fantastic time throughout. Only 1 death, and I won the game with 7 air tanks left over!
There were a couple mobile specific issues, where story and upgrade descriptions would be cut off, which made some mechanics slightly confusing. I also felt like my second run was too easy, where oxygen was no longer any issue at all - and the oxygen room was so expensive I ended up never using it. Nonetheless, fantastic game and the devs did an incredible job!
This was a remarkably polished and fun game! Loved how many different tasks there were, and how cute everything was. I didn’t realize you could pet the cats on the loading screen until reading other reviews, but that alone made this game just an adorable little experience. I’m not a typical fan of the genre, but had a good time with this game!
My first time playing I got the ball stuck off screen and didn’t realize how powerful it was, but went back after reading other reviews. It made the experience better for sure! The tank controls and static camera were a bit annoying to work around though.
I would’ve liked to see Ludwig react to the anger bar as it was going up - for example, maybe jitter more as it increases.
Lots of cute references! I liked the joke at Otto’s desk.
I think it could have used more gameplay. Point and clicks are a lot of fun, but this one only had the one puzzle. It also didn’t really strike me as being that related to Coots. The starting room had cat toys, but other than that it felt like Ludwig’s brain and heart. Maybe the dust bunny could’ve been a hair ball? Also it was unclear why we were trying to get a key, and that could’ve been a good chance to have something Coots would want or have.
The art and writing was very fun though!
This was a decent 10 minutes! I liked the art! It was a solid VS clone, although I was hoping for a bit more than what was here. I really liked the moments where I felt very powerful, like early game after getting the naomi statue, or after the chest hole got me through the line of youtube frogs. I just wished there were some more passives that continued making me feel ridiculously powerful. Like, by the end of a VS run it’s like a bullet hell for the enemies, and that was missing here. Some of the passives also felt really weak, like a negligible damage buff or max hp increase when I never felt at risk of dying.
The animation for the naomi statue was really funny. Thumbs up.
This was a fun game! I played all the way to the end. I will admit, my first impression was that the spam tapping Z wasn’t a fun mechanic, but after awhile that wasn’t that bad.
The progression in this game was actually fantastic. I loved that as I leveled up it wasn’t just my numbers getting bigger, but the minigames becoming easier/more impactful. The spam clicking Z wasn’t that interesting imo, but it was nice feeling how I could get away with less spamming as I went on.
The heal mechanic was actually pretty interesting and fun to perform! I had a couple gripes, like that selecting the heal action also counted as hitting Z in the minigame, which most often was an undeserved miss, but overall it was a good mechanic.
I enjoyed seeing each of Ludwig’s friends, and some of the funny picks for their battlers. The combat overstayed its welcome a tad though.
I would’ve liked to see a “you leveled up!” message after receiving EXP. Finally, I really liked the different icons for Coots based on our current health. Good Job!
My eye was instantly drawn to the 2 other titles that shared the same title as the one I worked on - Great minds think alike ;)
This was an interesting take on the SAP formula with combat that rotates between different weapons. It might be just a high skill ramp, but for me it was really hard to determine what strategies I should use. The reach system made it feel random if I was going to land a hit or not, and getting items that would just move me without dealing damage felt pointless.
I also think it could have fit the theme more. The fighters could’ve been anything and the game would have made the same amount of sense, and the items felt like they had the occasional ludwig easter egg rather than really incorporating Coots into the design.
Otto, since this game also has a server, I put that code in a separate repo: https://github.com/thepaperpilot/Super-Auto-Coots-Server
Hi, I wanted to clarify if I can use an engine I’ve been developing since before the jam started. I’d be using this instead of something like unity or Godot, and it doesn’t have any content in it just a bunch of utilities basically. However, it is technically code I’d written before the jam so I could see the ruling go either way.
Actually, you’re reading into it than I intended. I looked up the smallest state by population, and got Wyoming with 563767 people, which is the value used in the game. It’s probably a different population today, but it wasn’t arbitrary.
Edit: sorry, I see that you’re clarifying that your original message was a joke. Carry on