Wonderful art and a fantastic concept that I would love to see more of. Some attack combinations were quite difficult to deal with (mostly the spikes or zombie into the double-swing), but I was motivated to push through by the premise and art. Unfortunately I hit a black screen after the hero won and wasn't able to see more (I am on a 16:9 monitor, not sure if it mattered). This is easily one of my favorite jam entries — congrats on the incredible work!
Tintenseher (they/them)
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This is a surprising amount of content for one person in the jam timeframe, especially for your first jam and first game in Godot! Stuff like dialogue choices, snow and other particle effects, and the clean pixel art are all really impressive to me for your first outing on those fronts. Gameplay-wise, I'll second that I felt the lack of Coyote Time pretty hard — I couldn't get past the series of thin pillars as I just kept falling off the side without jumping. And is it weird to say that the premise gave me David Lynch vibes? Cool stuff, definitely keep at it — there's a lot of promise here!
There is a crazy amount of content and polish here! You've gotten a lot of praise and good feedback that I can second. I'll add that the constant passage of time didn't seem to add much; a system where each actions takes some amount of time/stamina might have made more sense. The cramped UI also made it difficult in places, to, say, apply the ingredients I wanted or search through my stock. Overall, though, I'm incredibly impressed by this, and it's easily one of the most content-complete games in the jam. Congrats on the awesome achievement!
Adorable art style and concept. I found it somewhat difficult to tell when the best windows to drink coffee were (kept getting caught after the boss seemed to have walked off the screen) but eventually I realized what the sound effects were trying to tell me and managed to make it to the ending. I enjoyed trying to juggle the drinks and the customers, and the reviews on the computer were an excellent touch. Also a surprising amount of polish, like the gentle breathing and blinking on Emily and the pouring animations for the coffee.
My only issue was getting stuck with a cup of coffee in hand that I couldn't drop or drink while a customer was at the register, so I was forced to give out some wrong drinks — but, since I could delete their bad reviews, it contributed to the gameplay loop anyway. This was super cute and one of my favorite executions of the jam theme, and one of my favorite games so far overall. Very cool stuff!
I was really surprised by how good the gameplay feels in this one! The animations, screen shake, and general movement of the character all feel smooth and add a lot to the impact of the combat. I never got farther than two or three waves (my luck on the slots wasn't great) but I think this actually has a lot of potential for expansion with more systems and gameplay abilities. The art style creates this really charming retro feel that I think would genuinely be pretty popular these days. Neat stuff!
At first, I was skeptical of the debuff system, but the ability to skip an upgrade in exchange for removing a debuff is a really clever addition. I did feel like some of the upgrades weren't impactful enough, and some of the debuffs were too punishing; for example, several damage upgrades left one or more of the enemy types with a sliver of health left, which was pretty unsatisfying, and debuffs to movement speed or malfunction chance felt pretty bad when your movement and fire rate already start so slow. Still, overall I enjoyed trying for a high score (got to wave 17) and trying to cater my build to my personal tastes (glass cannon with steady damage and fire rate). And I was cackling at the intro and some of the death screams and robot lines. Neat stuff!
This is an awesome alternative to the older "lexicon" style code by Remix. I was psyched to see how easily it handles alternate text strings. I'm using variables for character names and it not only reads the variables correctly, but lets me use full character names with spaces and color them individually. I spent several hours trying to wrangle the old code (much respect to Remix and the folks in the Discord who've upgraded it) to make any of that work, and this did it out of the box. Thank you so much for this!
Loved the concept and the potential of the gameplay, but I'll second some other comments saying the feedback wasn't effective enough. Like others, I tried to play normally and exploded, but was rescued when I just spammed every word possible (though I did lose two friends first, what jerks). On my first attempt, I also lost a few points because of the words moving after one was selected, so I accidentally selected a few I didn't mean to. Still, I think there's merit here and would love to see this expanded on with a better feedback system and additional puzzles to play with.
Some unclear mechanics and general lack of responsiveness made this one hard to properly evaluate, but the amount of content and the general stability of stacking a bunch of effects are both super impressive for the jam's timeframe, especially for one person! I love a good deckbuilder and I really enjoyed seeing all the different characters and possible synergies they could build into. I'll second another comment that this could be a pretty enjoyable mobile game. Cool stuff!
Funny take on the theme and it's always impressive seeing a working 3D game in a week-long jam! The cutscenes are a great touch. At first it was way too easy to toss myself off the mountain too far to grab anything, but I buckled down, gave it another shot, used a little more patience, and finally got to the top, and I did feel proud of myself for figuring it out. Really neat stuff!
Super fun little plate-juggling experience! Loved the details, the diegetic sound sliders, and the physicality of each panel. I was gonna say that needing to click into each panel seemed like a needless addition, but given the scope of the game I think it did actually create some extra tension as you have to make sure you're focused on the right panel which might be difficult if you're low on time.
I second some of the other notes that would have liked to see more animations, but this is already incredibly impressive for learning how to code it as you went! And it's a perfect fit for the theme. Excellent work!
I wasn't sure what to expect from the screenshots but I was blown away by the level of polish here! The core concept is fun and interesting (if a bit frustrating) and the variety of assets, enemies, and just general little touches were all incredibly impressive. I loved the look of the world and sprites, and the extra details like the VHS effects and the tilting levels were an awesome addition. And for such a comparatively large game too! Really excellent work all around.
Adorable little dress-up game with some pretty impressive visuals and polish. Some of the requests were a little confusing (why does the color matter for the happy eyes?) or relied on outside knowledge (like identifying some of the cosplay options) but for how short and contained this is those obviously weren't real problems. This could easily be expanded into a bigger game if you wanted it to be, but it's super cute as it is.
Yes, the Runner Die is effectively a clock for Gig completion! It's separate from the Deadline clock; once you launch a new Gig, it becomes "active", so the Deadline clock no longer matters.
It's differentiated as a die both for ease of distinguishing it at a glance and because the starting value can vary if you make it a Rush Job. Other than that, you don't roll the Runner Die, and you'll only ever use one per Gig, from whoever you chose as the leader.
As to your other comment — I am still working on a full version, but it's low on my priority list at the moment. Any more feedback or questions will help me with it a lot, though!
It's not based on anything in particular, although it is heavily inspired by PbtA/FitD games, especially Blades in the Dark. You can just play it as written, generally following the steps in order. It's probably best played as a journalling game, using the prompts and dice results to guide the fiction as you write, but you can use them however they make sense to you.
I myself had never played or been interested in a solo RPG until I saw Grey Moon Rising a few years ago, so I would recommend that one if you're bouncing off of this one! It also inspired another game of mine with similar vibes.
Let me know if you have any questions about specific mechanics or the process of play, I'll be happy to answer.
With a game this lightweight, I tend to lean in favor of focusing on the narrative side of things and not worrying too much about giving everything a mechanical representation. That said, I would take inspiration from Forged in the Dark games, with bonuses/penalties like:
- +X/-X cards drawn
- Clear X Stress
- Activate a special ability by taking X Stress
- Activate a special ability by playing a specific card suit
- Activate a special ability when you could play a face card, but choose to play a lower-value card
Wow, hi! Thanks for checking out my game! Let's do some errata!
- Stress gain is based on the value of the chosen card, so drawing more cards just means more options.
- You choose! So you get to maximize your result, determine the consequence (suit) you might receive, or possibly minimize your Stress gain.
- If any of the cards you draw is a Joker, you jump to 10 Stress and get knocked out of the scene. It's up to a group decision if you still get to use one of the other cards to take your action first; I'd suggest allowing it!
- Yes, exactly!
- (And 6.) If you spend an Ace, you get a full redraw. If you draw 3 cards and spend an Ace, you discard them and draw 3 new cards!
Ah, the perils of using natural language in RPGs! In this case, despite the capital letter, Titling doesn't have any special meaning — it just refers to naming a new card, like "Docks District", "Artus Cowl", or "The Ecstatic Dawn of a Thousand Tomorrows". I'll make an update soon that states this explicitly. Good catch!
I don't think there can be higher praise in a jam than wanting to see a full version. Thanks so much for the kind words and support! We have some other projects lined up at the moment, but we're definitely talking about expanding on Anomalous Intake at some point. You might want to follow our team account for eventual updates. Ahh, I can only say thanks so many times, but seriously, thank you!
Excellent aesthetic and presentation. I love the minimalist style and the progression of mechanics as you keep moving. Like others, I did encounter a bug where I was set back and the next sun patch didn't heal me, making it impossible for me to progress, but I liked what I saw and would love to try it again if updated.
Really incredible level of juice and polish for a jam game! I was already impressed by the menu and initial gameplay, but I was absolutely blown away when the first upgrade screen popped up. The music was super hype. The only issue I had was that the hitboxes seemed somewhat wonky; I was often hitting enemies I didn't expect to, or missing enemies I was aiming for. There's so much potential here to create something between Hades and Vampire Survivors, and I would absolutely love to see more. Awesome stuff!
As a writer, I always appreciate game jam submissions that take the time to develop a story rather than just starting with a blurb explaining the background and letting that do all the work. I was especially impressed that there were even some choices to make! This was a lovely and intriguing moody little adventure, and the aesthetics were on point; it's amazing how some simple lighting effects can elevate a game, even a small one like this. Super cool stuff!
Super cute with lots of polish and potential for more. The animations are adorable and I would love to see a riff on this style of game that goes in some new, exciting directions. The theme opens a lot of room for development, especially with the changing seasons potentially creating different obstacles or strategies to deal with. Neat stuff!