Great work. This is a well designed game for a Jam. 2 basic mechanics that are totally complete and function, and even somewhat polished. That's a good concept for a 48 hour game. The graphics are bright and fun, and we loved the animation/feedback during the combo play. We felt, though, that there could be more fanfare--more fun, positive reinforcement when you do something good. Good work on the music too. Overall, solid job here.
TWU Game Development
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Very smart game. Very challenging to play--maybe a bit too finicky at times. But the level design was really clever. We loved how effectively this connected to the Jam theme. The game really teaches the player very clearly and very quickly. The one challenge we ran into was that sometimes it was a bit hard to see what we needed to in order to succeed--e.g. the projectiles fired by the blocks. Overall, very well done.
Really solid game jam game. We found the platforming maybe tuned a tiny bit high in difficulty, but there was some interesting design choices in terms of movement puzzles (we liked that mushrooms worked both for and against you). The graphics are cute and the piece is solid. The main thing we struggled with was some confusion around what, exactly, was going on sometimes. It wasn't always clear where we were going or why and why this or that thing was sometimes lethal and sometimes not. Overall, though, this is a good little game.
We really loved this game. The graphics are great, it has a really fun narrative, and the overall feel is really solid. We also applaud you for being so ambitious: 3 minigames is pretty tough to pull off. Our only real critique is that some of the gameplay was hard to understand (in spite of the really detailed tutorial, which was a great idea). Overall, well done!
Unfortunately, the game lacks most of its intended functionality, but don't be too discouraged by that. We saw the design plans and they were good ideas. Plus, we like the look and feel of the piece (very reminiscent of a GameBoy game), and the fact that it is functional at all is an accomplishment for a Game Jam. You'll learn and move on from this!
For a game jam, this is really excellent game! This works on multiple levels. It's actually quite a sophisticated design for a short time of development--we love the two-part gameplay. The aesthetics are consistent and really fun. The sound is good too. We found the game well balanced, given your short development cycle. And we loved the tone as well. This is a game that could certainly be developed more with different level design and more mechanics with different kinds of currency and power-ups. But you have a great core game loop. Great job!
Excellent work! We love the core concept and the main gameplay loop. It's really creative and very stress-inducing, as it should be. We think the artwork and the sound was solid. The level design was really smart too. If you were going to do more work developing this game, we'd suggest that you work on balancing the difficulty: we found it just a bit too difficult. Also, right now, this seems to be a one-solution puzzle--it might be interesting to give options to solve the level--but that's certainly not required. Overall, no real problems here. Just very well done for a 46 hour game!
The scores don't really reflect how much we appreciated this game. We thought this was well conceived, well designed, fun to play, and has solid artwork and sound. The scores are really in comparison to the other games in this jam. You should be proud of this--it was well done! We had fun playing it. If you were to work on it more, we'd encourage you to do some clearer feedback on how things help you grow and/or make you shrink. We also think you'd definitely (in the long run) want to add further mechanics--but that's not reasonable for a jam. You have a polished and workable core mechanic. Good job!
Really creative, smart game design that requires imaginative problem-solving on the part of the player. The artwork is solid, and the music is really good for this particular world. If you had more time, we'd love to see some fleshing out of some concepts and clearer player feedback on the teleportation mechanic. E.g. you could do indicators of whether you're pressing B for the first, second, or third time (such as using different coloured outlines). But given the time you had available, this is really strong work. We enjoyed playing it!
Obviously, you didn't make new artwork or program much. But it is clear that you thought out a narrative and puzzle-based pathway, which is good! The riddles were tough! We think it might have been good to start very simple and then gradually get harder--but you had the right idea, and we managed to solve it. Good work!