Hope you enjoyed it as much I enjoyed your game, also thank you!
W1K
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Missed the scrollwheel resizing, whoops! I also just went back and looked at the color different and yea, I definitelly see it now but it was hard to spot naturally. I also remember noticing the particles *after* I figured out they were connected. They could definitelly use some more noticeable tells but I do very much appreciate the effort was there.
VOD https://www.twitch.tv/videos/2233756379
Really enjoyable puzzle game! Not the first platformer with block scaling I've seen but it manages to carve its own niche among the ones I've tried, especially with the camera usage and the linked tiles. The only real problem was the fact it was rather difficult to figure out which blocks had their scaling linked to each others but it being limited to just a few puzzles made it not really a big deal.
The art is also very nice looking, the use of laser turrets in a wizard scaling blocks game is a weird choice and the artstyle coudl have been a bit more inspired but I like the looks of the individual sprites. The shaders are also really cool and quite add to it all.
That said I had a very good time!
VOD https://www.twitch.tv/videos/2233748031
Very cute small game. I take it this is your first foray into game jams and a commendable effort! The idea is neat albeit the scaling is a little under-utilized outside of the few rooms that needed a specific scale to get through. More can be done for sure given more time to cook (pun intended). Unfortunately the red hurty area resetting your game entirely instead of bringing you back to checkpoint kind of discouraged me from trying to beat it in its entirety with some of the platforming not being the easiest, but I'm sure that can be fixed rather easily, just an unfortunate bug to have for a showcase (assuming it is a bug).
Had an enjoyable time otherwise, and the drawn assets are very cute.
VOD https://www.twitch.tv/videos/2233736784
I actually adore the idea of the level and player dynamically changing as things scale bigger. The gameplay loop is not the most original and could have gone a bit harder on the scaling for the sake of showcase, but the concept is one full of potential and it looks very good and clean to boot. A very enjoyable entry all in all!
VOD https://www.twitch.tv/videos/2233731922
The polish of this entry is actually unreal, I don't think I stumbled into any bugs or issues whatsoever, and the puzzles get pretty creative once you have to start thinking outside the box. Very good take on the theme as well! Really nailed it all and crazy impressive for a solo dev.
Thanks for the very in depth review!
The selling was a last minute addition, originally there was not meant to be a way to manage placed tower but I've had many requests for the ability to move them. In lack of time I found it easier to implement selling at full payback as it is effectively moving (but it has the unfortunate side-effect of letting you convert small towers into big ones). Later jam polish is definitelly seeing the selling gone in favor of moving. This obviously had a detrimental effect on the difficulty scaling of the later waves as they were not properly rebalanced to account for the selling, but I favored polishing the concept over more playtesting to get the right difficulty.
Later towers having a limit of what levels they can target is there to encourage the use of the smaller towers (the Marker being a big AoE tower that *needs* smaller towers to trigger the marks also plays into that). I wish I polished the concepts behind the towers themselves better but in lack of time I had to rely on ideas that are simpler to implement, we'll see what will come of them in the post-jam polish from all the feedback I've been getting.
After giving it a second thought, I think if you can *somehow* keep track of objectives tasking the player to make new small areas, it would force you to not rely on a single perfectly spaced colossal area of each tile and at that point you literally have to build (to scale) for the later potential objectives ahead of time. Might add a lot to the puzzle aspect of it.
VOD https://www.twitch.tv/videos/2232349566
Actually a very fun game, the concept fits the theme fairly well, albeit being able to just drop stuff on the ground through doors trivializes it a little bit but might be something that can be ironed out.
The idea of having to throw items around to distract the guards and at the same time make sure they are retrievable for maximum score, is a very interesting one. This is more of a puzzle game than a stealth game but that is not necessarily a bad thing. The only real issue I ran into is the guard that is able to see over one table while you are not able to see the guard yourself and the camera on the second floor not alligning properly with the higher elevation but that is all understandable scuff for a jam, it is impressively polished otherwise and unlike most other unreal games, it did not implode my PC!
The only suggestion I would give that I managed to come up with is showing a preview of where the guards will turn after throwing an object, since you already predict the landing position of the object, this does depend on whether you want that to be information the player should have in advance, I found it a little finnicky to figure out which guards are gonna be aggroed by throwing and where they are expected to turn and this would solve that issue for me, but it's ultimately gonna fall down to what kind of skill the game is challenging. I'm no expert in either puzzle games, or stealth games for the matter, but in either of them I feel more information is always good to let the player have more agency.
That being said, definitelly one of the more unique games I played this jam. Total respect for the fellas managing to make it out with almost all items.
VOD https://www.twitch.tv/videos/2232340551
I actually very much adore the artstyle of this game and inbetween comics are very cute. The idea of being a tiny alien that gets into ever growing machines and reprogams them is a very cool concept.
I wish it was explored a little more in the complexity of both the inputs and outputs of the machines, but this being effectively 3 games in one already I am more than satisfied with what you cooked up, and could easily be expanded upon by just adding even more levels.
Unfortunately I am lacking on more meaningful feedback because this is one of those ideas that are just so unique that its almost entirely uncharted ground, but I ultimately had a good time with it and am very fond of the game!
VOD https://www.twitch.tv/videos/2232321302
VERY enjoyable puzzle game, very enjoyable difficulty scaling, very good puzzle design, very cool mechanics!
That's it. I got nothing. Except that box that phased through reality and clipped into the ground. That might need fixing. Everything else ruled.
VOD https://www.twitch.tv/videos/2232314616
Very fun minigame! The graphics look very cute. Gameplay set out to do one think well and it does it well alright, so I got nothing much to say outside of the scaling up physics glitch that has already been mentioned. You are building AND scaling so the theme quite fits. Shout out to the dev for his insane highscore.
Also I mentioned on stream that you probably can't scale this kind of game to a bigger project but in hindsight you totally could by varying environments and obstacles to make different levels.
VOD https://www.twitch.tv/videos/2232307800
Absolute joy of a game. It looks cute, it's fun to play and very fun take on the theme! Also the humor on the newspapers was very good and gave me a good laugh a couple times. Kinda nailed everything and can't really think of anything to suggest, but I can report the cars on the roads occasionally knocking you into orbit and letting you skip some climbing challenges.
VOD https://www.twitch.tv/videos/2232285811
Fairly simple game and definitelly has its relaxing value! The objectives do scale as you go and do a fine job keeping you entertained for a time. Unfortunately it does get repetitive rather quickly if you are not of the more creatively minded kind. While I like the objectives I do feel they don't quite lead to generating the neat scenes like in the screenshots, granted I don't know how you'd achieve that through objectives alone but it's worth thinking about.
All in all I had a good relaxing experience
VOD https://www.twitch.tv/videos/2232279133
Actually crazy good game! The puzzles are very fun and keep SCALING up in complexity and mechanics very nicely. Very much fits the theme, gameplay was addictive and the graphics are very clean and very cool.
Aside from a couple of minor bugs involving getting stuck into portals, mostly everything was perfectly on point. The only feedback I could realistically come up with is moving the portal dragging tutorial somewhere more noticeable (such as inside the playing field where it's less likely to go unnoticed when the player is too immerse to notice outside texts inbetween rooms).
Absolute treat, y'all did fantastic!
VOD https://www.twitch.tv/videos/2232271639
I quite enjoyed the game! The horror-ish aspect of it is very nice, the gameplay is actually quite good. I'm not sure how fitting the gameplay is to the theme, perhaps in terms of aesthetics, but not much otherwise. The lack of polish in the artstyle is very noticeable but I can look past it considering the gameplay was rather enjoyable.
Only *real* mechanical problem I've had was the camera in the falling sections being not quite as helpful as it could be (that is, not) and the enemy spam was a little rough but I can pass that as just a result of having to rush content for the jam.
That being said I've actually had quite a bit of fun with the platforming and the 3d sections had a really good vibe to them
VOD https://www.twitch.tv/videos/2232264214
Very simple small game! Somewhat reminds me of games such as OSU but without the rythmical aspect. That being said, while the graphics are already cute and catchy, good sound design could have gone a long way to amp up the addiction factor even harder.
Not really much to say as it is a very small game, but I liked the different circle patterns and there is definitelly a lot more complexity that can be explored to kill the repetitiveness.
VOD https://www.twitch.tv/videos/2231991345
So I kind of have to point out the elephant in the room, that is the quite few bugs (mostly inconvenient, and you could argue the ending cutscene one is game breaking but I digress), the very choppy performances and the occasional wonky physics.
With the boring stuff out of the way, man this is such a cool concept. I'm not a huge puzzle game player but I can see the bread crumbs leading to some real creative stuff. I wish the game explored more than what is effectively a boulder pushing game but I can't deny what you got in your hands can easily evolve into something great. Coordinating such a huge team as your first time jam is also crazy. I don't know if the lot of you plan on continuing this project, but I am totally curious to see where this all leads if you do! Also the assets are really cool and the style piques my sci-fi nerd interest so you got that going as well.
Thanks for pitching me your game, if this is any proof then your game making future is very promising.
VOD https://www.twitch.tv/videos/2231983146
This was a bizarre experience for sure, but not a bad one by any means. I do enjoy racing games but this more so devolved into fist fighting the physics engine being very goofy when things start to shrink. The controls are a little wonky and I imagine that too mostly just has to do with the bizarre circumstance of cramming a car inside a full sphere.
That being said I did have a fun time with the concept, it gets a little repeatitive and could've used a bit more variety between the levels but that what it be in a jam. The style is consistent and clean which I appreciate. I don't know how difficult it would be to polish the controls and the physics but I can see how you could expand the concept into a bigger scope if you get real ambitious with it, otherwise it was just alright as a little fun experience.
VOD https://www.twitch.tv/videos/2231972915
Very enjoyable game! The idea is neat, maybe not ground breaking but fits the theme and you got interesting variety in the level design.
That being said, while seeing numbers go up and the level variety was fine, the actual variety of mechanics was a little lacking. I've had my fun moving blocks around to alter the area the spheres can move in but the gameplay loop entirely and ultimately revolved around just timing the scaling up to not clip objects.
Nothing wrong with a simple idea in the end and presentation is clean. I've had a good time! There could've just been more done with the variables like scaling different spheres up to a certain number, or actually havin to scale things down, or needing to bring spheres to specific spots. Lots of potential from the simple idea but I understand why stick to the more straight forward gameplay loop.
VOD https://www.twitch.tv/videos/2231965435
So if anything else, the idea is absolutelly nuts and it's about as trippy an experience as it implies. As a gimmick experience it does its job well, it looks unique and I've never seen anything like it before. That being said, while I appreciate it for what it is, the gameplay feels very random and I can't say much on the interractivity of it. Appreciate the option of disabling flashing lights and effects but couldn't quite tell whether they are toggling or not assuming I was doing it right.
But yeah, can't say this is a game people are expected to get back to, but it is a very unique experience.
VOD https://www.twitch.tv/videos/2231236180
I really like the concept behind this one, and also had a blast playing through it.
Now the gameplay was very fun alternating between the block moving puzzle and the carriage trips to slow down the pacing between puzzles, felt like I was always in the mood for more. There were some pesky bugs such as the block draging getting very hectic after rotating a building, and the Z shaped building has some goofs involving its orientation not showing up correctly on the goal pattern. Mana acting as a sort of move counter was a very nice idea to encourage you to make your moves more efficiently and think more critically. Frankly I am no puzzle game expert but can't really think of any particular feedback other than fixing the aforementioned bugs.
All in all, one of the most enjoyable games I've played this jam!
VOD https://www.twitch.tv/videos/2231230965
Didnt read the game's page so I missed some context (whoops) but I quite enjoyed the game. There is a repetitive nature to it that could have been ironed out with time but as a sci-fi nerd I love the concept and the graphics are quite impressive for a godot game.
VOD https://www.twitch.tv/videos/2231218985
So I actually loved this game. Like a lot. The momentum feels great, the movement options are fantastic, the slow progression of introducing mechanics and mixing them up is great, the bouncing is actual dopamine.
My real only gripe is how its only relation to the theme is the pun of scaling the mountain and nothing particularly out of the box comes out of it. Now mind you, that might be just fine and not really a huge deal, I know it's not stopping me from making this game one of my favorites this jam.
VOD https://www.twitch.tv/videos/2231106440
So I have... complicated emotions about this game. Lets just start by saying, the art direction is very good, the graphical polish and the presentation are there and doing a great job.
However, when it comes to the actual gameplay, a lot is left to be desired. Enemies spawn at random and there is too much to cover to really make a plan, towers have very little feedback in terms of telling what they're actually doing (and lowering graphic settings seem to remove some important effects altogether), it is impossible (I think) to avoid damage outright and RNG is mostly taking the wheel, and there isn't any explanation for what the individual towers do (I couldn't figure out what the blue shooty piece did because of the afore-mentioned graphics settings bug).
I think the game quite fits the theme, but it's hard to judge with how little of the gameplay I got to constructively interract with. However I don't think any of this is impossible to fix and it could easily turn into quite an enjoyable game with the right amount of polishing, the assets and the presention is all there after all and those in charge of such did a fantastic job of their own. I don't know whether this is a victim of over-ambition or if something broke unexpectedly before launch, but I truly wish this game the best as the premise is quite there.
VOD https://www.twitch.tv/videos/2231098572
I first of all want to praise the idea, it is somewhat reminiscent of games like Superliminal but with its own more relaxing and less mind bending twist (but it still lead to some pretty cool puzzles). The art direction is also very cute and appealing, I did not expect the voice acting on top of that for even more bonus points.
As far as gameplay goes, there was a bit of repeatitiveness to it, and I wish there was an easier way of telling what shapes are in or out of place, albeit that might be part of the challenge, it made some of the later puzzles a little frustrating. The mouse sensitivity was also not the greatest and with no way of tweaking it, it ended up causing me to get a little motion sick, but I am sure that can be sorted out.
All in all a very cool and fun concept, it is very relaxing and there is likely more to praise but I might not be the right target audience to be more thorough.
VOD https://www.twitch.tv/videos/2231090655
The scales were very spicy and the game was very enjoyable and neat. Not really an authority on judging how unique the concept is but it makes sense in the context of literal scales and the gameplay loop is nice to go along with it. The art is also very appealing and really adds to the polish of it.
The only issue I've had was a minor confusion trying to parse the results screen, and figuring out what the upgrades on sale do but nothing that can't be easily ironed out.
Had a good time with it!
VOD https://www.twitch.tv/videos/2231075546
Very simple game and concept. It sort of hits the right spots of being both easy to grasp and enjoyable to navigate through. There is definitelly a lot more that could have been done with the idea but I understand the simplicity for the sake of getting the proof of concept out there.
Only real feedback for whats already there is that I wish you could speed up the growth/shrinking of blocks by repeatedly shooting them just to speed things along. The graphics are very simple and generic being entirely made out of squares, that isn't a negative in itself and understandable given the scope but there is some extra touches that could have been given to stuff to make them feel less plain.
All in all an enjoyable little game, just has a lot of untapped potential that can be explored.
VOD https://www.twitch.tv/videos/2231053752
Quite impressed by the game, the graphics are very appealing and simple, and the puzzles got me intrigued for quite a while (honestly only had to stop earlier for time's sake). Some parts could've used some better hints and a couple bugs caused some confusion but it was a very enjoyable experience to slowly piece things out.
While I do think the theme could have been utilized better, it still merits praise for being a very enjoyable game and having some nicely designed puzzles.
VOD https://www.twitch.tv/videos/2231041483
I have to say, this was on the upper echelon of the more unique games I played this jam. I can't quite say I've seen anything like it and it is satisfying to boot. There isn't much in terms of gameplay loop as it is just two levels with some randomness attached, but the concept lends itself to a lot of ideas to iterate upon it, and that really is the beauty of having such a weirdly unique concept that has nothing to compare against.
The only real piece of feedback I can come up with is that it took me a bit to figure out what some enemies do, especially the one that slows down lead to some unfortunate losses, but nothing that can't be ironed out easily.
VOD https://www.twitch.tv/videos/2231033656
I'm gonna premise by saying that I wish the theme was explored more outside of story concept alone, and the gameplay happens to be rather simple. But it gave me a good laugh. It had just the right amount of goofy and comedy that I had a good time with it and that I have to praise. Clearly a lot of care was put into the comedic side of it and feels quite polished despite the simple gameplay. Glad the king got what's coming to em the absolute douche
VOD https://www.twitch.tv/videos/2231027956
I'm sort of seeing a trend of Feeding Frenzy inspired games, which I totally expected from this kind of jam having thought about the concept myself at one point, but I can appreciate one that tries to stand out with additional mechanics such as level up choices and attacking enemies directly.
However, it is a 2 days game and definitelly suffers from it. I quite appreciated and enjoyed what you were able to make in such a short notice and the ideas you pitched yourselves on the game's page I do agree would spice up the game, so your direction is definitelly going the right way!
All in all it's an enjoyable and addictive game despite all, just could have used quite a bit more time in the oven that unfortunately wasn't there.
VOD https://www.twitch.tv/videos/2231021899
This was a cool take on what I can only describe as a difficult platformer but from a top-down perspective. While I don't think the theme of scaling was explored as much as it could have (the shrinking coudl have easily been replaced by a health bar), it is still a quite unique concept that can easily be SCALED up in scope.
Only real issue I had was the rough hitboxes when the ball shrinks too much but nothing that can't be sorted out. Quite enjoyed my time with it and it has a weird zen-y feeling to it.
VOD https://www.twitch.tv/videos/2231011656
I came into this jam expecting factory games, but I quite enjoed the twist on this one. Being able to create what is essentially infinite pocket dimensions and output things in and out of them as you see fit leads to crazy possibilities. I also quite enjoyed the nice touch of the different custom made songs for each material's vortex fitting each material's mood.
The only problem I really found is the not quite intuitive UI, this is admittedly a problem you can only solve by testing the game enough and iterating so totally understandable. Once I got the grasp of the game, it all flew pretty naturally and had a good time building through the material tiers. There probably could have been more crafting complexity but I understand the reason behind the simplicity for a proof of concept.
Only real feedback outside of the UI is maybe reducing the number of freebies Storages since they act as essentially infinite range storages, however I am not an expert on the design of factory games and can't really make a more informed comment on it.
Very cute looking game, very fitting and creative for the theme, quite addictive gameplay loop. Bonus points for it being made in java which sounds crazy to me for a 4 days jam.
VOD: https://www.twitch.tv/videos/2231001823
I quite enjoed the game! The theme is mostly in the Feeding Frenzy inspired mechanics (and the aesthetic of slimes which is quite fitting, with all custom assets to boot). While the core concept is nothing ground breaking, it has its own creative twist in the form of the more active abilities and your size acting as a currency to use those abilities.
Only real feedback I have is the attack reach feeling a little inconsistent due to the changing screen size which could be mitigated by having a range indicator. There was some minor scuff with hitboxes and enemy spawn distance but nothing that can't be easily ironed out with a bit of extra polish. There probably could be some way to let the player deal with the massive piling up of slimes in the later waves if you end up not eating them fast enough but if that is intended part of the main gameplay loop, feel free to disregard.
All in all, could have maybe done more with the theme but nailed execution and satisfaction, and that makes it a very good game.
Integrity is meant to be HP but I didn't code in a lose condition partly to save time and to let people continue if they feel like it, should they fall in the negative. Definitelly didnt do enough difficulty testing for the later waves and especially after adding selling which is the last thing I did.
Also thank you! Very flattering!