This game is great in a very rough way I don't exactly have the words for. While parts of it are very janky, that adds to the charm for me, and I appreciate how much ambition and personality it has. Really looking forward to seeing where you take this game, and enjoyed every minute I played of it.
zlaqafor
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Pretty fun and novel, reminded me not only of Jump King but other games like Cursed to Golf or Sticky Ninja Academy! My main complaints are that the level doesn't feel very aesthetically cohesive (mostly because some platforms are missing tiles) and that there isn't much reward for exploring or moving further up. I think you could make a really powerful statement, not just about perseverance, but about the beauty, scope, and damage done to the natural world. That's something Celeste embraces as well, and something your game could elaborate on. Otherwise, well done!
Loved this game! The loop of your actions in one level affecting the state of the next is really effective. My only complaint is that it's sometimes a bit unintuitive to click on things due to the narrow hit detection and high mouse sensitivity, but it's otherwise a very compelling and unique experience.
I really enjoyed this game! The look, feel, and soundscape are great, but the gameplay was really the highlight for me. It feels very free, relaxing, and pushes you to engage with the ecosystem in an immersive and naturalistic way.
Bugs/Points for Improvement (I played the Windows build):
- Some of the abilities feel superfluous and dilute the tutorial, making it feel a bit over-the-top and jarring (sliding, climbing, etc., which aren't used nearly as often as the stealth mechanics). Tagging frogs is also skimmed over.
- Objective and update text is sometimes unclear or awkward (ex. "Component 'tagged frogs' was incremented", "Go to Timmy" without any indicator of where Timmy is, etc.)
- Time limits seem to be at odds with the feeling the rest of the gameplay is going for. As someone who worked on another real-time simulation-driven game for this jam, I think the tension of running out of time doesn't mesh with the vibe and open-endedness of the rest of the game.
- Dialogue is often overlong, with an interface that doesn't fit in with the rest of the game's look/UI. I'd recommend having more events with less text per interaction.
- Transition between tutorial and main scenes is pretty abrupt; I even found the cat without returning it!
- I was able to fall through the world around the back of the map.
- The game seems pretty intensive to run, at least for a Unity game; especially given the view of the scene after falling, there seems not to be any culling or level optimization.
All of this being said, this game comes together very well to form a pretty polished experience. Loved my time with it, and looking forward to any future versions!
Just added it back to the page, sorry for the confusion! https://drive.google.com/file/d/1FqIJdqYktpAm5adU6q_vqt6gXv8GbJWc/view?usp=shari...
Just added it back to the page - it didn't save when I first entered it https://drive.google.com/file/d/1FqIJdqYktpAm5adU6q_vqt6gXv8GbJWc/view?usp=shari...
The loop is compelling, and from what I gathered you're able to define your character in an engaging way that subverted my expectations at first. I just got a bit lost later on in the shuffle between who the protagonist is and who I am. While the epistolary style works really well (and makes for a great interface to go with the board concept), it's not entirely clear at first that the player's responses are their thoughts, so it may need some more framing/setup.
Would also be an interesting sci-fi concept to combine the letter and diorama into some kind of futuristic document that reacts to the user's subjectivity/thoughts, which could lend some tragedy in how the account you're being given is highly subjective, highly excessive and user-optimized to the point of being counter-intuitive.
This is really interesting thematically and from an interaction standpoint. It reminds me a bit of Tong-Nou and Chu-Teng, or other games where death is a way of subverting standard gameplay structure, like Deadline or Ikaruga. The broader environment systems are fascinating as well, I just wonder where the long-term goals of the game lie and where the real-world call to action comes into play.
I really like the interface style in this. I think the core interactions of the game - figuring out how to manage the motivations and rapport involved in your cause, and going step by step - do even more for the message and novelty of it than the hair mat concept does. It's really pick-up-and-play, but effective as a demonstration of social phenomena the same way a lot of Nickey Case stuff is.
I really like the aesthetics and ambitious scope of the game, but I wasn't able to get a very good idea of the gameplay, or how it relates to the themes (especially in terms of elements like relatably expressing the causes of acid rain) on a moment-to-moment level. The overall meta structure of the game is thematically solid, I just wish I had a better idea of the experience from turn to turn. Right now it strikes me as almost reminiscent of Dokapon Kingdom, which could create an interesting aesthetic to go with the theme - players feeling personally cheated or personally culpable for climate crises.
This looks amazing! Great aesthetic and worldbuilding concepts, and a very compact, gratifying, but scalable loop. I especially like the emphasis on a real-world, sustainable lifestyle. Good call on the cooking mechanics as well - the goal and cultural side are still intact, but the focus is kept to the core river mechanics for the jam. Super excited to try this out!
BANGER
Actually a lot more forgiving than Elden Ring, but feels well planned out and scoped. The optional Elites were a great element, and Akarsh is an amazing boss. Nothing felt time-wastey like in a lot of other masocore games, and it was fun to experiment with using/avoiding different aspects of the kit. Great weight to actions too. You're killing it, Abhi!
This game is a masterpiece. The simplicity of the gameplay belies the complexity of the theme - Uber Mario must forever shine the shoes, even once they are already clean; not only does he feel compelled to do so by the lack of outside activity, but he is driven to continue shining even the soles of the customer's shoes by said customer's constant, condescending demands of him. The pride and fulfillment he takes in his job, represented by Eddie Kendricks' 1974 song "Shoeshine Boy", evaporates after a few minutes, replaced by the deafening silence of an uncaring world. Yet still, Uber Mario is driven to shine. In spite of his fate, he always stares intently at the gleaming wellies, searching for one last vestigial speck of grime to remove. Knowing full well that the little green number, meant to denote the worth of his work, truly means nothing, he soldiers on. It is entirely up to the audience to decide whether Uber Mario has found a paradise or a damnation in his fate, and the game promotes neither conclusion to the exclusion of the other.
I got a high score, here's a screenshot to prove it
The name is literally "Fuck You" and it's unbeatable and nigh on incomprehensible, if it had ear-shredding music it could have its picture in the hypothetical abominable dictionary that would define a GBTK game, right next to said definition. Opening the game is itself a slightly confusing task. Lacking even the light scope that is expected of the average jam game, this is in a sense a fantastic new low, since the badness scales entirely with player persistence, punishing even those masochists who push through other GBTK entries. 5 stars