Thanks for the detailed feedback! Yeah, I 100% agree player input is quite rough around the edges, once I have more time I'll try to improve it a bit. Thank you for trying it out :)
perons
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I had the same problem as the previous reviewer, but for some reason it worked after I tried playing for a little longer.
It's a bit rough around the edges, but I quite liked the idea of a Snake with the added mechanic of creating those little lands and populating them as you gather more resources. Not sure where you could go from there though, but I could see the concept working when I saw the rabbit being placed underneath the tree. Really nice idea, good job with the Jam entry!
(Also, I guess it's a debug leftover, but pressing spacebar adds more lands automatically without me needing to get more resources! Just a heads-up in case this was unintentional)
To me, this is honestly the most interesting game from this Jam by a good mileage. Grantly, I know Conway's Game of Life, and even then I only understood how scoring works when I clicked "load" on a different template and there was something already saved, that generated a couple of points. I guess it would be easier to understand with a different analogy (wood + stone = fire wasn't a click to me after reading the tutorial), or if I'd be able to score using Wood and Stone alone, before optimizing scoring with the beam tower (I tried sending a glider to a stone and nothing happened, then I realized I had to "force" a collision with the tower).
But I honestly liked the idea quite a lot, long time no see an interesting game take using Game of Life. I'd certainly look forward if you ever want to explore this idea of a point generating machine sandbox further. Great jam submission, congrats!
Nice job with the submission, it was a very chill puzzle game!
Player feedback, but I enjoyed the game more with the syncing fireworks mechanic, which took a while to appear (until level 10 or so, I honestly didn't even noticed I had to sync fireworks). Many levels could be introduced with only the basic turning and flat tiles, if syncing fireworks was something that was explored right away (even before the colored fireworks).
Honestly quite impressive given the time frame, I wasn't expecting so much content specially on the Metagame. Congrats on the submission!
Player feedback: maybe that's just me, but to be honest I thought it was a bit too much in the first 5 minutes when I started playing the game. The interesting part for me was the arena gameplay itself, but there was TOO much Metagame content after that right away, and going back to the Arena, the gameplay got less interesting when I understood I could just stay still to farm with a basic weapon. I'd honestly feel I would engage better with the game if metagame was gated a bit, so I wouldn't need to read so much content right after the first time in the arena.
Nice concept, figuring out how different weapons play out and interact with each other in the sandbox is really interesting. Some music would go a long way in polishment, but otherwise, presentation was really good for a Jam entry. Congrats!
Player feedback, but at some point, I couldn't interact with the stage screen anymore, not sure if it was a specific way I clicked on the screen or in an object. I'm using Safari and I was playing on my Mac.
As a good rage game, I planned playing it for a bit and wasted a good half an hour on a single screen. Amazing jam entry, honestly very impressive for the first game you ever made.
Player feedback, I enjoyed the platforming quite a lot. At the start I didn't think much about the taunt mechanic, but it made a lot of sense as I progressed. The only mechanic that I had a tougher time with was the dash - the only way I found out I could cross the bigger distances was by charging dash and taunting, which "stored" the max dash charge so I could use at the top of my jump. Not sure if this was an intended mechanic though, because I got stuck inside the mountain, on the screen that has 3 flags. I really couldn't figure out how to reach the really small boulder at the top of the lava wall on that first distance you had to cross. Even so, I had a LOT of fun playing the game, nice job!
I was cheesing the game by keep tapping the left mouse button (it keeps the hurtbox on, even outside the red triangle), when I noticed that pressing the right mouse button you could change directions of the arrow, and that was honestly quite interesting, I could see this working in a kind of action-based rhythm-ish game. Not sure if you ever want to explore this idea further though, but good job submitting this game!
Nice entry! Surprisingly easy to understand even without reading the description, figured most of the things by myself on my first run (35000 score, I think?). The octopi trying to invade the ship and the sound of the glass breaking was quite a bit terrifying on the first time, really nice touches overall.
I think this is the most impressive jam entry I played, amazing job making it in 9 days! Absolutely loved the aesthetics, the gameplay IS quite unique and you managed to use all wildcards, this is honestly quite insane.
Feedback as a player, I had some difficult time figuring out controls and when the shapes were going to die, or how them dividing worked. I think being a little bit lost is part of the experience of the game (everything seems quite alien, and it's a REALLY nice feeling), but it felt like there was too much information at once with the glasses on. Still, the gameplay was really cool, reminded me a bit of Giants: Citizen Kabuto (fps-ish with strategy-ish).
Almost finished the game! There was one passenger left, for some reason I thought I saw him entering and "bouncing back" from the escape pod (he was literally on the door tile about to enter, but couldn't, somehow). Maybe it was me seeing things though, because almost the entirety of the ship hall was on fire.
Great jam entry, I really like the FTL vibes. Had some tough time figuring out what to do at the start, but the task list helped me having a scope of things to do until I understood the game, and I managed to do quite well until the end. I really liked the simplicity of the action system, and being able to "cancel" an action on misclick was great on many occasions. If I have any player suggestion, I felt there was too many turns doing the same pattern of things after freeing all passengers (the same 2 guys turning energy on, same turn turning oxygen, shields, maybe engine), but there is definetly some potential to explore if you guys want to take this concept further.
Also, I think the music changed a bit when the ship was low on health? If that's the case, that was a really great touch.
Even if last minute, good job with the jam entry!
It's quite rough around the edges but I honestly think there is something in the chaos of slashing the objects with the bouncy 2D physics, maybe if toning it down a bit and adding other physics interactions (like a fighting character inside a pinball machine). If you ever want to create a new prototype with this idea, I'd love to play again.
Surprisingly hard game, but I enjoyed it quite a lot (finished the last level sweating a little bit). I enjoyed the fighting mechanic, there is a bit of play in movement to hit multiple enemies with one swing. Only thing I missed in the game was a soundtrack during the gameplay, but otherwise, great jam entry!
Hey! Playing the game, I checked all the 4 notes in the protagonist base, and went to the hospital. Should I've been able to climb down the stairs on the hospital main floor? Character just moves on top of the tile but he doesn't go down. I'm trying a couple of things but apparently there is nothing else to do.
EDIT: Nevermind, figured it out I had to interact with the fires (I walked into them and got burnt, I assumed I couldn't interact with them)
That's an awesome feedback, thanks!
And yeah, the game uses the minified JS script from Macroquad for the WASM <-> Browser bindings (input, canvas rendering, etc). It's a recommendation and part of the engine guide itself, because that's the glue that make the Rust "wasm32-unknown-unknown "
target work (basically, a WASM build with no assumptions on where it's running at)
Very interesting idea, and I really like the genre of interactive fiction/text adventure. I'll be looking forward if you ever want to develop the idea further!
One usability thing: the text wasn't automatically scrolling when I was writing prompts, so I had to constantly scroll down. I really liked the clean UI though.





























