Very polished puzzler with amazing gamefeel and great visuals; I loved how big and heavy the big robot felt. Pretty cleverly designed puzzles that filled me with satisfaction after completing them.
The only criticism I have is that it wasn't always clear when a resizer would make me smaller or larger.
1Tymon1
Creator of
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Being scared of making the game’s scope too large we originally didn’t even plan on including the paladin, goblin, hand of god or the invisibility potion, hell we didn’t even plan for room variants. I have to say that in its current state I’m rather proud of how much stuff we managed to cram in.
Thank you for your comment, it means a lot, and yeah maybe we’ll revisit the game after the jam or when we finish our other project we’re working on right now.
Also maybe we could’ve added more content if I hadn’t spent like 4 hours debugging the wizard or another 6 with our artist making sure the opening cutscene was working correctly.
Learning to control the ball took some time, but after that it felt quite satisfying. The game is rather hard, but I'm not one to shy away from a challenge, so I've beaten all the levels and had a good bit of fun. I just wish there was a way to change the volume of the game cause the music did hurt my ears a bit on startup.
When I first got the 8th level it made me feel really smart - and thats a sign of great puzzle design. The idea to put hints for the levels in the folder names is incredibly creative (the other names were also really fun). Loved the game as well as the little easteregg at the end. 5s across the board
What an absolute banger of a game. Amazing visuals and music. Super engaging gameplay and an idea that couldn't think of in my wildest dreams. I foresee your game in marks video and I'm not even kidding.
At one point I encountered a bug tho - I ate a sould, but it did not kill the snailien and I had to restart the game.
The idea is that you cannot remove or replace what you've already placed. Early on we've found out that if you could just rearrange the entire dungeon for each hero the game didnt pose much of a challenge. Instead we opted for the ability to buy new rooms and expand your dungeon and found that a bit more engaging.
I really loved the artstyle and just how the game presents itself. I must say I found it a bit difficult to feel out the vibe of some of the clients. I really liked that the items were a one time use though I wish there was some indication about what the next clients might like because I quickly found that I chose some things that worked better for the next characters.
Easily one of the best games in the jam I've played. Extremely enjoyable, with great player feedback, which made the whole gameloop incredibly satisfying. The audio mixing with the really crunchy pixel graphics made it a feast for my senses. I loved how drinking more alcohol made both skipping the queue and talking much much harder to the point of being hilariously difficult (a great positive in my books), tho I think I've killed the poor guy by forcing him to drink "copper wire, copper wire, vodka, anthrax, vodka". This brings me to my next point - the theming - The game made me chuckle way more than I ever could've anticipated, the things you can put in the drinks are entirely too funny. Great twist on this year's jam theme also. There's only one bug, which happened when I was mid skipping the queue but got to the bar, which made me unable to move the crosshair.
Overall it's criminal how little reviews this game has for it's quality. I really hope you can somehow make it to the top 100 or even the video. Best of luck in the rest of the jam mate.
Figuring out how to play took me a short time, but after that it was surprisingly fun to play, I really enjoyed it. The sound effects paired with the particles provided a nice sense of reward, and kept the gameplay loop more engaging. Overall looks very promissing and I hope to see your improvements in the jam next year.
Great concept and engaging gameplay. The 3d art and animation looks amazing for such a short developement time. The game is tricky to get the hang of, but ultimately really satisfying and rewarding to play. I think overall my only complaint with the game would be that you should've added some indication as to what to click at the hand drawn screens, cause I was stuck for some time just keyboard smashing to see what could advance the scene. Keep up the great work my guy👍
Creative concept, great gameplay loop and the game looks and feels great to play, tho it could've benefitted greately from some basic sound design. The game could've used a tutorial or some simple popups explaining what each peg does. Other than those 2 minor presentation hickups I have no complaints. Great job buddy, you're getting some high ratings from me.
We decided that since people judging us will have a limited time to play, we should make something quick, engaging and attention grabbing from the start. A turn-based strategy / tower defence just seemed too slow for that. I now know that it could've been a good project if we went for it thanks to you, but the fast and demanding gameplay we ended up with was also really satisfying to us. Have you given Space shifter a go yet?
One of the most creative concepts I've seen in the jam so far! I enjoyed the quick and erratic gameplay and scooting my mouse left to right and up and down kept me engaged, but I have to admit it was rather easy. The presentation and artistic design really shines through. Overall a great effort, but the game could've benefited from a clear ending (for example when a team reaches 10 points). I'd also change the game so that at the starts some buttons are already clickable and the timers on them are in different stages to get rid of that initial waiting period.
A really cool concept. I enjoyed battling with the jester and seeing the ways he'd twist my words, tho at times I found it hard to see how his or my words connected exactly with how the stats changed. I wish I could play it for longer, but I was forced to close it after a short time due to my computer overheating and having extreme perforamce issues on the graphics part, even with a GTX980M.
My team and I had a simillar idea at the start of the jam, but we've ultimately scrapped it. It's great seeing someone go for it tho! Great visual presentation and sound design and a nice selection of placeble traps/enemies. I enjoyed plaing it for a bit, but due to the slow gold gain and hero progression the game unfortunately started feeling really grindy after a while. I'd increase the amount of gold the player gets, but also the growth of the hero to make the game feel more dynamic. Still a real great effort👍. And hey, at least you have a quit button, which is more than like half of the games I played here haha
I always love meta concepts, and this one is just so hilarious and creative. Kinda lacks longevity and is somewhat repetetive, but I guess that just comes with a concept like that. Laughed my ass off while playing and I loved seeing all the different mark designs. great job and I'm excited to see what you come up with in the future. Thumbs up from me 👍
Cool concept and rather enjoyable gameplay. The movement is a bit finicky and takes some time to get used to. The game takes a fun sping on the whole "cycling attacks" thing, but I'm not quite sure what the R button is supposed to do? I enjoyed playing for a while and I've reached the 6th or 7th iteration of the hero, but I think the game could've reached greater heights with more time. Also great job on including the quit buttos, surprisingly little games in this jam seem to do that.
Stunning looks and graphics. Concept seems cool but I think it could use some finetuning. The gameplay seemed engaging, untill I randomply got kicked from the game to the start screen. Also I cant believe how many times this has happened this jam to me, but please provide a different way of closing the game other than alt f4.
Amazing concept, great and engaging gameplay, played it through twice, cause I failed on my 1st attempt. I think the gameplay could've benefited from enemy spawn hotkeys. Overall good job for completing an engaging game. (friendly tip for the future, you can always use free art assets, which makes the developement quicker and doesn't make the game any less "yours"
P. S. your game had a tutorial and a quit button, which is more than I can say about most games in the jam I played so far,.