I had fun playing yours - rated and left a comment. Fell free to play ours!
It's a tale of squirrels and mass surveillance - Squirveillance! (And be sure to check the video walkthrough on the game page if you're stuck!)
A very competent SMB type game, well done. I like the choice of cute mascot. I beat all the levels, and I think the variety and difficulty were just right for a jam. The music was relaxing and a good fit for the genre as well; did you compose it? There's also a level of polish to the UI here that really makes a difference for the better.
I am not sure if I liked the way the camera behaved, I think the immediate effect on the camera's rotation to the map's tilting response was a bit too sensitive and got me moving in a circle when I didn't want to. I also think the general movement sensitivity was a bit too much, I never felt like I had to use the full range of my thumbstick.
Overall, well done!
Interesting concept! Well suited for the theme, and giving it all an Egyptian theme very fitting.
Although I felt like I eventually got the hang of knocking a decent amount of blocks off from a distance, it felt like more trouble than it was worth. I wish my shots were just powerful to begin with, then the act of cleaning out your scales might feel much more satisfying.
Hi, sadly I didn't get very far - the movement of the ball was slow and the jump didn't feel consistent, so I couldn't clear the first platform. And there's a glitch where, with time, the position of the ball starts flickering up and down very fast which further slows it down, so I had to restart the game.
I see you idea though, it just needs refinement.
Interesting, a pretty clever twist on Tetris. It did get me thinking about what the optimal way to play would be, as even setting up for a single tetris was pretty risky. So I dare say you balanced it well to set up the first challenge :)
The visual presentation is solid, but I'd like to see more happening in terms of effects and transitions. And there's plenty of room to grow in the music department (points for making your own sound effects!)
Sure, I'm on Windows 11 Pro 10.0.22621. I'm not quite sure how to clear this jump even with the jump dash combo, because it doesn't seem like dashing gives any extra height.
Edit: Ok, I came back to the game an hour later after thinking a bit, and figured out you can hold up while dashing. I think this is one of the things that I might have figured out if I could play with the gamepad. Also, similar games I've played only let you dash horizontally so that was probably also part of my issue.
Lovely pixel art and good music. Overall the presentation is very well made, and the dialogue gave me a chuckle. Jumping-wise, it feels very precise, maybe not super enjoyable at the moment given how short your jump is though. I feel like my character arbitrarily stoped before jumping and lostmomentum a few times, that might just be a quirk of the WebGL build. Otherwiser, I don't think I progressed far enough to really appreciate the gameplay!
A few things:
Even though I downloaded the Windows build, deleting and redownloading didn't let me progress to the second level.
In the WebGL build, I can't clear this jump, so I'd appreciate a hint (I'll stop myself from giving a rating for now):
This is a very pleasant game - it has an impressive variety of fish and a great, consistent art style. Catching the fish was challenging, and it put a genuine smile on my face when I caught my first one. Well done!
I also have some constructive feedback:
I think the next big thing here is giving the game more 'juice' via effects, transitions, sounds, bouncy movement.
While the scale is a nice bit of interaction, it does beg the question - what is the point of NOT weighing and selling? My mind went into two directions: either this screen is meant to engage the player in the experience of weighing what your catch, and make them feel good about racking up money - and in this case, I think it needs more of that 'juice' to sell the experience. Or, it could be a moment where the player decides which fish to sell - in that case, I would expect the alternative choice fleshed out (e.g. keeping the fish = you can showcase it on a collection screen. If that makes sense! So I'd boil it down to either doubling down on the juiciness for what's already there to create the coziest experience possible, or to add more features to give meaning to the weighing and the selling.
Excellent work!
Thank you for offering to play! Our team created a tale of squirrels, spying on other squirrels, in a city where the night never ends. In a world of rodents, how can you tail friend from foe?
Get ready for: squirrels with computers, squirrels going to raves, an alternate 90s where Clippy is an acorn, and yelling 'enhance' like on CSI!
Here's Squirveillance: https://itch.io/jam/game-off-2023/rate/2393952
"Nice job gamer"
So, as soon as I saw the title, I knew I had to play Pig Jig. My expectations were large, yet Hammy grew even larger. First impressions were great, especially with the piggy sounds coming from hovering over the buttons.
There were two things that stopped the fun for me - once you figure out the timing, that's literally it. And the mashing doesn't feel great either, since there aren't any juicy effects happening on screen.
But I'm glad I played Pig Jig.
Overall, I give this a pork out of ham
Hi everyone, we've read through everyone's comments and although we can't change the game while the voting is happening, we've included a walkthrough video to help you experience more of it if you got stuck!
Thanks so much for your kind words, and for sticking with the game until the end! And yeah, the hint system / scan detection are all great ideas which we'd love to add (if it was allowed under the jam rules) - and you're definitely not alone in experiencing trouble with progression. Hopefully a 1.1 feature!
Thank you! And yeah, we totally hear the need for highlighting scannable areas. For the duration of the jam, we've included a walkthrough if you ever want to go back and finish the story :)
The monitor image has a Volume enabled with the following overrides: Motion Blur, Lens Distortion, Bloom, and Chromatic Aberration. It outputs to a render texture with the URP lit shader with a high smoothness, so it picks up a specular reflection from a single, carefully placed point light. The illusion is helped a bit with making the inner edges of the monitor model curved as well.
Squirveillance. Because you're not nuts if they're really after you. It's an adventure game where you scan clues and enhance images like in CSI!
https://nickadance.itch.io/squirveillance
We included some tips on the Itch.io page, as the build we submitted is a little rough! Here they are:
All children of a YSort node will be displayed in a particular order, based on their y positions. Child nodes with a higher y position will appear on top of nodes with a lower y position. So rather than using Godot's default "Z index", or level hierarchy to determine what goes on top of something else, it's using the y position of each object - things lower on the screen will be in front!
So when the player's origin point is below the box's origin point, that means the player should appear in front of the boxes. Once you move the player up so that their origin point is above the boxes' origin point, the boxes will be drawn on top instead.
Note that for this type of game, each object's origin point should be set to "bottom", at the point where they "touch the ground". Having it set in the middle of the object can lead to weird results.
Oh dear, sorry I've only just seen this. If you or anyone else needs to know:
I have a YSort node, with two children: The TileMap with all the objects like the boxes, and the Player. I don't think I did anything special to the tilemap or the tiles themselves... make sure that in your TileMap node, you set the Tile Origin correctly to either center or bottom. I haven't looked at this project or Godot in a while!
Very cool! The gameplay was there mostly to progress the story and let us experience the toil of the farmer. Stepping into his boots helped me identify with him more, and made his arc of battling against forces he couldn't control feel more impactful to me. It was a very original interpretation of the theme, with a simple but well executed presentation. Well done!
Pretty cool game!
However it didn't seem to matter whether I shot the asteroids or not, all outcomes led to loss of control and me flying into a wormhole, so there was ultimately no difference between winning or losing. It's still pretty cool what you did in a short time span, I liked the addition of particle effects.
Cool little game! This has potential for refinement - although I was able to move in a way that increased my chances of survival, there was still a fair amount of complete randomness.
Have a look at a game like Crypt of the Necrodancer, which works in a similar way but enemies have predictable patterns, and when they're random, they move at predictable rhythms allowing you to account for their randomness and keep distance. The game would seem more fair and rewarding that way!
I like the idea of varied goals every level, I think it makes it more fun.
Amazing work. The visuals and music are great - polished and artistically pleasing. It seemed like a cool interesting little world that could have some lore attached to it. The mechanics were a pretty literal interpretation of the theme, but the copy and paste mechanic is original and has a lot of potential.
Positioning your clone was tricky - I expected this to work more like the actual cut/copy/paste where, after copying, you would assume control of the clone and leave the original behind (which might solve that positioning issue but create other ones).
Clever ending as well :)
Somebody picked me up, yay!
It was a good concept with responsive controls and a decent presentation considering the time constraints. One of the first thing I noticed was that the explisions from the rocket launcher felt really nice and had a kick to them!
At first, I wasn't sure how the game was out of control, but then the timer completed the first cycle, and I was like... oh :D It was a bit difficult to figure out what exactly changed each time, and what were the rules for the changes. And I never figured out what the mushroom was for or how to activate it. It would have been good to show the player how long they're supposed to hold out, or even that the game has an end, as throughout it I wasn't sure if there was any progression in it at all. So in general, I feel like the game could communicate more to the player.
Thankfully the health bar was generous enough to let me figure some of it out and hold out long enough. Great job!