Yep, I've got a discord account (EquippedHats). Would be glad to help out, though I'm a little unsure on how direct message stuff works on there.
ScarfRavenStudios
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I like the concept of a tower you have to manage people's ratings of while trying to expand, but it's not really explained in the game, plus there's not much of a goal. There also isn't much to do to raise your rating and turning off turrets doesn't work after doing it the first time (which might be a bug?)
There's a cool idea here but it definitely needs to be built off of and polished. I hope you do!
There's a cool concept here but there definitely needs to be more polish. It's kinda tough to tell what you're attacking or when you are attacking, and there's a lot of spawn points where enemies swarm on you instantly and you don't get time to breathe. Plus, as mentioned the controls are really tough to juggle and the "close inventory" button doesn't work.
Still cool overall, and I'd love to see it cleaned up a bit!
Fun concept, and fun game, but it's very hard to line up the beam with the objects in 3D. The rate of shrinking/growing also feels way too slow to keep up with the objects in the second and third rounds, which makes it feel like you never have enough time to even get things right and doesn't feel fun.
Still, in spite of that, the game is pretty good! I like the 2.5D aesthetic.
This game was super clever, very clean and stylish and the puzzles were really neat. I think having the list of "a"s not being in the game itself hurt it a bit, and think the first Enigma puzzle was a little too obtuse in that it's not really clear in hindsight why the correct answer worked, but the game was still extremely solid and really well made for only being done in 48 hours!
Pretty fun game with some neat puzzles, though the physics is kinda janky and feels inconsistent so I never feel like I'm doing something right. The zoom button also definitely needs to be a toggle because of how my fingers hurt when holding it.
The graphics are very plain and there's no audio or sound effects, which is its biggest flaw, but the game was done in 48 hours so I can excuse it a bit.
Overall, though, the game is pretty solid and just needs a bit more polish.
The art is serviceable, but wow there's some really clever ideas in this game. I love how each leg felt different to each other and really had their own identities, and the puzzles involving them really surprised me with how they put each type to good use. (That last one before the end was really smart!)
If you decide to expand on this game I'm all for it, I saw you had a "body" mechanic you clearly weren't able to complete in time, and I'm honestly curious what you can do with that if the legs alone were used extremely well.
Great job all around!
Not the craziest idea, but it's got clean platformer movement and a very nice original style. Love how the colors slowly changed as you ascended (though they accidentally(?) changed the player character's colors), and I like the (unintended?) potential for a skip.
I wish there were more to it, but it was made in 48 hours, so I can give that a pass. Great job!
To everyone struggling to get past the spike walls: You have to damage the wounds on the dragon's body to progress. This is not explained in the game.
The game has a fun concept but the execution is lacking. As mentioned, the primary goal of the game is not explained clearly to the player, which means it's basically impossible for anyone to progress without just... trying random stuff.
The wall jump also feels very clunky because it isn't smooth, like in something like Celeste or Mario. Your velocity snaps directly to the reverse immediately.
It's honestly a shame since the concept of platforming around a giant entity is really cool, but this game needs more work and polish to get to that point, and I really hope it does, since this game has some interesting ideas to it.
I did notice the huge reliance on RNG was a big problem, actually. I thought a hand redraw mechanic could help mitigate that lot, but I didn't find the time to implement it given I needed to juggle everything else in the game. If I do go and work on it again it'll be one of the first things I add.
Thanks for the review, and I'm glad it was still fun despite its flaws!
Graphics are very pretty but the scrolling background made me really seasick. I found what I thought was the moon very quickly but I couldn't interact with it and I wasn't sure what to do after that. The cursor not syncing up with the actual cursor felt very disorientating as well.
There's a good idea here but there wasn't enough time to really polish it or make it functional, which is a shame.
This game was a ton of fun! I love the concept and it turned out really great gameplay-wise. Definitely could use a bit of polishing, though:
- The camera needs to be a bit more zoomed out, so it's more possible to see parts/enemies
- The background needs to have scrolling elements so it's actually possible to tell your speed and direction
- Missile self damage needs to either be heavily nerfed, removed, or made easier to see when and where they will explode.
- A lot of enemies exploded before even attacking because I assume they had missiles? Most of the damage I took after getting missiles was just explosion self-damage.
- Turret bullet rotations and positions don't line up with their graphics, which looks quite odd. Slow the turret graphic rotation down to match their actual angles.
Despite all that though, the game is really solid and could totally be expanded upon in future. Great job!
Nothing too crazy, concept-wise, but it's pretty stylish and fun to play. Some of the jump to switch platforms are a little finnicky and could probably do with a bit more spacing, and it's a little weird they come after the space to switch platforms, but everything's very solid all around.
When you do eventually expand on the game post-jam, it'd be cool to see some other mechanics, like a wall jump. That could be fun with the jump to switch platforms. Maybe platforms that are dangerous in one state and safe in another? Lot of cool ideas here!
Cool concept and great style, but it's very confusing to play. It's not explained that you have to press the buttons over the bird's heads to fly upwards so I had to figure it out. It's also very easy to lose your birds without being able to control it, since they spawn in random(?) positions away from you and can get hit by bricks that wouldn't even hit the main character. There also isn't any difficulty scaling, as mentioned by someone else in the comments, so it gets repetitive fast.
Still a pretty good game though! Just needs some refinement.
Fun concept, but could use some more guidance and polish. Was a little unsure on how stuff worked, and I couldn't figure out how to rotate or delete pieces at first. The recipe discovery thing is really cool, but like the comments said, it'd be a lot more compelling if you could see what you made and some hints on how to make certain things.
Still a very solid jam entry outside of that!
Solid take on a relatively common idea. I like how the size panels affected the boxes too, that was clever. Everything was put together in ways that used the mechanics interestingly and they were taught well.
Enter/Middle Click are both very awkward and weird controls for grabbing boxes, though. Z or E would've made a lot more sense. There was also a lot of issues where the boxes could clip you into the terrain which could be ironed out.
Despite those two issues, the game was good! Great job.
There's a core of something interesting here. but it could definitely use some work:
- There's never any real reason to use the smallest/largest sizes. Having a smaller amount, like 3 or 4 would make it easier to design the game around it and give each size a unique gimmick, like the two largest sizes being able to push boxes, but the largest one breaking platforms.
- The blue areas seem very arbitrary and feel like an afterthought. They don't feel like a natural way to restrict what your size is unlike the sections with small platforms. They could work, but as more of a puzzle element, like setting something up as a size 3 block to get a size 4 block over the blue area.
- I like the "increasing weight by falling" mechanic. It'd be cool to see it expanded away from just buttons into other stuff, like platforms/boxes/etc. That should help make it easier to design levels around the weight mechanics.
- There is a bug where the blue areas can kill you if you fall far enough due to the weight mechanic. I'd suggest making falling weight a different variable that the blue areas don't check to avoid it.
- Having a long section of platforming where it's easy to die, and you get sent to the start of the level isn't an interesting form of difficulty, it just makes it tedious and annoying. You want to have as short a time as possible between an area the player failed at and their spawn point so it's faster for them to learn the difficult section and so they don't get bored.
I hope this didn't come off as too harsh, this is a pretty good game for a first time jam entry. I hope you do more jams in the future, they're a great way to get a lot of skill in making games!
Pretty fun take on a rage platformer game, and the art style is really solid. I've been playing it for a while just trying to get past the opening of the desert area, lmao.
The physics can definitely be tightened up a bit; the sluggish air controls are part of the genre, but feel kind of like overkill in this case and can be toned down a little. Some of the mechanics also don't feel particularly consistent, specifically the air gusts and quicksand platforms - The Desert area seems to expect you to do platforming off of the sand platforms, but the jump height you get off of them is random and feels like getting through an area that uses them is more luck than skill.
Overall, it's still very solid and keeps my attention for a long time, which is rare for a platformer like this because I get pretty bored quickly. Great job!
Man, this concept is really clever, but the gameplay really lets it down.
The game promises the ability to choose between growing larger and growing smaller as viable strategies, but the best small strategy (herbivory) seems to be broken by a bug; plants seem to stop spawning after a certain point, making non-Carnivourous (and therefore non-Gigantism strategies) not worth it.
There's also some polish issues in that the enemies evolve exactly when you do, but your positions and their positions don't get reset, so you could instantly be right up in a predator's face and instantly die.
The game's still quite fun, but it's really rough around the edges and needs a lot more polish. Hopefully it gets it though, this has the potential to be both really fun and educational.
There's a core of a fun idea here but the FPS part flops the execution, sadly. The enemy spam is honestly way too high and it felt like you were just dying for no reason just due to the sheer amount of enemies and lack of tells on what's attacking.
I do love the art style though, but the rapid gun is way too loud, especially for how often it fires.
Pretty good game here with some potential, just very rough around the edges.
This is crazy fun and well polished for a 2 day game, wow. The emergent challenge of wrangling physics objects to stay standing is a great time and you're always wanting to push further even if you get silly shapes like circles and bowties.
There was a bug I ran into where if a physics object knocked off the bowl at the bottom, it wouldn't respawn if you pressed the restart button, but otherwise the game was extremely solid and stylish. Great job!
The concept here is pretty interesting, which is funny given how not-proud of it you are, and the execution is surprisingly fun for a game that's basically just math.
Though, I think the elevators could use a bit of work - Sometimes I got caught on the elevator by rushing too much and it left without me, which wasted a lot of time in a way that wasn't really that fun.
Overall, it's a good game, and could honestly be really solid with a bit more polish.
Game's got an interesting concept, and the game itself was pretty fun, but where it shines is the style. It really nails that weird gross inaccurate medieval style and it's super cool.
It was very easy to beat the game as others have mentioned, though. Some more pushback would've been nice, but it was still a fun experience.
It's the kind of game you expect from the jam theme, but it does it really well. I actually really like the hand-drawn style. Breaking the platform by accident was kinda cool, though I imagine there was more planned for it that wasn't possible due to the time limit.
The only real issue I had was that the camera felt a little too zoomed in at the smaller scales, but that was literally it. The rest of the game is really solidly built.
Despite the unassuming graphics, this is genuinely just a really fun and creative game. The movement mechanics were tricky in a way that's an intentional challenge and not clunky controls, and the whole game is really addicting, fast and snappy.
The only real issue I had was it's easy to lose the mouse on tilesets with bright colors. If there were a custom mouse cursor or a darker background it'd be great.
You did an excellent job on this! I totally get why 75 people rated it at the time of me writing this.
Pretty neat, if basic puzzle game. The mechanics were very intuitive and straightforward, and it was clear what the goal was, with the challenge being execution. The main gimmick was also used really well.
However, everything felt really sluggish and slow, which made making mistakes and trial and error very annoying. I'd suggest speeding up all the movement, as well as adding in an undo feature.
The graphics are serviceable, but really go overkill on the bloom effect making everything feel really pale and washed out and it's not really that great. It's also hard to tell what's a solid object, which tripped me up on the first two levels. I'd suggest giving solid objects outlines like you do the player tiles.
The screenshake on large objects not being able to move also felt a little too intense and needed to be toned down.
Overall, it's a very solid game with a good core to build off of, with some smaller issues like the graphics and repetitive audio needing to be ironed out. Good job on your first jam game!
Pretty nice platformer. Does an obvious mechanic in a really fun way. I think the camera could use some work, though, there's a lot of points where the player moves up/down very fast and goes offscreen, which doesn't feel great. The slopes not working due to needing to be stairs for the size mechanic didn't really feel great either.
Still, it's a very solid game overall with some clever puzzles. I especially liked the part with the frozen waterfall, that was clever.
Clever take on a common concept. I love how the scale mechanic was turned into a reflex/reaction based mechanic, and the use of the actual camera zoom itself as a puzzle mechanic was smart, though as someone else mentioned it could've been done better with an arrow to show that you went offscreen so it felt intentional and not like a bug.
Great game all around!
Man, this game's got good potential but the onboarding is basically a brick wall. I played a couple rounds and felt confused and frustrated the whole time, and that's after reading the entire description with how to play it. I didn't even realize what deck was the player's until my second run. I was never sure if I was doing something wrong or if I just sucked at strategizing.
It's kind of a shame, given it's very clever and unique and I like the style of it. Still, it's a good game, it's just really rough around the edges.