Yes, somehow no matter how many gamejams I do I never learn how important a good tutorial is. Thanks fir the feedback :D
nathmate
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Really cool concept, Conway’s Game of Life meets Terra Nil.
The wind being a set condition for each map makes it rather difficult to visualise exactly how things are going to play out, I found myself just raising\lowering a corner of the map a lot of the time to step through the simulation.
It’d be nice to know what else gives points other than crocs 🐊. Or what the maximum score for each level is, I got the impression there was a “solution” to each.
Impressive sandbox engine for a jam game. The level editor being integrated into the gameplay I thought was interesting, but it does trivialise all the puzzles. It feels like it's begging for a "meta" puzzle, where there's some restrictions on the editor itself, or you need to exploit some feature of it, in order to solve a normally unsolvable puzzle.
Interesting concept, though often when caught by the giant I'd immediately swap back, maybe a small 'invincibility' timer would help. With the line-of-sight mechanic it seemed like this was intended to be a stealth game, which would be challenging to design to be fun from both sides, but I like the idea.
> Skibidi Tuvalet
I see some things transcend language

Capitol seems a bit OP.
Lightning in a Bottle seems bugged, it doesn't cooldown and stays locked.
It'd be nice to have a bit more direct control over what you'll draw, as some "common" buildings (fields, apple orchards) are useful for combos later on.
It seems like there's certain 'chains' where by placing one building you unlock others (e.g. placing a windmill will give you wheat fields), but if you try to have as few of these 'chains' active as possible you increase the chance of getting buildings that synergise with your existing ones. I like the idea, it just feels a little obtuse when your only other form of hand management is limited rerolls.
A related UI bug, you can select a building then reroll the hand, and still can place the building from the 'old' hand.
Cool game, I had fun.
Very cool game, a strong design with nice polish.
Not being able to totally 'choose' what deck you play with game-by-game is a bold choice. It prevents strict meta-decks from emerging and forces you to come up with a different game plan every game. It feels extra nice when you get a game with a killer combo. On the other hand it makes the game feel slightly more weighted towards luck than skill, but whether that's good or bad is a matter of personal taste.
The art and theme I thought was a bit weak at first, but it's grown on me. Kudos for crediting every photographer!
Having to grind games to unlock cards is a bit annoying, but I'm going to play the game that much anyway, so I don't mind being drip-fed content.
Again; a really deep, fun, and polished game.
Neat idea, but quite difficult. Is there actually a win condition? I thought enough states getting independence might be it, but couldn't achieve it. I believe the actions overall are net negative in cooperation, so it's always a matter of time until you lose.
While visually interesting the map doesn't seem to actually serve any purpose, I guess it's also thematically relevant to the "anti map-painting" premise.
Nice Easter egg that only Poland has its name unchanged for a Polandball game. And I had quite a funny moment when the first choice was Ardoirre asking for their 700k back.
I liked this a lot. The opening cutscene and blood splatters for dead pieces are particularly nice touches. The risk-reward of trying to kill as many of your own pieces as you can without losing so many that you can't also take all the black pieces is very fun.
That the black queen will happily kill the white king is kinda funny and can make the endgame a bit tricky, though the AI seems a bit random in how aggressive it is.
A small UI thing, the "possible moves" highlights don't show enemy pieces you can take, I didn't realise the king has the queen's moveset at night initially because of this.

Nice concept, quite ambitious for a 48 hour jam. The art and juice was really nice. I found the movement controls a bit clunky but 3d platformers like this need a ton of tweaking to feel nice, so that's to be expected.
Good job getting it done, I think this is the submission closest to the deadline that I've seen :P

Yes the locations of everything is random.
> the starting location was guaranteed to not be right next to an airplane
Yes that's a good point. I think technically you could bank a few greys and send out multiple scouts at once and at least one would get through, but there's no way a new player would know that.
Nice concept and execution. I really liked the risk-reward mechanic of selling the player swords for more coins. It does seem like the "tower" minions are pointless compared to the trap though, which is a shame because the combat is cool. I also think I blocked the hero's pathing by putting a shop in the way of a corridor, so they just ran into the wall until I won.







