Thank you for playing it!! :)
olstinker
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Decent prototype for a surviorslike! I think my hi score was 100 and something.
I feel like the camera could be a bit zoomed out, so there's a bit more breathing room.
Similarly, and maybe this is just a preference, but I would have liked it if when the player moves in a direction, the camera leads in the direction they're headed rather than showing more of the screen behind them.
Both of these things would help with the feeling of being overwhelmed by enemies later on. I also think the challenge could ramp up a bit quicker also, and the diamond spawn rate could be increased to make it a bit more action packed. All in all a good start, congrats on getting the game done!!
Really great idea hah. Currently it feels as a hard as getting to the gym everyday, so I can't say I felt overpowered. If the intention is rage bait, then its definitely successful, hah!
That being said, I do think there could be a version of this that has a gentler intro, especially letting the player get accustomed to the controls before sending in those damn shooting enemies. Also perhaps starting with enemies who are a bit weaker so you can crush those puny dorks with yr huge muscles while getting accustomed to the challenging controls? Anyway, nice work, very funny.
Very cool! Love the grimy artwork and animations, they look great. I know you had to submit it late but its still very impressive that you managed to get this all done!
I am terrible at parrying style games so I appreciated the ability to set the difficulty by grinding it out a bit hah. I wonder if it would be helpful have a counter for how many attempts have been made so far, so that really skiled players could have bragging rights about doing it in one round or something haha.
That being said, if that were the case, then I think the player would have to do a bit more base damage, or have some kind of extreme special attack (maybe like you have currently with increased damage after a parry, but one that stacks over consecutive parries?) This attack would allow the player to essential one tap the enemy if they successfully parried a ton of times without having to die first to increase their base or parry damage.
All in all, great work, congrats on getting it over the finish line.
Wow, this game has a really tasteful and effective presentation. The visual animations and feedback is top notch, the music and sfx work perfectly. Laid back but certainly not for the faint of heart ;) !
I really appreciate how subtle everything is and usually that works to the game's advantage. I wonder if the enemies that shoot 3 shots vs those that shoot one could have more to distinguish them (I believe currently there is just an extra little dot on their sprite) which makes it difficult to target the biggest threat at a quick glance. Though maybe that's intentional! It certainly makes everything look uniform in a way that is clean.
Similarly, I wonder if the powerups could be tuned a bit more in favour to the player, as the longest I made it was just under 3 minutes, and I never felt overpowered hah. I do really appreciate the powerups though, the ricochet effect for example feels juicy and satisfying to watch. I also wonder if there could be a bit more of a UI or indication of when the round is going to end?
All in all though, really impressive work. Great job!
Some of the most charming music and art in the gamejam for sure. So impressive that there's even an opening cinematic?! Really nice work.
Gameplay-wise, I can definitely see the direction its going, which I think could be quite fun if refined a bit. The hitbox registration on the attacks and being attacked don't always work as expected, and it'd be nice to have more feedback on damage, the state of the player/enemy etc. Also not sure if the timer is just to keep track of the phases? If that's all, there might be a more elegant way to display those state changes to the player.
Otherwise though, the whole thing just looks and sounds so so good! Congrats!
Powerpoint for the art! Wow nice. All in all it felt like a mini golf game should, and works best when the annoying power-ups are used as part of the strategy. I think having them be a built in, rather than collected might help make the player not avoid picking them up? Then again, it was a satisfying puzzle when I realized how to beat the third level (I think?) by running into each powerup in a way that resulted in the white ball being placed in a perfect spot to continue. Figuring out how to deal with challenging powerups can be interesting, but the interruptions to the gameplay every time a pickup happens slows things down in a way that makes it a bit frustrating. Nice job though!
Neat idea with some nice art. Felt like it needed some UI or SFX because I wasn't sure what was happening before the first pop up. Also not sure it has a real goal in mind, unless its just to see the funny physics of blasting people into the blue edge of the screen? Could see this being more than a prototype in the future for sure.
Very, very good. The music has such a sick groove and captures that old Windows 3 era perfectly. Honestly it might lowkey be the best track in the jam lol.
The whole package is wonderfully polished, it all just feels "right". The game itself is addictive and interesting, I could definitely see it being expanded upon after the jam. It could use some "juice" but I think the stiff/stale old PC aesthetic is really not worth sacrificing too much, so if you do go that route I'd say keep the Dilbert-ass theme front and center hah.
Also, the Yahtzee/Poker style scoring is great, though it could be a bit more difficult I think? Just noticed there's a challenge mode though, so I'll go try that out next. Otherwise, I could see some really out-there bonus dice, but there's also something to the more restrained approach this game takes. Makes me feel like a bored adult in 1993 sitting at an office computer, playing solitaire. The falling dice animation is also a fantastic reference to that era of built-in PC games. Great work!!
Interesting vibe! The music, sound design, and art all work really well together. I had a bit of a hard time understanding what the player's actual hitbox is, if its the little mouse cursor star thing, or the really interesting silhouette (?) dancing thing? Either way it would have been really nice if that cool animated silhouette was more visible. Nice work though, cool game!
Really love the overall aesthetic, you can't go wrong with cute slimes, magical princess wands, and adorable girly high school bubble letters hah. It was mentioned below, but I also appreciate the juxtaposition of the music against the cuteness of the sfx. Super satisfying triggering a chain reaction and hearing all those little popping sounds in tandem with the huge colourful explosions. Nice work!!
Very slick! You even got an online leaderboard in here too?!! Wild! So polished for a game made in 72 hours.
Only thing I would say is that for how central (and fun) the dash is, its meter is at the top of the screen and is so small! If anything it should have the largest display size of the meters on the UI, or at least equivalent to the health? Maybe another solution would be to make the player sprite give a bit more of a clear tell for how much time there is left until the dash is ready?

https://olstinker.itch.io/ridicu
Hi! I just released my first gamejam game as part of the 72 hour Mini Jam 202: Power-up
You can find the PICO-8 page here.
Thanks for trying out ! :)




