Very fair, I've said it already in another reply, but we didn't have time to fully implement the initial idea, which was that Ee-yor would request more and more items of higher and higher complexity. We really appreciate the feedback, and appreciate you playing the game :)
Shalombus
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Really fun game. The strategy isn't hard to understand, and there's a lot of room to master it. I was a little overwhelmed by the information in the tutorial, it came across more complicated than it actually was. I love the you incorporated the limitation into the lore of the game, it's one of the only games I've played that feels like it has some worldbuilding.
Lmao the audacity of that last level. I liked this. I think the physics work really well for the most part, albeit it's pretty difficult (maybe a little tooo difficult) to stop a planet once it starts going in a direction, which is far too easy to mess up in my opinion. But overall, really nice, really fun, would have loved to see a dark twist at the end like the reveal of an entity consuming the planets within the black hole.
Super fun, I love the roguelike elements. I think there are so many directions you could take it to add to the mechanics or incorporate interesting abilities. The artstyle feels a little disjointed, but I do love the ASCII art in the background. I feel like the game relies a little toooo much on luck. Like, you can die before you even have a chance to get your first upgrade due to how enemies spawn. But still, very fun experience.
Definitely one of the best in the jam. The artstyle, concept, and sfx are great. I think it feels very complete and feels like it goes beyond what you'd expect from a game jam game in terms of content. The only downside is that it's too easy to just only upgrade something like bite until you can one-shot everything but the bear. I felt like it was really cool that there was a diversity of words, but there wasn't a real incentive or need to use anything other than a highly upgraded word. I think to expand on the current game while fixing this, you could add enemies that are almost immune to certain types of damage, and/or have words lose power the more you use them, with those words regaining power as other words are used instead. But still, wonderful game, very epic.
Dude, this is an absolute LSD trip, but I kind of love it. I think the idea of a rhythm game is cool, me and a few others also did that for the jam, but the theming is kind of mental. I'm not sure if it was intended, but the absurdity of your theming makes it stand out a lot. Really impressive to have laid out the beats for the songs and all that.
In terms of critiques and feedback, I think the timing was off or it was just unclear if the player was meant to collect the candy canes as santa or if they had to be in the lane when the candy canes hit the transparent presents. I also think collecting the record being a bad thing was a little unexpected- I wouldn't think it would be a bad thing so maybe using something else in its place would help.
Really fun, even though this isn't my kind of game. The strategy is fun, but it did feel like it got too hard too quickly (maybe it's a skill issue on my end). I think it was easier once I got the hang of the abilities, but it would have been helpful to have what they do listed somewhere, that way the player doesn't have to learn through trial and error. The visuals and music were also really nice, especially for a game jam.
I like the premise, and I think it was done well for a game jam game. I think the security guards were kind of janky and would often get stuck on things. I think being given a map of the building would be cool so you can plan out how you'll get around guards. The leaning mechanic is also really cool.
A really solid short but sweet rhythm game. I think the visuals are a little bland, but the game is fun enough for it to not matter a lot. I think if you built on the base idea, it would make it a lot more fun, too. Adding player feedback in the form of particles, sfx, and maybe a number representing how many beats you've hit successfully would improve it. Also, I seemed to die instantly instead of losing a life when missing a beat. Also also, pressing space to start counts as missing a beat so you start with 2 lives.
Interestingly enough, this is one of the more fun games I've played for this jam. I like the simple premise, and I like that it at least hints at there being an end. I didn't reach any end, but I got a decent way through when the fire logs showed up. I think my main critique is that it takes too long to feel like you're progressing. I had no way of knowing if I was close to winning or not, so playing again after getting so far didn't seem worth it. I think shorter amounts of time between new obstacles would help a lot.
I like the look of the game- the artstyle and player movement feel retro. I think the gameplay loop is fun, and I like the way lightbulbs give more points when they're collected when they're on. I think the game feels like it needs a clearer endgoal. Giving the player a set amount of points they need to earn every day or a total they need to reach before the end of a week or something would give a goal for the player to reach.
This is really nice, I like how you applied the limitation to a 3d game and used it more like the main mechanic. The level design is nice- I love that when you teach the player how shift works initially, they're given a platform below them in case they don't move. Difficulty felt a little inconsistent at times, but I think the puzzles were really nice overall. I think my only big piece of feedback is that the movement of the ball felt unexpected. My momentum seemed like it was reset whenever I landed, instead of it feeling like I was continuing to roll and keeping the momentum from when I jumped. Otherwise, very nice.
GG, me thinks this one will take the cake. It's simple, yet there's so much room to be strategic, and the visuals are just nice. At first, I found the way in which you couldn't turn quickly to be annoying, but I realize (whether intended or not) it forces you to just go with the flow of when you miss a dot, which I think is great game design. Well done!
I didn't read the description at first and almost thought the game consisted of you being able to stand at the machine and flail your arms--which would be a 10/10 experience. I think I like the concept; the way the arrows move at different speeds and come from different sides keeps it exciting. I found the timing to be really inconsistent, or not what I expected, and I ended up just spamming the arrow key I needed to press next because the timing felt otherwise unforgiving. If there were a little more of a grace period for when you successfully press the arrows, this would be incredibly peak. It's still good, but it was a little held back by how I had to spam.



