It is indeed an itch thing, I thiiiink it’s a lag from the game loading the music for the first time, but I’m not sure. It seems to get better for me after I’ve been playing for a bit Thank you for playing!
Ryder James
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This is a pretty good take on Luck be a Landlord. I’m not really familiar with soccer (or any sports) so I think all of the references went completely over my head. It was all pretty easy to understand, and I didn’t really have any trouble. It would be very cool I think to see more synergistic pieces - streakers seemed particularly risky as I only ever saw one thing come up that benefitted them.
I like the idea, very reminiscent of Unfair Flips, but like someone else highlighted below if you get unlucky it just gets dull. At one point I had less than a dollar and lost the 50/50 (no joke) like 14 times in a row. And that can definitely happen with a 50/50, that’s probability Baby, but it made it difficult to want to continue playing. Some hidden bias towards the player (maybe one that increases the more consecutive losses) I think would do wonders for this game. Overall, though, I think you did a good job, and I like the uniqueness of it relative to some of the other games I’ve played this jam.
Wow, great job! An incredible amount if polish for a game jam, and the theme is super unique. I think this might be a little too difficult in its current state, at least for a game jam game; I never once managed to complete a day with all 3 washers functional by the end of it, even after buying some upgrades. That said, skill issue be damned, you did a great job and this was a lot of fun!
Very nice! I didn’t end up making it to the top of the tower, I think the biggest thing is that even the slightest fumble with the direction would send you a massive amount back, as recover time was very very high. I think the art was really cute, I liked the music but the sound FX got to be a little much, for me at least. Good job!
Wow, great work! Excellent use of environmental storytelling. I loved how you needed to solve 2, in particular. Was there a logical mechanism for solving 3 that I just missed? I solved 3 through brute force when it was down to just a few that I wasn’t 100% sure about, but it would be nice to know if there was some logic I missed or if it was just meant to be guessed. Fantastic job!
The art was really charming, though I didn’t feel much difference between the different items. I would be very interested to see more depth of gameplay. Based on the other comments, I may have been the only who saw this bug? Both of the two runs I did the fight was completely obscured and I couldn’t look at the art anymore :(
It’s a good start, for your second game! It could definitely use a little bit more explaining, but it didn’t take me too long to figure out. Good job!
p.s., don’t put yourself down in the comments, be proud of what you’ve done and let people come to their own decision before predisposing them to thinking poorly of it. you made something and that’s valuable <3
I’m not totally sure what was going on, so it’s hard for me to rate this fairly - it seems like a strategy game of sorts, but like others have mentioned, I just struggled to understand how to proceed. I think the art looks really good, and I think with a little more time to bake you could have a fun little strategy game here. Keep at it!
This is definitely a cute use of the limitation, and I like the art style overall. I struggled a bit with understanding my weapon usage and eventually came to a point where I was completely out of weapons, completely preventing any further progress - this seems intentional, but certainly I think the game could benefit from some way to either restore uses, or some other form of recovering from completely running out
This game was super fun, and I can’t emphasize enough how AMAZING it looked! It is very information dense, which did make the learning curve a little steeper, but as I figured it out I only enjoyed it more. I will echo an earlier sentiment - sometimes some of the information on screen is hard to read, and I also wish I could see more info about enemies, but overall, I think this is awesome. Great job!
Thank you! The behavior definitely is a bit much to get used to it, I wish we’d had time to really tutorialize each individual reaction to getting pushed/pulled.
It’s difficult to find a balance between dark enough to hide secrets (of which there are several!) and bright enough to reasonably navigate - I think if I were to work further on this I’d want to really explore a fog of war effect so we could otherwise brighten things up!
It’s a fun game, though I think difficulty scales too high too fast. My second and third opponent could not score below a 7 and had the same amount of health as me, so on average are mathematically guaranteed to deal more to me than I can to them. I love the look, and I’d love to play more of it with some minor balance adjustments.
Wow, this is a very in-depth review! Thank you for your feedback, it’s all very appreciated. I agree with the controls feeling clunky a lot of the time, though having separate buttons for each direction is something I’d like to keep - I think it just needs to be presented a bit better. The horizontal-only map expansion was actually a design choice, I liked the feeling of flying around a “feed tape” of sorts, visually. Expanding it to loop infinitely vertically is actually already supported in the code. Thank you again for playing and for your kind words!