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Chowbacca

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A member registered Nov 12, 2023 · View creator page →

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I enjoyed the puzzles in here and appreciate the tightly designed experience. The three puzzles felt distinct and interesting, and the style/art serviced the atmosphere well.

*potential spoiler alert*

On my first playthrough I did get stuck on the horse puzzle and after replaying later I realized it was because the game bugged out at didn't let me pick up the utility knife in the window, just inspect it. I think something weird may have happened when I quickly used the first two keys back-to-back.

Aside from that issue the game's puzzles felt fair and enjoyable!

This was a cool experience! I found the loop of excavating samples, fending off/consuming those tentacle critters, recovering from anomalies, and scanning/moving my ship around to be engaging. Navigation of the ship did feel a bit too clunky for the pace of the game. It would be nice to have some landmarks to track areas I've been in already and give another hint for navigating back to the ship when thrown away by an explosion.

I did notice I don't die, as I got down to -345 health on my first playthrough. I think the combat is reasonable enough for a death state, and it would have forced me to figure out how to cut off and eat the tails of the critters sooner.

It would have also been nice if the hook was just binded to the right mouse button as I found I always needed it in a pinch! It's also really easy to just go do things without noticing or engaging with the messages at the beginning, which made the first playthrough a bit confusing.

I did run into a game-breaking bug during my first playthrough when I cut into something explosive and it sent me flying for all eternity. I was stuck on the cutter, couldn't turn it off or change tools, and couldn't slow down either. On my next playthrough I had another experience with the explosion where when I did get to use the hook to stop myself from flying into oblivion but I got locked on the hook tool and couldn't unhook myself. The second time was a little disappointing as I had gotten considerably far in and was otherwised reaslly immersed in the experience. I'll probably give it another shot later so I can finish the story!

7/9 mushrooms cooked! I think I will need more strategy to get to 9. Grabbing mushrooms felt a little bit precarious, like my hand was a gravity well sucking it in. Kind of fun, but I also noticed the mushroom I was holding would sometimes just slip out behind me.

The vibe itself was neat and I enjoyed the cautionary tale revolving around a very current environmental issue and its impact on local communities. The fact that you stayed away from generative AI entirely and were vocal about it felt meaningful too, not just because I'm inherently in preference of human-made art, but also because that approach helped reinforce the message, rather than seem like a contradiction. The outcome was also a really coherent and enjoyable aesthetic well scoped to a 7-day development timeline. Nice work!

Throwing the darts and having to deal with all the bullshit the different enemies keep throwing at you made the gameplay really satisfying. When I first played I accidentally ended up on an endless loop after not following the refresh advice and got confused when I had to play the infinipede for the third time lol.

The trinkets were an interesting touch, and I probably wold have found the last level unfair had I not had access to the freeze ability. I feel like that one is OP for winning against the pharoh!

The art is also awesome, I'm overall really impressed with the animations, portraits and effects. They hit the tone superbly.

"Help my wife is a tree" has one of the best hook-title I've seen so far. Nice blend of random and concerning. Also great that I can chop down and eat my wife? I definitely wish there was a bit more to the experience, but it's still quite endearing.

Thank you for the feedback! I wholeheartedly agree on the suggestion.

I like the windows 98 aesthetic, and enjoyed the weird attitude and writing from WAH. Arguably better than Windows 11, even with the decaying software haha.

Some stuff with the UI made engagement a bit too clunky. Trying to replace a pawn with a bear just seems to delete the bear and the 200$ I spent on it, and then there seems to be a delete tool on the home defense window, but it's quite hard to toggle on/off quickly, and usually caused strategy of swapping out units when the lane is starting to get overwhelmed to result in instant failure.

With that being said, I see the vision of having some abrasive ui features to services the decaying OS theme and it feels at home in some places like with the windows refusing to move and giving me a bit of an "oh no how do I return to store" moment, it just could use more balance/fairness in the crucial actions of the game.

The game has cool character/foliage art, nice music and starts to feel good once I have a bit more speed and carrying strength. The game does feel grindy, especially for an intended 30-minute playtime. Thematically though, I dig the idea of servicing a creature you don't understand in exchange for unnatural boosts to an animal's evolutionary functions

This was an incredible entry. Well-polished and atmospheric, beautiful art, and a lot of variety. Perfectly-scoped concept for a 7-day jam, though I imagine the team must have been working hard nonstop for the full week! The different minigames blended with the narrative really cohesively. I felt very immersed by the end of the experience, and I still can't get over how effectively done even the simple animations were. It all really comes together nicely.

Your guys' entry has to be my favourite game in the jam so far. Amazing work, and best of luck!

Solving the puzzle felt pretty fun! I liked how some clues were supposedly innaccessible (or I was just bad at finding them), forcing me to make educated guesses on the correct words. The lack of randomness between playthroughs though meant I was eventually able to brute force the translation by just replaying two or three times. I tried also playing the incantation in reverse after solving it but was a bit sad nothing transpired.

I understand the need for stakes, but I found that the tightness of the timer felt a bit ill-suited to the deduction portion. I found myself wishing there was more time, extra time on each discovered word, or something else to avoid the first playthrough feeling like an automatic fail. With that being said there's something there with having to budget time between looking for clues and applying the clues, but that only holds up until you know where all the hiding places are.

The art style is great, for me it kind of felt like a blend between a detective noir and eldritch encounters, and that really suits the premise.

Yes the customer is picky, but they're at least quite patient (a little too patient, maybe).

I'm inclined to agree on the cooking vfx, they could have used a bit more love with at least some particle systems and showing the harvestables being processed.

Thanks for the feedback!

Thanks for letting me know about that bug! Probably means the navigation system could use a bit more work around the rabbits. Out of curiosity was the character still able to move around after that, or did that just fully break the game?

I'm glad I can bite the orb because it looks like a delicious confection suspended in the void for my enjoyment.

That's so sad I'm sorry that bug happened! I checked my game project and yeah it looks like the proceeding dialogue got disconnected, so that was totally a coding flaw.

I'vce seen the issue with the post-processing come up in a few other comments and it's definitely something that needs revision. I don't want this to be less accessible to people with sensory issues. 

Thanks for playing!

This game had a charming narrative and while the gameplay was relatively simple and a little dull at times, that is the point. It's not supposed to be interesting, slowly surveilling an empty country community at night to make sure all the lights are out but the game tries to make up for that with the relationships the warden can foster with their community, even if some of them called you draconic lol. I found myself wishing for more options of expression, but honestly this is great content you managed to fit in a 9-day jam.

There were a few bugs I ran into with gameplay. I was able to repeat picking breaking into Eleanor's home to pick her off the ground and the Millers' lights stayed on at day 3 and afterwards... talking to them would just repeat the same greeting dialogue without the option to tell them to turn off the lights. I also found the movement to be clunky, being locked to 4 directions and the weird input order issue that jam_bone mentioned.

The level design also had some interesting storytelling, with the richest house having control of the bunker and closest access to the park while the lowest income family is the farthest from the bunker and out of town, to the point where I missed their house for the first 2 days. It was interesting asking me to go out of my way to care for the lower class, especially when the alarms went off... While in the meantime protecting the middle and upper class is the closest and most-convenient. I'm not sure how intentional the placement was but I thought it was a really cool touch!

I really enjoyed this one... Nice job!

Neat concept! I happen to enjoy point-and-click survival games... I've dabbled in this format for a jam in the past and it's a really nice way to efficiently lay out a larger world for the player to engage with. Some added sounds and ambience would really elevate the experience!

Neat touch having the only people you encounter be reduced to black, faded, husks. I think the gameplay would work in service of the themes of surviving in a war-torn city with more of a sense of peril. There didn't appear to be a fail state or consequences for letting the stats bottom out, which felt kind of unfortunate. It also didn't really feel like time progressed as I traveled around the city and did things.

It just feels like there are some important pieces missing, and while it still gets some good ideas across, I'd love to see what this game would look like in a more complete state!

Loved the atmosphere, narration, and in-game voicovers! I also appreciate the small variety of gun types you could switch between.

I didn't really know where hitting Q/E would send me, even after failing and retrying once, so it felt like I spent a lot of time trying to get my bearings after switching.

The limit on the guns' pitch was probably a historical accuracy choice but it definitely felt a little too limiting from a gameplay perspective, especially since the planes were hard to see from far away. Luckily I still survived the night!

The menu background art looks awesome and feels like it contrasts the picturesque setting with the tone of air raids nicely alongside the old jazz music.

Neat concept! I liked the idea managing different flight forces and the style reminded me of military leaders planning strategies at a sand table.

The popups were a bit difficult to read because a lot would pop up at a time with specific names I wasn't familiar with while I'm also trying to track activity on the map. I was also noticing that my planes would sometimes have a mind of their own, one time flying all the way to france against my wishes, and this may have been due to a behaviour state they were in or something but it wasn't always clearly communicated.

With that being said, I don't think I should play any role in the royal airforce, I did NOT stop a lot of bombs from dropping and should have been fired after day 5.

Thanks for playing... I'm psyched you were able to get over an hour out of it!

I've seen this point on the text font/colour being kinda hard on the eyes so that's definitely something that needs to be revisited/reworked.

I'm also sorry to hear you encountered bugs with the rerolling... That's an understandably frustrating issue to run into. I may have to rework the code for that to be more browser-safe.

Thanks for playing! Duly noted on the issues with the green font and post-processing issues. I'm sure I there's a more accessible way to present the style.

Fantastic aesthetic! I really liked the grainy film post processing effect you had on everything.

This game kind of felt like it rewarded throwing as many expendable soldiers as possible into a couple dozen Germans like a meat-grinder rather than carefully managing determined and talented troops. That may have been intentional, and that's a very valid commentary to have on the nature of war.

I found the pathing unpredictable, making strategic troop positioning hard to do. It was also hard to move multiple units to a nearby location as the move command would also select soldiers. Some feedback on the commands would have been nice!

The presentation with the soldiers looks great. The animation is well done and my soldiers were easy enough via context clues to distinguish from the Germans. I also was a fan of some of the atmospheric audio choices, and couldn't stop think about the boogie woogie bugle boy of company B every time I heard the horn go off and see my new wave come in!

Damn this game is hard! I appreciated having to balance my altitude, noise levels, keeping up on fuel, and dodging birds/obstacles, all while keeping track of the objectives the pilot came here for.

I think having more forgiving gas placement, or even cutting out the whole refueling mechanic would have made the game feel more fair, since it's challenging enough having to balance altitude with noise levels.

The graphics are really nice, and most of the sounds fit quite well. Nice work!

This game is so neat, I love how so much strategy fits into the relatively straightforward mechanics.  I seem to keep running into this bug though, where vehicles will slide off of the tilemap or even offscreen and become suddenly unavailable. At one point all my firefighters abandoned me within one turn.

I wonder if this was a browser issue but even losing one or two vehicles felt really consequential within such a concise set of rules.

I'd appreciate if the vehicles were diferentiated from the environment and from other vehicle types a little more. It was hard to tell what vehicle I was looking at until I clicked on it, which slowed the flow down from turn-to-turn. I also found myself wishing for an undo button... But maybe an important narative aspect is you can't undo an order you sent out to active personnel!

Other than that I really enjoyed this game, and the voice-overs were very charming.

This game feels like a strategic feast of complexity and is a really neat technical accomplishment, but like other commenters have mentioned I really struggled figuring out how to actually do anything since I lack experience with war strategy games. I mostly clicked around in confusion until also having the AI duke it out, which was still fun to take in.

I'm just blown away by how much tech you were able to implement in 9 days! Really cool stuff.

Definitely... I'm pretty sure the "criminal optimism" thing in the retry popup is referencing how Italy's generals encouraged Mussolini to aggressively exaggerate what was needed to join the war. He probably asked for more than what was even available to the Axis and Allied powers combined at the time.

Some background audio and ambience changes would have gone a long way to characterize the locales and actions a bit more. Great to hear the concept landed for you. Thanks for playing, I appreciate your feedback!

I'm now imagining Mussolini specifically requesting 3 planes, 4 elephants, and 3 blue whales worth of molybdenum now and forcing a meth-crazed Hitler to do the math on that.

That being said, the amount of material requested to feed Italy's economy as it geared towards war, when reflected in terms of numbers of of giant things like whales, warships, and the eiffel towers, really amplifies the absurdity of what he was was actually demanding.

I genuinely had to look this up because I couldn't believe it at first, and there's some truly absurd fun facts about this list.

Cool concept and scoped really nicely!

Thanks for playing! Really happy to hear the theme resonated with you.

I appreciate you pointing out the issue with typos... It was a bit over-ambitious of me to try and fit Italian words with English given my limited understanding of the language. The plural/singular and masculine/feminine words came out especially rough in both languages.

It is quite cathartic making the numbers so big they start crashing the browser. Also something about manipulating the nature of a self-replicating physicsball population to maximize the points feels good up until what's happening becomes impossible to discern.

I found the sound for the balls bouncing quickly became popping fuzz, which became a little unpleasant on the ears. The music is also quite loud and some of the buttons started growing off of the screen, making it hard to tell how many 0s were in each upgrade.

The upgrades themelves feel fitting and scale appropriately. The idea of growing the balls and then having them do some kind of mitosis brings up some interesting questions about the biology of the ball which adds some fun.

This is a pretty neat concept for a game jam. Hitting the directions to react to incoming arrows has a lot of potential for this agile swordsperson fantasy using relatively straightforward mechanics.

I do find myself wishing this game played more like a rythm game though, rather than brief bullet-time periods where you have to press the right keys and hit space before a timer in the background runs out. Displaying WASD instead of something more intuitive like arrows and being to mash the keys with more arrows on the screen due to the lack of enforcing order or timing ends up creating a bit of a clunky gameloop and limits the experience for me.

With that being said the assets, music, and simplistic aesthetic are really effective... the atmosphere comes together really nicely!

Hi! I can join the discord page and DM you from there, does that work?

Thanks so much! I'm excited at how receptive people were to the concept.

And this was a fun jam, thanks for hosting :)

Communicating sanity through audio rather than a UI meter is a nice touch, though I'll echo other comments on not effectively knowing when I'm about to cross the sanity fail-threshold. This made it a little frustrating when the flashlight is such a scarce resource. That got pretty manageable after a few retries. I do appreciate the sigh letting me know I can turn off the flashlight.

I had to restart a couple times from getting stuck on the geometry, though I understand that a lot of it is godot doing godot things. Reducing the friction in the physics material on the character body might help!

*Spoiler Warning*

Radio at the end was hard to discern, made me wonder whether there was an actual person or my character had fully lost their sanity, it's nice for making the narrative tie into the sanity-management system.

This was scoped really nicely for a 6-day jam. I think this serves as a solid intro to a game concept, and it doesn't overload me with too many options.

In the room with the crowbar, I had a hard time getting back into the hallway. I tried leave, exit, door, and then finally managed to leave by typing in return. Maybe some more text options would have helped with that friction, especially when the help and guiding is kept minimal!

On the topic of minimal, I really like the visuals, reminds me of hacking in the Bethesda fallout games (which may be controversial of me to like lol). The ASCII illustrations and changing states also help give a sense of place. The monitor distortion and CRT effect really complemented the tone and aesthetic.

Oh I'm sorry to hear you had a hard time finding how to get filters! I understand how that part was a bit unclear. You can trade 3 slots of any electronics for them at the trade fort. 

I'm glad you enjoyed it, thanks for playing!

I totally get the point on item placement, a more randomized placement system would have really helped keep it fresh there.

Thanks for playing!

I'll definitely have to give this one credit for the "Piss" theme. Everything looked piss-I-need-to-see-a-doctor-green and I quite like that you leaned into it, from the little piss-demons to the piss monster, to the post-processing. I'm also appreciative of the shortcuts you sprinkled around the level, I feel like that's a nice part of boomer shooters that I'm glad you were able to integrate.

The final boss was on the easy end and I found myself wishing there was a little something thrown in to stop me from circle strafing the outside of the arena. I also didn't find it too hard to see the environment, so I more used the vape for the aesthetic of smoking and shooting these suckers up.

I like that there's no reticle and the player has to line up their shots, it kinda demands the player get familiar with how the pistol shoots so I felt a bit more of a unique relationship with my gun, weird as that sounds.

Anyways, nice job on this boomer shooter in 6 days!

Shooting the zombies felt good. Even though they never got close enough to present a threat, they honestly just felt like a fun collectible to get while moving through the minigames, and that seems like what you guys were going for. Other than the last minigame which was a bit confusing, the other minigames were quite fun and the time pressure for the whack-a-zombie felt appropriate (As someone who is bad at whack-a-mole lol).

My only challenge with the art was that I was looking forward to navigating a carnival themed environment, and the world itself gave more of a rural trailer park wasteland. I still really liked the isometric art perspective especially because I'm a sucker for the fallout 1 look!

I think my favourite thing about the game was hearing the zombies groan for cigarettes. Very entertaining and did a nice job setting the tone. I immediately wanted to play more because of it. The CRT effect was cool as well as the blood effect from the zombies hitting you.

It was a bit hard to understand where the zombies were, and where to find pickups. It didn't feel like there was a chance to evade zombies if I couldn't zonk them before getting bludgeoned. I still appreciate that it's not impossible to see without the flashlight. I couldn't tell if the escalating flashing effect was affected by smoking, the light, the zombies, or something else though. I had a hard time navigating the environment after 2-3 minutes because the effect got overwhelming quite fast.

The other effects in this are quite fun. I really enjoy the idea of some pissed off dude looking for cigarettes and fighting off a horde of nicotine-addicted zombies with nothing but a flashlight. It's a fun concept!

I really like how enemies have chunks getting knocked off of them when hit. The idea of body heat being substituted for health was a nice way to consolidate the mechanics and convey that the creatures kill people by freezing them.

I didn't notice any lagging issue on the browser but I have a fairly beefy computer. I did have an issue with the mouse not focusing back on when I clicked back into the game... It forced me to refresh the browser a couple of times early-game, but I don't really consider this a big deal because it's a 6-day jam, the game is pretty quick, and I was still figuring out the controls/combat at that time.

I found enemies more satisfying to damage than to kill, and too easy to avoid... I was really missing some finality to them dying. The controls also felt a little clumsy and there were two occasions where I equipped the sword during/after changing the filter, entered the "sword fighting" state, was able to swing, but wasn't holding the sword.

The environemnt looks great with the style you were going for and the different packs blend together nicely. The bleak story ending also worked really nicely with the short format of the game!