Thanks!
LitMit
Creator of
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One, thank you for playing, I'm glad you liked the way the storytelling is done, and also yeah the rat stuff is a little short and needs more depth/challenge for sure, I really wanted to do a lot more! (Better puzzles, platforming, making it not feel like just a bonus to the first story etc) But time was creeping up, and I prefered smaller and mediocre simple sections with better story detail, rather than much larger broken stuff.
(And Two, I'm lost for words because I had no idea who DM Dokuro was, the bell probably just sounds similar, so I'm really sorry... BUT! After some quick research I can promise I'm going to listen to some of his stuff later, I won't report back or anything but my findings imply that I'd like his stuff, so you have my word.)
Anyway, again, thanks for playing!
My bad for not picking up on these! I should've considered the dev (your) perspective too! ('-_-)
I totally understand about the implementation thing, (I also didn't realise others mentioned it, I try to avoid repeating other comments. My bad for not double checking first!) And I understand about the readability stuff (the font does actually work well for the way you intended in my opinion, especially for the counter, and besides, no real player would ever actually care about "default font" nonsense.), And my bad on the rotation, I thought for some reason that the card full-spins were too fast to be intentional, completely my fault for not thinking about the intent behind that. Plus, don't get me wrong the rotation does look very good! The motion sickness thing was mostly just a problem in double checking items too many times, so I fully understand why it wasn't caught in playtesting and stuff. Altering it is fully up to you anyway!
Have a really good day! (And good job to Rus and the others they did really good work too!)
I have a lot to say about this, the whole game is phenomenal, so bear with me here. (feel free to skim over this unformatted mess of rambling.)
Starting with some negatives (Don't focus on these they're tiny, tiny needles in a really good haystack!):
I found that the dialogue was too slow (which may have been frame dependant, my machine was a little stutter-y even in performance mode so I can totally see this being my issue, really sorry if it is just a me problem) which leads me to say that I didn't like how the dialogue completely skipped the rest of the line when clicking to forward the text which annoyed me a little when paired with the text speed. The next thing is definitely a me problem, I really dislike seeing default engine fonts in games because it takes away some immersion, I noticed the default label font on the cards in the shop and the score/round 7 segment display labels. I also felt a bit nauseous in the shop when I would repeatedly inspect and compare dice (I also found that sometimes the cards would make the camera do a full 360, which might be linked to the randomised rotation(?) in the nodes for the nice visual slight scatter effect, I think it's just an annoying node/animation rotation thing, I've had it before and I don't know how to fix it tbh :/)
I apologize for saying the above because none of those things fully impacted my enjoyment, I really love this entry. So onto everything I thought was really good!
The first thing I noticed was the detail in the title where it had a sort of wooden plank background which hammered in the idea of SHIPS and the game table, which I thought was a neat detail. Then I want to mention that the subtle wave/wiggle in the dialogue was really cool and made it feel like the words were rocking with the ship. I found that the shadow person has a really. really. great shader with that mystery smoke and outline sort of effect around them, I also really liked the personality in literally everything, such as the dialogue with "Man, It's real hard to take you seriously when you're playing it up with words like 'henceforth'" and also on the reversal card "You have Scrambled Ships, it came free with your Game Box." referencing the Uno 360 incident (and more cards) There's also the voice acting on the round display with it's subtle radio-ish sound to it, which was really cool. There's also the visuals, the whole thing feels ethereal, like the end of run screen being a little ominous and really cool, or like how you can see the huge dice from the menu actually floating by the ship during gameplay which sold their scale really well, the windows had a really nice mix of reflected color on their edges too which looked amazing to me. The ability to mess around with the coins and actually visually see them (as opposed to a counter) was really thoughtful to have and added a bit of depth to the game imo. You also put a TON of effort into all of the art and models and general textures, I can't respect them enough. They all feel precise, intentional and clear, especially with the cards hand-drawn aesthetic similar to a real homemade not-sold-in-stores sort of board game. Another thing is the noise(?) scrolling across the back of the dice information text which really felt like almost cartoonish waves, adding to the whole style really well. I think the audio design in this is really good in general, like the text-forwarding SFX felt like something out of a silent hill menu, giving a bit of unease with the calm but uncertain music in the background, there's also the SFX that plays in the menu that sounds like the scratching of a pencil on paper which created a feeling of charting something at sea or using a map. I thought the mechanic of only being able to choose what you get for the points once per round (like not being able to note down "four-of-a-kind" twice) really interesting when compared to something like balatro where you milk specific combos, I like how this game completely turns that whole idea on it's head and forces slower methodical approaches with genuine thinking, and it even brings in the feel of actually sitting down with a pen and paper as you can't re-use the same score sheet over and over in real life.
This is so unbelievably good, every little thing comes together so damn well. This is a whole team's level of dedication, just by you (I assume, by the lack of other developer's names in the submission)
TLDR: It's really good, Brilliant Work!
The enemy and upgrade varieties are really on point, I never felt any slight hints of repetition or tedium when I was playing. I think the addition of giving the box both melee attacks and projectiles allowed the enemies to have good diversity and have their own ways to be dealt with, for example I think the bomb dropping enemy would've been annoying due to its mild speed and decently large bombing damage area, but the projectiles allowed me to hit it for decent damage when it stopped moving, which made me understand how I could tackle them better.
I specifically liked all the details that are subtle but are just so nice to have, like how there's easily understandable markings for the upgrade/reward type before each room, or how some of the upgrades literally refer to the box character, I think one of them was "Better Tape", which just makes sense to me. Also, the settings were cool, I love being able to customise difficulty to my leisure.
I have no complaints, you packed this with a lot of content and I'm not even sure that I've seen it all. Great Work!
I like this one, the movement is slippery enough to feel good whilst also not throwing boxy off of ledges. generally I felt minimal (if not zero) frustration when playing, which is good because not all platformers have to be pin-point precise and I liked the calmer nature of the game.
If you really did only use two days to work on this, I think you did amazing for the time you had! It takes a lot of effort to design levels and make the main character smooth to play as, especially in 3d, and I personally think that you managed to succeed in those regards.
I really believe you should work on this further after the jam for fun. Great Job!
I think you worked with 3D very well, all the visuals felt clean. I liked the detail that the player was fully modelled, animated, and cast a real shadow which helps the immersion when the game is from a first-person view. There's some decent sound design in the mix too!
This is a pretty creative idea. Good Work!
The variety of minigames was great, and I liked being able to interact with the lives sign and the worker. I think I ended up collecting at least 3 of the hylics guy. This game can be too addicting! And I can see a lot of effort put into the designs and visuals of the minigames and the office.
Big fan all around, Great Job!
Huge fan of the unsettling visuals, especially the overlaid text in the boss health bar, made of different actual flower names (Hydrangea, Rose etc.) it really sold the idea of the universe being completely weird and disfigured during deletion. I really like the references to pre-1900s stuff too, like the use of the music by Chopin and even the cover-art being a direct reference to The Creation of Adam by Michelangelo.
Great Job!
I think this is the moment I realised I was going to love the dialogue.

This is really well made mechanically too, the visuals are really consistent and you created a really wide variety of puzzles with such limited items, like I was really impressed at the amount of content in this. Plus the little particle effect when changing from human to ghost was a nice touch. I'm surprised not many people have SEEN this yet, it's really good! Great Job!
This is so repulsive to me in a creepy-crawly way, and I absolutely love it.
I have to appreciate the pencils as the ring poles, it's just straight up nice to see the thought and effort put into the feel and visual aesthetic of the game. The implants are a really cool spin on the punch-out format too. The story mixed with the atmosphere creates such a gritty tone and it's amazing. All of the opponents are visually unique and bring a good challenge.
You all did such a good job with this!
This is really good and I wish there were more enemies so I could play for longer!
I found the different types of relics and items really unique and they all had really good sprites, I did encounter a bug where items would overlap on top of eachother (or keep the sprite visible in an empty slot) in the windows build but it never fully harmed my experience. I also think the ability to stack health bags would've been nice as sometimes the game wouldn't count them together as a pool of health (eg 10 & 7 = 10), but I think I did see some effects were designed on them not being stackable so that's just a me issue!
Generally I really liked the fast paced music and clean artwork, I really hope you will do more with this in the future!! Great Job!
This is actually really well designed, the visuals were incredibly well made, especially the backgrounds. I found the progression of how the boxes were used really well done, it started simple and slowly changed to include more complex uses of the boxes in such a smooth way I never felt stuck or blindsided. Maybe one or two sprite/color variations of the boxes would've been nice but that's such a small insignificant thing that it doesn't matter.
There is the clunk problem with control over the boxes but I 100% believe the atmosphere you created was worth spending the time on, rather than perfect pristine controls. I really enjoyed playing through this one, Great Job!
I think this is a really cool concept along with representation not found enough in videogames, I also liked the idea of not using an engine for this and relying on python and the pygame(?) library for this as it makes the game feel more unique and focused on the mechanic of using a microphone. The addition of Mango was great to guide the player, and I especially liked the audio work where the left and right channels were used to showcase direction.
I absolutely loved this! Great Work!
I found this to be simple in the best possible way.
All of the low-poly graphical effects and coloring felt subtle but completely direct, with an atmosphere a little bit like inscryption. The music was very calming in my opinion until I progressed and it started to feel tense despite not changing at all. Usually games like this start off hard and get a lot easier, but I feel like you kept throwing out new challenges in a way that kept me on my feet in a good way, and I had to think harder on where to place my nogs, what effects would I have to sacrifice in order to max out the points etc.
This has really great atmosphere and fun mechanics. With more nogs I can totally see this being a full game! Great Work!
DIVA OF THE DIVE FOR LIFE!!
All of the characters have such great personality it was so nice to see them all together at the end, plus the visuals are beautifully hand-drawn like sketches along with those awesome parallax backgrounds. I loved the whimsical music and those unbelievably smooth (really smooth) textboxes (seriously how did you even do that in Godot). I think Glorp(lievious Renold the Third) learning stuff as the game progressed was such a cool concept and really sold the idea that the planet was completely unknown to them.
Overall I wish I played this game sooner it's so jolly and awesome, Amazing Work!
I would say I played for around the first 15-20 "sleep"s, not long after "did you miss me" (I think that was the dialogue line) I found that after that, sleeping around 4 or 5 more times resulted in nothing really happening so I assumed that's where it ended, If the game went on for longer I'd be happy to start again at a later time to finish it!
The rat is the best character. There's just no competition. (I'm lying, every one of them have equally great dialogue.)
I liked the concept of the toy family because it made the puzzle box feel like it has really been used before by someone in the past. All of the puzzles felt decently complex, with the nice mechanics of inspecting, using and combining, yet all of the lines of thinking were nice and easy to follow!
There's no clutter, it's simple, its straightforward, and now I cant stop thinking about that rat. Great Work!
This concept is purretty cool!
The colors did hurt my eyes from switching every two seconds, but I still really liked the visual consistency! The general style and idea is very great and I enjoyed the variety of puzzles, I would say the visuals changing and the music changing when in the ghost mode really felt good and there was a nice clear contrast between the modes and their utility.
Overall, I think this looked nice and had an interesting mechanic, Great Job!
This is stunning. (I have literally no idea how you made the visual glitch effect at the beginning in Godot)
Not to mention the incredibly polished tile and sprite work, I really do think you should continue this! I think the gameplay was buggy at times (I somehow managed to make the characters moonwalk (????)) but never in a way that made the experience bad! I think the music was very decent and fit well, the sound design was great most of the time (the exception being I would prefer a delay in the follow up sound to match the swords swing, unless that wasn't the intent) I also really liked the idea of swapping characters to use the teleportation, or get to places that the others can't.
Overall though, this is really cool! Great Job!
The gameplay is really fun and very creative, although I found as I kept playing, the red strings would just overlap and not disappear which did get in the way a little bit, but I found it funny and it's so, so minor it doesn't matter.
Also, I HAVE to mention the immense detail in all the textures! Seriously, I spent more time looking at everything than actually solving. The details like being able to barely see "North C. Case" labelled on the door backwards, and seeing the name further on the framed degrees. Along with the personality given with looking at the objects, and the really neat fake game posters. The music is really atmospheric when paired with the lighting too.
Overall, this is awesome and unbelievably polished! Great Work! :)
I think all of the character designs and art are incredibly clean and they all fit perfectly in the style, I'd say my favourite detail is the metronome-ish sort of ticking in the music which corelates really well with (what I assume is) the main characters bigger clock/timer eye. Another thing is how unique each character is, having multiple pieces of dialogue, and having their own unique sound effects when talking.
Overall I really enjoyed the personality, the effort put into the environments and the substories that link some characters together. Great Job!
I love the charm of this game!
The visual style and choice to use cardboard and clay reminds me heavily of stuff like the cutscenes in BattleBlock Theatre or the appeal of pikuniku! The game really is something pretty.
The lighting and vibrancy is very well done too, the precision platforming was probably my favourite part and the checkpoints were very well placed. Great Work!









