I tried to msg over discord. Congrats on 1st place!!!!! You very much deserved it! Like I said in my review, incredibly creative.
Pip (Agapios Kokkos)
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Overall a really good quality submission. I loved the music, though I found that it doesn't seem to loop, which eventually leaves to the mundane drone of daily life which I suppose is it's own kind of atmosphere. Perhaps you can have a 2nd or 3rd track which slowly fade in and change as you hit certain population capstones.
Pretty tired as I'm writing this review, so sorry if I'm not suuuper thorough with my feedback.
Game Review Time
What I liked
The game was pretty good, the overall concept of your party getting bigger as you survive more waves was nice, and the art character variety and enemy variety was great. I liked the main menu. I would recommend that you add a small sound effect when pressing the SFX slider as it would allow players to have come context on how loud the in game sounds are.
What I didn't like
Overall, the only option you really get are expand, rather than choices between party members, which would have been nice.
Overall Thoughts
A pretty nice game, with pretty good potential. <3
Overall the premise is really good though I'll agree with other commenters that getting a perfect scale is rough.
I do however love the fact that the scales are patterned in such a way you don't often get the full picture and need to figure out which part of the scale you're looking at.
A very creative take on the theme with good execution.
A simple idea excellently executed. I loved the simple risk vs reward of attempting to pick a path between three options, trying to balance out between going too far left, right, or hitting any of the orange. I don't particularly think I did that well though. Regardless. The only bit of advice I might give is that it really needs some visuals, music, and sounds to fully polish it out; otherwise it's an incredibly solid foundation.
Game Review Time
What I liked
The game respected the theme quite well, and I found the general idea of slowly snow balling out of control to be relatively funny; I now get the thumb nail. I also thought the weapon variety and ship variety you come across to be quite good.
What I didn't like and how to address them.
There are a few accessibility issues with the game. The actual movement got quite dizzying when doing hard turns for example. I would recommend playing around and learning how to use something like CineMachine as it helps out quite a lot for short time scale projects. For future jams I would highly recommend working on getting the game exported to WebGL, that way you worry a lot less about people being unable to play your game due to OS, and you don't get caught up in virus paranoia. I wasn't sure where my core was, so whilst I understood that missiles could hit me, I didn't understand what did and did not take damage when I was being shot at.
Potential Improvements
Whilst you had music and pretty good music that looped seamlessly without getting too repetitive; the sound effects were somewhat lacking.
Overall Thoughts
Overall, this was quite a nice little game with a very good idea at its core. Great job!
A very unique idea!
I would recommend for the art style you attempt to conserve pixel resolution (set a standard unit size and work off of that, 8x8, 16x16, 32x32 etc), as there was quite a bit of pixel size clashing and working off of units will give your game a far more consistent look.
Good job overall though!
A very nice little game! I quite enjoyed the contrast between being a little froggy duder, and a chunky rocking out beast of a boi. Very cute sound effects.
The gameplay is somewhat simple, so if you were to scope this up, I would love to see you explore the design space of potentially having a few areas where being small is actually an advantage; thus creating a push and pull between being massive or being smol.
I had no issue with the WebGL! The atmosphere was quite immersive with a potent mystery to the whole thing. I thought the house building mechanic was quite original, but I wish there was maybe one or two puzzles that required me to change the way I arranged the house overall.
(trying not to spoil) : rood a nepo ot ereht nottub eht sserp dna trap gnidliub a tcepsni ot dah I erehw tnemom eht devol I
A really polished and solid entry held back by the lack of sound and music.
I was originally concerned that due to me using a track pad instead of a mouse that I would be scrolling too fast, but it handled itself quite fine.
The gameplay loop is pretty satisfying, though I sometimes found it hard to get how much time was actually left on the small ones; and the reason I lost was because one of the eyeballs was covering a tiny boio.
Hope this feedback helps!
The duration of the normal mode I actually choose after a playtest of a friend on an endless mode, but apparently I choose someone too good at top-down shooters because everyone I saw playing after it had the same problem to finish it. Will definetly test more the duration for it.
The general golden rule of thumb for arcade games that I've found is take whatever performance your average play tester had, and put on a 20-30% penalty on their score, then adjust the game accordingly until they've reached their original score.
Game Review Time
What I liked
The thematic transition between the upgrade area and the defence area is very well done with environmental elements which show that time is slowed down outside. The gameplay loop is tight and straight forward without the need for a very complex tutorial.
The art for the game is very readable. I easily distinguish between the enemies which are heading for the heart and the enemies which are heading after me. However, I would recommend changing their visuals to beyond just colour, as it is not accessible to those with vision impairments.
What I didn't like and how to address it
The presence of sound effects is excellent, each action has its corresponding sound effect, however the repetition is eventually a bit grating on the ears. I would recommend before playing the sound, you set the pitch variable from the audio source component to Random.RandomRange(-.01f,0.1f). This will give you a lot more audio variance, and bang for your buck per sound clip.
The progression for the upgrades is a bit steep, instead of doubling the cost each time use you can use other progression matrix's. Consider the following:
Cost | Goes up by: (current cost - previous cost) |
1 | 1 |
2 | 1 |
3 | 1 |
5 | 2 |
8 | 3 |
13 | 5 |
21 | 8 |
34 | 13 |
55 | 21 |
89 | 34 |
This creates a smoother upgrade cost curve.
The duration the normal mode takes to complete is a bit too long, I would recommend cutting it down by about 30%, then play testing it with a few friends. Try and find people who aren't in your dev team to test your games as a developer you will always be the most experienced player until release.
Potential Improvements
I would recommend next time working off of WebGL for gamejams, as it allows a lot more people to play your game.
I would recommend adding a small trail to the movement of the character as a nice little detail.
Overall Thoughts
The game is pretty good! I played it a couple of times and got pretty far in. It only really needs a few tweaks and a some small bits of polish, but overall it's a nice portfolio piece!
Game Review Time
What I liked
The premise was solid, with a respectable link to the theme, as is on a large scale. The controls are good, with a clear give and take on building the guns on earth as it rotates. The graphics were good, readable, and represented things which the narrative you were trying to present.
What I didn't like
I will say that you did a good job on adding sound effects to your game, a lot of games in jams skip that and suffer for it. I would however say that the sound effects are a little loud and intrusive. I would maybe tone them down a little, and add a small amount of pitch variance to them with each shot. I managed to win the game, but I still don't know how much a single turret costs.
Potential Improvements
Guns should probably have a bit of a hit box which stop other guns from being placed to occupy the same space, otherwise the best start is to build guns just at the very center of the planet, as that point rotates much faster than the outer rim, and thus covers more effective range. A bit of feedback when the planet is hit, such as a tiny amount of screen shake would be good. I would maybe recommend a bit of gun variance, with some firing out a laser, or a scatter shot. That is if you were planning to increase the scope of the game.
Overall Thoughts
The game was quite short, but sweet, with a tight game play loop that could easily be expanded into a good variety of options / directions. You have a solid base to build something quite interesting with an idea that has seen good execution.