I appreciate the comments! Thanks for playing all the way through to the end 😁
CodesNorth
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Glad to see you in the jam as well! This is quite the charming little game, and I love how you added a bit of extra Christmas theme just in time for the holiday season!
For me, the strongest part is the art and atmosphere. The pixel style is charming and well-designed, and my only suggestion would be to maybe apply a gradient to the flashlight beam so it's not just a big block.
The gameplay is interesting enough, I like how you added having to drink water and how you must balance that with defending the cookies but, man - that is one thirsty guy!
Congrats on your submission and good luck on the jam :)
I created a promotional project on Scratch. My last one was a huge success and sparked tons of interest from my followers, many of which expressed interest in joining in the future. This time, I've added even more about how the jam works and why I keep returning to each one. Here's the link: https://scratch.mit.edu/projects/1247238638 Thank you!!
I really liked the gameplay of this one.
The way you built out the actions of slaughtering the sheep and running around the map were extremely satisfying, and quite well-done. The art style also complimented this: the purple-black palette is a great choice and helps build the overall mood. The character designs of the wolf and sheep are also great, it's not every day I see a game jam game with such a unique art style! (PS: Aseprite is a great choice!)
One piece of feedback I have is the tutorial. While the gameplay itself was not hard to learn itself and the actual mechanics of the game are intuitive and clear, I think the tutorial overcomplicates things. By making it so the player goes from sign to sign to get pieces of information was a little confusing to me, and a little overwhelming since all the information piled up at once. Of course, this isn't too big of a deal (since the gameplay is pretty clear), but I think that the tutorial could be simplified a little bit and cleaned up just to make the game easier to understand.
There are also some typos in the instructions, which can be easily fixed after the jam ends.
One other part of the game I really liked was the sound effects and music. In my experience, sound design really adds to the experience of playing jam games and helps add to their individual character, and I think you did it quite well!
While it could use some polishing in some areas, I think the core concept of this game is strong, and the gameplay has a ton of potential. The player experience just feels a little bit cluttered, but I think behind this lies a truly strong game that's both vividly creative and well-designed.
Very cool concept - and executed masterfully. The level of polish on this game is absolutely crazy, from the cutscenes between each level to the clean animations and snappy sound effects. The art is minimalistic, fitting, and extremely cohesive, building an extremely well-done atmosphere that perfectly embodies the theme of "Halloween" and "Parasite".
I didn't realize I could move until failing on the second level multiple times, but I think that was just an error on my part. Besides this, I think the instructions were quite clear and the gameplay was simple and intuitive.
The gameplay was fun at first, but got boring after a while. Perhaps, if you're planning to continue to update the game in the future, consider adding more elements to spice the earlier levels up. The action of jumping between humans and walking is interesting, but I think it could be expanded on for some really cool features.
I think the game fits "Uninvited Guest" really well - it's a unique take on the theme that's creative and imaginative. Perhaps, besides the spooky atmosphere, you could expand on the "Halloween" part of the theme as well. I see it, but it's not fully fleshed out.
Overall - a really solid entry that clearly showcases the talent of all the devs who worked on this. Even with a limited scope of time, your team managed to create a super creative, high-quality videogame. Great work!!
Hey, kkcn, I appreciate the review and for your comments! Some of the hiding spots unfortunately didn't work in the last version I uploaded, which definitely makes the game harder - but it's not impossible! For the first digit of the code, you need to go into the room with the TV and prompt the "no power" dialogue. Then, go back into the room with the radio and the monsters will have destroyed it. You can then use the batteries from the broken radio to power the TV. As for the second digit, I just assumed that it would be easy to guess it with the other 3, since there's only 9 possibilities - hope this helps!!
Nice work!! One highlight that I want to mention is the map. I kept exploring throughout the game, and besides stealing candy, this was one of my favorite parts of the game! I found tons of houses, a park, playground, and so much more. I think this focus on map design paid off well: it made the game vibrant and full of life.
There were blips in the art that weren't fully fleshed out, such as how the player could go on top of things they shouldn't. Scratch doesn't have any built-in layering, which makes it more of a pain to implement, but I'd reccommend it for next time.
The concept is also brilliant. It reminds me of Halloween in a game I used to play called Sneaky Sasquatch , where you could take the whole bowl if no one was guarding it. Maybe expand on this idea a little more, as while the gameplay was fun at first, but got a little stale after a bit.
Fun game and I'm glad to see another Scratch entry in this jam!
Cool use of the theme! You managed to take both "Halloween" and "uninvited guest" and combine it into one solid, cohesive game. That's difficult to do but you did it well - congrats!
A quick note on the art: I absolutely love the pixel art style of the house. The pixel art is full of character and personality, but I'm disappointed that this didn't carry into the character designs, which use a completely different vector-based art style. This took from the overall charm of the game.
Now, while text-heavy games aren't usually my thing, there were some strong elements in this one. You've managed to squeeze in a lot of content for only a 4 day jam, which is a feat in itself. The game is also intuitive and clear to understand, which is another bonus for me.
Great work! I enjoyed playing and reviewing this one :)
Great example of how simplicity can sometimes be the best! There's no fancy graphics or crazy spectacles at work, but the concept is brilliant and the execution delivers. I usually don't love puzzle games but this one stuck with me. Also, the fact you made it on a phone is crazy - nice work!
My only feedback would be to work on the art style: there's an awkward blank space in between the buttons and the game, and the game as a whole feels a little bit disconnected in terms of art.
Besides that, this is a strong entry - I really enjoyed playing and this was an impressive interpretation of the theme!
Apologizes for repeating the last review, but I really have to shout out the theme interpretation here! You took "Uninvited Guests" and crafted it into a creative, well-thought-out game, in which the player is the uninvited guest itself - brilliant! The game itself is also presented very well. The art style is unique and works extremely well for the claustrophobic and horror vibe that the game takes on. I love the muted green and simple line art.
That being said, the aesthetic of the art did hinder functionality though, in my opinion. I think it works in that it's difficult for the player to see where they're going / what they're doing, as that's a great aspect of horror games and suits this one particularly well. But I felt that at times, I was frustrated by the lack of detail and clarity. This observation also carried into the menus and UI, which, I understand can often not be the focus in a 4 day jam, but the plain font text and regular sized buttons did contrast with the vibrant and expressive style of the rest of the game.
It was a good move explaining the controls well, and I also love how you added controller instructions too, a detail I don't often see but quite appreciate! (I'm sure someone out there is rating game jam games with a gaming controller). But, though the controls were explained in great detail, I found the mechanics hard to wrap my head around. In my opinion, the camera movement felt too fast and abrupt, and the walking felt jarring and hard to understand.
For me, the high points of this game were the presentation, style, and creativity. Though the execution would benefit from some improvement in terms of clarity and polish, the idea is great and the game is brimming with creativity. Congrats on submitting your game!
Hey, Zay! Thanks for the review. I think you touched on some really important aspects of the game that I'll certainly focus on in the future. I've always had a problem with game development where I make the game, and through play-testing, I get to know the controls and master the movement, but forget that new players don't have that same experience! Glad you enjoyed and wishing you luck with your submission :)
Nice!! I remember playing a game like this called Knife Hit back as a little kid... super cool to see a game like it in this game. It's a spectacular choice for the theme: it satisfies the limited shape condition + limited space theme both perfectly!
The gameplay is smooth and intuitive. While simple, it's quite easy to understand and equally as fun. High marks on gameplay :)
The audio and art is also quite well done. It fits the game's vibe and is polished and consistent.
Everything fits together really nicely l and the game overall excels in pretty much all categories. I don't have much to say in terms of feedback - really well done!
Cool game!! I was immediately intrigued by the name, and the gameplay definitely didn't disappoint . You did a fantastic job fulfilling both the theme and the limited shapes constraint, which I know from experience can be quite challenging. Your use of pentagons and circles was really well done and the game felt whole, despite only containing two shapes.
After playing, my only piece of advice would be with the controls; they felt a little clunky. SHIFT to move was a little strange to me and there was a lot of different keys strewn about the keyboard I had to manage - which twisted my fingers and didn't make much sense to me.
Besides this, I found the game to be quite polished and well done. You fit the theme in a clever and humorous way, and managed to fill it with really cool effects and a unique art style :D
Hi, try starting with your cursor on the edge of the screen to avoid breaking any pentagons that don't fit the category. My advice would be to only move in once you see a pentagon that fits the category - which will usually take a little bit of time, especially if you're on easy mode. Hope this helps and thank you for playing 😁
Congrats on submitting! Construct 3 is a cool and unique choice to build your game on :D
First of all, I'm intruiged at your idea of creating a two player game. I've done the same similar in the past, but what I've learned is that multiplayer games on a single-player device don't work all that great, especially in the context of game jams. The controls can be finnicky and hard to learn, and it's only really fun when you have a person to play with! (which usually isn't the case in game jam ratings)
I did unfortunately encounter these issues, but still found some cool parts of this game that I wanted to highlight.
1) The Theme - I like the idea of the map closing in. You did a great job seamlessly integrating this with the gameplay too. Nice!
2) The art style is really interesting. I like the general direction with the raw and animated feel you present here, and I think it would look quite professional with a few touch ups. Consider also adding animations + particles. They spice the game up quite well!
I'll leave you with that. Wishing you good luck and thanks for the opportunity to rate your game 😁
Nice job, @-kippie-! Glad to have you join me for this Goedware Jam and I had a blast playing your game. Awesome to have a couple Scratch entries in the mix here :)
I'm going to start with what I liked. For one, I think you implemented both the shape limitation and the limited space theme extremely well. The world and gameplay feels rich and unique, even though it's composed solely of circles. The whole gameplay and mechanics perfectly encompass the "Limited Space" prompt.
I also enjoyed the music + sound effects - nice choices.
One thing I found difficult was the controls. As mentioned by other people below, the WASD doesn't quite synchronize well with a circular planet and the inversion when you are upside down.
If you're planning on continuing work, I'd recommend adding more small animations and particles, which would make the player experience feel more polished. In particular, an enemy death animation would be cool. I understand niche adjustments like these can often be overlooked in a jam as short as this one, but still - I'd recommend it.
Overall, I had a ton of fun rating, and I wish you luck for the results! You did a great job interpreting the theme and working around the shape constraint.
Wow! You managed to create so much from a set amount of shapes - libraries, forests, you name it! I'm really impressed by that. You also fit the game in a clever way: only giving the player a limited amount of space on the planet is really creative.
My only recommendation is small: the menu style is a little drab; consider spicing it up with a little more color and simplicity. Also, one thing you can work on while the jam is in progress is to design a new thumbnail to attract more attention to your game.
That's it from me! This is a cool submission and uses the theme + shape limitation in a clever way that works well :)
This is an interesting and clever way to expand a traditional idle game into a fun and charming little game!
First, I wanted to talk about the art and your use of limited shapes. I actually quite enjoyed the minimalistic and colorful art style, and wanted to shout out your menus and UI design, which was thought out very clearly and was very logical.
However, I saw a lot of rectangles within the menus + a big oval in the BG. I unfortunately don't think this would qualify for the shape limitation.
As for the gameplay, I enjoyed it surprisingly a lot! Idle games usually aren't my niche or area of expertise, but the intuitivity and unique feel of this game definitely hooked me. The missions were also quite a nice addition and kept me engaged. I also like the animation of the trains [dots] moving between stations, it made the game feel alive!
If you're going to keep working on the game, here's what I'd recommend working on:
1) Make sure you are using only circles and pentagons! I know from experience it's quite easy to overlook and sometimes slips under the radar.
2) Consider adding more sound effects and music! It's a really easy way and great use of time to spice up your game without having to take much time or effort.
Nice! A bubble shooter is certainly an excellent choice for this game jam, as it's primarily based around circles. You mastered the gameplay aspect of this game quite nicely - it plays, feels, and acts exactly how a bubble shooter should be.
However, this leads me to my next point and that is that the game doesn't have much of a creative twist, or a unique mechanic that differentiates it from other buble shooter type games. I was expecting more of a twist with the name "Not Another Bubble Shooter."
In terms of art, you did quite well - especially considering the time limitation! The game also fits the theme fits in an intuitive and logical way. Nice job integrating that.
It would also be cool to have some sound effects and music, which would make the experience even more engaging.
Great job, @theChief! This is a great submission that cleverly solves the theme and shape limitation in a fun way :D
Thank you for the kind and constructive review! Perhaps the slow FPS could be attributed to Scratch not handling the amount of clones and particles very well - the game is absolutely loaded with effects which definitely can drag down performance. I appreciate your feedback and will certainly take it into account :D

















