The bottle game was definitely something that would have been aided with getting its upgrades in and some finer tuning!
TableForTwenty
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Balancing is definitely one of the harder aspects of game design, especially with only a few days left. Several of the key game components such as passive income, upgrades for the Styx, automations for the graveyard / styx, and a whole interaction system on the map level were cut.
While the Styx upgrades were not able to be implemented, the game was still included to give some additional variety and serve as a bridge between the casual graveyard minigame and the more hectic tartarus factory. With some extra time we would love to tighten the loop and get those cut features in to really make earning dinero pop.
Alright let's start with the admin work. Make sure to list peoples actual roles whenever possible. For instance Bennebroor is a Composer, Often a Bird is a Gameplay Engineer, etc. Try to take the lore from the start menu and place it into the Itch page with a stylized font, changing the default theme color, and getting more screenshots in.
The premise of the Beaver trying to stop traffic is hilarious and the art style is cute, but it can be challenging to get the right log selected and place it down. The physics wonkiness was whimsy and added some personality, but letting the player have more freedom and a slightly faster movement speed can give the added juice to this game. When you think about adding in polish, additional types of trees or objects that fall from them (acorns, pinecones, etc) can cause further chaos.
This was pretty fun but I'm not too sure what bugs are meant to be in here besides the trees going a little crazy on you.
Some meta talk for a moment before we dive into the game: I feel some users might rank the art low but the cohesive style, clean display, color palette, and font all show a brilliant art direction that's worth 3-4 stars. I think too many developers focus on "does this game look bespoke?" when rating art styles instead of asking themselves the practical questions about how a game displays itself.
The gameplay is fun, not too punishment with the short levels but enough of a challenge to get you into the feedback loop of wanting to solve it and progress. The usage of swapping out features and ambushing the player with these changes felt fair and was not too punishing. This is one of the more innovative jam submissions, looking forwards to seeing what else you put out!
It's rough not finishing what you wanted, but I think you got more done than you think. Having the interactable desktop and system to take in commands is helpful, but your next steps should be parsing user input to trigger those commands and then thinking about how to integrate those commands into a tower defense system.
The most common case would be rival hackers or police trying to 'hack back' at your Router, so you would run commands to add firewalls, move your hacking services from one service to another, defend your ports. Just take it one feature at a time and build up to that with the focus being on making the player feel like a genius.
The web build will not load and there is no way to exit the downloadable build or lower the sound. The shifting is inconsistent and I could not get over the first obstacle. There is potential here but it needs to be polished, like adding in A-D movement so the player tilts the wheelchair to help gain momentum and adjust their direction or pulling themselves up with the grapple.
Incredibly polished in such a short time with a breadth of mechanics that all complement each other and the level design nicely. This game stands out for both the cohesive retro style and ingenuity behind the bugs. One of the best games I've played so far in the jam, would be nice to see this on Steam someday.
The overall concept is pretty brilliant, having a way to show what you are selecting would make the pocketing an easier experience but overall there is a lot here the user can play with. A level select screen would also take the game to the next level in terms of polish along with audio implementation.
The premise is interesting but I was not able to find any tiles to Glitch through. A few other notes are you should add your teammates to the Itch page so they can display the game on their profiles, having WASD support would be nice, adjusting the game resolution so it's easier to see both the game and the end screen, and placing objects in the level so you have something to draw the players vision towards and guide them.
I think the enemies are too challenging as well, since you can't outrun them easily or outjuke them. Since the player is a mouse, having some cats chase them around might add that extra juice and give players a different challenge because they can see the cat wiggle for a pounce, giving them time to dash to one of the collision tiles to escape.
Fun and emergent gameplay, a good starting prototype but a few things to think about would be integrating a leaderboard to give players a reason to stick around and also making the theme clear. The button moving after a few minutes feels more like a normal gameplay challenge than an error, so it's not certain if this is even theme related or just an increase in difficulty meant to have you focus on purchasing upgrades instead of just clicking without much engagement.
There is a whole lot of juice here which is awesome, I think you should seriously take this game and launch it somewhere professionally, but also think about how to lean into the 'its just a button' premise.



