Thanks for the feedback! Yeah I felt that the mixing was off but couldn't really figure out why and didn't want to spend more time on it
Palerite
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Thank you for the extensive feedback, I'm glad you enjoyed the game :)
Fair criticism with the stun thing, we considered toning it down but then forgot about that lol. You also aren't nearly alone in finding frogs stomping out the wheat unintuitive, it was added very late and turned out a little messy as a result.
Pretty enjoyable actually! I loved that the speed change also affects music:) You being able to only make three mistakes over the course of so many rounds feels a bit too harsh though. I also wish that the collisions on "run to printer" were a bit more intuitive, usually you place the collider only on the character's feet in top-down view, here's a good gif by saint11 about it:

Honestly, I've found it quite charming!
I like the uneasy atmosphere you have here of something dream-like, similar to games like Yume Nikki - a big part of it is the music, it's simple but really evocative. The idea with placing spinning platforms is interesting and implementing such relative spin mechanic as not only your first game project, but in a jam game as well is quite impressive!
However, you might want to give the player a hint that they are supposed to find and cross a green finish line and the game will only become actually interesting if you add some challenge(if falling off platforms makes you restart the level/you have limited platforms to place in build mode).
But again, I really liked the atmosphere, and it's a very strong first project.
I like the idea and the game being written in java is impressive, but I wish there was more to it. Can't even explain exactly more of what but solving the crime felt a bit too easy. I just skipped to the end, noted which artifact's shading changed and then when. I'm sure there's a way to add some more layers to the solution, by which I mean - good idea, great potential, a bit udnerdelivers but that's okay for a game jam!
I like the idea and the game being written in java is impressive, but I wish there was more to it. Can't even explain exactly more of what but solving the crime felt a bit too easy. I just skipped to the end, noted which artifact's shading changed and then when. I'm sure there's a way to add some more layers to the solution, by which I mean - good idea, great potential, a bit udnerdelivers but that's okay for a game jam!
Thanks for the feedback! Very happy to hear the "complete game" part:) I dodn't remeber why we made the dash in mouse direction but that was on the last day that was a bit hectic haha.
Now on the frogs: I KNOW RIGHT? I think that's one of my favorite sprites I've ever drawn and I did it so fast, too. Fun fact: our sound designer made their croaks from the sounds he got from a glass of water, which lead to one of the funniest phrases I've heard which was "I drank the damn glass of water I wanted to make croaks from!"
Genious from the game design perspective. I love the "no, but" approach of crashes being a separate machanic instead of a game over and the pirates add a threat that doesn't let you illuminate everything all the time. My only gripe is that it gets a bit monotonous, which is understandable for a jam game. Annd this one is so polished that it's clear where the time went so the following it's more of "if that was a full game that's what I'd want out of it": I wish there were multiple levels with different layouts and ship appearance patterns.
P.S. Hell yeah lighthouse gang
Ah, I see. Game jams really do force you to make tough sacrifices. The mission idea does sound interesting, but I think there's potential in the endless mode as well - if you hand-craft the waves you could make them so that each one rewards certain combos and interactions, and gradually introduce them - not saying that's what you should've done, mind you, that might've taken even more time.
Definitely not a game for me, a (less importantly)non-native english speaker and (more importantly) someone who still can't get used to their new keyboard and constantly presses in-between buttons haha. But I like the actually serious message and the whole uncomfortable vibe of the game. And the effect that happens when you mistype very clearly communicates that you made a mistake, good job.
It was a very good first impression thatnks to the funny sounds and music but I unfortunately didn't like the gameplay. The controls felt sluggish and unresponsive and I didn't really understand the game. It seems that you change the relative gravity by spinning the world but Wendell also magnetizes to the ground quite strongly so you have to really shake the world to actually do anything, which for me personally felt very frustrating. But other comments here seem satisfied so I suppose I'm not the target audience.
I have a strange complaint which is that the game is too... deep I guess? I enjoyed throwing the elements around but the combos and iteractions were largely lost on me because there was just so much stuff going on. I got style bonuses, the enemies got style bonuses, there were AOEs constantly spawning in around me which seemed to actually be on my side(still no idea why small elemental circles spawn) and in the end the only interaction I figured out is that wind spreads fire. I also feel like the filling circles around the character mean something and they seem like an interesting interface choice but I didn't figure out their purpose except for the ult one(same goes for extra healthbars).
So overall I'd say that the mechanics seem deep and complex in a good way but the pacing doesn't let you engage with them at all because from the srart you are surrounded by a lot of enemies that demand getting rid of, not experimentation.
Now I've wrote 2 paragraphs criticising the game but I look back at the rating and it's one of the highest ratings I've given yet just because of how much potential there is in the underlying systems.
Also the compendium is a wild thing to add in a 7 day jam and I really enjoyed reading it!
I know gamble games are popular nowdays but I feel like that's taking it a bit too far, you actually have zero agency, there's a single action available and it's just gambling to not stab yourself repeatedly. The fact that the game doesn't take itself seriously remedies it a little and the spinning loot crates gut a chuckle out of me but it overall feels drawn out for something you have no control over.
Other than the whole no agency thing, I wish my actions were displayed in the combat log and it would scroll automatically.
The visuals were nice and moody though, I like the little camera sway in combat







