The animations are funny to see, liked the idea of switching states and destroying the spikes.
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Cool idea, had fun running around the room dodging the furniture. Pushing the objects did not work for me, I tried multiple times, maybe a simpler mechanic of stun attack would have been a better choice.
Overall a decent game, and a good implementation of the theme as well.
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I liked the idea of you being invincible but the boy/girl aren't, would have been fascinating to see chicken and eggs as well. On the gameplay side I felt the difficulty is not increasing so it becomes boring aftee you have slain 250-300 enemies. Just thinking more about it you could have made the boy and girl do dumb things that would end them in trouble like drowning inside a lake, climbing a tree etc and you would have to go save them from that as well.
Overall a good idea just needed a little more variety
I liked the idea that you have implemented but all the time I was hoping for the difficulty to rise somehow like weeds growing and destroying your plants or land becoming infertile due to too much water or lava. Something that punishes the player so that there is push and pull.
I was first under the impression that I need to use the shovel to pick tress that have grown but it was not needed. Other than that the gameplay was pretty intuitive which is good. The artwork is also as per the vibe of the game - cozy
Really liked the graphics, wanted to kill atleast one enemy and see what happens but couldn't - the turn difficulty can be made a little less maybe. Noticed that you give the player a chance of a second to come on track if they go off which I think is very nice detail. Also found out that you can shoot with space which turned out a better way to control for me
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Hi, thanks for the feedback. For the collisions I had made sure that collider size is lesser than the actual size of the spike to give some room for error to the player but somehow unity is registering hits before rendering them I suppose. But that is not happening for most of the cases so decided to not focus on it.
Top notch idea, absolutely loved the way you have implemented this. At first I was just going weeeeeeeeeeeeeeeeeeeeeee but then as a responsible ice breaker I started making strategy and then I realized that you can get extra points by bringing down objects, that was also a very great touch. Loved the game, great job. The graphics are also really cute
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Liked the concept of changing your direction using the faces of a dice. I was not expecting the 2nd level to be this hard but it may be just me not getting the hang of it. As a workaround of not creating more levels to fill the difficulty gap you can add a skip level feature so that everyone can witness all the levels or some other cool mechanics you have later on [Just for the game jam]
Really amazing unique concept. Get this added to casinos my friend and also do a full release. Loved the idea of picking dices and rolling to try and get a better poker hand. Just a small tutorial on how lives and rolls are different from another would have been helpful but anyways I figured it out.
Keep it up
Thanks for adding a speeding up mechanic. Nice game you have made but it felt like there is a clear dominant strategy of first increasing your number of goblins and then just keep going over the loop. There should have been more risk to it. If you could have added a way to actually fight the first time then it would have been more interactive, later the player can skip once they want to speed things up
Sorry I dont normally do this in other people's games but since you mentioned rage quit, I would like to pitch my game: https://itch.io/jam/gmtk-2025/rate/3779718, It is a rage platformer
I liked the idea of gravity switching to reach places. Absolutely loved the level with spikes, was hoping for a level with a long vertical tunnel where you just go weeeeeeeeeeeeeeee up by dodging the spikes at last second. Good level design overall.
Congratulations on completing a full game!
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