Hell yeah
melancholerik
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Hey thanks for playing! I’m really happy that somebody actually tried to work out what the hell is going on in Sedem Blokov, that’s awesome :D Yes, the text is in Slovak on purpose. All I’ll say is that both the text and the game itself is just a joke/reference of another game, so that’s why it’s like that. People bouncing off and not understanding doesn’t surprise me, that’s actually part of it, but I’m really happy you gave it a fair shot haha. You basically got half-way there. Playing and using the available controls as in other game modes, you should discover the other half of those special functions. There might be a button you’re not using ;) Then it’s a matter of understanding what it actually does, learning what the icons represent and how the cooldown works.
I hope you don’t mind me not being explicit about it, and again appreciate you playing the game. I enjoy seeing what people can work out and how they bounce off :D
With a thumbnail like that, how could I not click?! :D The loud metal THUNK is funny every time. It’s cool how expressive the movement is with just a few inputs. I’m really bad at platformers in general, so I struggled to execute some moves and didn’t get super far, but it’s a really cool and funny take on the theme if the jam. One of the more surprising ones for sure :D
Thank you for playing and for the kind words! You’re right about the little goals/achievements. As with many things in the game, I just ran out of time but this is something I meant to implement - even just a single goal for each game, as something to guide the player a little. If I return to the project later, this is at the top of my list, so I’m really glad you brought it up. I do save the high score, but you only see it on the game over screen. Forgot to add it to game selection UI :D
Really cool little idea! Even though I played with a controller, I agree with LinsCd on controls and time limit. Very smooth movement of the ship with the very rigid, tile-based movement of the blocks is a bit hard to get used to, and it often took me multiple tries to actually select the falling block. Despite that, it’s a really interesting take on the jam! Also having to leave the board and rotate the blocks in designated areas is a fun idea. Overall looks and feels really polished.
I saw this on BlueSky last week and been excited to finally play it! Even despite my issues with it, it might be my favorite game from this jam so far. The consistency of style across the game is wild. The art, UI design, audio, music…everything perfectly aligned. This honestly just feels like a complete game that you could put on Steam and nobody would’ve guessed it was made in 10 days, or however many it took you.
I’m not familiar with hanafuda, so this was totally new to me. Even after reading the description on the page and tutorial multiple times, I still had trouble figuring out how scoring works. At first, I thought that numbers on cards denoted their score value and so I was trying to leave the cards with higher number on the board. That’s totally just my fault and I did figure it out after a bit. I think the real issue for me is that the scoring presentation at the end is wayyy too quick, and that I can’t check how stuff is scored while the game is running. I still haven’t internalized how each type is scored or what the special combinations are - I think it would be nice to have that accessible in a pause menu or something like that. Just…having a better sense of how scoring works while actually making decisions.
That seems like a very solveable issue, though. Like I said, one of the most stylish things in the jam. Astounding work.
This was lovely! I really like how snake’s movement is solved and that makes it a lot easier to actually go back and forth between the two. At some point I always inevitably made the mistake of controlling the wrong board, which is funny every time it happens imo :D Got to 1600 points I think, so not super far but still enjoyed it a lot. Was expecting it to be a lot more frantic just based on the concept, but it’s actually really relaxing and the music helps, too.
Oh man this is super interesting! Trying to set up longer sequence was breaking my brain a bit but felt amazing to actually pull off. Also the blocks rotating but not the arrows, that took a while to get used to! :D I wonder how this would feel with some changes, as I played for a while and never felt like it was possible to actually get a game over after fully topping out the board. Perhaps a smaller board but weaker gravity? Or arrows not clearing if they just point at a wall, or at each other? But still a very cool thing, great job!
I definitely enjoyed MATCHTRISM more, as it’s just more immediate and intuitive in its rules. It feels amazing to fully clear the board in that mode! After a few waves like this, I was starting to think that I’m some olympic level super genius, only for things to unravel instantly :D Very, very funny but also just a great game. I love the idea of SCORETRISM more than the execution, simply because of some objectives take a while to actually understand. That was stressing me out :D Juggling everything in the head at once is wild and difficult, but again in a funny way. Well polished, too! Overall great stuff!
This is fantastic. Really cool interpretation of the theme and feels great to play. Window shake, smear frames, using the window itself as a UI element are a delight.
Just when I started wondering how many levels there are, the game turns into… something else :D I couldn’t beat it in the end but I’ll try again later. Extremely cool thing you’ve made, well done!
One of my favorites of the jam. There's a lot of games that I like parts of, but I really like everything about this one and I don't mean just individual parts. Everything just works together very well, as a super polished package.
The core mechanic of stopping discs in place is fantastic. The tension it creates, making the game easier and yet harder at the same time...it's just so clever, I really love it. It feels really cool to time it so that the discs are clumped together to take as little space and possible, or to overlap previous discs.
Controls feel great and I really like that you can play with mouse only. Not my thing but hey it's cool to give players options. I like that, like Disc Room itself, you help players in some ways. Hitboxes are generous and slowmo when discs are near feels awesome - this is the thing that makes the game 10x better than it would be without it.
The visuals are clean, eye-catching and just really cute? But it doesn't just look great, it works in context. The game is super readable right away, it just makes intuitive sense. And audio as well, there's so much to like there. The adaptive soundtrack, the dark drone-y synth after you die, the chaotic percussions of discs bouncing around. Also, the intro music gives me Devil Daggers vibes, or maybe something else that I can't remember. Anyway, big fan of all of the above!
Y'all did a great job and I think you should expand on this and release it as a small Steam game, honestly. I can imagine there being more of a room sctructure, like in Disc Room. Or just keep the infinite mode and make it a score chaser with leaderboards.
Absolutely adore this one. Great job!
I really dig it, there's a lot of clever ideas here I think. Scoring based on how far away you are is such a cool way to create challenge, if one wants it. Having to literally go back and forth between picking up discs and throwing, spending additional time in this pixely hell...I absolutely love that. I also like when the last enemy goes berserk and starts throwing two more discs, that kept throwing me off for a while but in a good way! Or just how the game gets more and more mad, with big slow discs that just patrol back and forth, then those start shooting... :D All good stuff.
My main issue is that the game feels unfair - it's not, but it feels like it is. See, I really like the art style, but I find it hard to read while playing. It's often unclear how far away discs are, and sometimes you get hit when you feel you shouldn't. I think a couple of things would help. Having some sort of grid texture on the ground, combined with shadows below discs would help gauging the distance/position better. This game would also benefit from a lot of of invisible "helpers", just trying to be a little nicer to the player. For example making player's hitbox a bit smaller, or having an extra grace period after rolling, just for 2-3 frames. Just little touches like that, you know? Instead of thinking you died an unfair death, you'd get a lot of close calls without making it trivially easy.
I think otherwise you've got a really solid thing here! Good job!
Thanks for checking out my game and for the kind words!
Haha, I don't think there's any real trick to it! It's just timing shots precisely and, ideally, trying to do it in one uninterrupted combo (getting a successful hit within 3 seconds of the last one). Scoring may be too biased towards chain vs individual hits, but I really wanted to reward that.
As for "zen mode", that I'm really glad to hear! I really need to concentrate to do well and yeah, you enter this flow state when you try to push for high score. Although I'm wired in a way that once I make a mistake, I'm very likely to do very badly for the rest of the run :D
dulsi's comment gave me a laugh because I'm in the opposite camp :D "Hey Devolver, this is a pitch"...that's so freaking confident but also charming to me. Good on you for trying, why the hell not!
But like other's below, I did have a hard time to actually play it and process what's happening on screen. I don't think I get it BUT I like how weird and bold it is, it definitely left an impression. I'll try to play again and figure it out.
Hm, honestly, I feel like there's no reason to ever stop shooting. Yes, the recoil is there but it's not really that big of an issue and your own movement can fight it no problem. Once you get the minigun and say sawbreaker on top of that, the game becomes trivial, because you can destroy most of the saws before new one spawn in. If there was an incentive to stop, I think it would help a ton. Have limited ammo that recharges when you stand completely still. Or ammo packs that drop in random places on the map. Or something more original... :D I realize my suggestions are pretty basic, but I guess you get my point.
Besides that, I think the game is still well put together! I think it looks really good, simple but it works. I like the shop idea as well, grinding a little bit to unlock stuff but for just that one run. I think that's really cool. Overall I feel like there's potential. Good job!
Spent 30 minutes playing this just now. Got to 18, I don't think I can push it any more but I'll try.
Really A D D I C T I VE.
The idea is already good on paper but it's executed so incredibly well, it's ridiculous. No seriously, I'm literally laughing out loud because of how good this is. It's literally SCB x Disc Room and you freaking nailed it. Mega!
For transparecy's sake, I did update my game after submission deadline. I uploaded that as a separate build and that's also when I added the browser playable version. The original executable is still there, though, and I put the disclaimer on the game's page as well.
I didn't mean to cheat or anything, but if this disqualifies me then fine. I just had fun working on it and wanted to add a couple of things that I had to cut before the deadline, mostly UI polishing touches and bug fixes. Otherwise, the game is largely the same and again, the original version is there if anyone want's to check it out.
Hey, thanks a lot for the kind words! I'm glad you enjoyed it!
Yes, I'm aware that some stuff in the browser version doesn't quite work :/ Apart from the issues you mentioned, music doesn't loop smoothly as it should either. I'll need to work those out for future games because I'm not experienced with HTML5 builds at all haha.
Your comment also reminded me that I forgot to put a disclaimer on the game's page, but basically I did update the game one day after the deadline which is also when I added the HTML5 build. Never intended to hide that fact, literally just forgot. But the original version I submitted is still there for transparency and I added the disclaimer now. The differences are in some bugfixes and added juice to the UI, which I had to cut for submission.









