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Overhead Games

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A member registered Mar 11, 2020 · View creator page →

Creator of

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I'm glad to hear you enjoyed the demo!

If you are interested in playtesting, please join my Discord. I aim to start testing in December at the earliest, and would love to have everyone in the same place to make it easier to manage: https://discord.gg/ntG95jFV79

  • Epic can give out better cards, just like Commons and Rares do, but it's limited in the demo.
  • Autoclicker will support auto-collecting card rewards
  • I get the idea behind a free play mode, and while it's not in the shape you described, the experience you are looking for will be there
  • Merge will be more nuanced in the full game, with more levels and also affecting abilities
  • It's unfortunate that you missed the new playlist, as it has 4 brand new tracks. I'll make sure this won't happen to others.

Thank you very much for the feedback, and hoping to see you on Discord!

It will unlock later, yes. Buying right away would trivialize the economy. :)

I'm happy that you liked it! The full game will have a lot more of these, so make sure you wishlist it! ;)

I'm glad to hear you liked the demo! There is a lot more in the full version, and the demo really is just a teaser. I wanted to keep it simple and not introduce advanced deck-building challenges early on, but there will be many for those who are into it! ;)

Duplicates have several uses, and trashing them is one. ;)

Is this AI?

Thanks for the feedback, I'll add that to the full game!

I'm glad to hear you liked it! :)

Packs have one guaranteed card of their own rarity (except the Legendary pack, which is 1 Epic + 1 Legendary guaranteed). This is displayed in their tooltips, both in the Pack Trainer and the ingame shop. + a small but undisclosed chance of being upgraded to the next rarity.

I hope this helps!

Thank you very much for the feedback. I'm happy to hear you liked the demo!

You can also toggle windowed mode by moving the mouse at the upper edge of the screen. The browser overlay would also show up (a downside of running in a browser), but it displays the title bar, and you can toggle between the states. I'll add this to the top of the page.

As for your other suggestion, there are several new apps and features unlocking right after the demo ends, that will address all your concerns. The content here barely scratches the surface of what's already there in the full version.

I'm glad to hear you liked it, and thank you very much for the detailed feedback!

  • Buying cards: is in the full game
  • Username change: This is a web build that is here to showcase the idea, but the Steam version fetches your username and avatar and uses that.
  • Title bar: If you move the mouse to the top of the screen, it should bring it back. It could be blocked depending on your browser and add-ons (this is a shortcoming of being a web build; it's not an issue in the Steam version). As an alternative, you can press Tab to toggle between maximized/windowed. :)

Thanks again for the kind words; feel free to comment or ask if you have anything else!

When the theme was announced, I expected tons of nodebuster-likes and basically "any genre with a timer on it". I've now played the latter more than I can count, but I'm surprised it took me 4 days to finally see a decent nb-like. You spend 2 more weeks on this, and it would make you an easy $10k on Steam, I'd say. Good job!

Here goes my first "5-star on everything" vote. Well done!

This is a decent decremental game.

Oh, so this is what Luke Muscat talked about in Mark's "What's the Point of Prototyping?" video.

Jokes aside, the limited clicks are an interesting concept, but I never really used them because just running mostly straight trivialized the levels, and there were no enemies killed counter, or time remaining etc, because they would've made surviving meaningful, giving me a clear goal & feedback to work towards.

Overall, a solid foundation, well done!

This is such a good idea; I loved it. The timer was annoying, but hey - that was basically the theme embedded in a FakeOS narrative puzzle game. :)

I loved the atmosphere a lot, and the puzzles were great. I eventually got stuck and had no idea where to proceed even though I have probably all the pieces of the puzzle; I just don't know how to piece them together, or where to enter a code, etc...

Maybe the only pain point was to reenter the login credentials each time - saving the last entered input and just needing the user to click Login would've made the restart flow a lot more fluid.

A well-rounded entry overall

Interesting concept, and the hourglass fits the theme really well. It was a bit unusual to play a 2D platformer with both mouse and keyboard in a way that was disconnected from the main character, but it definitely had its charm. I loved the art style, too!

Thanks for trying my entry!

Each run is a different tempo, actually. They are randomized so players can't just play a metronome and sync up, but rather force adaptation - everyone only gets to hear 8 ticks before the blank, and they can't be timed in advance. The reason you might not hear them as too varied is exactly to keep the difficulty around the same for everyone. If someone were to tap to a beat 20 BMP faster than someone else, the faster beat would always be easier and result in a higher score. :)

I hope this makes sense!

Making a 99-player multiplayer game for a jam is ambitious to say the least, but there's practice mode, and man, that is FUN! I love how you took a simple idea and made it this enjoyable. Well done!

I actually tackled the theme from a similar angle, but instead of pressing the button in the last possible millisecond, you have to keep tapping as close as possible to an absent beat. Interested? Give it a try below!

Very nice concept! I was thinking about some sort of news-reporting game, but couldn't flesh it out for a proper entry. And simply removing unwanted words is a genius idea.

Well done!

I'm not really into funky physics, so that theme was really hard for me, too.

I simply took "scale" out of the theme and was planning on making a game about chopping meat, and the goal was to estimate the right chopping angle to chop it into chunks of required sizes. So pretty similar concept to yours, except I was considering more freeform cutting instead of halving, and had the idea for a light-horror theme. :) But eventually I ditched that idea and made Balanced, a cozy card game about balancing a scale.

Practice makes perfect! ;) Thanks for trying my game!

Finally, a fighting game I can play (I love turn-based). :D

Cool concept, and I really liked the aesthetics and vibes with the sounds. Well done!

You did great, thanks for trying my game!

700 is pretty good, well done! I just played Cut the Floof, and it was awesome!

Such a cool idea. I had a concept for cutting 2 years ago for the theme Built to Scale, but honestly didn't expect a cutting game to show up in this jam. :D

I really liked the cute sounds and animations after cuts. It takes some real skill to master this. Well done!

Awesome, you did well! :D

This is such a cool idea. Mark would love it if he played it.

I'm generally not good at precision platformers, and I hit the wall on the fourth level, where I knew what to do (collect the pink on the bottom left and then jump on the right high-speed train to launch across the spikes), but lacked the execution. That's on me, though - the concept and the game itself are elegant and deserve praise!

Well done!

Thanks for the feedback! That "hit" sound was meant to be a bit annoying to naturally steer you away from failing. But I might've overdone it. :D

This is one of the best entries I've played so far. The overall vibes, art, and audio are all top-notch, and the concept is really simple and cool. The buy-while-digging mechanic is genuinely elegant and gives something to think/balance while also navigating the terrain. I also love the name a lot.

Well done!

Super cool concept, and I loved the music and the art a lot. The numbers coming could've been visible for a bit more time, though, especially once the count changed from single steps to multiples. For me, it transformed it from a rhythm game to a reflex game, which I'm generally not good at (even worse than in rhythm :D ). But that's on me!

A very nice entry overall!

Awesome visuals & sounds. The idea is neat, but I quickly hit a wall; I'm generally not good with these games. :D

I have 2 recommendations:

  • Disable "Fullscreen mode" on your game's page. Unity already gives you the toggle, and itch's icon overlaps it, making it harder to click.
  • Remove the countdown at the end of the run, and maybe add a Retry button inside the level, so I don't always have to go back to the Main menu. Would make retrying so much faster and easier!

Good job overall!

This is such a neat concept! I don't usually play physics games, but this one got me hooked. Launching the ball by making spikes under it is so much fun.

One idea: once the level is done, add a Replay button so I can see in one continuous animation what I was messing with.

Good job overall!

So close! You are only about 4 more hits from ranking #1! ;)

This is an interesting concept. I like the overall vibes, aesthetics, and sounds, but I'm not generally good at platforming games and found it quite hard to navigate around. It also took me a while to realize not all snacks have the same effect.

Overall, well done! A bit convoluted, but once you get into it, it gets good!

Hopefully you didn't get werewolfed by the time you quit. :D

A very fun game with awesome aesthetics. Controls take some time to get used to, but once you grasp the idea, it transforms not only the wolf but also the experience! ;)

Well done!

Don't blame yourself; this game is brutal. :D Thanks for giving it a go (or two)!

This is very cool, one of the top concepts I played so far! I liked how I had to backtrack and find sheep hidden in plain sight.

Two suggestions:

  • Enable Fullscreen mode on the game's page (you can do this during rating)
  • If Space is used to advance dialog, make it also hit Snooze, or make Click also advance the dialog, but having to click then Space and only then WASD is a bit tedious. Mouse is not needed for the game, so default Snooze to Space would be a quick fix.

Overall, awesome job!

Thanks for trying my game!

My initial idea was to fix the beat to 60 BPM, but I run every concept I have through a cheat test, asking what would trivialize the game. Having a wall clock or a metronome would definitely solve it instantly. That's why I moved from a fixed beat to a randomized one every run, and 8 ticks aren't enough to capture & sync to the right timing, while it's still close to the original 1/sec rhythm that we got internalized since we were kids and learned to read the clock. :)

Thanks for playing - and I agree with you; that's why there is a leaderboard! 1234 - #56 means your score is 1234, and your ranking on the global leaderboard is #56. ;)