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(1 edit) (+1)

There’s some good content here, and a lot, given the time frame. There are a few rough edges, notably around the controls. I found hitting enter worked about 10% of the time, which just led to me mashing it repeatedly until it worked.

As far as each game is concerned, they were all functional and worked. I liked the level randomization for the breakout clone. That was nice. I don’t know whether the acceleration on the bread was a good or bad thing. It felt a tad floaty, but it would probably have been hard to control without it.

It’s a bit of a rough edge to have to hit enter to start the game, then switch to the mouse to press the pay button, then exit out and hit enter again to restart, especially with enter not working a good chunk of the time.

Overall, a really nice effort.

Copy/Paste of Judging Rubric:

  1. Fun: Each game was fun enough though the controls didn’t feel great. I felt myself going through the motions for a lot of the minigames. (-1)
  2. Creativity: There were certainly a lot of assets created for this. The minigames didn’t feel like departures from established norms to me or add variance to existing themes, but the effort that went in to the number of things in the world feels like it deserves a +1.
  3. Fetish Factor: The handful of gain events felt disjoint from the rest of the game. On the one hand, having that be a reward makes sense, but it really feels more like the games are a barrier to content than integrated. (+0)
  4. Theme: As a way of setting how often the player can get juice it makes sense. Might be slightly above average in terms of integration. +1 for this.