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6matko

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A member registered Dec 02, 2023 · View creator page →

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Sorry, didn't get you :(

Hey, thanks for the comment! Yeah, thats a strange issue with clicking. Potentially could be because of the export to browser. For reward in battle I would say it should be as additional risk-reward based option to earn more points and it should bring more sense (and points) on higher difficulties or later in the game. On early stages yes, its faster to earn those points on its own but with fight its almost double or nothing game.

Cosmetics & duplicates were a last hour implementation for the jam so that wasn't the original plan 😅 Normally yes, I would want to have a shop and from fights you have a small chance of getting new cactus specie and thus have multiple parallel idling cactuses as one of the game mechanics.

Thanks for the feedback, appreciate it!

For battle I tried to add instructions, don't know if you saw them or not but it definitely wasn't the best UX decisions :)

I am assuming you were inspired by Hollow Knight ? (I've never played it but silksong seemed similar in many ways).

Overall I like the art, especially the color schema and some foreground bringing some immersion. I think the dash works really nice but there were some small issues here and there, like not very clear what to do or that red box isn't a moveable object but rather an enemy. Another thing that was a bit annoying - on the start, when you reached top left (first) platform, you run "cutscene" or dialog which kinda stops you immediately from whatever you were doing (jumping/stopping/running). For my taste it was a stop with a bad timing where you lose focus. Additionally, I think you could have boosted the overall presentation with another font that fits more into your theme or even a cactus theme but I'm assuming you just didn't have enough time for that :)

Bottom line is, the game is interesting and I like that you put some story into it and it has some variety (based on screenshots). Great work.

I agree on that and thanks for the comment. Unfortunately cosmetics and inventory was literally last hour addition and I had to integrate them in a way that you can at least get them. The original plan was that you would have a shop as in most RPGs where you can buy some items, including cosmetics. The original idea for a valuable reward was new cactus species instead of cosmetics and thus you would have multiple cactuses that you can idle/upgrade simultaneous.

A cool concept. Definitely a good exercise for brain. Great job. Some polishing would definitely be nice :)

The art & game over screen are cool, really liked them but I've been getting into some weird bug (?). I constantly get a game over screen although I'm not doing anything wrong (at least from my perspective). Shooting somewhere on "gray area" - suddenly game over. Shooting cacti - all of a sudden game over.

A quick tips that I can give you on Godot side, try playing around in Project settings -> Window -> Stretch (Mode & Aspect). It should make your game more responsive and avoid those gray areas (unless it was a design decision). You probably didn't have enough time but adding some SFX would really benefit you and those are easy to do.

There is definitely more to learn and its awesome to see how much progress you made with Godot during this jam. Keep up the good work.

Well, that was an interesting concept. Unfortunately there weren't any instructions or information about the game at all. It was nice to see a hand drawn/unique art.

Its a great game that you made. I can easily see a potential for it to be a nice chill puzzle game on mobiles. I played something similar with same mood. Want to give special kudos for small details that you put for environment AND the crows. Awesome detail when it casually flies over. The best thing, I guess, what I can compliment is the environment and the mood. You nailed it. The audio also compliments it.

I honestly don't have much criticism here, you've done an amazing job.

P.S. Thanks for the clue "Don't overthink". I instantly knew what you've meant and it was still fun :)

Hey, that was a really nice implementation. Really good job. Especially liked the simplicity both of the game concept, the art and the "cutscenes". Simple and elegant. Yes, unfortunately there wasn't any audio or SFX, that would definitely level up the game even more but nevertheless, I had fun.

Fun idea, especially liked that you are hopping a bit while moving. I couldn't jump to the middle top lane (after three vertical narrowing blocks) but jumping around was still fun.

A quick tips I can suggest for relatively simple improvements - Use custom fonts that fit your design and think about some music or SFX, like when jumping.

Hope you had fun making it and learned a lot :)

Absolutely loved the humor in the "How to play section" and the transitions. Overall all of the visual aspects were top notch. As for the gameplay, unfortunately it wasn't for me :( Guess we can say, skill issue. I wasn't particularly fan of the idea that in order to leap left - I need to hit right and vice versa. It is still a really nice game and I think you've done an amazing job.

Awesome game, really! You did a fantastic job and I don't have any complaints or bad comments to add.

The art, the execution, the idea and even the audio was so well done and compliment one another. While playing your game I got a flashback to good ol' flash games with similar vibe. Maybe SFX also played a role in that.

"You are a mutated cactus cat" - Thats a cool idea.

Overall the game was pretty interesting with its own style which I really liked. Music was also really great, it was pretty chill. I would only wish if there were at least some SFX to actions.

The thing that I didn't like was the difficulty of picking item up. I don't remember seeing that to use item I have to use "Right CTRL". Space was doing the roll or dash. Basically, the controls and interactions were a bit of a letdown.

Good job on the game.

I loved the idea that you are hugging the balloons. Overall there is plenty of room to improve and I want to share things that stood out the most.

  1. Movement responsiveness. It was very difficult to understand when I can start to jump again and the direction. Another quality of life improvement could be to add some arrow or line from cactus to mouse for better understanding of the trajectory.
  2. Jump strength indication. It was a guessing game how strong/far I am about to jump.
  3. Fall speed. I had a feeling that all of my movements are at constant speed. Some gravity/velocity could potentially improve this.

Nevertheless, congratulations on submitting the game 🎉

It's not about why you need a fullscreen but about others need it :) you might be completely fine playing the game on smaller screen/resolution but why take this opportunity from others if they wish for whatever reason?

Its awesome to hear that you are loving the game. Never played Ultrakill but if you want to continue the shooting aspect then maybe you can spawn "numbers" on the map which players can pick up as an input for answers. Maybe this will help UX a bit. Hard to tell. I'm sure you'll figure out something :D

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The game is interesting and loved the hidden items with humor. I think you made a nice theme interpretation and with all the art it looks great. I didn't enjoy the "wall slide" mechanic tbh :( It felt strange. Like the idea itself sounds great but I had difficulties moving and I didn't find it "responsive" or even intuitive. Given the time frame I'm even amazed you went for it so kudos on that. I certainly felt myself like in a retro game with some box breaking mechanics (Half Life association) and wish there would be some visible "dropped" items after breaking and a little bit of quake association. The enemies and the pace reminded me a bit of another game I really enjoyed - Eldritch. Vibes and mechanics are similar. Credits screen was awesome, loved the idea of throwing boxes. I think it was a very creative way of doing it. Overall I like where you are going with this idea and you did amazing work so far. Ofc there are the deadline limitations and for 2 weeks thats really great stuff. There are definitely areas to improve and I think with more experimenting/changes you could get to a really solid and fun product that can eventually land on market (Thinking about "Eldritch" game right now).

P.S. Cool inspiration by Babymetal & Electric callboy. Completely forgot about that line. Sad that you couldn't use their music in the game :<

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Love the idea you came as a theme and the aesthetics are great. I think its very unique and unexpected which is awesome. Loved the "Defense" sound, it was super cute. The art was also nicely done, creating a nice cozy atmosphere. As for gameplay, unfortunately I didn't enjoy it much :( The game felt slow, movement strange and some predators insta killed me without even option to do something. I was questioning defense mechanic at this point. Not sure how well faster pace would be in this type of game but maybe you can think about other ideas how to change something which would be both challenging and clear to the player (Might be just skill issue). I also couldn't figure out what to do with XP and how to upgrade (if even possible).

Regarding the pixel art I wouldn't be able to tell it was your first time making pixel art if you wouldn't mention it. Sure there is place for growth but I mean, it is done so well that its hard to tell you never done it before. I guess its a good sign for future improvements and that it will become even better.

P.S. Maybe its a good idea to allow fullscreen on itch page so we can turn the game full screen?

Nice theme interpretation and game idea. It so happened that I saw similar gameplay in another game but in your case you add extra features like dashing, limiting the area and giving second chances with HP which is super cool and I think is the best decision. The next thing I want to mention is UI. You are absolutely right of being proud of it, its amazing. Probably the best UI I've seen out of all games that I played for this jam. Its simple, readable and yet interesting & fitting. Everything is so smooth and well designed + all the transitions. Can go long with the praises. Really awesome work with the game. Can't wait to see what other UI/UX you will make in future.

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I can say for sure that between all games submitted that I've played for this jam - this is absolutely my favorite. It feels like a really nice demo which reminded me of Distraint. Played both the endings and the theme interpretation is nice. I only wish it would last longer. It was that good that I wanted to continue playing, awesome job. Understandably, given the time frame you did best you could but in the end where the "ending story" was, would wish for more visuals and interactions but even with this approach you managed to create an immersive game and thats the main thing I loved about the game. Art, SFX & music were executed perfectly IMHO. Especially the audio part was giving such a nice immersion. Another thing I can mention is great font selection. Readable & fitting. That is one of my main comments for other games that either there is a default font that usually doesn't fit or it is barely readable. Massive kudos to the team for amazing work, I really enjoyed the game!
UPD: Possible small UX improvement that could be added is keeping the objective visible at all times. You already have great transitions and show the objective "loud & clear" but then it fades away. Maybe instead of fading it could be minimized and stuck somewhere at the corner just so that the player can always get a glimpse of what is the objective ? Like a small non intrusive note.

Aesthetics and simple gameplay make this a nice little skill based games. Reminded me of similar games that I used to play on phone and was addicted. Great thing is that you still have plenty of room to grow and add new content but the core game loop you already have and it is great. Good job  even  with all the distractions you had :)

Sorry but I didn't quite understand what I have to do :( Was just running around collecting soap, left & right indicators were changing but no clue what they meant to represent. I did like the music tho. As for the first game as a programmer think you did really good job and sure learned a lot. Keep up the good work.
P.S. I got suggestion to enable "Allow full screen" on itch page and want to suggest the same thing to you too. I didn't find option to enable full screen.

Very great take on the chess game. I think you managed to add a cool twist and works wonders. Good amount of replayability value and the art looks great. IMHO, the art is one of the main things that makes this game great and compliments the gameplay. The music choice is also great. Overall great job on the game, think you have very solid chances at being in TOP 10 and the fact that you made it in scratch is a living proof that desire is the main factor. Hats off.

Cool idea of adding math solving into the game. Keeps your brain working while playing. Unfortunately didn't enjoy it at full because switching focus between running & text input just takes too much time and if you made a mistake its almost GG. You will have to think more about how can you improve the UX for the player. Maybe even changing the mechanic of real time top down shooter mechanic onto something less "real time" like turn based or something? There is room for growth and hope you will come up with something that will work better.

Interesting concept and implementation. Loved the cut scene at the start but wish there was some music or SFX during the dialog, felt very empty. The gameplay was interesting and monster variations were great. The only thing I didn't like is that weapons disappear pretty quick (From comments found out that you can tap SPACE to make the timer reset but thats unintuitive) and that it takes forever to pick up new item. "Progress" or "Time" bar is hardly visible. If you would change the color to something more bright I think it would be a lot better. Another thing I would wish for is that dialog boxes would be styled a bit like custom font/borders/bg color/etc... I am assuming that you just didn't have enough time to polish it all :) Overall the game is interesting and has room for growth. Great job!

This was an interesting concept and the music reminded me of SEGA games. I wasn't a fan of the "turn based" movement but I have to admit that it was an interesting decision and overall added some puzzle elements to the game which is a nice twist. Your daughter did awesome work on the art :) From visual aspect the game felt like a single consistent unit and accompanied with retro music felt nice.
There are a few comments I would like to point out for possible improvements:
1. Your buttons blend in with the background/game on the main menu. Would be better if the background was less visible so the button would hold more attention (call to action).
2. Scaling was a bit of an issue. You can look more into it by setting correct Stretch mode & Stretch aspect IIRC. This is not a major issue but would make your game look better.
3. Don't be shy of using custom fonts. Minimal effort but correct font can greatly improve presentation of your game. This is mostly for UI elements & instruction popups.

Hope these will be helpful and you had fun working with your daughter :)

Amazing work! From idea to implementation - awesome. Great job guys. I absolutely loved the visuals and aesthetics of the game but gameplay was similar to fruit ninja so it was easy to get going. The upgrade system also looked very clean & appeared just about the right timing - not intrusive and intuitive. The BSOD screen was magnificent. Background noise was such a nice detail to it. Overall I think its really awesome game and hope it gets more recognition because this level of polishing is awesome, respect for that. I don't remember when exactly, maybe before upgrades there were small game freezes. Nothing critical but noticeable enough.

That was a really nice, chill puzzle game. Great job. Loved the visuals, art and music. The idea itself I think is very creative and I loved it. There were a small visual/processing bugs between transitions but those are minor and don't take away anything from the game.
On a more constructive feedback:
1. Some objects are a little bit out of place. For example, crystals or objects on floor and wall feel like more detailed and they stand out. Maybe that was intentional decision.
2. Sometimes it was hard to get into "another item". Maybe some highlight could do the trick, especially when you can jump far enough. If you will miss the jump then there won't be any highlight. This should improve UX.

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I have very mixed feelings about this game. Its has an interesting twist of doing "style kills" but felt like it was built by mixing various different things and gluing it together with duct tape. Its working. Its playable but everything is so out of place. How did you come up with this strange reloading mechanic ?

P.S. At least you had fun making it 🔥🔥

Thats an interesting approach on Tower Defense and the theme. I like how you tried something unique with perspective (at least to me). Unfortunately with that my praise ends :( One of my commons comments is about font readability. I had no clue what buttons I'm pressing in the game and what actually is happening. No music also was disappointing. Was expecting to listen at least to something while "action" is happening.  I haven't seen that its your first game and have to say - great job on the progress. I'm sure you learned a lot.

You managed to create a nice and fun "time killer" game, great job! I enjoyed playing it and it was even relaxing :) Only thing that I might've wished for is for some sort of SFX and/or visual when you get hit. I suppose that health bar under the boulder ? If so, it was decreasing and I didn't even notice when/how.

Loved this. On top of fun gameplay you also used asset pack that Iove and in the end you have a really nice looking prototype. There were a few small bugs and performance pitfalls but overall game was very addictive and fun to play. One of the pitfalls was that for the first upgrade the game froze a bit and thats probably because you were loading those upgrades. I think you would need to preload those resources earlier or maybe on game start. There are definitely more information on the internet. But the UI screen with upgrades looked great, loved that that it was "alive" rather than static. And the cutscene at the beginning was also a really nice touch.

The game is super nice! Awesome job. From concept to implementation. There are a lot of elements that I really liked and it was fun. Think you nailed it with idea, mechanics and art. Honestly, don't even know what can be improved but I was satisfied after playing the game and I enjoyed it so it should also indicate something :)

Thats an interesting take on a theme, I liked it. I think you have a great proof of concept here. Might be my skill issue but I felt pretty limited in my actions and the range attacks not working to my favor. As someone already mentioned, cancel option would be a great QoL improvement. I liked the art and SFX. Great job on the game and there is definitely room for growth & new features.

Hate to be that guy but to me the game was boring :( I'll explain why but before that want to say that you still delivered a good and playable game with some interesting things that I liked too. I will try to express everything I felt during the game:
1. When starting the game I thought what a nice and interesting UI, great job on that.
2. When I viewed the credits screen I clicked on one author, it opened a new tab but then started the game immediately. Probably just a small bug.
3. The art and music are great but one thing I disliked a lot was the font. Even on full screen it was hard to read. Besides that the dialogs were nice, had a moment of VN feeling and they worked as I would've expect, so thats awesome.
4. Was fun to see the art work and the implementation once you are in the game. The minigame was quite alright but what I think should been done better is to keep "Spinner" at same position and probably just above your sheep player. Otherwise it was very frustrating looking for it on screen, especially when it blends in with everything else.
5. It took me some time to understand what I actually have to do and the whole process was boring - Hit space at the right moment and run to some sheep. Repeat. I didn't understand why the sheep counter is not increase and then saw that sheeps also have "progress bar" that I need to fill in. I almost quit on that moment but decided to see what is going to be a reward. Unfortunately my reward was 1/15 rounds. At this moment I knew I don't want to do it anymore. Maybe its just not the game for me and thats alright.
6. The art at the end of game session was awesome, loved it.
7. Overall I felt like a mix of VN, some mixing combinations and a boring (sorry but thats how I felt) minigame. Maybe the game could improve with more focus on VN & quicker minigames because as a VN game it has some potential and mini games could add a bit more player involvement.

Hope you can use this feedback for some new perspectives and maybe even updates.

That option is at the end, when you play 3 sessions (days) and get presented with a score. You can also ses it in the last screenshot.

Thanks for playing. Timer was mostly an experimental thing and I do agree that probably it would be better without it. For that reason at the end I made an option to start the game with longer timer. Fact that your timer went down is interesting. With all my testing I have never seen it. Can you recall maybe you did something specific or you remember in which situation that happened ?

That was incredibly fun game to play. Love the artwork and the idea. You did a great job on level design too. The only complaint I have is during dialogs I would naturally hit space bar to get all text revealed instead of waiting for word-by-word appearance but that action skipped the dialog. Would be better if spacebar would reveal it and in the end "Hit spacebar to continue" would appear to explicitly confirm that user is done reading. Everything else was great, good job.

Interesting mechanic of taking over someone and good theme idea. Good job.