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A member registered May 27, 2022 · View creator page →

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thank you!! i'm really glad you were able to play the game, especially with so little time before the rating period, haha! now that the jam's over, i'm gonna get to work on making sure you won't have to fight to direct the ball anymore :) 

very much appreciate the rating! :D

wow!! great job on this game, the main mechanic of this game reminds me a lot of the main mechanic in my game, haha, but you guys definitely did a much better job making it intuitive than i did. the execution is quite simple but works very well, i quite enjoyed my time with this game ^^

i do think the game could be made a little bit harder, though! the timers don't have much of an effect due to the infinite pausing, which is pretty OP haha. giving it a timer, or turning it into a strong slowdown might work a bit better. 

of course, i'm always really impressed when game devs during jams have time to add things such as menus, and your menus are genuinely very fleshed out. i also really enjoy the cutscenes, especially the gorgeous starry background in them, props to whoever made that ^^

took me about 10 minutes to beat the game, not bad at all!

thank you for playing! i'll absolutely try to tune the difficulty curve a lot more after the jam, haha. appreciate the rating regardless :3

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this game has such satisfying controls!! it's such a thrill every time you line enemies up and manage to go through several in just one left click, very juicy game despite the simplicity. definitely sorry you weren't able to finish it in time, but i'd love to see an expanded version of this game post-jam, it's still a lot of fun even in its current state. my only criticism, is that i think the multi-line attack is a bit underutilized as of now, but i can't deny it is a cool idea :3

oh, and since everyone else is posting their high scores, i think i got a score in the 80s once. very proud of that :)

i'm extremely impressed at how polished and well-made this game was, even with such a large team size! i can only imagine how difficult it must have been to coordinate everything, but all aspects of the game came out super well ^^

the art is incredibly charming, i like how you even redrew assets like the godot logo and the wildcards, and flasky is annoying in the best way possible haha

the controls are super wonky but that's honestly the best thing about them, i really enjoyed stumbling through all the levels, it was very satisfying as well to just barely clear a set of stairs. the music fit the game well too, one of my favorite parts was at the end, where you finally get to the fridge, and have to stumble towards it with backwards controls while angelic music plays.

honestly, this feels like the kind of game that would be amazing with achievements, haha. if you guys ever made a full version, i'd def play it! great work :3

thank you so much for playing! and yes, going back to make the game more accessible is one of the first things i plan to do after the jam, haha :)

my main inspiration was Super Mario 63, but I was also loosely inspired by games like Fancy Pants and the Last Legacy series! ^^ i'm a big fan of all of those games

i have to say everything about this game is so silly, it really makes me smile.

the HUD is really charming, reminds me a lot of scott cawthon, and the music is both very goofy and impressive. mixing christmas music and trap is a funny combo but it was very interesting to see how you guys managed to pull off dynamic music during a game jam, it serves the game quite well. 

the gameplay is fun as well, reminds me of a flash game i used to play a lot of, but in 3d. could see myself going back to this for high scores later on ^^

update: went back and beat the game again in one sitting, a lot faster this time. something i haven't really done for any of the other games in this jam yet haha

really fun game, if you ever go back and update it, do let me know :3

really interesting to see a game based off my wildcard suggestion, i think u made really good use of it all things considered! ^^ it did take me a whileee to figure out exactly how the game worked, i think the interface could've been a bit more clear (especially dragging onto other cells is weirdly unresponsive...), but when i finally did figure it out it became quite fun :D

 i almost managed to get to the end, the strategy behind this game is very engaging and for me the game hits that perfect sweet spot of difficulty, but to be fair i am new to deckbuilders haha. nice job all around, i quite enjoyed this game :)

this is a super unique game! it's really tough, but it was fun to figure out the strategy :) i like how tense the game is, you really can't afford to wait even a split second if you can help it. i also enjoy how well the mechanics are explained, the tutorials are very good. the game is a bit simple, and i think the gameplay would get repetitive after a few runs, but for a game jam that's hardly a complaint. nice job!

very cool mechanics! i really like the idea behind this game, grappling hooks are fun to use and i really liked playing around with the physics :) i think unfortunately one thing that really holds the game back is the lack of mouse sensitivity options. the default mouse sensitivity is tuned really low and it makes it feel a bit difficult to aim at enemies in more twitchy sections. the music is nice, but it gets a bit repetitive and imo does not fit the game too well...

despite everything though, the levels flow super nicely, and i especially love the gameplay of chaining together enemies while not having touched the ground once. destroying enemies is super satisfying in this game.  i think this game could be quite special with some more polish put into it, i love these kinds of games :)

this game does the impossible of making golf fun

im a sucker for this classic tracker style of music, and the ball is really tough to control, but really fun to control :) the 3rd level was a bit of a difficulty spike, and could probably serve to be adjusted a bit or put later in the list, though i do admit it's a very funny move to admit at the end that you hate the level. 

some minor adjustments i think would make the game feel really good to play, is to make the flagpole hole less arbitrary, and to add more visual feedback to charging jumps/dashes and restarting with R instead of pure audio feedback as it is now. but, i beat the game and i really think you have a very satisfying gameplay loop here. if you ever expanded on this game, this honestly feels like the kind of game i'd pay money for haha. great job all around, one of my favorite entries so far

i love this game's style so much its incredible. i love cats So Much. and the interface makes me laugh

ive never played monkey ball, but i think it would've been helpful to be able to change the camera's vertical orientation with your mouse? it was a bit hard to see the tracks at times. the ball physics themselves feel great, and the game has quite a bit of content for a game jam game, its a very fun game :)

the music is incredible too, maybe one of the best songs to come out of this jam. all of you did a really great job on this game ^^

okay i have to get this out of the way first, that music slaps, dang. i really love that classic demoscene music style, its so good

there's not really much of a game here, so it's not the most fun thing in the world, but i will say the graphics are very pretty. love how shiny the ball is, and how sparkly the stars are :3

feels like a tech demo, but i must say, the tech on display is quite cool! (update: just read one of your comments explaining how the graphics work, and MAN that is super impressive, knowing all the graphics are done within a shader. made me boot the game up again just to see it in action again under that perspective)

aw, sorry to hear you've been having issues! the positioning on the tutorial text needs some work, but the masks should be working fine, might be something i need to look into :P

still, thank you so much for playing, and for the kind words as well! i'll definitely work on improving the tutorial later on :)

what a unique little game! i love the style, gives me flash game vibes in the best way possible :)

i think the main thing holding this game back is just the lack of variation, i think it gets a little bit repetitive with the music and the levels, since there's so much repetition, but its a ton of fun every time things are shaken up a bit. i really enjoyed weaving through the ships at the end, i think the controls are super satisfying as well, very good weight to them

good job on this game, really good for your first jam :3

pretty fun idea! i like the concept of "dribbling" your character to jump higher :)

i think the game speed was tuned a bit too slow, i feel if everything happened about twice as fast, the game would be a lot more engaging. the physics are very floaty... still, once you get into the flow of things, the levels do flow quite nicely,  quite good for your first entry id say, would love to see this polished up and expanded upon :3

very interesting platformer! it's weird, normally platformers with really slippery controls don't work very well, but i actually thought they were quite interesting here :) i think the fact that the slopes play such a large part in conserving your momentum makes the controls a lot more satisfying than they otherwise would be. a very short game but i quite enjoyed it. i did try to go for 13 coins for the cap, but i was unfortunately not able to find more than 10 ^^; hopefully it wasn't anything too major

this game is so so janky but i can't admit it isn't really, really funny. reminds me a lot of goat simulator. i do really like the idea of a 3d "upgrade game", that's something i haven't seen done very much before! a good effort from your team, streaming this to my friend was really fun haha

i really like how this game actually feels like cleaning, the soap effects are very satisfying. especially when you ahve a lot of bubbles going on at once :)

speaking of, i eventually figured it out on my own but i think the importance of splitting your bubble up could've been better explained, ahah, it makes the game a lot easier when you do figure it out

i do understand what you were going for with the slippery controls, but i think if the controls were a little bit more responsive, it'd lend itself to a lot more strategy. i think right now, it's a bit difficult to get the bubble to do what you want it to, and combined with the lives system, the later levels kind of just turned into me spamming space and hoping for the best. still, i think the core idea is really fun and with some tweaking i think u could have a really unique puzzle game on your hands here, definitely worth developing this idea further, id say ^^ great job to the both of you!

it makes me very happy to hear you were able to have so much fun with it! i really enjoy bouncing around, and more than anything i want everyone to be able to feel the fun i did. i'll try to flatten the learning curve a bit later on, either way thank you so much for playing ^^

and thank you for the compliments on the art and music! i'm really proud of them both :3

this game is super smooth to play, i saw some other people struggling a bit with the levels in this, but to me everything was super satisfying. it feels really good to aim just right and crash through the entire level in one fell swoop, and the sound effects fit in super well. the chill music helps with the high difficulty on the last level as well, it took me a lot of tries to beat that one and yet i thoroughly enjoyed the entire time i spent trying to beat it. really fun game! please join more jams in the future :)

peak review

i got a score around 1800. pretty impressive for being made in 24 hours! it does seem like you aren't able to beat the avalanche past a certain point, but it was quite fun up to that point. i really enjoyed the jump :) the music was pleasant also

i mean this in the best way possible,  this genuinely feels like it would've been a hit mobile game from the 2010s, up there with games like cut the rope and where's my water. the controls are super satisfying to use and the gameplay is both simple and really fun. if you made this into an actual mobile game, added some music, and made some more levels, i'd pay actual money for this :3

you guys did an incredible job on this game!!

that ending was incredible if there was a story category i would rate it 5 stars

the premise was very interesting but the gameplay didn't seem to come together very well... i did like the boss fight at the end a lot, but otherwise i think the mechanics didn't really compliment each other that much. the movement speed is surprisingly slow for a momentum-based game jam... i would try to minimize the amount of time the player spends just walking to the next enemy. also, i noticed dying doesn't refill your ammo, though that did involuntarily teach me how to use punching!

still, a good effort, keep trying and you'll get there!

yeah, we didn't spend enough time on the tutorial, haha :P will definitely work on that more after the jam rating period is over!

very happy you recognize the style, i'm a huge fan of it myself! :) and yeah, im surprised at how much content we managed to pack into this game. thank you so much for playing!

thank you so much!! im very happy you enjoyed, and yes, i love making platformers :3

thank you for playing! i was unfortunately asleep when you played, so i couldn't watch your stream, but i'm very glad you enjoyed it. 

i'm planning to do a bunch of updates to the physics after the review period is over, so hopefully i'll be able to fix all of the issues you mentioned ^^

it's vocal chops, so the lyrics don't really mean anything, haha ^^ 

if you take it literally, they're singing "For- I- (S)ay- I- From- (S)ay"

im glad you found the idea unique, i'll definitely try to refine the mechanics more after the jam, thanks for playing! :3

thank you so much for playing!! i'm really happy you enjoyed it :) 

sadly, the game can't be 100%'d yet due to bugs, but i'm glad you enjoy the game enough to go for full completion! i'll try to get an update out after the review period ends :3

thank you for such in-depth feedback! i'm absolutely going to work on this game after the jam ^^

the tutorial was one of the last things to be added, as well as its text, so its high up on the list for things to tackle. i'm thinking of adding an extra section specifically to let the player get familiar with how the ball works before throwing them into platforming, and the camera is also planned to be tweaked as a friend of mine had issues with it too. good catch on the parallax! i'll make sure to give that part some attention.

the bounce mechanic is the main thing to be tweaked, i'm going to try and make it way more predictable, i think the ambiguity is one of the biggest problems with the game right now. once again, really appreciate all the feedback and thanks so much for taking the time to play!

yeah!! i really should have been more careful with the positioning of the tutorial text... thank you for pointing that out :) 

i'm really happy you enjoyed the game, i put a lot of work into it ^^

understandable! i'll make sure to put a lot of work into the controls in particular, they seem to be a common sticking point with people playing this game. greatly appreciate the feedback :3

tysm!! watching you play the game was a huge help, i will definitely try to iterate on the physics a lot more once i'm able :)

very eye-catching art style and creative application of the theme! i'm definitely impressed you guys managed to get a full options menu going in a jam game, that can be quite time consuming haha. i did have to play in windowed because the UI is a bit obscured at more square aspect ratios, and my laptop screen is 1920x1200, but it wasn't a huge issue

the gameplay is very satisfying! the animations for decaying plants are super smooth, and its fun to line up plants in a row :) especially near the end of a run, when you get to infect plants on diagonals, that's superrr satisfying when you get big chains of plants. i do think highlight spaces should be on by default as i feel it makes the game immediately easier to understand, i personally preferred it that way anyhow :P

either way, i had a fun time! the experience of your team definitely shows in this game, nice one ^^

huh??? this game is incredible, what?? it's so unique, i've never really played a game like this before. i will admit i don't play a lot of deckbuilders, though ^^;

just to get presentation out of the way, the music is sick and the art style works incredibly well, it really stands out and fits the vibe of the game perfectly. for a 9-day game im surprised how complete everything feels stylistically, its awesome. the story is also really out there but yet quite memorable, i like it :)

the mechanics are really unique and impressive to me, i think somebody else mentioned synergies being badly explained? me personally, i figured them out super quickly and they ended up being a lot of fun to figure out. i especially loved when i was able to stack synergies, like putting multiple nails into an eye and putting two nails next to a hammer. during the final boss, i had a double synergy with the hammer on the same turn that i had a 200% attack boost, and it did *so* much damage, that felt amazing! imo, there is so much potential to have more of these kinds of synergies and plays, the system you have set-up is very unique and absolutely sick.

please expand this into a full game!! if i had to pick any game out of this jam to get expanded into a complete release, id pick this one. im super impressed, you did amazing, genuinely!

interesting ideas you have here, especially with the lives system! i actually quite like the concept! the idea of mixing a platformer with a shmup reminds me a lot of super mario land :) the sprites are also very charming, especially enjoyed how well the controls were tutorialized ^^ i like the enemy designs, and the shmup levels were fun to look at :D

i feel the execution could've had some tweaks, tho! i like the variety of the levels, but they rely a lot on trial and error, which i think doesn't fit too well with the "limited lives" angle, especially the shmup levels. the shmup levels are a lot harder compared to the platformer ones, and i think you might have noticed that based on them advancing you to the next level on death? i unfortunately wasn't able to complete a single one... so i would consider either lowering the difficulty or making them "bonus levels" that don't subtract lives on failure. i really like the lighting system, but imo more work could've been done to make sure attacks are properly telegraphed even in the dark


still, i did beat the game, and i did have a pretty good time all things considered, so good job :)

satisfying little game! reminds me a lot of the flash game Particles, it's a good time killer. nice work!

heck yeah!!! flame genocide!!!!! wooo!!!!
very well made game, i have very little complaints. it was quite difficult, but it feels very forgiving. the controls are quite intuitive and satisfying to use, i love the charge jump mechanic in particular! i really appreciate you adding a bit of a buffer to the wall climbing as well, it made a huge difference. the only thing i really felt was missing was more of a "tell" for how far you were from detaching from a wall. other than that, the game was difficult but quite satisfying to play :) and the story was very well executed, i liked it a lot