Presentation and general mood of the game felt very chill / reminiscent of playing outside as a kid
AndrewCrowe
Creator of
Recent community posts
After trying and failing several "Weekend jams" (72h or so) these past years. These Week-long jams feel way better and hit a good balance for me.
Long enough to give you time to do things and search things up in case you get stuck, but short enough to keep your attention/motivation going until the last day.
Fun concept, I didn't saw any difference between easy and hard tho. The fuel having to be exactly placed on the spot and kept pressed could have been explained, speed of the fill faster and either a sound or mark to give feedback that its already full.
Otherwise with more types of parts it could be a fun fast-paced game.
Here's ours! Currently 15 rates, still a way to go https://itch.io/jam/brackeys-13/rate/3348777
I like the concept, a musical platformer, but the way notes activated was a little confusing, like the sliding notes. And it was not clear your character had double jumps nor wall-jumps, other than finding it by trial/error. The jump from level 1 to 2 was too big also.
Still, I can see there's ground to make it both a fast-paced musical "meatboy" style game. Or a slower puzzle-focus game.
Here's ours! Its a little flappy bird with more things going wrong
https://itch.io/jam/brackeys-13/rate/3348777
Here's ours ! https://andrewcrowe.itch.io/flight-of-the-icarus
You control a propeller plane that's ever breaking down. Its in the style of the GameBoy Color limitations, with some artistic liberties
Here's our game! Should take 5 mins or so.
https://itch.io/jam/brackeys-13/rate/3348777
Hello! Here's ours - A small 5 minute GameBoyColor-styled game
https://itch.io/jam/brackeys-13/rate/3348777
I liked the style and control as well as the idea. But I got to the trophy and it didn't seem to grab it, did I need to get all the other objects before? I also had trouble knowing where the lasers came from, the screen was a little too zoomed. I wonder if the gameplay would have benefited from the lasers changing whenever the player jumps, not on timer. That way the player can plan where to move before introducing a timer to put pressure to think fast. Overall I like it, I could see the game expanded to have more things!
Here's the one we did. You fly a ever-breaking propeller plane through a cave to the exit. Game should be 5 mins long.
We tried to keep the artstyle in the vein of the GameBoy Color limitations with some artistic liberties here and there.
https://itch.io/jam/brackeys-13/rate/3348777
Oh, that's because there's always some "leftovers" from the previous season, so in spring you find winter crystals laying around, in summer you find spring flowers, and so on. They're different from the main season ingredient because you can safely take those as opposed to the main ingredient where you risk angering the forest if you take too much and dry it out.
Thanks for the feedback! The crystals were in a cave on the top right area past the river (You can only cross there on winter as the water freezes)
The potion-making task admittedly is like that because of my lack of skill, It takes a random potion each time and increases the amount, but I will work toward learning how to do that better and work on UI so the player gets better information!
Simple fun game, although I believe that having to manually shoot things instead of them auto-attacking makes the game a Twin Stick shooter rather than a Survivors-like.
I like that the enemies had different weakness, not so much limited ammo as that just made you stay nearby and not move from the area too much.
Thank you for the feedback! In the last days we made sure to balance the game so it felt like a stalemate if you were not using the units to counter the enemy, hope it didn't drawn out too much though!
Yep, all the sprites, UI buttons and sounds were done by her! They look really good.
Funny enough I DID had the thought of adding a tooltip to the unit buttons to show the cost, hp and image of the unit you were spawning, That wasn't even a "we didn't have time" that was a complete oversight on my part as the spawning buttons were one of the first things we worked on and then just....didn't return to lol. Glad you liked the game!









