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AtomicPotatoEmil
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This is very well balanced, a lot of people have a tendency to make their first game very hard or very easy on accident, but I felt this game struck a good balance of not being so hard I get frustrated, but also not so easy that I get bored, kudos for that! I felt the art could use a bit more work, but with the vibe you are going for I find this art style perfectly acceptable, but I would appreciate if the bullets were bigger and if there was a bit more juice to firing and being hit. I liked that it changed from space-shooter to top-down bullet-hell, that was fun!
I am unfortunately not a huge fan of the ground/platforms and the characters. But the game seems to work really well using squares and simple shapes so I really think you should lean into that. I would recommend looking at other games that also use simple shapes to create appealing visuals.
Here are two games for this jam that I think does that really well:
Switch https://itch.io/jam/gdevelop-game-jam-4/rate/2216920
Switch Puzzle https://itch.io/jam/gdevelop-game-jam-4/rate/2209769
I also made a game using only squares and simple shapes if you want to take inspiration from that https://atomicpotatoemil.itch.io/shapely-shootout Though I think the before mentioned games did it better.
I can also recommend looking at a commercial game called Thomas Was Alone that made awesome visuals using only squares.
I hope some of this helps, I am very impressed by your first jam game, and I can easily see the quality of your games increase exponentially in a very short time frame. You already got a great handle on mechanics, now it is just about practicing to create appealing visuals :)
Really neat puzzle game! Very cleverly made and definitely one of my favorite puzzle games of the jam!
I must say I generally really like your art, but I have to address the color scheme, it is REALLY in your face green. I am an old school Gameboy collector so I am used to looking at monochrome green, but this might be a tad too saturated. May I recommend switching to a more subtle green that leans a little more towards blue so that isn't as assaulting on the eyes? I really like your game so I took my time to come up with a color scheme recommendation. I hope you find it useful, but also feel free to tell me to shut up 
This is one of those games that works really great on mobile platforms. It's kinda like Flappy Bird but also not. This isn't a genre I make or play or lot of myself so it is a bit hard for me to give proper advice or feedback, and I don't want to repeat what everyone else has already pointed out in the comments. Maybe consider making the cannons move or change positions so it won't be so easy to hover between cannons, but otherwise I don't have a lot unique feedback, a lot of the other comments already pointed out a lot of great stuff to consider
Okay I have to say that this is probably the most solid platformer I have played throughout this jam so far, the movement is smooth and it feels great to control, generally the character controller is just so well done. I really like the parallax background it looks really crisp, though I can't say the same about the foreground that looked oddly cheap compared to the background. I wouldn't say it is the best interpretation of the theme, but the game feels really great to play. I would say the biggest strength in the game is how fun it is, but its biggest weakness lies in its theme interpretation. But congratulations you probably made the best feeling platformer I have played in this jam
Solid timing based platformer you got there! It is hard, but it felt hard because it seemed designed to be and not because of lack of polish or frustrating mechanics. I think the game would benefit from tweening the camera upwards when the player gets higher instead of changing the camera position immediately, it wasn't always easy navigating on the transitions
I really hope you didn't find my feedback too harsh, my only grind was with the background, and I honestly didn't know if there weren't any sound or if my computer/browser didn't want to play the game properly (has happened a couple of times with other games at this jam).
Your game is actually really creative and really wanted it to be longer so I could play more of it.
I remember my first jam game being a buggy unoriginal mess that I still have nightmares of till this day 😅
This game is pretty difficult 😅
I really like the shine light to reveal secrets mechanic. The game is overall pretty fun but it needs some polish. Also I am not a huge fan of the music, sorry... but I will say this game looks better than what I have seen on average throughout this jam, but it could really benefit from a more interesting background
Fun little game, I am kinda sad that there weren't more to it. Though short I found it pretty clever and it could definitely be expanded. Though I have to say I found the background a bit nauseating, maybe slow it down a tad or try more contrasting colors, the lines weren't very comfortable to look at in that speed, but it might just be a problem specifically to me. Also were there no sound or was there a problem in my end?
I really like that you went with your own art-style, I think more people should do that even if they aren't artists because it always ends up providing so much personality to the game. Platformer wise I think this game could really benefit from a coyote timer, especially when so many of the jumps makes you go so close to the edge. I also think variable jumping would be nice since there was a jump at the start where I persistently bonked the gnomes head into a ceiling which made me fall down before reaching the edge, so it would be nice to be able to control the power of the jump. I hope you don't find it too criticizing, I honestly found this one to be quite fun, it just needs a bit a polish in certain areas. Btw I really like the design of the gnome and the tweening when you jump
Somewhat difficult, but not enough to make it frustrating. I think it is an enjoyable platformer, I really like your character design and the monochrome color scheme fits very well with the aesthetics. And I really appreciated the text in the background. I will say though it would have been nice with a little bit of juice when dying, like when colliding with the lasers, maybe a particle explosion or something like that. It felt a tiny bit awkward that you immediately got transported back when dying like that, but that is just a minor polish tip. Other than that great work!
Probably so far my favorite puzzle game of the jam! I absolutely love the Gameboy aesthetics mixed with 3D. Also as Gameboy collector and someone who had to go through the horrors of discrete mathematics I feel oddly represented by this game.
Now all I think there is left to do is port this game to the actual Gameboy. Just shrink the game down to 256kb and re-build it using Z80 Assembly to support the LR35902 architecture, and then we are golden! 😆











