Alright so, you're lucky I'm a GameMaker developer as well, so yes, I can unpack yyz files and play the project in-engine. However, I can't even do that. Something's corrupted. Maybe it's the version of GameMaker I'm using, but I straight up cannot even open your project in-engine. Sorry...
IcyPenguin_
Creator of
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Oooo, OOOOO!! OK, I SEE YOU! So, there was no description so I was like "oh, ok it's an idle clicker" and then my run ended and I see roguelite elements?? That's crazy. Good stuff. Unfortunately I gotta rate narrative and audio with 1 star because there was neither audio nor narrative, but I did enjoy what I played!
Yeah of course! So basically what I mean is that one hand, the word selection UI allows for the loop gameplay to happen, but also since the words are all kind of floating about and you only have a limited amount of time to make heads or tails of what words are part of that soup and where and had an even harder time finding which ones rhymed and how best to connect them. Oftentimes I found that the bars I constructed made no sense as an actual spoken phrase. That's pretty much it though, I had no other issues with the game and thought you did an amazing job otherwise!
Art is killer and concept is super duper creative!! But in execution, it seems to not stick the landing... The UI is a double-edged sword where it's required in order for the actual "loop" aspect to come into play, but the way the words are just thrown onto the screen makes it hard to find any that make sense when strung together in a sentence, let alone words that rhyme. I really really really really do love the art and sound design and game on a conceptual level, don't give up on this one!! :D
At some point there's a huge difficulty spike, dunno how it happens, but the concept istelf is super neat! Not exactly sure what the fish and scrap metal do, maybe just edit the itch page itself to house that info (or if it's there, I am blind and did not see it). GG on that art, Rick. Keep forgetting you're a really good pixel artist for some reason. Well done on the polish on the programming side as well! Can't wait to see y'all after break.
Ayyyy, what are the odds?
Even though it's past voting time, I'll still play yours! I'd love to see what differs in our approaches.
Regarding "explaining ourselves better", we actually learned from the last jam that we did that intuitive in-game tutorials for jam games are an absolute necessity, because a lot of people got confused about how our last jam game controlled, and we took that feedback into consideration for this game.
Yes!! I always turn to Mega Man as inspiration for all of the music I make. I use the same instrument sets too. The turn-based combat was decided last minute. It was originally going to be an auto-fight, but we thought it best to give the players something more to do to be active.
Thank you for your kind words! :D
So believe it or not, buying characters was left on the cutting room floor. We called it the "hiring" system. We just didn't have enough time to implement it, and figured the thing people would want to customize the most would be their moveset.
Oh and thank you for the music compliment!! I love composing for my games.
Also yes, we're well aware of the game's accidental insanely easy difficulty, and we're equally sorry for that, but I'm glad you still had fun regardless!!
Art style reminds me a lot of Neutronized's games (in a good way!! I love that art style, so naturally I love this too)
Really creative concept.
Was gonna criticize the level select screen as unnecessary at first before I realized that it was the only thing that motivated me to complete the whole game since I knew how much content there was and how much I had left.
Also, love the squash and stretch on the ball. Not really the easiest thing to do with pixel art, but it looks great.
This is gonna sound like a weird bit of praise but I LOVE how the tutorials were handled in this game. No text, just purely discovery told through images tangible to the game world.
The concept is super creative and has a lot of potential, I just think the introduction of the main mechanic took a liiiiittle bit too long to get to. You could probably introduce it as early as stage 2.
Other than that, banger game. GG.
Hey guys, this is my completely justified and totally not joke review of Lakitu Simulator 2023. The racers all thanked me. This would never happen, as Lakitu is never thanked. Very unrealistic, 0/10.
Jokes aside, this game was very fun and I could play this for way longer than I probably should if I let myself. GG
This idea was actually sitting in a notebook of mine for like 3 years, so naturally, I too would want to see this be expanded upon. I just thought using it as the concept for this jam made sense. Now whether or not we'll actually continue work on it has yet to be seen. Probably not, but it's also a little too early to tell.






