The jungle theme put a smile on my face - because why not? Love the creative silliness :D
Barrie Lake
Creator of
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I won a game jam this past week, and your music was definitely a major contributor. It gave me the exact tone I was looking for in my game. Thank you so much for making and sharing these excellent tracks!
The game is here if you're interested in checking it out: https://barrielake.itch.io/blink-exorcist
I won a game jam this week, and your asset really helped me get a playable character in my game quickly, so thank you for that!
The game is here: https://barrielake.itch.io/blink-exorcist
It has potential, but besides the movement bug it needs to be more generous with bullets (holding down the mouse, they didn't fire very quickly or regularly.) The timer is also too short to even enjoy the game properly... I think finding the 12 gold things is already challenging/fun enough in an invisible maze that you've got to explore and reveal. There's a really solid game here, just hiding behind a few barriers to play. Well done for submitting something, and keep at it!
Fun and unique game! I love the handcrafted art style and sound design. It looks and feels really polished, actually, which is extra impressive considering how short your time was to make it. I think you made some really smart design choices: a complete game starring a blob is much better than half a game starring a detailed animated hero.
There have (understandably) been a quite a few sound-based games made for this jam, but I found yours particularly effective - maybe even my favorite of the lot! I think your game benefits from not relying too heavily on using headphone stereo to pinpoint a sound's location.
My only critique is your collision detection for death could be a little more generous to the player. A couple of times I died while only sliiightly scraping a wall when turning around a corner.
Really fun game and I loved the animations - especially little touches like the foot kicking up off the ground when he shoots. I liked the balance of defending and recharging the light - satisfying to bring it back from the brink.
One nitpick is I didn't know what the blue bar at the top with a countdown was at first... thought e.g. "45 left" meant my number of bullets or something. I realized on second playthrough it was for the remaining bats, and then after winning I further realized the little blue symbol was a victory flag.
Very nice! I'm a big fan of:
- The cool effect when pressing space to see
- The ominous messages
- The slow horror of an enemy coming towards you, one turn at a time (that maze level could really be a game all on its own with variations)
A really polished game with a very distinct tone and point of view. Well done :D
This is great! Feels like a really complete game, and I love the art style and music. Easy rules to pick up, but still hard enough to master that you can't help but make mistakes - then keep playing repeatedly to try avoid the mistakes you made in your last run.
One of my favourites in the jam so far for really keeping it simple and focusing on that one tiny idea, keeping it simple and polishing it super well. Nicely done!
I think you could probably increase the time pressure a bit, so there's less time to think clearly about what weapon will work (I think you might do this already as the game progresses?) Alternatively, some kind of bonus for attacking quickly, e.g. a meter that fills up towards restoring/adding a heart, Both of these could incentivise acting as soon as possible to add more tension.
I like the way the game feels to play, and the headphone test + tutorial add a nice level of polish to things!
Requiring headphones limits your potential player base, but that's probably okay for an experimental jam game vs something you want to make more commercial.
There are quite a lot of elements to learn about in a short span of time at the beginning - it was a little overwhelming at first but made more sense the second time around. Adding a new tutorial room to demonstrate doors would definitely help. Speaking of doors: the high-pitched creaking door sound is quite unpleasant - it made me sort of dread closing my eyes, so I'd consider changing that if you continue working on this.
All that said, I love the art style and there's some cool strategy to play with (e.g. positioning yourself in a certain spot to see if an enemy is truly on the left or right). The headphone test and tutorial gave me a really good first impression too - it's a really nice added level of polish.
Thanks Maison, glad you enjoyed it! Hahaha I know it’s tough letting him down, but one of these days we’ll get him to the end alive! I’m away from my computer for a couple of days but looking forward to playing your game when I’m back :)
P.S. I might have a game-breaking bug when you get near the end… I did not create enough tally mark images for the total number of enemies you’ll defeat by the time you finish (it took me a while to even get close to the end of my own game, so I realised this only recently!) I’ll have a fix for it as soon as we can upload game updates.
Well done on getting this over the line in 18 hours - very impressive! I like the concept a lot - it's a clever idea with lots of potential, and you executed it pretty well here.
The red dots on some of them read as gun laser sights at first - took me a while to realise they were meant to be eyes. I also wondered what the point of having such obvious aliens (glowing skin and red eyes) but came to realise it can be a good strategy to keep them alive and eliminate them later when you need to lower the invasion meter.
I found very few aliens via the flashing light or freezing - possibly too subtle with so many people on screen at once. There were usually several in the light when it went off (though it was then fun to see if I could catch who was running away), while the humans are stopping and starting all the time so not easy to see who's freezing and who's simply stopping.
Weird shadows and off-colour skin were the sweet spots - not too obvious and not too difficult. Could be more fun to just work with that sort of thing... subtle visual differences that are easy to miss when you're not looking for them, but super clear when you are.
Very creepy! Great sound design and a really cool game concept. I wouldn't have minded less waiting time between monsters. I also found that almost all of them disappeared when I rubbed my eyes - only one needed pills for me. I'm looking forward to learning to make 3D Godot games in future, so it's cool to see what can be achieved in a weekend. Well done :)
A great idea with a nicely polished look and feel. It just needed clearer instructions. "Redact all names, numbers and dates" should be stated very plainly somewhere, rather than phrasing it as "certain names, dates, " etc.
It also wasn't clear that clicking on some words would give me the option to replace them.
- You might consider some sort of visual highlight or dropdown interface on words that are replaceable on the page, with a few red herrings (words that are replaceable but should be left alone) sprinkled in so it's not too easy.
- The option to unredact something would be good for players who accidentally redact a word when they actually thought they were going to replace. I was kind of scared to click on words I wanted to replace, in case it would permanently redact them.
- Maybe replacing a word should be done with a different control than redacting, e.g. a right click instead of left, making it harmless if players right click a word and nothing happens.
Really love the concept and would be cool to see it expanded!
I was really excited about the idea of this game, but in execution I found it a bit confusing to play. As a start, it needs a better way to feedback which predictions were right or wrong -- or if you want to keep it more challenging, even just an indication of how many were right or wrong . As a player, I don't even know what $75 profit means, so have a hard time calibrating my theories based on results. (Maybe a post-it saying "$__ per correct prediciton, -$__ per false prediction"?)
Still, there's a really cool concept here and I could see it becoming quite fun to figure out how the cards work on different types of news stories... a balance of becoming more accurate over time with existing stories while having to learn how new stories or new cards might impact things.
I know it's a tricky game to get right, especially in such a short span of time. This type of game can only be developed with play-testing throughout, since you, the developer, are already cursed with the knowledge of how it all works! Well done for putting this together and completing your first jam ever :D

