Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

bembrooks

107
Posts
1
Topics
14
Followers
8
Following
A member registered Jul 16, 2020 · View creator page →

Creator of

Recent community posts

Thanks for playing my game! Even if you didn't make it too far, it was really helpful to see someone actually play it.

I see now how so many people are having lag issues because  of the webgl build, and once the jam is over I plan to make a standalone build for people who are running into issues with that. I'm thinking  that's what caused the problem with the ladder, I have the trigger for it set up so you autograb the ladder but I didn't think of lag interfering with that and adding a way to do it manually just in case. I've already got that fixed which'll be added in a post jam patch I'm putting together. 

But thanks again for playing and streaming it so I could watch! Really beneficial

So I definitely have to give you props on creativity. Having to play between 4 different games was really interesting. Overall between the three I thought the artstyle was really stylish and cool, and the sound effects were fitting. I guess  I'll   talk about all 4 individually now.

Kamra   Kat: This was a really fun idea  having to swap between the gun and the camera. My only critique is  the controls were a little too slippery so I never felt like I was in super great control of the cat.   Also the magnitude of that screenshake and it happening every time you fire was a little much.   towards the end of the game I was actually getting a bit nauseous.  

3 sec kat:  This one was definitely the most frustrating out of the bunch. The slippery controls really made the precise platforming really challenging and having no coyote time on the jumps made it overall pretty  tough in a not so fun way.

Hidden  Kat:   This one was actually a little too easy since all you had to do was hover over the cat to find it. Sometimes you could beat the level by just wiggling the mouse over the screen. Overall though, pretty simple well executed idea.

kat go splat: this one was totally fine. The slippery movement didn't bother me much since you're mostly going in one direction, and I thought the level layouts were pretty clever. Well done!

Overall, I think this was a cool idea, but I wish the lore and gameplay was a little more intertwined.    Like I get that each game was an abstraction of the lore that went with it, but they didn't really add to that. And really after playing kamra kat you could just read the descriptions of the other and get pretty much the same experience.  At the very least maybe it would have been a good idea to put the lore at the end of the game as a reward for beating it. Then you could get that ah-ha moment where you realized how the game you just played related to the story.  But in the end, congrats for going this really ambitious route!

This was super cool and a really clever use of the theme! The atmosphere was cool and spooky and I loved the story. It was so much fun to discover!    One minor nitpick I  have related to the story, from exploring around in the loop before I got killed for the first time,  actually found the matches and clock key before I knew how they were relevant.   The matches were fine, as I didn't know their use until I needed them, but it was a little annoying to be able to examine the clock key but not pick it up, which was my first instinct and kind of broke the flow of the game for me as it became kind of obvious what the twist/solution was at that point. I think it'd be good to just hide it and have it only appear once you can use it the same way that the bedroom key does.  It might make it more likely that players would experience the death loop looking around again for it, as I didn't since I just made a beeline for the solution after I died once. But that's a small thing that I think would just further elevate what you already have.

On the technical side, I  definitely appreciated getting to change the mouse sensitivity, but because I was just clicking it up and down with no UI it was a little hard to dial it in just right. Also even with it relatively low, if I moved the mouse too fast my vision would snap to the floor or celling, not sure what that was about. (although tbf I was playing the webgl build so that could be part of the jank with that.)

Overall though, you should be really proud of this one! Congrats on making such a cool game!

This was super cool and a really clever use of the theme! The atmosphere was cool and spooky and I loved the story. It was so much fun to discover!    One minor nitpick I  have related to the story, from exploring around in the loop before I got killed for the first time,  actually found the matches and clock key before I knew how they were relevant.   The matches were fine, as I didn't know their use until I needed them, but it was a little annoying to be able to examine the clock key but not pick it up, which was my first instinct and kind of broke the flow of the game for me as it became kind of obvious what the twist/solution was at that point. I think it'd be good to just hide it and have it only appear once you can use it the same way that the bedroom key does.  It might make it more likely that players would experience the death loop looking around again for it, as I didn't since I just made a beeline for the solution after I died once. But that's a small thing that I think would just further elevate what you already have.

On the technical side, I  definitely appreciated getting to change the mouse sensitivity, but because I was just clicking it up and down with no UI it was a little hard to dial it in just right. Also even with it relatively low, if I moved the mouse too fast my vision would snap to the floor or celling, not sure what that was about. (although tbf I was playing the webgl build so that could be part of the jank with that.)

Overall though, you should be really proud of this one! Congrats on making such a cool game!

This is a really nice looking and interesting game. I really like the colors and music, and typing in command prompts to solve puzzles was cool. I really loved the color scheme as well.   Unfortunately I wasn't able to get past the puzzle with the security door.  I thought I understood it, using the system name and my userid from the failed attempt to give me permission at the console, but after typing out the command it said my userid wasn't found even though I double checked and made sure it was the right one. So I'm not sure if that was my fault or a bug. Either way I think the collision on those column looking tiles might be off because you can walk through them and walk around out of bounds. I think also the input system in general is kind of off.   Having the inputs be on the left side of the keyboard for wasd and the tilde key, the right side for the i key, and the mouse means no matter how I position my hands I have to take one of them off the keyboard over and over to play. There's also a bug where if you click on an inventory item too fast the item description gets stuck to your cursor until you hover over your inventory again. So overall, I think this is a really cool idea, it just needs some bugs ironed out and the controls reworked a bit. I think you could pretty easily rework it so the  player only has to use the keys to play. Hope to see you flesh it out into a finished game!

I liked the aesthetic and atmosphere! I think the pixelart looked really nice, although I think the character could use a little more frames of animation for the run. With the right arm going forward, to his side, and forward again it looked more like half a run cycle. The hiding mechanic I thought worked well, although once I died to the enemy because I came out of my hiding spot a little too early even though I thought they were fully past me. I'd say generally it's a good idea to make enemy hitboxes a little smaller than the actual sprite to give the player more of a chance. All in all great job, and it'd be cool to see the story of this fleshed out into a completed project!

Some interesting ideas here. I   liked the art , music, and overall vibe of the game. It was really cool. However, I think the gameplay needs to be fleshed out a bit. I think I grasped the overall concept that rabbits needed to bump into each other to get happy and then bump into rocks to make you money, but it seemed like sometimes they would touch each other or a rock when they had energy and nothing would happen so I'm not totally sure. I think also a little more interactivity by the player would be good. I get the sense that this is meant to be like an idle clicker style game, but the rabbits move so slowly and there are so few asteroids that a lot of the time it feels more like watching a screensaver than playing a game. I think letting the player nudge the rabbits in a more deliberate direction or letting the player buy more rabbits more often would make it a lot more fun. All in all really cool art and idea, and I think it'd be great with a few changes to the gameplay!

thanks for the feedback! If i do a post jam update, I'll definitely tighten up the controls.

The player not respawning if they're bouncing around too much is definitely something i should have fixed. Same with the boss; i wanted to add a flash when they took damage. Both lost to the jam time limit sadly, but definitely ones i plan to fix in a post jam update!

Thanks for the great feedback! For the level design I made them by playing a little bit, adding more to the level, and playing again until i felt like the level was enough, so I'm glad that translated to well-designed levels! (Which i usually struggle with)

I think your critique on the jump controls is pretty spot on. If i do a post jam update i definitely plan to tighten up the movements and give you more air control

Wow, thanks for the high praise! I spent a ton of time on the animations so I'm glad you appreciated them

Thanks for the feedback! I think the point about air momentum is a good one. The problem is I'm using the same acceleration formula for on the ground as well in the air, when if you actually jump irl you go from zero to top speed immediately. If i do a post jam update I'll definitely give the character more air control

(Also, you actually don't have to press up to grab onto the ladders. The player auto-grabs when you touch them)

Haha, thanks! I hope so 

Thanks! I definitely spent a lot of time on the animations. Trying to maximize how much i could do I couldn't add a ton of mechanics since i had a lot to do, so i was hoping it'd be kind of a short but sweet experience. But i definitely agree the current mechanics wouldn't be enough to stretch for a full game and i woud definitely add more mechanics if i fleshed this game out

Thanks for the feedback! I appreciate the vectorman comparison because genesis platformers were one of my inspirations for this one.

I agree on the ladder grab button. Thats something i thought about adding but needed to focus on other things. If i do a post jam update I'll definitely add that.

And i think something that would add to the look a bit is more post processing and particle effects for the foreground. That's something else I'd add in a post jam update

This was really cool! I got the bad ending and then went back to find all the secrets and get the good ending. The graphical style was really cool  and the controls felt good and responsive. As for some minor criticisms,  some easing on the camera when you move left and right and it tilts would be nice. When moving around really fast it did make me a bit nauseous.  Also after you've heard the dialogue the first time it'd be nice to be able to  skip it especially the opening which goes on for a while. I thought about going back on my own to see what the second bad ending was but I just didn't really want to sit through it a third time. Overall, really impressive game, congrats!

This was fun! I liked the story bits and  the little world was fun to explore with the metroidvania style elements. I think there was a some issues with communication though A lot of the backgrounds and level tiles are really similar in color and it made things confusing at times.  Especially with the stompable blocks being almost the same exact color as the cave tiles. It did actually put me into a bad position at one point where I totally missed the stompable part to the left of the starting point and picked up the green orb first, then when I found that and picked up the red orb it actually downgraded my damage from 10K to 1000. There was also some issues with the game  eating inputs on occasion. It seems like if you try to double jump while your character is in the middle of a one way platform the game just eats the jump making some parts tricky to navigate. Also there were a couple times where I just stopped being able to fire my slingshot but then after moving to the next room or waiting a while I was able to again.  It was also a little annoying that you couldn't walk up steep hills because the character would just slide back down, but that's pretty minor.   So overall I think this was a really fun and creative game, there are just a  few rough edges to iron out controls and art-wise to make it really great!

Love the aesthetic and feel of this one! Very spooky and cool, and I loved the way all the models looked. Maybe it's just me, but I would have liked to have a little more control over my character. They're really sluggish and not being able to control the arc of your shot got a bit frustrating. It was taking me too long to kill enemies and by the time I finally cleared out one 3 more had spawned. Maybe being able to hold the button down to set your power would be a good way to go.  I think also some sort of health would be nice. Having  only one hit when you have to hit the main building so many times to destroy it was very tough. Overall, really cool and unique experience!

Thanks! I played around with the controls and couldn't decide if I liked them a little more slippery or not, but I guess making them tighter would have been the better choice

This is great! The animations were all really clear and snappy (pun intended) and the gameplay was unique  and fun! It was really satisfying corralling the robots especially in later levels when there was a bunch of them. The little dialogue from the player as you went through was also a really nice touch.   As for some minor criticisms, while I think having checkpoints was definitely really good, I wish it was a little more clear when you hit one. I also wish there was more of a way to direct where you were kicking robots since sometimes they just get stuck too high or low on the y axis and you kind of just have to wait for them to move down or up. I also wish it was a little more clear where the robots lasers were on the plane, as I had a few times where I felt like I should have been hit but wasn't and vice versa. Overall, really solid and fun entry. Congrats!

Thanks both of you! Really good feedback and I appreciate the compliments as well.   Before I settled on just hiding the lantern light I thought about letting you have two that you could pick up and move around, which I think would have been the better way to go, but I had to drop that feature due to time constraints. If I ever go back and update it this is definitely a change I want to make!

Thanks for rating and the feedback! I think hiding the cursor during gameplay and then just showing it on menus is a really good idea.  I think that'd be a good feature for me to implement in my games going forward. And I agree about the tutorial level, I would have really liked to spread it out more, but I ended up not having time and had to put it all in one level. Thanks again for rating and the great feedback!

Awesome! I really appreciate the compliments and feedback.  I'm definitely most proud of the art and designs myself. Unfortunately,   I didn't get to playtest as much as  I    wanted with other  people which I  think threw my difficulty off. I can beat all the levels pretty fast with all the wood sprites out but that's probably just because I've played it so much lol.  I think having the star system is for how many of them you can save is a really good idea, and was actually on my list of things I wanted to add. I thought it would be fun to have 2 endings, one where you just beat the levels and one where you got a perfect on each one, but unfortunately that had to be scrapped for time (game jams and all)   But I'm really happy you enjoyed it, and again thanks for the great feedback!

Thanks for the kind words and feedback! I didn't get to do as much playtesting as I would have liked so I think I ended up with that problem where the game was easy for me because I played it so much. But I definitely appreciate that you played it and enjoyed the experience!

Aw, thanks so much! I really appreciate hearing that.   I'm really proud of the progress I've made as well.   If you keep making stuff you keep getting better,  I guess!

I think overall, this game is very nice, and I really love the art style and music. The gameplay was a little difficult to get around, as it took me forever to figure out that my seeds were on the right side of the screen.   Once I got that sorted, the game,  though simple, is very well put together.   I can tell a lot of care went into it, like the detail that the hud becomes transparent when you walk behind. Little details like that show me you care a lot about user experience! I just think next time doing a little more playtesting to figure out things like that people have a hard time finding the inventory would really help. It's definitely hard if not impossible to catch stuff like that on your own.  Overall,  great job!

This one is really dope, and I usually don't like these top down racing games! The controls felt pretty good and it was actually really fun to try and see how many perfect laps I could do, (The color change was a really nice touch) in fact, I think that could be a fun direction to take it if you wanted. With every consecutive perfect lap you could add more visual noise and color to the screen so keeping up a streak would be extra challenging. The only change I really suggest is when the player hits the wall, it would be good to send them off at the opposite angle they crashed in. When you get going at the faster speeds, one mistake pretty much is guaranteed to kill you as your car just grinds against the wall.   The music was really great and fitting as well.   Overall, very well done!

This is a nice looking game, I can tell a lot of visual polish went into it! I think if you want to expand it, you might want to play a few more top down twin stick shooters to get some inspirations.  One of the tricky things about it for me was the general convention for control in these games is that WASD moves and arrow keys shoot, so this was actually really hard to wrap my head around. Also the controls could be tightened  up a bit, they felt really slippery and you move much faster horizontally than vertically, and your small bullets make it very hard to hit enemies especially those tiny slimes. Overall, I think the visuals and sound of this game is really great, and with a bit of tightening on the controls you'll have a great game on your hands!

Unique idea for the jam, and making a randomly generated world for your game is very ambitious! I really like the idea of searching through a landscape to find a small gem with a compass, that  aspect felt really cool. It really did just suffer from not having enough features or polish. Things to look at and more ways to move, things like that.   I figured out that you could stand on the trees and after that I actually had a lot of fun jumping from tree to tree on the way to my destination.   If you came back and fleshed this out with more polish and features, I'd be really interested to give it another go!

Fun little game with a clever use of the theme! There are just a couple things that hold it back. Like Golden Wreathe, I also found the exploit where standing in the top right corner of the starting space makes you un-hittable so you can just stand there and rack up score. I think this could be fixed in a couple ways; either give the player movement that's restricted to the same grid as the space, so you instead hop around and can't hide between arrow guns, or add something like powerups or collectibles to incentivize the player to run around the board. instead of staying in a relatively safe place. Overall, this is a great first pass and I  can see this being expanded into a really cool game.  Congrats!

This was a fun game with clever mechanics! Being able to switch between forms was a unique idea and kept the gameplay pretty engaging. Unfortunately, I got stuck at the final boss.  No matter what I did I  couldn't seem to beat him before I turned into a ghost. The biggest problem was I  would get to the point where I was a human and whack him a bunch with my mace, but that spawned a ton of zombies which killed me almost instantly. Giving the player some invincibility frames would be really helpful.     I also think the timer is a bit overkill on difficulty and just having transformations linked to health is enough.  I thought the art was really great and unique and all the little animations were fun as well. Overall, really great game!

This is a really clever idea for a game and interpretation of the theme.   I also thought the sprite art was really nice.  Unfortunately, the rhythm aspect doesn't hold up super well.  It's extremely easy and isn't really timed with the music so it just sort of feels more like a timing game based on visuals alone. Also, I thought adding Wesley and Pongles was a nice choice, but aside from the character art every fight felt exactly the same, different music or other decorations around the visuals would really help them feel different.   Overall, neat idea that I think could be great with just a few tweaks

This was a fun little game with some fun ideas. I liked that the last boss was an amalgamation of the first 3, which made the game feel like it had a good curve. I thought the animations were good for the most part, but I might rework the sword a little. I think the followthrough on the slash is good, but to have it feel the best to the player, it would be better if clicking made the slash full imediately, and then it kind of goes away more slowly (If that makes sense)   Also, to make the dash a bit more useful, I think it would be good if you were invincible while doing it.  I beat the game without ever really needing to use it.  A suggestion for your AI as well, I think it would be a good idea for the enemies that bounce around the room to have it so that every so often it changes to a random trajectory to keep the player on their toes. When  I beat  the red guy, he ended up in a pattern where he just bounced mostly straight up and down making him pretty easy to beat. Overall though, great job for your first jam!

This game reminded me why I suck at mmos lol.  I think the concept was really clever and the art was wonderful. My biggest problem with this one is the UX and UI design are extremely confusing. There are too many identical bars on the screen to keep track of your friends' health and I found myself dying  out of nowhere constantly because I was too busy  trying to figure out where everyone's health was. The targeting system was very hard to wrap my head around so I found myself staring in the bottom right corner of the screen most of the time, but at one point two of the characters ended up behind that UI and I literally had zero clue what was happening. Something that might have been nice was a way to reset the position of your friends. like a button to command them to come towards you instead of the enemies as another thing I found frustrating was when the fox character would charge straight into a pile of three enemies and die almost instantly over and over. So overall, I think this is a really clever idea, but I think it could use just a bit more time tweaking and playtesting to iron out those issues that make it frustrating.   Great work to everyone involved overall and if you update it post-jam I would love to give it another go!

This was a super cool game! The visual style and gameplay reminded me a lot of early PC puzzle games, it felt very nostalgic. I thought the puzzles were also very well designed as well! Tricky without being too frustrating. The longest a level took me was the last one which I think shows a good difficulty curve.  A small change I would like to see would be like an arrow that pops up or something to simulate where a laser is going to turn before you do it. I realize they always go counterclockwise, but it's just one of those things where you figure out a puzzle and are so excited about a solution you slip up and rotate it while standing on the wrong side and have to start over. Just mildly frustrating. But overall, a very impressive job!

This is a very polished and fun jam game!  I liked getting to pick the pallet, that was a very nice touch.   (my favorite was Candy) I thought the gameplay loop and graphics were superb, but I had a bit of a problem with how enemies were handled.  It was helpful that the watchtowers were lit up  where they were, but I felt like it was strange their searchlights casted no light of their own. What kept happening to me was I  would walk up to a tower while it's light was facing away from me, and by the time I  saw it the search light had swung around and saw me because I was already in its perimeter. The buzzsaw enemies also popped out of nowhere and killed me before I  had time to do anything multiple times. I thought the audio fit with the game and its feel very well. Overall, extremely well executed with just a few small issues.    Great job!

This game was quite good! The art and the programing worked well, and I loved the character designs. The gameplay was fun, but I wish the mechanics had been explained a little better in the game as I had to go back to the itch page to read that I could dash once possessing a pot. I think a couple other little things I would change is making it so the music doesn't reset every scene, (this is fairly easy in unity, just use the  DontDestroyOnLoad command and set the object up as a singleton)  and I  had a few issues with the z ordering where characters would overlap with certain objects in the wrong way (Again, pretty simple fix, just raise where the center of the sprite is) Overall, a really good and fun game, congrats!

This is such a cool and artful game.  I got a lot out of the story (even though I've never played the game this is based on)    and the way the visuals combined with the music made it extremely effective my two favorite scenes were the church and the story book, as I  felt like I could see myself in both.   my only small criticisms I think boil down to quirks of the engine this was made in. I felt like the sounds and the styles of the rpgmaker menu system clashed a bit with the rest of the game, and it would have felt more cohesive if those were original assets as well.  Overall, I think you should be very proud of the story you've presented here;    fantastic job!

Echoing what a lot of people said already, I thought the presentation and art in this one was top notch, good job! One thing I would recommend (and this might be gdevelop, i'm not sure how it handles text,) the text, especially the script font, is harder to read when it gets pixelated. Making sure it stays a vector object so it's clear at any size would make this a lot easier to read.

I understand the game is unfinished, and I think you did the right thing by submitting it because when it comes to game jams literally anything is better than nothing, so good job! However,    I think it would be a good idea to note exactly what's unfinished about it on the itch page (like that it can't be beaten and what features are missing) because it would cut down on the confusion of reading the instructions and being completely stuck  because the player can't tell if they're doing something wrong or not.  But that being said I think this would be a great project to flesh out after the jam is over, and if you do I'd love to play the finished version!

I really like the art and character behind this one! The little animations on the robot were cute and the lighting effects were really well done.    I do have some gripes about the gameplay though. I think the charging pads are a little hard to see. The fact that they're animated definitely helps, but especially in the dark they tend to blend in and especially on your first time through a level when you're going fast but aren't sure what's ahead. I also wish the recharge was more immediate.  I think the fast gameplay is fun, but having to stop and stand still every few seconds breaks the flow.    I think also it would have been good to just have the music continue throughout the whole game instead of just the title screen. Overall, I thought it was pretty good and a clever interpretation of the theme as well!