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BlindChaosPanda

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A member registered Mar 27, 2024 · View creator page →

Creator of

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Thanks for the review and for trying it out. I recorded small video which shows all the mechanics and basically the way I'm playing my own game (but there is space for the experiments too). Video is on the game's page.

Thank you for kind words!

You owe me new mouse! :D



Visually game is SO APPEALING! So simple mechanics yet so nicely polished!

Well polished. I wish so that you could have more time during jam time to get more content of it.

Something is missing in the game. At least small additional feature/mechanic and it already would be a decent entry. What about making a real sentences from the letter appearing when you click on the letter? It would make a player to make a choice - keep going or distract himself for a second to read what this letter was about. It would hold also a potential for an easter eggs. I hope I delivered my idea correctly :D

I like to see modern interpretations of old classics. Share your ideas about this game's future additions, because I came to conclusion that I would like to have some Tower Defense mechanics, as we already must defend "something" on the left, so let us (players) have something to do it. What do you think about making it a twist of PvZ? Percy vs Zombies :D

I didn't know that UE can export to web... Is it only for older versions of engine? 
It's always better to do and submit at least something. We hope next time you will have more time to show us UE skills. Good luck!

Game gives me a feel that development team wanted to add some Rock N Roll to the jam! :D

I agree that stress level increases more and more. I think it would be better to make game become harder with a time, not putting a player instantly into the chaos of 5 different roads. Also while I was writing this review the idea of giving the player possibility to create paths/conveyors himself came into my mind - that's would be awesome. Yes, I understand that with such big addition it would take much more development time so keep my idea for a future development (if there will be such). Nice entry!


Well done guys. Very polished. 


After collecting Eon character teleported into the wall. Overall I liked the concept and gameplay. Sometimes camera was frustrating because there wasn't spikes/thorns visible under the screen. As I caught a bug and needed to restart whole game - I'm upset that I wasn't able to check all the pals that can be connected to the main character. For future Jams I suggest author to sacrifice the content amount in an advantage of polishing. Yes - level sizes and connection type amount impresses but lack of checkpoints/saves, settings menu (to adjust volume at least) hits same hard as other things impresses. With more polishing it would be 5* from me!

It means a lot that I could make someone enjoy it same as myself! <3

Thank you for trying it out. Pause menu has all the same functionality as the first/main menu so there was no reason to waste time on it. 

Nice incremental game. The one thing that I spotted - would be great if the angry shops - would be pointed to even when they are outside the screen. I zoomed in and one of the shops spawned outside the screen and I missed it, it stayed here till it filled with 5 parcels and only after I looked at the UI and saw 1/4 angry shops I begun to search for the angry one and was surprised when I zoomed out. I hope I delivered my idea.

All that is currently in the game is well polished. Firstly I enjoyed how easy it was to start and UI was very informative and results of every move felt predictable (what is good). But... game quickly became repetitive and unrewarding. Yeah there is a goal "become best in 30 turns" but in the turn result screens it was hard to tell who is currently ahead of everyone, player needs to remember the numbers of all rivals and compare them with yours what is annoying and frustrating. Easiest fix - make a table view or chart of all companies comparison or what is even better - turn off the 30 turn limit and make end goal - something like "Exclusive transport license" that would cost some amount of money and company that achieves it first - wins. Writing this review and thinking about it - a new cool (IMO) mechanics come to the mind, as: bribe police to stop one of the opponent routes, pay pirates to rob the rivals ship and split the profit with them, buy article in "newspaper" about how bad are the other companies ships for the people transportation, etc, etc, etc. It would bring a risk - reward mechanic as well as a bit of fun and joy about sticking the sticks into the opponents wheels!

In current state - game is very polished and hold huge potential for further developing. 

I thought about tetris mechanics - but they were not fitting. There is combos which helps to clear board (or parts of it) and managing them (combos) was meant to be as a part of the players experience. You can check the video in the description of me playing and showing the principles and mechanics of the game and how I prefer to use them in my runs. 

Thank you for trying it out.

The more filled board is - the higher are multiplier for the points.  So the "oval" combo is a good escape plan to keep somewhere in corner unfinished just in case (that's how I like to play it) and fill board a bit for extra points, something like in the original tetris when most players keeps one empty column and waits for the best moment when to place that "I" piece into it. 

As there is no real goal, just pure competition in leaderboard - I decided to not heavily strict player from any combos, let player just embark the flow of the game, clear mind, meditate. I think all of them (combos) are kinda OP in a manner of clearing the board. I recorded a video of me playing and showing all the combos, mechanics and how I prefer to use them when I play.

Omg I love the games where I can feel "AHA" moment. Thanks for your work!

Played it twice. 3rd place on last board. Congrats on delivering it and joining Godot side!

Fun to play! But please, guys test your games with some friends on different setups/PCs. The "Connect DOQ" functionality scrapped my headset with some strange and very loud sound. Overall - cute platformer with interesting mechanic.

Awesome theme interpretation! This concept holds good potential.

I as the roguelike player appreciate your work and spent time for this genre. I agree with one of the commentators that this project is a solid base for a solid game. Well done on submitting it!
P.S. is game endless? It felt like I completed 10 floors and then I died after transferring to another floor - bug?

Nice submission. Only after wave 16 I realized that I can level up the upgrades :D so... big shout out for not punishing me (players) for a fails and not forcing to start all over after loses! I see how many different features could be implemented into the game so - there is developing potential.

Good platformer. I enjoyed every minute spent in your game! Controls and camera felt so smooth and responsive, only one thing that I wished to have - "coyote time". Puzzles weren't frustrating , the challenge/enemies also kept me in focus and adds to the fun/engaging aspect of the game. Nice entry.

Combos being shown always on the screen would make visual "garbage" in my opinion, so I putted them in a menu. 

Awesome... 5 stars.

If I would be testing this game I would suggest to try:
1) Add small arrow at the "nose" of the "snake" so it would point to the direction the snake is going so the controls feel more responsive and eyes can react not only on the motion but on the arrow position and rotate snake accordingly to arrow. I hope I could deliver the idea.

2) Slowmotion when upgrades appear on the screen and pick them just pressing Left or Right once to choose the upgrade.

I implemented SilentWolf into my game few hours before deadline. 

Good:

  • Visuals
  • Sound
  • Concept

Things to work on:

  • One of the gold rules of platformer - make it obvious. If ledge/platform is accessible with character jump height/range - make it obvious. Don't make few units higher platform than max jump height.
  • Checkpoints. The long level felt frustrating when you fail and begin from the very bottom/beginning. As long as your game doesn't tag itself as rage game - make it comfortable to play and even fail in the game. 

I liked the style/aesthetics of the game so much (minimalism style enjoyer here) but embarking process(tutorial) into the mechanics didn't teach me how to play it right. I wouldn't like to say that this game is only for specific player audience/base I just think that tutorial part needed to be re-thinked somehow. Also half of the UI was in Spanish. 

At start - I felt that it's gonna be an awesome puzzle game. But at the end I came to conclusion that game was more like run and pray. In my opinion - everything is a random - not a good gamedesign. I don't really know if it's true - but even enemy movement looked very random without any logic. Good concept, cool style lacks testing and reviews from testers before publishing.

Yes, I spotted that game gives you "rating" but there is no real goal to achieve the higher rating. The easiest solution that comes into the mind - leaderboard.

For me it's more interactive experience than a game but I will not consider it while voting. I liked the atmosphere and the mind representation as a forest. The UI, "blinking" tree roots and pop up style text boxed were interrupting me to enter the flow of the game. It was cool experience overall!

Cool concept and mechanics with big potentials. I realized that I can trigger more than 1 "star" with 1 shot but it would be cool if the game would encourage somehow the player to use it or may be even a levels where the shot count is limited needed to exist. Unfortunately as soon as I felt hyped about the game it ended :( Well done on finishing it and submitting in time but I wished for more content. Good luck on future projects!

Nice on completing and submitting your project. Even it's not polished as we all would like - it's complete game and it's playable.  There would be more content of course but even with this volume of content - game is not frustrating and I played it till the Victory screen. Good luck with future projects!

Cool concept! I think you needed to test it with more people to adjust the volumes and the amount of distractive sounds. But overall it's good entry.

Game itself very cool and polished but lacks of QOL features (at least volume slider) the volume of music hit very hard to my ears on start :( 

I liked the concept but I agree with one of the commentators that top-down minimap would be better.

All 5 stars... you nailed it for me. I want this game to be developed further, please. I was playing god knows how long. And if there would be more mechanics/content - I could spend on it days. Very very beautiful experience. Thank you for creating it.

Good game. UI visuals/font sizes needed to be adjusted a bit. Sometimes it was hard to read. Music and sounds in combination made a great impact on the game feel.

I liked the raising chaos! :D It was fun to play.