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Bonsix

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A member registered Nov 21, 2020 · View creator page →

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Alright, so, I think the idea could have potential, but as is it's extremely held back by the lack of polish. There isn't really one main big issue with the game, rather it's a collection of a lot of small details that make the experience kinda unpleasant. First of all, possibly the biggest issue right now is the fact that when you press "e" you exit the computer and get back to your desk. It's not the keybind that's wrong, it's the fact that it happens always. Even when you're typing. It makes it extremely annoying to type out certain names. Like, when I had to fill out "Geroge Green" I straight up got so annoyed I moved on to the other parts like the occupation (or lack thereof in that specific case lol), date of birth, etc. and then I forgot to go back to it so I got a cool little paper telling me that I screwed up. As I said, though, it's not just this one issue this game suffers from, there's a lot of more or less minor details like text overlapping (for example when you select Administrative Assistant), the dot for aiming not disappearing when you enter some sort of ui element (like the pc or the papers), the mouse on the computer's screen being just slightly off from your actual mouse position, data not being saved when you close the window, etc.

But enough of the negatives, there are definitely things I did like about the game, so I'd like to say what those are. First, I think the atmosphere is pretty nice, fairly eerie and certainly fitting for the genre. It's also fairly consistent in being set in the past (though you should probably remove dates past like 1990 or 2000 ;) ) Probably my favorite thing was the fact that you can't really read the paper while looking at the computer. At first I was a bit weirded out by that, but I quickly ended up liking the potential in the fact that you need to turn back in order to read what you need to type - you never know if something wouldn't end up waiting for you when you do so, especially since it's basically pitch black. It is a bit limited by the fact you can just drop the paper on the table and read it from there - you honestly might want to force the player to put it down on a shelf or somewhere else, so that this aspect of the horror holds even better (also, please give a way to take that damn thumb off the date - at first I unironically thought that 1-05-06 meant 2001-05-06 and I didn't even think about the fact that it wouldn't make sense for the time setting lol) but it's still really good as is.

So, to summarize since I didn't even realize I wrote that much. I like the idea and I dig some aspects of the current version, but it's held back a lot by the execution. I can definitely see the potential though. Hope you keep working on it and good luck if you do!

I have to say, it's a pretty cool concept. I feel like you should probably make it more obvious what the pattern's going to look like when in game and make the map - or at least a part of it - visible before you start, to make it a bit easier to prepare for a level. It could also use a tutorial, as I didn't really understand what the text and sfx meant until I actually entered the first level. Besides that, I don't think the balance's quite right. I'm pretty sure the shotgun blast is meant to be relatively low range, but it really isn't. In most cases it's basically just a direct upgrade of your regular burst, with it taking less time, shooting out more bullets and having a more than long enough range. 

Now with the negative part out of the way - I really liked basically everything else about the gameplay. I mean, the graphics obviously aren't really super polished as of right now and the audio, while pretty decent as is, should probably be worked on a bit further since it's a pretty core element of the game. But I can't really say it wasn't fun going into a room with a basically blast only build and shooting everything inside. Hope you continue working on it, since I think you've got something pretty good in here!

I like the title art quite a bit and the rest of it is fine as well, though I personally didn't like the foreground as much as the rest of it. You've already had this said a couple of times, but yeah - it's certainly an interesting interpretation, but not really that fitting to the theme. At least you have the background rotating around so that's something. Generally, not a bad game jam entry besides the fact the it stretches the definition of fitting the theme quite hard :)

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Oh yeah, now that I replayed the game I noticed that level 5 is impossible without pecking. I think I might've not realized I pressed the button to the right because until like level 6 or 7 I wasn't playing in fullscreen and a part of the level was offscreen for some reason. I probably just pecked into the hole for fun because I was confused as to why it was there lol

By the way, how the hell lmao
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Interesting interpretation of the theme. Kinda wish it was more obvious in the gameplay as well, but it's fine. Death animation was funny and overall it was a pretty decent entry. Some mechanics were a bit underutilized, for example I never ended up actually pecking the buttons outside of one level as you can just walk onto them, but it makes sense for a game jam game. Overall, I think it's a fine entry and I liked what was in here.

Thanks for the review and glad you enjoyed the concept! We're planning to add some sort of indicator for future characters and we did end up making the difficulty curve go up a bit too fast, we're going to fix it in a post jam build later. About the restart button - it's in the controls and should've been explained in the tutorial, but you just hold R. You can also tap it to reset the current iteration without going back to the previous one.

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I have to say, it was pretty fun, but it feels like it lacks in a really important aspect of its genre. Doing well doesn't really seem to reward you all that much - as long as you get over the limit, you pass. There's no upgrades you can do or anything else you get for the points you have over the minimum. It means that it doesn't matter whether you get 460 or 860 points if the quota was 450 - you get the same result. The game can still be satisfying, but I really wish that going over the required value rewarded you in some way, as it feels like such an important aspect that was overlooked. Consider working on this further though, it feels like it could have potential since the strategies possible to pull off can be quite fun. With upgrades and a bit more polish, it would probably end up being a pretty decent game!

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A really cool concept with nice puzzles. My only real complaint is that the movement felt weird, especially because it seemed kind of inconsistent. Basically, the A/D inputs were in relation to the rotation of the cat, but the W/S inputs weren't. So I often ended up either pressing D to go to the right, but because I was upside down I ended up going left (in terms of screen) while then I press W and I end up going up on the screen instead of having the cat go up from relation to where it's facing (so if it was on the left edge on the block, W ended up still going right while I'd expect it to go left because that's where the cat's 'up' is) Only other much more minor complaint is that the pixel size is inconsistent, but it's not nearly as important. You definitely could continue working on this, since it's a very nice idea and would be really fun with different controls!

Cool concept, similar idea to what I've made.
Generally the biggest problem with this game (besides the fact it can sometimes crash randomly) is the physics, as they can often bug out and lead to unintended solutions at best or make the intended solutions near impossible to accomplish at worst.
There's also another major problem I've noticed though, as this game doesn't really have any sort of fail state or anything that otherwise forces the player to beat the level properly except for their own motivation to do so. Combined with physics abuse, it makes beating the puzzles feel a lot less rewarding even if you do them the correct way, because in nearly every level if you throw enough players at it, you'll eventually beat it whether you try to or not.
If it's worked on further, then the game could possibly end up being fine, especially since the puzzles themselves seem designed well enough. (Although, as I said, there's a pretty big issue regarding them) As is, the project's very flawed and hard to enjoy even when you try to. Good luck in the future!

Oh, you can actually go back to the previous colors - you just need to hold R for about half a second to rewind to the previous iteration. It's in description and should have been communicated in the tutorial. Anyways, thanks for playing and for the feedback!

Probably my favorite submission so far! As Jhryne said, "Punch Me and I'll Punch You Back!" is great, but all song are really good. It definitely feels like an actual complete OST and fits the theme well.

I really liked the game! The graphics look nice and the gameplay is fun.

I like the concept of the game. The art is a bit rough and there isn't a lot of content, but it's still pretty fun.

Really liked the game, some levels were a bit unfair because either you couldn't fully see the layout or an enemy attacked you right at the start, but I still generally enjoyed the gameplay. It requires a bit more polish for a finished game but it's still a really good submission.

Oh, sorry, I didn't notice there are additional controls to change the seasons at the bottom of the page, they should probably be higher. Gonna edit my review.

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Pretty good game, liked the gameplay and the art is nice, it's a bit unclear how you can change seasons, so I thought they change after a certain amount of days.

Hi!
You can try my platformer: https://itch.io/jam/mini-jam-99-birds/rate/1387137