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Bored Paramecium

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A member registered Jan 09, 2022 · View creator page →

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A very well-done submission. Had my 5 minutes of fun with it! For me, the best part was the VFX and the art style; all the icons and sprites went well together, and there was a great response to inputs and damage. I think the game has a solid foundation. I would love to see a wider enemy pool, each one with different effects, but I understand that due to the jam’s deadline, it is hard to expand those aspects.

Congratulations on finishing the game!

This is a nice application of the endless runner genre. The twist of the player needing to control the golden blocks fits well with it, since the screen keeps getting quicker and we have less time to arrange them correctly. Although the interactions of those blocks with the player appear a little clunky sometimes, I understand that programming how those interactions would work can be a little too challenging for a jam game.

Giving the player different color options to choose from in the beginning is a nice touch!

I think you nailed the theme, especially how you translated the “Schrödinger’s Cat” concept to the game, with the score being determined by probability, haha. My only problem was that it was not clear for me the first time I played that breaking the venom would damage my probabilities, but in the following run, everything went well.

Congratulations on finishing the game!

Amazing game—really easy to understand, but hard to master. I spent about half an hour trying to get sub 1 min, but my best was still 1:10.

The controls feel amazing, and the addition of the pounce adds a gentle complexity that is well-explored in the level design. The combination of the pounce + jumps is also very elegant. Congratulations!

I think the idea of a cat intervening in politics and just doing cat things is very creative!

My favorite minigame was the rhythm one! The art style and sprite are very well-drawn. I just had some problems navigating through the 3D overworld. Perhaps if it were 2D or just a point-and-click interactive menu, it could better fit the game’s aesthetics.

Congratulations to the team!

I think the team developed a nice scheme for a platformer; my favorite level was the first one. I believe that the current movement system favors more vertical levels, which is why I think the first one is the best. It was a good design choice for the enemies to not kill you directly but push you instead, this enabled me to sometimes use them as bouncing platforms. If the game ever gets expanded, this is a possible mechanic to explore further!

Congratulations on finishing the game!

I think you managed to scope the game well for a jam; being able to create a game is no small feat, regardless of how simple it is! The chosen assets fit well together.

Here are some thoughts that you can use to improve your future games:

  • It’s nice that you created multiple different playable characters. I understand this might have been beyond the project’s scope, but giving them different abilities could add a nice gameplay variance (perhaps some are faster, some can walk through water, others have x-ray vision to better locate the rats, etc).

  • I noticed that your movement script has some issues, especially when trying to change directions. There are many great tutorials teaching how to implement a 2D top-down movement in Godot. Comparing the differences between what they did and what you implemented could be a valuable learning exercise.

  • Sometimes black lines appear between your tiles. There are multiple reasons this could be happening, but the most common one is not enabling the “pixel snap” option in the 2D rendering settings of your project. Try checking those settings to see if the problem persists.

Congratulations on participating in your first game jam and creating your first game!

A very original concept. It has a nice difficulty scaling; it becomes impressively challenging to control the larger mobs of cats in the later levels!

I loved that you chose to share a personal story with us through a game — thank you!

I believe that the monochrome art style, combined with the music, helps convey a nostalgic and melancholic vibe. When we attempt to create more narrative-based games, it’s often challenging to integrate gameplay elements with the story we are trying to tell. However, I particularly enjoyed the beginning, depicting the low stamina of the cat even to meow.

Congratulations and thanks for sharing! :)

The game looks amazing and has a very nice concept, but it’s quite hard to play right now…

The first time I tried to play, I went into a fight without any cats and got stuck at the fighting scene, so I was a little confused. Then I understood that I was meant to get the starter pack at the vending machine and use it to battle in the alley, but even there, I kept getting my butt beaten, lol.

Overall, I think the game has a lot of potential, especially with this art style. I would love to see a full game built upon it!

Loved the hand-drawn art style! I also really enjoyed your interpretation of the jam’s theme. I believe most people (myself included) used cats as the main characters, but it’s interesting to see them portrayed as the villains! I think you have a very good foundation for a game, and it would be nice to see it expanded upon with some new levels :).

I think we had similar game ideas, lol.

The game feels really well-polished, with a nice amount of VFX and SFX. The simple art style combines well with the music and gameplay elements. It was a nice touch to add the seagulls and the possibility to fall off the boat to penalize repeating reels in the same direction.

Great game—had a lot of fun :)!

It fits really well with the jam theme! I noticed that depending on how accurately you hit the keys’ rhythm, you earn a different amount of points. I wasn’t able to discern if there was a visual difference, so introducing a more noticeable one (similar to the “good” and “perfect” texts in Guitar Hero and Stepmania) would greatly enhance the experience!

Amazing art style and nice controls. I love how fluid the animations feel.

It’s interesting that the enemies can also destroy obstacles, creating a strategic element to the game. Trying to manipulate them to clear the optimal path adds to the challenge. I just wish that losing all your health would restart only the current level, instead of sending you back to the first level again.

The art of the main character and environment looks really nice!

My biggest issue with the visuals is the low contrast between the rats and the black-and-white tiled floor. Most of my deaths occurred there, as it was challenging to distinguish the rats from the tiles. I believe that having an indicator for the last remaining rats would be helpful; I spent a significant amount of time searching for them.

I think the game has a strong foundation, and it would be fantastic to see it expanded upon, especially with the addition of newer enemies and weapons!

The pixel art and chiptune music fit well with the game, it brings a lot of arcade vibes to it.

I think it’s interesting to explore Pac-Man mechanics in another context where movement is less rigid with more options, but I feel some of those restrainments should also be applied to the enemies. Giving them the ability to pass through walls was a little bit too much IMO :P.

The different cost damage in the obstacles is a nice design choice, I think you used it well to punish easier paths, but not so much when adding the cheaper ones.

Great game! Loved what you did to make combat feel more exciting, both in the gameplay and sound effect side.

The last fight is incredibly cool too, congrats :)!!

Best sound design of the year.

Beautiful art and writing! Congratulations pvfreis :)

This is very creative and original. I liked how the text in the matching blocks are hints to which one you should use, the humor is a nice touch too :).

I got a bug the first time I played where the game started in the Batman level, I think that the only thing I did different was check the options/credit screen before.

Congrats on submitting!

The most iconic protagonist! The game has a lot of charm and personality, both in writing and artistic style :).

The mechanics are fun and reminiscent of a more modern atari pitfall style game, it really felt satisfying to shoot with the gun B).

Congrats!

I don’t even know what to say, this is perfect 😭.

Amazing what you were able to do in just 10 days! Loved from the bottom of my heart!!!

This is a bug with firefox and Godot 4. You can solve it by following this steps.

Congrats on submitting!

The idea that the traps you put can both hurt you and the enemies is a nice touch! It’s interesting that to get stronger you need to also make the game a little bit harder for yourself!

Found some UI bugs that after some time the upgrades stopped appearing, but I still could click on them even if they were not visible, maybe you could look into that after the jam.

Had fun, congrats!

I liked the surreal atmosphere, it really makes you feel like trapped in the void futilely trying to assemble something.

I loved this one!!!

The pixel art is really charming and has a lot of personality in it. The minigames fit really well with the art and the game theme, it reminded me a lot of game boy minigames! The extra pallets are a nice touch and add to the repeatability.

This was my best score 😎

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Managed to get 100000 points 😎. For sure the game has an unique mood, never imagined a combination of religious penguins, rain clouds and fire lol.

It has been already mentioned, but the font size in the web version of the game is small, but the one in the desktop version is ok. Maybe just changing the game viewport in the game itch’s page could fix it.

The penguins sfxs are adorable!

The music and simple gameplay help build up a very relaxing atmosphere (really creative pun).

Congrats on submitting :)!

Congrats, loved the visuals!

My record was 13 worlds!

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The aesthetics are really nice and even remember a little of Ico.

The game is really hard… Spent a lot of time in the challenge to get the double jump. I think that some QOL changes can be made to make the first person platformer a little bit easier, like a shadow below the character to better show where the character is going to land without looking down all the time. I also think that some different type of world floor or skybox could be used to make it easier to orient yourself in mid air.

It was a nice world to walk around, the lego piece is a nice touch :).

great art direction, the puzzles are intuitive but unique in a way that makes them challenging, spent a lot of time in the last level singing The Cure songs :p.

The story and VA are nice touches!

Amazing artwork, the use of the 4 color palette did wonders for the aesthetic. The mech destroying all the enemies after you finish build it up is really rewarding too.

I only had some problems with the melee enemy attack, where it didn’t seem really clear to me, but not a huge issue!

Thanks! Originally I had this idea you could pay for a “hack” to see one of the opponents components, but didn’t had much time to implement it or iron it out :p.

I’m really happy that you played my game, I’ve watched a lot of your videos, even had some inspiration from Kaiju Klash! Thanks for checking out!

Had a lot of fun, the game is challenging, but the difficulty increase is fair. The upgrades add a nice sense of evolution, it reminded me of the first Risk of Rain game. I also appreciate that the team made a local co-op game, they seem to be a rarity this days…

The original art is amazing too, loved the Saturn Eating his Child :p

I think this is the first jam game that I played that has voice acting lol. Great job!

Assembling a bot and bullet heaven mechanics from Vampire Survivor go well together, good call! This is my biblically accurate robot:

I just wish I could download the executable version, idk if that would help with the clipping audio when loading :p.

Congrats on submitting! My record was nine nights:

Some things that I think could make some nice additions:

  • Making so that we can hold the mouse button instead of spamming clicking it, that would be a nice QOL change.
  • Some different types of enemies or stronger enemies the longer you survived (but I understand that creating different types of enemies in a 1 week jam is quite hard)

Also, I don’t know if was intentional, but you can access the fabricator from behind the wall :p.

Congrats on submitting!

I think that a possible improvement would be some penalty when the player hits the wall, like removing some fuel or adding to the temperature.

would love to see more levels! :)

The visual are amazing, it’s outstanding what you managed to do with only a 4 color pallet!

It would be nice if the game had a counter of how many snowmen you were able to build.

There is a lot of charm in the game, congrats :).

Nice interpretation of the theme, the visual music and sfx combined really well.

Really enjoyed the combat, it reminded me of a simpler Nidhogg.