Thanks for the comment! Definitely agree, and I think making a solid idea and a solid base for a game are what game jams are all about!
Boyrex
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Thanks for the feedback! Defnitely agree that if I do continue development of the gam, it needs more variety, and I also think that I could've done a better job with the difficulty scaling (I think I should've should've increased the difficulty at a slower pace over a longer period). I really appreciated how much you enjoyed it as well, thanks for playing :)
This game was very fun! I think the gameplay and level design was really good (really made you feel a sense of progression) and I think the visuals were really well made as well! If I were to suggest one improvement, I think it would be the inclusion of variable jump height (although I think the controls are still really good as they are now). Great work!
Very cool! One of the most unique entries I've played in both art style and gameplay! However it did seem like there were a few bugs (when I went to the tower in the first level it started with half health, and then when I failed and came back it had no health left?), but excellent concept and a fun game!
Definitely think I scaled the spawn rate too high as the game continues in hindsight, so i can totally agree it can be difficult to move around. I think the thing with the health bars is kind of subjective, but I get where you're coming from and why it might be useful. Thanks for the feedback and for playing the game!
Fun game, really enjoyed the gameplay and the level design was really good! I also enjoyed going through the level twice but with extra twists! A few things though:
- I don't think the controls made it very fun as a precision platformer. The best way to improve this is by giving the player lots of control while controlling the character, such as the use of variable jump height or allowing them to jump for a small window after leaving the ground.
- I couldn't see how the game fits with the theme, mostly because of a lack of context. This doesn't have to be a full-fledged story but I think giving the player a short description of why their in-game goals are is useful to giving the player context as to why they're playing.
Overall though, I think this was good fun especially the gameplay so congrats!
Thanks for playing and the feedback and I totally agree with the camera, that was one thought that popped up while I was developing the game but unfortunately I never implemented it. That bug you mentioned was interesting about the firerate going up, never a bug I encountered during development or playtesting, though thanks for bringing it to my attention!
Really enjoyed this game: the pixel art is really well done and the gameplay and controls make the game really fun to play. However, I felt as if it didn't fit greatly with the theme as the game isn't very well contextualised: in the description it says the main objective is to protect your ship, but the gameplay never shows a ship at any point and you're just aiming to survive the monsters and room rotation. However, I think everything else is really well implemented!
I enjoyed the basic gameplay in this, but it still felt incomplete in some areas. I think the game has a lot of bugs; on the second level I couldn't climb the wall. I also enjoyed the art style but I think some of the textures were glitched, but overall I think the concept was really good and I think that it has potential to be a really good platformer!
Nice game! I think the only improvement I would make to it is to maybe make the objectives a bit clearer? There's a lot to interact with so sometimes it can be confusing to navigate, but it may be that figuring that out is one of the main gameplay draws. Really good though, enjoyed the visuals and I think it fit the theme well!
Yeah I think that it could be argued that it fits the "Mechanical Mayhem" theme more than "Nothing can go wrong" - however I would also say that I think that I used the idea of the game being chaotic as a vehicle to explore the theme of Nothing Can Go Wrong as chaos inherently leads to opportunities for things to go wrong. Bit convoluted so I can understand if it doesn't seem like it fits the theme, nevertheless thanks for the comment and I'm happy you enjoyed the game!
Yeah, I agree! At one point I had the arena even smaller, so I definitely think at one point I thought "I need to make the arena bigger". I do think, especially towards the end of these sorts of games you do kind of end up pinned in place, but I think wave 13 definitely seems earlier than I intended. As for the crash, I don't think I did a great job of optimising performance (especially because of my spaghetti code) but I also think these games also have a natural stopping point (albeit not a crash haha). Thanks for the detailed feedback!

