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Juan Bautista

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A member registered Dec 04, 2016 · View creator page →

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back again, could finally play it

Must say the chain reaction kills are really satisfying to use, the weapons themselves are ok in general. My only nitpick about this is that Dokiboard has a pretty similar sprite to the 2nd enemy Dragoon which can get confusing at points.

Another weird thing i had is that the game just plain froze at around the 4:40 min mark? Had to close it entirely.


Also just wondering, did you make the music? It's kinda chill

Cool game, the level design and ambience was pretty well nailed. The art was really cute and interesting and the sound and music design (loved the chapter 1 music) in general was really good. 

I think in terms of the movement, a little more control or friction (specially while in air) might've made the precise movement less harder to maneuver. The levels were definitely way harder than they probably would've been due to this, but with more controlable movement they would probably be already good enough as is. The auto jump also might interfere with some of the platforming: if you have to react fast, a held jump input might just take you back because of it (most noticeable in stair sections like pre-server room). 

A small personal nitpick for chapter 1, felt the spikes hitbox matches way too perfectly the spike sprite which makes some horizontal walljumping sections more annoying to deal with.

While i loved the respawn animation, at some points it respawned me back over some death pits or screen edges, so i had to react (wasn't sure if its just a rewind or a respawn on start spot). This in particular became a problem in chapter 1 where some times i spawn in the edge of a room which triggers the camera for the next room so i find myself wiggling around to see if the camera comes back to the current screen (mostly had this during the bottom section of the map near to the USB drive room and falling into the pre-server room). For some rooms also, failing at the end makes the rewind animation take quite some time to go back to start (or at least feels like) making every retry take extra time.

Had a hard time trying to read the dialogues with the letters appearing effect, felt like most of the times i had to re-read the dialogues to understand, and at some point directly started skipping some trying to get the full phrases. Also felt the voice actor clashed a lot with Mint and Doki voice lines (it was good though since it helped with reading Draken phrases quicker), both in terms of their voice line formats, and in terms of volume (the VA was way louder than the other lines).

The stealth mechanic was quite interestingly balanced, it definitely added some extra spice to the platforming and made rethinking how to navigate the rooms and when.

I'd love to see the project get continued later, got quite hooked and love me some good platformers and fun story.
 

Loved it, really nice aesthetic, gameplay and music. I can't find the link with the theme though, might need some clarification inside the game? Be it the story (that's explained in the jam post) or more emphasis on the multiplier idea

For some reason though i wasn't able to play it on Firefox, it would just run at like 5FPS and not even start. It does work on Chrome at least.

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quick update: it has the pck now so it works thanks

hi, apparently it doesn't let me run the game. from what i see the executable comes with the .pak already included, but when i open the game it still asks for the .pck, throwing the next error


apparently when you open the game in itch.io it opens on full screen, which stretches out the image weirdly and removes half of the play screen (including the button)

if you manually resize the browser window it does seem to work, and show the game (but the button seems to be misplaced because of this too)

head hort, really liked the mood of the game and how you approached the minesweeper idea, felt like the abilities really fit each character

the only thing i'd probably fiddle with is the visibility or contrast of the game elements (vs background too) during the levels, there were some points during level 3 for example where i couldn't easily discern what was a X or a !!! or a blank space since they sometimes merge with the background

but overall it was a really nice and chill experience, good choice on the music and sounds too

cant explain the rushing energy this game gives me, its addictive and chaotic lmao 

had a blast going through it, and the difficulty does spike quite a lot at some points but it didnt get boring or repetitive quick in the middle of the chaos

the item balancing felt ok in general though it does become a mess of space optimization due to keeping items from previous rounds and minimizing all items


the only weird issue but im starting to suspect its on my end (had a similar issue with another game), my character was moving permanently to the left for some reason

it wasn't a full freeze but there was like no character to move around when entering the second room, so couldn't move or anything i believe? after opening the box and entering the water area

interesting puzzle designs, i love when puzzle games hint choices that seems obvious but deceive you a lil bit and make you rethink the entire solution, some of the levels had me thinking a lot around (my first play had a lot of struggles on the first 5-ish levels and the last 2-3), think the puzzles are really cleverly designed and it made the experience quite enjoyable

the music is lovely and it does fit the ambience and doesn't get annoying after a while

fun game!

amazing game and story, sadly got crashed like at day 11 but i ruined my gameplay beforehand anyways lmao

didn't figure out i had to water the crops till day 6 so i spent my first week in bankruptcy (which kind of came back to bite me on later days due to slow kill speed)

the story is lovely and they both do feel really autofister, really good job on that behalf

the music is really good and fitting, loved it

sound design wise it felt ok at least in terms of feedback and some sound choices. there's one in particular where i didn't realize when i was hitting enemies and noticed way later there's a sound for when you're hitting them, which was barely noticeable

the gameplay felt sameish at some points but then my own fault since i didn't upgrade till late which did impact a lot, but the base idea is there and it feels good. also the iron drop rate and those birds that i hate ruined my life, not sure if the regular rocks do drop stuff or not? i recall getting something from the previous update regular rocks 

also something weird with how the punch works inside the dungeon:

- sometimes it rotates half of the way of where the mouse is aiming and sometimes it does a full rotation

- when you're moving it usually first takes the move direction priority to where you hit then it fully moves to where the mouse is aiming which feels off at certain points (gotta move, release the direction then hit with the mouse which can be odd at points)

but overall the ambience, the music and the gameplay were really chill and fun to play, lovely game

had some interesting things happening, for some reason Iofi kept moving to the right (without holding anything) which made it almost impossible to pickup the box in the first room, then the game just freezes after entering the next room

resetting into the main menu then restarting also just locks the game 

sadly that's the most i could try out ;_;

loved this, maxed out the knockback + size upgrade and nuked the entire map with the giant sized lollipop (loved the cosmetic addition lmao)

combat felt quite fun to go around, maybe it wasn't as difficult in my case since i went with the knockback in this case throwing the entire room around, but as soon as projectiles start swarming around i see it being problematic, but its still quite nice. the upgrade system was a really cool touch and also incentivizes exploring the areas which always is amazing

i feel the bossfight could use some anti-stagger at some point so you cant cheese it by throwing birds at it, but it was still a simple and fun fight (loved the extra dialogue on fight start)

amazing game!

loved the trivia, it was a really cool concept to go through with the trap system (hopefully also learned stuff from that lmao)

amazing graphics, music and sound design, the art is lovely

the movement and hitting stuff felt nice, really nailed it

i felt the chainsaws were kind of annoying when on the top side of the map since cant see them coming if you need to jump, maybe some shadow or something to indicate a saw is coming or something might help a lil but honestly it might just be skill issue on my end 

amazing game

MY OSHI IS NOT AGGRESIVE 

simple but effective

masterpiece 

funny clip from the last level 

loved the mechanics for each character, from the second one onwards was really interesting

for Fauna's mechanics both more feedback (a glow when the object you're aiming is grappable or sorts) and more area for the grapple maybe, most of the time was spent trying to figure out when i could grapple to the brambles and when i could not. 

in the other hand, the map design and the bramble spots felt nice in general, both to move around and to speed around

the second's character ability was kind of chaotic in terms of how it scales (the skyscraper level for example can be traversed almost in its entirety just with it) but it was funny to use around lmao. also it was kind of weird on multiple air dashes that the direction will still be your starting direction even if you're aiming somewhere else with the model and the camera after the first dash. some way of controlling the speed might make it more viable to go around without getting thrown off the entire map

i loved the last ability though, it was a really cool idea, weird to get stuck at certain spots which required resets but overall it was a neat idea

the fights themselves were fine, nothing i can think of at the moment though. was a fun game, cool ideas

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cool game, i liked the idea of the repeating levels with newer difficulty ideas, with platforming also slightly changing with this it i feel it could make a little more impact in the gameplay (specially since it already does have alternate routes)

the only thing that itches me is the jump, which feels kind of hard to maneuver with, and taking quite some time to fall, which makes it take a lot of time between each jump on heavy platforming sections

it was fun to go around and smack stuff, the attacking feels good and the dashing mechanic is also interestingly done

hope to see more at some point :eyes:

fun fight, and funny story lmao

the combat felt quite good and consistent overall, it is kinda cheesable with many strats, but in general it flows really nice, it has good telegraphing and the attacks are fairly balanced

the only thing i would think might make it better is Nerissa moving faster to catch up a little better with the player

amazing work!

dont worry it will just do mitosis and become two

i have 0 idea of most ships but it's a fun idea, liked it

got like 8800 max

finally pulled grem-chan thanks

gacha grems my beloved, dont feed me addiction noooo

had a blast playing through this, fun adventure, and the squat farming is addictive 10/10 would replay

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loved the ambience,  really nailed it

graphics started on high and it slightly nuked my pc as soon as i opened it lmao

the intro cutscene is gorgeous, amazing work on it

the gameplay feels kinda weird, here's a few stuffs i noticed: 

- the jump is kinda floaty and sometimes gets a double jump

- moving the slash direction not always rotates the character which makes some of the combat harder to maneuver and hit targets (quite noticeable on the last fight)

- the secondary attack takes too much time and feels like it deals the same as the primary one

also the enemies HP seems to be only visible from the front


overall it was really cool, loved it!

fun little story, loved it, good work

amazing art as well

cool and really chill game once you get used to the mechanics. felt really confused at first since didn't know where to even start and couldn't make sense of the move system or the level mechanics

the levels are a cool idea to unlock the characters but didn't figure out until i finished the second boss level by mistake, which you can access at any point (i imagine the idea would be progressive levels on how they're ordered)
 

really liked the management system, at some point though i mixed the angsty heads in the collab puzzle and the angst levels of both idols just stuck at permanent 100 angst ;_;

the art looks amazing and the music is really chill, really liked the mood

it has a lot of potential, hope you keep working on it 

fun tackle at muse dash, really liked the graphics and art 

a shorter version for the music (be it tv size or similar) i feel would make it less tiresome, and some note feedback with at least some sfx on hit maybe could help a lil bit

there's also an interesting screen size issue when entering menus (options and after song) which im not sure if changes due to browser window size (it gets fixed on a different zoom option)

amazing work!

Really cool to see updates on this, loved the latest version and how the game feels and everything (even though i have no ideas of the RWBY series at all).


Good luck with the project, I'm definitely excited to see more about what's coming

I love this track, there's a quite eerie feel that was nailed amazingly and the ambience fits really well. That occasional low synth hits quite hard and enhances the mood of the overall track, i loved it

Amazing work!

Hi there!

Overall the game is pretty fun, and the concept is really cool. I liked the music a lot (specially the one in the final level), makes it way more intense. The dash feels really good and the level design is really interesting. Sound design is nice too.

Now, the physics kind of make the game quite more tough and painful than it actually is.
- The ceiling corner adjusting feels way too excessive, and usually makes most jumps a nightmare to control, specially in tiny gaps. (For example, Stage 11 at the start of second checkpoint, you must take like a lot of time to properly do either a good dash into the top platform, or jump and not get either corner adjusted into the wall of spikes, or pushed back down.)

- Floor corner adjust also feels weird sometimes, making some jumps really hard to control or make you slide when trying to land. Paired with the really low air control makes a lot of sections way harder and frustrating (like Stage 20 top-most section)

- Sometimes you get a lot of missing inputs, specially jumps (This might also be related to the floor corner thing, since you usually will start sliding earlier and you cant jump off from this state). Some other times you're just running, and try to jump and won't get registered. Other times you're holding jump and a direction and the dash won't get registered.


Still, a quite fun game, I'd love to see more gameplay fix updates.

I think A, D, and Backspace are quite of rough at first but it can get more comfortable than Left, Right, Backspace (which might feel a little bit tight) in my opinion. It also might depend on the speed and pace of the game probably?

But yeah, i agree with bispinosa

Hi everyone :D I'm Juanba, nice to meet you. I mostly make music and sound FX, but i want to learn programming in Unity (though i don't know if I'm gonna try it this jam :((). I only participated on Global Game Jams as sound/music designer, its the only approach I did to doing stuff for games.

I'm joining the jam since I need to push myself somehow to make music otherwise I'll get stalled :( and it's a great opportunity to meet new people, make games, and have fun :p.

Whilst I'm joining with friends team, if you need help with anything sound related don't hesitate to ask me :D or if you need any soundtrack (or even testing games). Here's my soundcloud.

Good luck for everyone in the jam, hope we all get along c:

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I could try doing some music/sfx if you wish, it'd be fun :p 

Not like i can do that much though but still :<

Hi there, if anyone is bored and will actually do a game for the jam, here's a music and sfx composer :) A bit newbie but stillllllllllll

I wonder what the theme will actually be. I guess it's too late for the jam host to appear :p

No me deja mandar mensaje! :(

Intenta mandarme al mio https://www.facebook.com/DistropiaPR

Buenas!

Estuve pensando en algun par de ideas, pero no se me ocurrio mucho la verdad. Pero, ya que estamos me ofrezco como diseñador de sonido / compositor, por si se necesita (?