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Casper

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A member registered Nov 28, 2018 · View creator page →

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Well done on your game. I did all mode up until the hard mode, where I failed miserably. I dig the concept of the game, and it reminds me of the type of minigames there would be on nintendo DS games I played when I want younger.

As pointed pointed out by the commenter below, and aim indicator at the centre of the screen would be very useful. In addition to that I found that the movement in the game was a bit under utilised I would've loved to see a more dynamic space. Maybe getting to the actions can be made more challenging?

In general I wouldve liked more impact on the game, I think it would make the game more fun if there are choices to make, instead of just solely executing actions. Maybe grabbing coins in leftover time or risking a more difficult puzzle to take a shortcut?

Overall its a well polished entry though with a creative take, and though the gameplay could be more fun you've done a great job!

Thanks for the game! I didnt quite finish it all the way, I got all the upgrade though

My biggest advice would be to not hide the upgrades in the option menu! I think a fair few people never got to see them just because they never opened that menu again after pressing start play. I liked the game play loop, everything felt responsive. I wish it would change up somewhere though, or perhaps at some point you get overwhelmed with work. At this point its a bit too realistic if you get what I mean.

I also didnt quite get the touch up document feature. In the tutorial I accidentally skipped a text and couldnt go back, I presume it was explained there.

Overall though, well done. I liked the game, and esspecially the entire presentation was nice!

Well done one your game, sadly I got stuck at the level with the enemy, it just killed me every time.

If I am being honest, I think the loop concept does this game more harm than good. I got a bit frustrated sometimes with stepping on and off the pressure plate, trying to get things to line up. I got squished by the door at least 6 or 7 times. Maybe if you actually record a loop of move (so you end where you start) it would be less, jarring, I am not sure though.

That being said, the game is actually well polished, and the mechanics get introduced smoothly. General vibe and music is also on spot. Great job!

Both games I played I got stuck at the 172 quota. I wish the quota were less strict so I could've seen more of the game! Many times I was not able to buy an upgrade cause I had no blue ore, I think there should always be an upgrade available you can buy.

I also missed something to make the clones interesting. Maybe if we completely cut out a loop of the terrain we should get all resources in that loop? I think that would be super satisfying.

Nonetheless, very polished game, it looks great, overall just a great take on the theme! Now its just 2 more for 20 ratings ;).

Thanks you so much for playing, and especially for the footage.  At the start I was a bit worried you would miss a lot, but it was very satisfying to slowly see you figure out essentially all of the game. I think the only thing you missed is that you can use right click to deselect. From the footage I could also spot a few minor visual bugs. Super helpful!

The logic for checking if a shape is inside is a bit flawed, since it really checks if it the shape touches the loop (and theres just straight bugs).

Its a wonderful game, and great fun! It takes a bit of getting used to but its a good puzzle. I wish that information your learned would be retained somehow. Or at least that you could undo inputs you have done, but there is only so much you can ask for in a jam game I suppose (esspecially one made in 12 hours). Well done!

It tried a few times, but I didnt really get the hang of it. How I imagine the game loop is intended to play out is that you complete a loop, resetting the timer, and then go again, but as you get better you can try taking more and more meteorites. However practically, I never finished a loop, and taking meteorites was very janky. I would've wanted the debris to just get pulled to my ship, but instead it flew around aimlessly, never to be collected by me.

What I would consider is having smaller loops, which offer less rewards. Perhaps after a few loops or so the collapse and the player is forced to do a more risky loop, or perhaps a bigger reward pulls players in. Some food for thought. I also would consider making the rocket more leinient, perhaps speed up over time. That increases the chance you get the satisfying "barely made it" feeling.

That being said, the game actually played very well. Controls are smooth, feedback on player actions strong, and the overall look is great. Not to mention the music which is a true bop! All in all, lots of potential, and really well done!

Yeah I figured it out, the game not running turned out to be an issue on my end, and your game happened to be the first one where I got the issue!

Well done on your game! I really - and I mean it - really like the concept, its super creative. Its ashame there are quite a few bugs in the game. I started with a familiar place, then played the level with three celestial bodies, and then the speck, which didnt seem like the intended order. My level progression also seemed to disappear when exiting menus - I am not sure. I had the same as the comment below me, I didnt see I could move more than one celestial body until later (though I am still not sure what determines when you can and cannot drag one.

Nonetheless I got the gist of the game, and it was actually quite fun. Artstyle is great and SFX do the job. I would've maybe liked more feedback on some actions, like a level complete celebration, swishy sound effect when dragging planets (I know it doesnt make sense) etc. Realistically though, how much can you ask for in a jam, you already did super well.

I write too many emails, so I am always inclined to end these comments, as I do for emails. Normally I resist the urge, but for some reason this comments feels worthy of a proper ending.

Kind regards,

Casper

I sadly hot stuck on the pillars puzzle (after quite a bit of playtime!) For a first game this is really lovely. I got the green key immediately which was very satisfying. The puzzles in the game are pretty good, but (Esspecially for the first puzzle), I felt like you had to execute the right strategy for quite a long time in order to succeed. There was also nothing you could really do if you got stuck, maybe more hints from Vaal if the player is stuck for more then x minutes?

Few small nitpicks, its not immediately clear the E button is also required to end dialogue, which scrolls by itsself otherwise, and the music transitions is a bit jarring as is, maybe a sound effect or something else to smoothen the transitions would help?

Overall though, well done! Truly, if you want reference you can look at some of my older games, what you did here is really impressive for a first game. I had some fun, its creative, artstyle and music is coherent. Great job!

Well done on your game! Not sure if you were aware but it doesnt run on Firefox for me. Edge worked but was still very laggy. I got 7 score, but didnt want to try for more due to the lag.

I like the concept and its crazy how many features are in there (control rebinding, leaderboards, procedural(?) map etc). The game lacks some feedback when you perform actions. There is no feedback when you take a hit, or grab a powerup, and I didnt really see what or where I was shooting. The UI also gives a bit of information overload.

On a more positive note, I like the aestetic, and even though audio gets a bit repetetive, it works well for the game, great job!

Hey there, you requested some video of people playing the game, sadly the video corrupted so I only got a very small part, I figured I'd include it nonetheless; https://streamable.com/6rsk97.

To quickly go over the main points of criticism I had, the controls (left/right shift and mashing the buttons) felt a bit arckward, I think maybe mashing + lmb/rmb would be better.  I also didnt succeed in finishing the game in the minutes I played it.

The art of the game is good and looks nice, and the audio is also nicely polished. Well done!

Genuinely really well done on the level design. I truly enjoyed playing these puzzles! I managed to complete the entire game (the last puzzle was really hard though).

The biggest grip I have with the game is the long downtime between taking actions. In puzzles games you dont want to spend too much time executing an idea or waiting for a conveyer belt. Some easy solutions would be to cut out any unnecessary parts, like the wavy path in the final level.

Overall though, great entry!

Thanks for playing! Only had three days and was really pressed for time so unfortunately quite a few bugs snuck in (I implemented the push and pull effect at 14:30on Sunday, and the SFX and music just before that at 13:00), glad you like it though!

I got a a score of 3719! The game works well, and the overall look is nice. I would've liked the controls to be a bit less rigid. The movement didnt really feel like a car. I also was a bit bothereed by the engine sound which was very in your face, esspecially for a toy car.

When it comes to the overall setting of the game you did great though. I loved the T-rexes and the robot! Well done!

I managed to complete the game on my first try. Its juicy, the upgrade feels powerful, and the game is very polished. Well done!

What I noticed (and this is an issue I saw with other games with this same concept), the looping between guns doesnt really change how you play the game. I get the the damage multiplier are a things, but they didnt really offer enough incentive nor were they very clear. I am not sure if there exists a quick fix. Maybe make the change more profound, with a big a animation, maybe some changes in the environment. Food for thought I guess.

Nonetheless congrats on your game, it is a truly a good entry!

Well done on your game! I dig the concept took about 8 minutes to play through the full game. As pointed out below steering goes wild on low speeds while its no existent at full speed.

What I noticed is that the game played so much better in first person, I wonder why you did choose to do most of the game in that mode? The top down view makes it much more difficult to control the car.

Congrats on your game!

Well done on your game! It just looks amazing! The art and audio really shines and it has a great vibe.

As pointed out by several below the conveyer belt seems completely bugged. My customers were eating food that wasnt there, and in general that was just quite confusing. From a design standpoint there is also nothing preventing you from just completely filling the conveyer belt with food. I played until round 12 and I think I produced food waste for the entire city of Hanoi in that time! Perhaps having the clean off spoiled food is interesting.

I also think it would have been interesting if the player has more choices. Maybe control the belt/belt speed?

Overall though well done! Congrats on finishing your game!

Congrats on your game! As the commenter below points out mouse sensitivity was rough and the game doesnt load on high/medium graphics.

I didnt really manage to kill any enemies, because it was really hard to control and there were immediately very many of them. A slow build-up would have been nice.

Nonetheless, well done on finishing you game, and in particular on the art, which looks nice!

Hey there! Congrats on your game. Unfortunately the game seems to be bugged (I cannot place the thermite). I followed the walkthrough. Nonetheless I got the gist of your game.

I love the idea of a camera loop - I wont if more people did something like this. I think there is lots of potential there. I think the game would've improved a ton with some ingame cues for how to play, because it took me quite a lot of back and forth between the game and the game page to understand it all. I also didnt really like how the camera randomly switched.

In terms of art you did a great job. Its coherent and looks nice. Also dont fret about the lack of a pause menu, I am in the same boat hahaha. Well done!

Well done on your game! It worked well and the controls were very intuitive!

What I noticed is that I developed a bit of a flawed strategy (on easy mode). Instead of playing the game the "intended way" I would just go for easy points instead. Since the game is quite leinient, this doesnt cause any problems.  Maybe more incentive (bonuses, unlocking better equipment, combos) could drive players more to the intended (and probably more fun) playstyle.

Overall its a well polished entry though, great work!

Congrats on your game! Sadly I was not able to find the dungeon king, it really felt like I cleaned the entire dungeon,

As pointed out below the mana restoration is a bit slow. Its also odd that the line of sight of the enemies is so short, you can just stand and pick them off from a distance.

When I started the game I also briefly saw the dungeon king but then died (?), not sure if that was a glitch or if I just immediately found him. Nonetheless well done, making a game in 4 days is no small feat!

Well done! I struggled with getting much further than a minute, but the game is just pure eye candy, the artist(s?) did such an amazing job. Audio is great too!

I had a few (quite minor issues), the start screen is a bit messed up on my ultrawide display (2560 x 1080), but its workable. My controller also start violently vibrating (even though I was playing on keyboard).

About the gameplay, the game feel is great. You really nailed the movement and it never felt like I had an unfair collision. I wish there would've been more too it. I played another game where the track slowly change from a circle to multiple circles, maybe something like that would've been cool.

Let's be real though, how much can we ask for in 4 days, you already made some thing that is frankly really impressive!

Yeah the code I've written for the scoring logic is fragile, to put it mildly. Thanks for the feedback!

Yeah I did an oopsie with the music, but thats life! Thanks for the feedback!

Ah yeah - that did it - stupid of me not to read the description on itch! Though it still remains challenging  to control my character. I also had some issue with uncrouching while under something, that got a bit buggy.

I see the vision of your game though, its like it!

I gave it 4-5 attempts but I never managed to make it a full loop. Only having one life is very punishing. Perhaps a way to block/prevent an attack could remedy this.

I like the idea of looping through the same rooms, its gives the idea of being lost in some kind of dungeon. I see lots of potential to go deeper in this idea. Perhaps the rooms keep getting more difficult?

Congratulations on making a game, its no small feat!

Unreal engine moment - but congrats on finishing your game!

Sadly I tried the seoncd jump about 40 times and only managed to do it once. Is it perhaps the case the movement speed is tied to framerate? Or am i misunderstanding something about the movement? It was ashame that I wasnt able to fully experience your game.

One what I could see, the aesthetic is immaculate, I love the look!

I managed to score 43 points. Finishing the game seemed out of reach. There was a surprising depth to this game, and it took me a while to fully grasp the abilities system. One gripe at the moment is that there are long period of waiting where you don't really get a bullet you want. I am not sure how you would deal with that, because a faster firing rate would defeat the purpose of the main mechanic - food for thought I suppose.

Well done of the game, 3d is always a bit more impressive esspecially given the short time period. Cheers!

I managed to get a 38.270 time! The controls feel nice, and the gamepad support is much appreciated. There are some issues with getting softlocked if you fall off the track (or down from a looping), but a quick reset fixes things.

Well done on your entry!

I think I've figured out what the narrative category is for this year hahaha

As other point out its a very charming game, the mechanic being a bit reminiscent of Scribblenauts. One issue I came across is that on my ultrawide (2560x1080) monitor, the finish button isn't visible! That got me a bit confused. There was also a duplication glitch going on when cutting, but it only added to the fun (and chaos).

Really impressive coding work on the main mechanic, well done!

Well done on your game! The ghost mechanic for the car must have taken quite a lot of work to implement.

I found the racing controls to be quite difficult and the map was not very forgiving. I did really enjoy however having my own ghost to race against. The pileups were quite funny.

On the art department you did really well! The colour remind me a bit off games from the RCT era. Congratulations on finishing your game!

Neat game! I like how you took such a simple concept, and turned it in quite an enjoyable game. My biggest gripe is that it takes a long time to get to the interesting part of the game, since I make quite a few mistakes, which get punished harshly. When it comes to the aesthetics, I really dug it. The colours are great, and the overall look is consistent.

Overall well done!

I had no clue, apparently datetime uses you systems language!

Did you wait for more than 10 seconds? Some decisions cause you to have to wait for a while (at most 10 seconds) but this might be poorly communicated.

Nonehtesless, thanks for playing my game!

More action in the uploading stage would be one way, but more steps before that would also work. I would just seek for more interaction in general.

Thanks for the feedback and suggestions on my game. Ashame about the bug - I know why it happens (you can only click buttons if you have the required stats) and I thought I implemented a fix, but it wasnt a full fix it seems. I agree with your suggestions as well, and would definitely take such steps if there wasnt as much of a time constrain.

Oh whoops, I missed that, that already helps a lot!

Well done on this game! Its a neat concept and has lots of potential. Currently however I didn't have that much fun with the game because you were doing very little most of the time, and the movement was very restrictive. I think having tighter movement together with a more compact map would've already done wonders.

The rebirth mechanic also felt very odd, since after level 3 I always ended up with a useless critter that'd get stomped quickly. In that vain I would've really liked a hiding spot for the spiders. Once they locked onto me I was destined to forever kite them.

Don't be fooled by my critiques though, I always try to give constructive criticism on the part of a game that could use the most improvement. This game is well and truly within the best 25% of games I have played thus far. Well done!

Oh I see, maybe I didn't kill enough enemies then. I killed like 5 or 6 then left the level, got back in and killed another few but it felt like it didnt do anything so I assumed it was bugged.

I think you misread it - the mechanics were clear!

Apart from that I totally get your point about feature creep. I have done many game jams (I think nearing 10 now), and all my games that were too ambitious always did worse than the polished barebones ones, so I think thats a great decision!