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A member registered Sep 08, 2024 · View creator page →

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Thanks for the feedback! Completely agree, got a few ideas to expand and make more interesting but really didn't have enough hands on prototype testing. 

This was so cozy. I liked that it was almost escape-room-esque while simplified. I think the stylised look is fantastic too.

This game is stunning. I use a trackpad so camera wasn't great for me but do think the controls work well generally. I think I needed a bit more clarity on the tutorial but got the hang of the overall loop. I think its fantastically polished for a jam entry.

I think the art is fantastic and the music with it gives a really nice vibe. I think the prune mechanic works really well. I appreciated the leaf customisation. I can really see a cool direction for a relaxed incremental / shop loop for the game, and with the vive you had I think it would be a good mix.

Really easy to pick up. The gradual introduction of new mechanics / tile types was really well handled too

Oh god I thought I was missing something but I just couldn't see which one was shorter. I'll go check it back out again hahahah

Thanks for playing and the feedback! I ran out of time to add in proper UI and changed how a few of the mechanics worked so they were kinda thrown in at the end.

I like the on theme idea and its a clicker with good depth. I think the length is a bit much for a game jam as would have liked to get to the upgrades quicker to get the full experience. Think the low poly / 3d fixed view is great artistically.

I think the concept is cool and the overall style was great. I'm not sure if I missed something but the initial ramp up before you can buy the laundromat felt very long. I know incremental games do have that style but I think that initial ramp needed shortening for a game jam entry.

Given you only had a couple of days I think this is a polished entry. The gameplay loop is fairly unique, there is enough depth that you can't just click randomly and hold space. Outside of the obvious if you had more time you would do more bits, I did run into issues where the wind just wouldn't change into a winnable direction which felt like I didn't have much of a chance. Not sure if I missed something gameplay wise or if just got unlucky the few goes I gave it.

This is stunning in visuals and sound design. I also think the retro computer UI look and feel was fantastic and really took me back. I think some more twists on the standard incremental clicker would have improved the actual gameplay.

This is awesome. Really easy to pick up, great relaxing vibe. Keeping it really tight and not feature bloated really helps a simple but charming experience.

Very classic platform /  feeling. Good music too!

Really liked the atmosphere and simple enough but good difficulty curve.

Once I realised the life mechanic of needing to go below 0, I got into the game. Really simple but well implemented on theme, and quite the addicting loop. 

WarioWare is a good basis. I liked the way the control hint for the game was handled as it gave a fighting chance. I couldn't tell what I was supposed to do with the flip screens,- I'm not sure if I got a bug or not as when it happened I just auto lost the mini games  as they didn't load or were covered which seemed unintended.

Very old style flash game (in a good way!). I think the level design was actually really good as falling was a setback but not a run end i.e. you usually would land lower down and not just game over at the end. The things that I think would have been good additions would be a run timer for a speed run challenge, and maybe some slightly more advanced movement like variable jump height. Really good though for a complete experience in limited time.

I liked the main mechanic of increasing the power ups but adding a negative slide. I think the way this was implemented could have been a bit cleaner as wasn't sure all of the options were a straight safe <-> risky limit, or if they were I found it hard to take in. It worked well tough and felt like the game had a fair difficulty curve to balance the abilities

I think there is something cool in a platform / quiz cross that could be explored more. Good game well done!

7mins / 13 deaths. Though the levels were well put together with a good difficulty curve. I struggled with the last few but they were fair enough that with skill I could beat them which is great

I got a score of 7125, which I have no idea if is good but can't imagine I'd be able to beat that without some more practise. I had an issue that the screen didn't actually fit my resolution, so had to zoom out then restart and realised i'd missed which buttons did which. I really liked the idea, but wish the notes had tied better to the music as I struggled to not try to play on beat. Really cool and addictive game though!

Thanks for all the detailed feedback. I definitely over scoped it so glad you got some fun even with the issues. And agreed, on the tutorial / mechanics, I had to give up on a lot of the more interesting ideas in order to at least get something going!

Thanks for taking the time for the feedback. Completely agree, in the end I ran out of time to properly balance or differentiate the cards enough. In the original scope the floors would have effects based on their position, and also based on the number of each type. However, I had to cut it very quickly as it was clear I wouldn't get the time to put it in. Not sure why the game froze but there were times during development that the way the selection system worked meant it did get stuck. I'll see if I can recreate and understand why.

It was on one of the later levels. There was a jump where the ledge was just too high with the wind sideways push and so it looked like you couldn't progress. I was able to get out eventually so it wasn't a soft lock, but took me quite a few tries to get it right as the timing was incredibly tight.

This is such a good idea. I am a big fan of the deduction style games. One for me to come back to after the jam voting as was already getting lost trying to work out everything.

The game looks amazing. I'm really interesting to see the direction this would take, as think with the style and polish, if it extends beyond just the idle clicker its really got potential.

Thank you! I ran out of time to properly tutorialise it but glad you liked the music as that was a bit of a rush in the final hours!

Once I knew what I was doing, it was a really cool concept. I didn't make it all the way to end (level 7) but will come back to try and finish this when I have more time, as there is a good amount of content / challenge.

I really liked that the abilities were distinct but all still usable on the levels so you could play how you want. I did think I got soft locked with the wind one but just needed some better timed movement. Really interesting ideas.

I think its great you had a cohesive theme - even with the soft gore theme's really its just a bit silly which is great. I felt a bit stupid until I saw the big sign telling me where the tower was.

Thank you - I think the art needs more polish but focused on systems, so glad that it felt like a good experience.

Thanks a lot that's very kind. I'm not sure its that innovative but I'm glad you enjoyed it

Well done! Its a good little practise example game. It has a game loop, it is mechanically sound and I thought the controls were solid and responsive. It is a basic game but as a demonstration / practise it does a good job

I struggled with the movement initially as it felt like that character was moving on ice. I think its a cool concept. My best was 6m in the few attempts I had as struggled with managing the boxes and felt like they always spawned on the other side of the stage to me! Cool idea well on theme though!

I liked that you had a simple concept and executed on it without it getting too bloated. For a game jam its a perfectly simple idea that is well done. As you get more practise you could extend with new ideas and concepts but as it is its still a good small experience. 

The art style and music choice for this is great. I got to 40 floors before I gave up. For me it needed a more complex resource system or difficulty curve, as I found it easy to keep everything balanced after I got used to how the choices worked.

I liked the tactical aspect of having to move the towers and the different speeds they moved at. I'm not sure if the fact they could get stuck on each other was intentional but also added an extra strategy layer for me. The art style is great too. 

Yeah completely agree with this. I was really happy with the art and direction but not the execution of the actual gameplay options etc. Really underestimated the balancing of the resource management and then ran out of time to polish the mechanics. Thanks for checking it out!

I think the way you introduced and tutorialised mechanics was really good!

Well done on the first GWJ Jam! I got evicted. Some good systems implemented and I didn't experience any issues.