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chompdev

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A member registered Dec 01, 2018 · View creator page →

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Hey Valeriy! Thanks so much for the kind words and helpful input. I'm happy to hear that you liked the game!

You're absolutely right about the level design feeling a bit too open initially and then more restrictive later on. We ran out of time, but would have liked to polish the level design for another day or two. I think if I was to redesign the moment-to-moment gameplay, I'd have the puzzles broken up into smaller rooms, and completing a puzzle would automatically "fast-forward" both characters to the start of the next puzzle instead of requiring the player to manually keep both characters in sync.

Thanks for letting us know about those two bugs. That will be the first thing I fix when I get a chance to work on a new version. I was hoping I had accounted for all the plant vs climb situations, but I didn't test enough to encounter that first bug you described. The second part (about not being able to teleport when you see your reflection) was something we found and discussed near the end of the jam, but I ran out of time to find an elegant solution for that one.

I love that idea about different foliage colors for each age (maybe the past could be summer and the future could be fall/winter). I ended up going with a temporary "warm" or "cold" overlay that helps each age feel somewhat distinct, but I agree that after that overlay fades, the two ages still feel much too similar.

I definitely wish there was a more impactful ending. The crystals just ended up being a somewhat mindless collect-a-thon, and it would have been fun to be able to spend them or at least get an alternate ending or a "congratulations" message.

Thanks again for taking the time to finish the entire game and provide all the great feedback. It's very much appreciated!

Hey Valeriy! Thanks so much for the kind words and helpful input. I'm happy to hear that you liked the game!

You're absolutely right about the level design feeling a bit too open initially and then more restrictive later on. We ran out of time, but would have liked to polish the level design for another day or two. I think if I was to redesign the moment-to-moment gameplay, I'd have the puzzles broken up into smaller rooms, and completing a puzzle would automatically "fast-forward" both characters to the start of the next puzzle instead of requiring the player to manually keep both characters in sync.

Thanks for letting us know about those two bugs. That will be the first thing I fix when I get a chance to work on a new version. I was hoping I had accounted for all the plant vs climb situations, but I didn't test enough to encounter that first bug you described. The second part (about not being able to teleport when you see your reflection) was something we found and discussed near the end of the jam, but I ran out of time to find an elegant solution for that one.

I love that idea about different foliage colors for each age (maybe the past could be summer and the future could be fall/winter). I ended up going with a temporary "warm" or "cold" overlay that helps each age feel somewhat distinct, but I agree that after that overlay fades, the two ages still feel much too similar.

I definitely wish there was a more impactful ending. The crystals just ended up being a somewhat mindless collect-a-thon, and it would have been fun to be able to spend them or at least get an alternate ending or a "congratulations" message.

Thanks again for taking the time to finish the entire game and provide all the great feedback. It's very much appreciated!

Thank you, Marco! We really appreciate your input and that you took the time to play all the way to the end. I totally agree with you about the movement speeds and that keeping the characters near each other felt like a chore. I was definitely starting to get that sense even part way through playtesting.

Glad you liked the sprites! Jeffcakes was working on pixel art nonstop during the jam and it's my favorite part of the game.

Thanks for reporting the bugs with the seed/vine and the dragon's fire at the end. I should have been able to catch those bugs but ran out of time at the end, so I really appreciate your help!

Thank you again for the great feedback, and I'm glad you enjoyed the game!

Hey Salsadix! Thanks very much for the feedback. Your game was amazing and the community really loved it when it was shown on the Extra Credits post-jam Twitch stream - very cool!

For The Wizard's Departure, I definitely agree that some of our mechanics were introduced too late in the game and could have been more intuitive. The music was also a bit repetitive for a slower-paced puzzle game like this, so I'd probably have scrapped it if I had given it more consideration.

Glad you liked the sprites! Jeffcakes ended up working mainly on the art and some puzzle design, and I was really happy with the final art style that he ended up with. I'd love to add some character animations if we get to revisit the project later.

I really like your idea about the characters moving at different speeds (and giving both an overall speed boost), and I think you're right about the movement feeling a bit tedious when trying to keep the characters synced up.

We really appreciate you taking the time to play through the game and offer so much valuable feedback. Thanks again! :)

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Hey Geotsak (and team), I just finished your game and really enjoyed it! I love the tricky balance of keeping an eye on your time gauge, scanning the minimap for incoming obstacles, and carefully weaving around planets to keep one boost chaining into another.

Regarding the art style, nice work all around. There's a good variety of planets and obstacles to keep things interesting as you play and replay the game. I also like the variety of dangerous objects like orbiting moons and black holes.

The music and sound effects compliment the frenzied and fun gameplay nicely. Very well done.

In terms of gameplay improvements, one thing I didn't grasp right away was what speed I should be traveling at. I did a few "perfect" runs at 100%, 75%, 50%, and I couldn't make it back to Earth in time even when getting every possible boost. When I dropped down to about 25% speed on my next few runs, I was eventually able to get back to Earth safely.

Overall, this is a really solid jam game and a fun mechanic that hopefully you will expand on later. Very cool stuff!

Hey Geotsak (and team), I just finished your game and really enjoyed it! I love the tricky balance of keeping an eye on your time gauge, scanning the minimap for incoming obstacles, and carefully weaving around planets to keep one boost chaining into another.

Regarding the art style, nice work all around. There's a good variety of planets and obstacles to keep things interesting as you play and replay the game. I also like the variety of dangerous objects like orbiting moons and black holes.

The music and sound effects compliment the frenzied and fun gameplay nicely. Very well done.

In terms of gameplay improvements, one thing I didn't grasp right away was what speed I should be traveling at. I did a few "perfect" runs at 100%, 75%, 50%, and I couldn't make it back to Earth in time even when getting every possible boost. When I dropped down to about 25% speed on my next few runs, I was eventually able to get back to Earth safely.

Overall, this is a really solid jam game and a fun mechanic that hopefully you will expand on later. Very cool stuff!


Hey SmokeAndAsh, thanks for the opportunity to experience a piece of your own story through this game. The writing was easily some of the best I've seen in any recent game jam, and I was quickly able to identify with the main characters. The amount of personality you were able to build into each NPC is really impressive.

On top of that, the unique art style and cutscene animations added a lot of flavor. I also like how the largely grayscale color scheme helps reflect the solemn mood and "lack of feeling" mentioned by the main character.

If you have a chance to add on to this game later, one thing that I'd love to see are portraits added to the dialogue box in order to see the face of the person who's talking. This would be especially helpful in cutscenes with 3+ people.

Finally, I also wanted to mention how cool it is that dialogue choices allow you to change the story a bit, which helps each person's playthrough feel more personal. The amount of dialogue you were able to write in such a short jam is impressive on its own, but the fact that you also wrote alternate lines and branching dialogue trees is amazing.

Thanks again for sharing this experience, and please keep us posted if you release a new version at some point. I'll definitely be excited to see more about this project, or whatever you're planning to release next!

Hey SmokeAndAsh, thanks for the opportunity to experience a piece of your own story through this game. The writing was easily some of the best I've seen in any recent game jam, and I was quickly able to identify with the main characters. The amount of personality you were able to build into each NPC is really impressive.

On top of that, the unique art style and cutscene animations added a lot of flavor. I also like how the largely grayscale color scheme helps reflect the solemn mood and "lack of feeling" mentioned by the main character.

If you have a chance to add on to this game later, one thing that I'd love to see are portraits added to the dialogue box in order to see the face of the person who's talking. This would be especially helpful in cutscenes with 3+ people.

Finally, I also wanted to mention how cool it is that dialogue choices allow you to change the story a bit, which helps each person's playthrough feel more personal. The amount of dialogue you were able to write in such a short jam is impressive on its own, but the fact that you also wrote alternate lines and branching dialogue trees is amazing.

Thanks again for sharing this experience, and please keep us posted if you release a new version at some point. I'll definitely be excited to see more about this project, or whatever you're planning to release next!

Thanks Kenia! Glad you had fun with the game. I also noticed a bit of tedium while playtesting, and I think it might be due to combination of slow movement speed and trying to keep the characters together as you progress. Definitely something I'll try to improve if I get more time to work on this prototype in the future.

Thanks again for taking the time to play. We really appreciate your feedback!