Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ChunkyPotato

47
Posts
1
Following
A member registered Nov 08, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

Ooof, that doesn’t look good. I’ll need to check my code but at a glance, it looks like I forgot to escape the % sign (I was supposed to type 50\% wrong instead).

(1 edit)

Nice game! I liked the horror platformer mix.

The one bug that sorta helped me was that you can still play after losing LOL. You can’t win, but you can reach the end of the level, so I knew I was on the right track.

That said, actually completing the game without losing was somewhat difficult thanks to how painfully slow crates move. Which i mean, fair, that’s a massive create to be moved by one smol kyoot duck LOL. But even then, it wasn’t so bad that it was downright annoying. I’d call it a near prefect level of difficulty.

Edit: I just found out that there’s a dash feature lol. Now I feel like it’s too easy with it XD. That said, since I enjoyed the challenge without it, I’m not sure how I feel about the mechanic lol.

The only reason I’m taking away a star in gameplay was because I do wish there was an easier way to retry after getting jumped. As it stands I have to alt+f4 and relaunch every time, which does get annoying pretty quick.

Art was solid for a 48 hour game. It was simple yet effective and got the job done.

Sound is idk. My first reaction is “add music” but honestly, I really really like the feel of the game without music, and I think I’d rather the game as is. Maybe a main menu theme or main menu jingle would suffice?

Great game! This will probably be my last review for the jam; best of luck with the results!

(1 edit)

I think the VN-Rhythm mix is one of the best mix ideas of the jam. I really like the game, but I do have a few suggestions:

The story was…. idk. It wasn’t terrible, but it did feel kinda generic and cliched. Admittedly, I don’t really have any suggestions for improvement, so I can’t really say too much with regards to that. I can say that it felt like the story moved on way too fast, and that there wasn’t enough time to get to know the characters. It really felt like they were thrown at you only for the few seconds they were needed (This is something my game suffers from as well).

Also, a bad end for failing too many rhythm minigames would have added some replay value IMO. Maybe something like a bad end route after every minigame and, if you fail 2 minigames, you play the bad end route and get a gameover?

The art was outstanding. Out of the around 15-20 games I’ve reviewed, this is one of only 3 or 4 to get the full five star rating. Well done! Everything from bg and cg art, to the graphics for the minigame, the UI, and the main menu screen, were very well made!

The music was also really nice! The song choices fit, and the songs for the rhythm minigames were a total bop. There were some sound effects, all of which were nice, but I’d have loved to see a couple extra; most notably, a “pop” or “crash” sound effect that played when a note was hit would have added a fairly substantial layer of sound to the rhythm minigames.

The gameplay was also solid. I personally found the rhythm minigame too easy. Maybe this is just me, but I’d have probably added a 2nd difficulty level that features one or more of the following:

  • 2 or more simultaneous notes
  • A tighter window to press the notes
  • A faster board speed, so that you don’t see notes as quickly in advance, possibly combined with a tighter window to press the notes
  • Sustained notes that you need to press and release on-time (else it’ll miss)

Also, two simple mechanics I’d love to see added are a skip feature (or some way to skip the text animation and have the text show instantly), and a feature to hide the UI to get a better look at the background and characters.

Beyond that, the gameplay was fairly solid. It’s pretty hard to mess up the UI of a vn LOL, but for the rhythm minigame specifically, the hit registration felt very fair and consistent, and was overall a lot of fun to play.

I do think that this is one of the more underappreciated games from this jam. Although the story was meh, the idea and the implementation were very strong. The art and music were amazing, as well. I do think that had the story been a bit longer and more fleshed out, this could have been among the absolute best games from the jam. Still, as it is right now, it is still a very solid and very fun game. Well done!

BTW, my submission for the jam was also a VN with minigames LOL. I’d be curious to get your feedback on it, even if it’s after the voting deadline! (Which it most likely will be, since voting ends in only 5 hours from the time of writing LOL)

(3 edits)

Solid game for 48 hrs! Here’s my main concerns:

The second turret doesn’t seem to be working. I’m not sure if it’s just me, but the zombies don’t seem to take damage when turrets are upgraded to level 2. Level 3 turrets do work, though, so I think it’s an issue with the level 2 turrets.

The ray gun looks like it’s damaging zombies since I see red particles, but either I’m just impatient and it takes forever, or the gun doesn’t seem to damage zombies either… If it’s the former and it just takes a long time, I think I would suggest shortening it a bit.

When “mining” trees and stone, I think a bit of feedback on the fact that the material is being mined would help a lot both in terms of polish but also in adding to the feel of the game, in that it would be more obvious if I’m actually mining or not. I think that something simple like a grey or brown dust cloud for rocks and trees, respectively, would have been perfect.

Lastly, adding the wood necessary for the ship takes forever XD. I think that if wood could be added 5 at a time instead of 1 at a time, it would make it a lot less “spam E” and a bit more natural. Alternatively, if having the player spend that much time refilling the ship (instead of collecting materials or whatever) is the intended effect, I’d recommend a system where you hold E, and it then fills in the materials at a similar rate to just mashing the E button.

Beyond that, everything about the game I really liked. The graphics were simple, yet consistent, and fit the style of the game. The mechanics, save for the concerns I mentioned above, were very solid. The art was simple but effective. The choice of music was outstanding. I do think that some sound effects would have spiced up the game a bunch, though!

Overall an amazing submission and another of the better games from this jam. Looking forward to see how this project goes!

Edit: “Lastly” was a lie, I have three more comments:

  1. As others have mentioned, the lack of a tutorial system was an unintentional gatekeeper for the game lol. The screenshot helped, but I had to look at one of your vids to be able to figure out what I was supposed to do. The game can be completed with 4 level-1 turrets and rushing to mind and fix the ship, which is how I did it, but barely lol. It was a lot of fun to complete the game that way, though, so If possible I’d keep that route open in future updates!

  2. The other thing was that sometimes, I would hit E accidentally, usually near a turret spot, and it would consume my resources but fail to build or upgrade. I’m not entirely sure what causes this, it could be related to having insufficient resources though.

  3. Minor concern related to beginning/end screen cards: I think the main menu should also have a button to exit game. Also, the graphics option (low-medium-high) does not appear to work for me… Also, the end screen I feel should have also had an option to return to the main menu. Finally, I think the addition of a pause function, with buttons to return to main menu, change options, or quit the game, would have all contributed to adding to the feel to the game.

One final suggestion since this comment has turned into an essay over the course of my edits LOL: I think some kind of scoring system would help add replayability. Perhaps something like a simple timer that starts when the game is started, pauses when the game is paused (if a pause screen is implemented), and stopped then shown prominently at the end screen as the player’s score would be nice?

Pretty good game. the graphics were simple yet effective. I’m not sure how I feel about the TTS voice clips. I get that you were mostly just having fun with it, which is respectable of course, but in the context of the game, I’m not sure how well the voice clips fit…

One weird source of fun was trying to get as far as I could without shooting or using the shield, as many of the green viruses could be avoided with clever spinning lol.

Overall, this is a vert solid entry to the game jam!

(1 edit)

Just watched the devlog, looks like fun! I’m about to play and rate yours; if you want to take a look at mine, here it is: https://itch.io/jam/mix-and-game-jam-2020/rate/822444. It’s just a visual novel with crappy platforming but ¯\_(ツ)_/¯

Very solid game, super enjoyable!

There was a weird mechanic with the controls. AD let the legs on the left move in all four direction, and simultaneously moved Johnny left/right on the right. W moved the legs up, and caused johnny to jump simultenously.

With the arrow keys, this however wasn’t the case. left and right behaved the same as AD, but pressing up/down only moved the legs and did not cause johnny to jump. I don’t know if this is a bug, and pressing up should cause johnny to jump (or, conversely, that arrow keys shouldnt affect the right side at all), but it was definitely a bit weird lol.

To shed a bit more light on the particles winning bug, it looks like the particles themselves count as the player, because in the… second? level there was about 3 blocks with spikes on top above the goal; i died on the top block, but when the particles hit the spike below, it’d play an animation there as though the player hit the spike below, and repeat until the particles hit the end point.

The graphics and sound in the game are stellar. They art is very colourful and fit the game’s style well. The music and sound effects also fit in very well.

Overall a solid game, and another favourite of mine from this jam. Well done!

Very very cool game, one of the best of the jam (though I don’t know how the rules will affect the resubmission).

The mechanics were solid. I’m not sure how I feel about others’ suggestion on a move limit rather than a time limit. I think I would personally prefer the time limited game, even if most of the levels were fairly easy (except the last which was a really great level of difficulty). That said, I also would be interested in seeing how the game plays with a move limit rather than a time limit.

The art is very nice, and it is consistent throughout the game which is most important. The graphics are very nice, and the music and sound effects fit in very well.

Overall, one of my favourites from this jam!

Amazing game, though I don’t know how the re-submission will affect it given the rules. Mine was a visual novel with 2D platforming, here https://itch.io/jam/mix-and-game-jam-2020/rate/822444

(1 edit)

Not bad! IMO it’s kinda short though…

I tried it with controller, but the cannon sorta got stuck behind me… I presume it was probably a stick drift issue of some sort. With mouse and keyboard, I couldn’t figure out how to aim, though, so I skipped the shooting mechanic for the most part. I think that would be the first thing to tackle when/if you revisit this game.

I also was a bit confused on how to lose milk lol, as I couldn’t really figure out the difference between ramming a zombie vs a zombie stealing milk.

The graphics are pretty good for a 48 hr jam, and the sound work is fine. I like the choice of music, and the sound effects were hilarious! That said, I feel like the zombie death sound effects didn’t really fit very well.

Overall, a very solid submission for the jam!

Will definitely check yours out! Mine is a visual novel with crappy story and even crappier 2D platforming XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444

I like this one! The mechanics were simple yet effective, the sounds were hilarious but they fit, and the music choice was nice.

I suppose it could have been more obvious that you need to rotate the cam to hit at an angle, but it didn’t take me too long to figure out, so I don’t think that that’s really much issue. The art was fairly minimal but enough to be enjoyable. I’d have probably done something with the black void, even if only by adding dark grey clouds or something like that, but besides that, I think the graphics are good enough for the game. It is worth noting that I only played the “Build During The Jam” version so far, in case any of these were changed in the updated build.

Great submission! Best of luck with this project and with future projects!

Not bad, but I wasn’t able to figure out the mechanics lol. I’ll probably take another crack at it later when i have more time, and leave a more detailed review then, because this one looks fun!

(1 edit)

Definitely a very interesting concept. Unfortunately no one was on at the time; I suppose I can try again later with a friend. The mechanics were really nice, though I found it hilarious how the text behaves once 10 is reached XD (Perhaps you could dynamically add room for a second digit, or shrink the text to fit two digits?)

I think having some system in place for setting the target score or for easily resetting the score to 0 would have been nice. If a target score is added, I’d also add fireworks to the winning team’s goal XD

The graphics were nice, they’re decent given how strongly limited the time is. That said, I do wish the models were a bit more complex, and that some textures were used to spice up the textures, even if textures are only used sparingly to keep the minimalist art style.

Some things like allowing someone to choose team colour, and a scoreboard for how many goals a person made would have also added to the gameplay element.

Of course, music and sound effects were absent. That would probably be the first thing to address if you continue working on this after the jam (which I think you should tbh).

All that said, solid game! I think the foundation is brilliant, and that with some time to flesh out the rest of the game, you could have a really damn impressive game on your hands!

I think the ideas here have potential! I do have a few suggestions which IMO would have made the game a lot more fleshed out:

Some form of indicator as to what the next thing is (Platform, jump circle, shot) would have helped gameplay quite a bit, IMO; showing the current shot and the next would allow the player to have just enough information to strategize.

At the moment, the character stops as soon as they touch a wall. I feel like it would be nice if rather than stopping, the character turned around and kept bouncing back as though he had hit a level wall.

The levels start when the game starts and keep looping, so like 1 -> 2 -> 1 -> 2 etc. I think a title screen to take you to the first level, and an end screen card after the final level indicating the end of the game and which may take you back to the title screen would be helpful to bring some intro and closure to the game. The title screen also provides a nice place to introduce the goal and the platforms.

Some simple animations when a platform or bullet is shot would have added a lot of polish to the game IMO. Something like a short fade, zoom, fade/zoom, or fade/fly in would have been perfect.

The art as it is is fine, but very plain. Some textures for the platforms, and maybe animations for the character, enemy, and jump platform, would have also done a lot to the eye candy. The music was there, but it’s fairly plain. I think a slightly longer tune would have helped. The sound effects present are sufficient. More could be added but what’s there right now is fine.

Of course, after that, adding some more levels (especially some more challenging ones) would be all that’s needed to have a solid game!

As I said, I think this game has a lot of potential. I honestly encourage you to consider fleshing it out after the jam!

Interesting game. I loved the art and graphics, though I’m not sure how I feel about the character models, which are simple cubes. I personally would have loved to at least see them in roughly the shape of a humanoid or a robot.

The mechanics were also a bit weird. This isn’t the first time that I’m playing a game where mouse is just to look around, and you need to turn with WASD, though I’m not sure how i feel about the implementation here. I think the sheer size combined with the simple shape of the player model kind of explained why it felt weird.

The graphics for 48 hours were very nice (barring the character models as I’ve stated three times now). I really enjoyed the detail in both the indoor and outdoor areas. I also really enjoyed the music, and the explosion sound effect (along with the explosion animation) was hilarious. That said, I do wish there were sound effects accompanying hit and missed swings, and perhaps one accompanying character movement.

Overall, not bad!

I really loved the music, and the graphics for a 48 hr game were way beyond expectations. I definitely enjoyed it and wish you best with this projects and those of the future!

(2 edits)

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

EDIT: I have big dumb, I played yours already LOL. Amazing game btw!

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

(1 edit)

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

EDIT: I just realized I already rated yours lol, and I think you may have already rated mine

Visual novel complete with annoying 2D Platformer elements and a crappy story XD https://itch.io/jam/mix-and-game-jam-2020/rate/822444; looking forward to playing yours!

(1 edit)

Tho this game is the dark souls of platforming, so of those jumps were so damn hard ahahha

Lol, yeah I definitely had the difficulty turned up to 11. I think I might tone down the difficulty of my games for future game jams unless the theme I’m going for really demands a tough game.

Thanks for the review! Best of luck with your own submission!

I thought my game was hard, but I have a lot to learn xD.

Interestingly enough, I found your game to be substantially harder than mine, lol. Maybe it’s because we each find the platforming in our own games easier because we dev’d them? I feel like at least for me, that’s what happened, as I didn’t think the platforming was too brutal until it released and everyone is telling me that it’s way too intense XD

Thanks for the review, m8! Hope your game does well o7

(1 edit)

Thanks for the reply!

I think is a best practice if you reward your player with narrative rather than introducing it at first, if it feels like a reward, player should pay more attention and enjoy more, imo.

Yeah that’s a fair point. I was sort of going for the visual novel theme first (where visual novels are mostly, if not all, story) and tried to integrate 2D platforming second. I like the idea of going for 2D platforming first, narrative second, though, so I think I’m going to explore that one for my next game jam

At platform section I had so much discomfort by seeing the player in the low border of the screen, give at least some ground… Would help a lot.

Yep, that’s definitely fair lol. I did not have a lot of time to play around with the platforming game, and I had originally set the bottom of the screen to be ground. I was originally going to put a proper ground above it, but I had run into time limits unfortunately…

About your menu: not sure if is something that is auto generated by the software you used… If it was not, well, it was really pretty and great then!

Yeah most of it is the auto generated Ren’Py menu screen. I added some degree of customization, but overall, there wasn’t much for me to change since the default menu screen is already good enough.

Thanks for playing and for the review mate! Best of luck with your game o7

Mine is a visual novel with 2D platforming almost as hard as your 3D platforming XD. (Though not quite as visually distinctive as yours! XD) https://itch.io/jam/mix-and-game-jam-2020/rate/822444

(4 edits)

Definitely a STRONG contender for top. Also I don’t know if it’s just me or what, but damn this game is BRUTAL past level 3. I managed to finish the whole thing in one sitting but it took me 2 hours, and honestly felt harder than Veni Vidi Vici XD

For mechanics, that’s kinda where most of my suggestions sit LOL. The FoV imo is a bit narrow, I personally would have preferred a wider FoV. The double jump mechanic felt awkward at times, as if you jump too close to the edge, one of the two jumps gets “eaten” per se. Some grace frames around the ledges would have made it a lot more consistent IMO.

I do wish that the beat indicator was synced to the beat of the music. That way I wouldn’t have to stare at both the beat indicator and the gameplay. For much of the game I had to focus entirely on the beat indicator (since I had no other way to tell when to click and when not to), which beyond the fact that it took away from my ability to enjoy the graphics, it also meant I had to assume where I was going and hope I was right (half the time, I wasn’t…). This became particularly annoying in the last level where i needed to stare at the indicator while also looking where I was clicking, to click on the sticky platforms. Perhaps this could be improved in a future update?

The last thing in terms of mechanics which I feel should be improved is the red square which slowly rises and eats the whole level. To me, it’s not very obvious what it’s doing, and up until the last level, I thought the game was bugged and that the level would randomly disappear after a while. Even after I realized what was going on, I found that the perspective made it almost impossible to gauge how much of the level is eaten and how much is left to go. I’d have replaced it with something like a red plane what sits at the bottom of the current floor (and perhaps consider keeping the bottom part of the level intact, only raising the plane), as that IMO would be a lot more friendly on the perspective.

The art in this game, for a 48 hour game is absolutely stellar. The laser things from the sky felt weird when you look up though, maybe some kind of cloud effect could help the top be a bit clearer though. The rest of the art was beyond 48 hour standards, though. I loved the subtle shift between a bluish hue and a reddish hue as time progressed.

The sound effect and music in this game are nice. The music got a little repetitive after a while, though that’s probably more due to the fact that I listened to it for 2 hours straight LOL. As mentioned before, I do wish that the beat indicator was synced to the beat of the music.

Overall, this is among my favourite games, if not my favourite game from this jam. Impressive graphics paired with solid controls and volcanic anger make for an extremely fun and distinct experience.

Not bad! Decent controls, consistent art that fits the theme, and great sound effects blend together to make a solid game. However, I find that it was a bit too short! I feel like more levels, and maybe an upgrades system would have helped make the game a bit better. Still, for a 48hr game, this is really nice.

Very fun game! One of the more polished ones from the jam for sure, and another one which I’d say is a contender for top. I do have a few suggestions though:

The main complaint I have is that the game feels a little bit easy, mainly due to the green shield. Maybe I haven’t gotten deep enough to reach the hard levels, but it did eventually get to a stage where id simply keep replenishing the green shield and the game was a cakewalk from there. My suggestion would be to either make the shield reduce bullet damage by a certain % (such as 50% reduction), or make the shield randomly stop or not stop a bullet (eg 66% chance the bullet stops, 33% it leaks through).

The other complaint I have is in the controls, oddly enough. I definitely enjoy the fact that you got both keyboard and controller working, but I kinda wish the switch colours were on the triggers rather than the buttons (or mapped to both trigger and buttons). Maybe it’s the way I hold the controller, but I find that the triggers are a lot more natural to press than the buttons.

At one point the game zooms out, and due to this the movement feels somewhat slow. I think making things faster as the game progress would help the pacing a little, while also adding to the difficulty.

The last thing, and this is more minor, is it wasn’t really obvious that blue == refill mana lol. It took me a while to figure that out, and I feel like it could have been included, maybe as a blurb text the first time you run out of mana, for instance.

Beyond that, the game is very solid for a 48 hr production time. There’s lots of polish, including attention to detail regarding the menu and pause screen. The graphics are simple yet effective, and the sound effects, though slightly “muffled” were satisfying all the same. The background music fit the game and was at a very good volume. The art style was consistent, which also helps with immersion.

Overall a satisfying production and stellar game for a 48hr jam. Well done!

Nice game lol, one of the better ones from this jam. Mine is a visual novel with 2D platforming minigames https://itch.io/jam/mix-and-game-jam-2020/rate/822444

Visual novel with hard 2D platforming minigames! Awesome game btw, yours is one of my favourite (if not my favourite) from the jam! https://itch.io/jam/mix-and-game-jam-2020/rate/822444

Another very solid contender for top 10. There’s just so much polish in everything. the little jingle on round start, the sound effects, the simple yet effective animations, and the screen transitions popped out to me most.

I love how the theme of the game is reminiscent of a 2000s-2010s era flash game, especially the ones from Nitrome. The consistent art style and sound effects help sell the theme well.

The mechanics were stellar, though if I had to change one thing, I would put some form of indicator as to what the last shot was (Something like a ghost arrow).

The sound effects were very well done. I’m still undecided if I want a music track or not. The game works very well without one, though I suppose a soft and quiet background track in the levels and/or a title screen theme would have been nice.

Overall, an impressive game given the time window!

Visual novel with 2d platforming! :P https://itch.io/jam/mix-and-game-jam-2020/rate/822444

Not a bad game, but I do wish there had been more sound effects. The arrest mechanic felt a bit weird as well.

That said, the air of the game was solid, and the controls were ok. I found it somewhat funny though that I could shoot cars to my side and behind me even though the gun couldn’t rotate though, lol :P.

Maybe that could be another suggestion, to have the gun rotate to where the mouse is pointed? This could also add an element of difficulty if the gun doesn’t immediately rotate to where the mouse is, meaning you have to rotate the gun strategically.

That aside, the graphics and music were stellar for a 48hr game. The game was still fun to play overall!

Mine is a visual novel + 2D platformer. great game btw! https://itch.io/jam/mix-and-game-jam-2020/rate/822444

Very solid game overall. I enjoyed the consistent art style, solid mechanics, and the sounds.

I can’t really think of much as far as improving the levels or bugfixes are concerned, as I didn’t really encounter any real bugs, nor can I come up with anything new.

All this to say that this was a pretty good game! Well done m8

Not a bad game, the perspective threw me off a little bit, but that might just be me. I do wish you didn’t take damage when asked to be hit, though. Otherwise, not bad!

Very solid contender for 1st. The art style is lovely and consistent, and the sound work is very well done.

I do feel like the jump is a bit too “low-gravity”, i feel like the simplest fix would be to reduce how long you float in the air after jumping.

I also feel like the bosses were a little bit too easy, I think they should have been a little harder. Either by taking more hits, or by having more or faster projectiles.

Otherwise a very well made game given that it’s a 48hr game.