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Quinten

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A member registered Jun 11, 2024 · View creator page →

Creator of

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Playing went something like : Oooh cute monkey game, clean polished; minigame? ooh plinko- WHJAT!?!

Wish you saw my live react lol.. xd

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

This game was incredibly well built & polished! Easily a top 5 contender imo. 

Besides a few details in the initial UI controls I don't have many improvement points to talk about.

Really well done!


& If I can ask- how long have you and your team been doing gamedev & gamejams? 

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) 

The game was very short- felt like Incredibox inspired. I couldn't get them to stop once they started playing though- so testing stuff out wasn't easy.

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

Played until the bois stopped spawning, had an army though!

Fun little game all round, just needs some more UI polishing.

Thanks for playing!

>  if you added more control on what pals you can get.

Any suggestions as to how I could do that without vastly altering the current gameplay loop?

Thanks! It was a challenge doing everything myself from scratch in such a tiny timeframe. :D

As a fellow engineless dev I approve, in here I did feel like blinking did not add too much value.

Puzzle design has some fun ones- but I'd like to have seen less combo locks or timegates and more of the clever ones like the multiblink switches.

The source code made me go a bit "oh" though. Fix it before it your engine is in a bigger state.

I played live & you were in VC at the time so I wont go indepth in my comment as it'd be the same general feedback- but here's the VOD incase you want to rewatch. Including the requested flaming of the codebase XD.

Good Job Rube & Enweave, will keep it short as we talked a lot live whilst I was playing- have the VOD too.

The art & ambience is great- lot of polish put in it. Audio wise too, great job Enweave!

My main feedback is default controls for controller too- & make it remember ur audio & controls settings.

+ the 50% starting point on master.

Good job to the three of you!


Played live in vc- won't elaborate much because you were in the livestream too :D

Here's the clip though: 

Awesome you added in controller support, the game is short & sweet too, like the retro style as well.

Well done for the short timeframe too.

Happy the feedback & blind play vod is useful :D 

Thanks for the feedback + appreciations, its nice to hear some UX stuff gets noticed.

Handdrawing frames might have been nice- Just kept it simple for scaling reasons, didn't want stretched button textures & nineslicing would have been a bit of extra work to get right. Worked with some rediculous deadline's & constraints too.

the missing 1 rem of padding-right on settings button was a bit of an oversight- 3am brain must have added in the top but not the bottom. All is done through code, don't really have a visual editor when working with a custom webgl/ts engine & some html/css primitives.

The infographic helps a lot in knowing what it all does, ultimately wanted to have it in the game itself too- just time~ still managed to make it clear enough I hope. :)

I'm surprised at the postivie feedback I'm getting on both my art & sfx-I'm a programmer + UX/UI designer by study & trade.

As for beating the game, you definitely will need the guidance of ur pals- Clipper's Errors &  CatUwU are MVP's here. 

Again, thanks for the feedback! <3

Loved the selfmade audio & sfx, added a lot of charm.

the juice too. it feels very "gamejam-y", I recorded & played live- here's the vod of me playing & beating the game. Along with much more feedback than I can possibly fit in a quick comment.

Still very early in prototype phase? so it feels- 

I tried my best rating- "beat" the game by reaching the end, but its hard to provide much feedback in current state besides the obvious stuff I mentioned live, heres the VOD : 

Played live in VC- gave a lot of feedback, you were there too so i'll keep it short :P - here's the VOD :

Music Art & Originality are great, but UX/UI is you guy's weakpoint.

I definitely think playing on a touchscreen makes it much better- but as I'm livestreaming & uploading vods- can't really do that on phone easily.

Genuinely have a full watch as I go over a lot of stuff during gameplay- more than a simple comment could do.

It's one of the entries where I'd love to see a post-jam UX QoL update. & Check it out on a phone. :D

Art is the strongpoint here, I like the area & monkey designs.

I was getting some perf issues the longer I was going on for, but did still managed to beat. Provided a lot of on the fly feedback live- made a vod for it : 

Thanks for playing!

> your engine is performant asf 

Thanks! take great care in making sure everything remains performant & can handle 50k sprites at 360hz on web. <3

I also had great fun with everyone in the Jamlytics VC- we all were in it together. 

And we should blame Lesta no? XD

Okay so it wasn't a skill issue on my end XD so getting out of bounds was the true win.

Love the energy in this comment. :D

Thanks for playing & I definitely owe you a play & rate once I'm through my queue. <3

Thanks for playing & reaching the end :P 

There's some hint discriptions on the itch page but. 

To aid with the confusion.

- Pointers autoclick

- Lil' Bit's cheer for cannon damage mult

- Banana is a flat multiplier for banana's destroyed.

- Destroying Clipper glitches turns + into * for a bit.

- And CatUwU rewards breathing in between clicks. ( 5s pauzes )


Tried my hardest on the UX & juice- even if sfx & art isn't my strongpoint- the fact you made it to the end means I did something right <3

Really nice artstyle & loop, took about an hour to beat. In the end it turned into cycle + gamble simulator, would have liked to see more variety on the lategame. the everything a billion goal was not super clear- glad I did so I saw the endcard., in the end the E button flashed and did nothing- if I missed something please share :)

Also here's my VOD, I kept giving comments throughout so its a must-watch ( goodluck xd )

Might take a while for it to finish uploading & encoding,... xd link's above- It's almost 2am I'm just going to let it upload. :D  

I could not figure out how to grab the banana, even went fully out of bounds trying. 

Artstyle & theme are strong points here, audio is fun but beware of sound fatigue, pitch shift + variations are key here :)

I also gave additional feedback on stuff like build itch page & my live blind react in the vod linked below.

Thanks for the feedback <3

The game freezing on 1 monitor when switching tabs might be the browser saving memory.

The cannon movement is intentional, its like aiming a bow in games- otherwise clicking errors and having perfect aim would be too easy.

Just didn't get time to clamp at +90 & -90 and it can shoot out of bounds.- but that doesn't affect gameplay- just a visual. 

Reading the itch page definitely would have helped- fun to figure them out though- but might have missed some details.

Thanks for playing! 

Please; please please include a gameplay video as the "trailer" in itch, I really wanted to properly play & rate- but as someone living alone I couldn't- still did my absolute best to provide my feedback.

Art work & pagework is great- gave a few pointers on it in my vod too. 

It's really awesome to see you worked together with your son!

Thanks! Was a bit of a challenge- but had a lot of fun hanging out with other participants from within my jam community.

Think without the "VC pressure" I wouldn't have gotten a build out in my dev-time. And maybe if we would have found out about the jam a bit sooner I'd have had some extra time. xd

Still was a fun challenge! :D

Gamedesign wise this game is solid, for "average jam session length" it scales well. Post boss you quickly turn into an unkillable god though ;)

The homing hearts person is definitely OP- fav characters of the pals.

Point of improvement is definitely UI juice (this also extends to ur itch page)

I played live & uploaded a vod if you want to see my full feedback <3 

Biggest point of improvement you can make is the itch page imo, would help a lot! 

Played the game live- so for my full feedback I recommend you watch my blind play.- gave quite a few pointers on how you can improve. <3 We all think adding in controller support would make the game feel really good too.

Thanks for playing! Happy you had some fun killing time :D

Thanks! It's one of the first jam's I made all of the sfx myself, programmer by trade.

Happy to see it's succeeding as a 2nd monitor game. That was part of the goal :D

Exercise those finger muscles :P

A thing I like is when games give you the opportunity to sit back, or just take a moment to read, look at something. 

Is an aspect/something I try to add in all of my jam games. 

Also W Microwave mention, my community would approve.

Thanks for beating the game & seeing the ending story :P Took me about 30minutes too, casually playing in development whilst talking in Discord VC. The fact it was satisfying enough to keep it as a 2nd monitor game until the end means it won in my book. <3

Finger muscles getting some gainzzz! Thanks for playing :D

Thanks for playing!, If the main itch frame loses focus it should lock the cannon. Maybe I need to think about adding a lock button though?

For legal reasons:  Clipper will send his "cousin Clippy" his regards. XD :P

Made the game in ultra hard mode by both using my own game engine, spending <12 hours and doing all from scratch- happy you liked the artstyle- I'm not that big of an artist so appreciate it!

If you quickly want to get to the BigInt ending interacting with the Clipper Errors & cashing out CatUwU points idle-y is the way to go.

Every pal influences the field in some way though!- but If I decide to continue work on the "nightmare codebase" that is 12hour rush & sleep deprivation- I could consider adding some upgrades & extra pals.

Thanks for playing though! :D

So many monkeys so fasttt!! Damn- I wish I got more of the references, I mostly just hang around the jam community. The engery is definitely there though- I can sense you had fun building it out.

Recorded my live reaction/feedback- comments can't do justice. 

It's a tech demo- but you used the jam to start building something- thats a win! If you plan on using this system in a bigger game- I recorded my live feedback, hopefully it's helpful <3 :


Thanks for the feedback! The scaling depends a lot on the RNG and how much you interact with stuff like Clipper errors & CatUwU's also some lucky fish combo's can quickly make the ball go down. In testing my faster run I managed to get the BigInt limit in abouts 30minutes pretty casually with good cannon placement, but I understand there's some luck involved too. Well it's Gacha after all! :P

Cute game! Well done for a first jam, Itch page can use some padding- and avoid the default Unity web template.

My live feedback, because a comment can't do justice : 

& Goodluck on ur gamedev journey :D

Thanks! First time really doing an incremental idle game.  Also decided to join this jam pretty late- so it was a <12h challenge for me :D 

Thats the nice thing about Jams! Great way to learn <3