Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Quinten

454
Posts
57
Followers
A member registered Jun 11, 2024 · View creator page →

Creator of

Recent community posts

I want to formally apologize for failing to see the tied  #1 place in the gameplay category on the Discord announcement. 

Kira notified me of this in VC- I see this as an absolute failure of both Itch's UI for hosts, the result UI and honestly I can't blame anyone more than myself. And I'm thankful Kira pointed it out to me.

I corrected the announcement post with the highlighted changes in the main server. 

And I added all winner links to the jam page itself (something that hadn't been done yet anyway.)  

And I also posted a shout-out in the recommendations channel, along with a paragraph explaining.

I'm terribly sorry for missing this on the main Discord...

Had an incredible time playing as seen in my comment posted during the rating period, but this was an absolute unacceptable mistake on my end.

So if there's any way I can make it right please let me know. <3

My first run I may have broke the dialog by accident, especially because I missed the pawprints, they need to be more visually distinct.

2nd run after letting the outro play dialog didn't trigger at all for me.

but I did a refresh and knowing the mechanics now I had a "as intended" run I think.

I see the idea of the water mechanic but haven't seen it get used enough- you needed to stay thirsty for most of it.

We also need a pet the doggo button :P and give good boy some water at home :D

Accessibility menu for sound, text speed, controls & controller support would have been nice.

The art, writing, sound & animation does radiate that you & the team worked on this in passion & great fun; that was nice to see! 

I have a vod recorded as you weren't present in stream- I'll try get that uploaded if you want. :) 

Same as Kelvin & Rieux said, crashed for me after second question.

I did have some input weirdness where it didn't grab the mouse, so turning was quite difficult to do.

Nice to see the source is on github- just always make sure build folders are in gitignore.

Do think the player needs to be guided a bit more early on, it took a while to realize I can melee with orbs and I can merge 2 effects together.

Art & music choice fit well, do think health pickups would have been nice. especially with some enemies being a bit punishing.

What was the consensus? will you continue down the project or not? :)

Amazing take on fusion! I made a skinwalker sheep- I don't trust it and shoved it the void. ITS ALIVE THOUGH. 

Glad we got to explode the place >.<" but I'm not sure if it was effective!!! 


Had lots of laughs playing! Nice entry!

Main feedback would be to explain the abilities a bit better "wave-y gold, noise, ect.." 

and to have dragging stuff into the void actually end them.

Initial UI was a bit to go "ah I get it" and make sure when you end the game to autoclose the menu- if I didnt I would have missed that cutscene.

Well done!

I demonized the world until all that was left was pure black. (by clipping out of the bunker ofc xd)

Took a bit to understand what to do beyond throw stuff around- sad we cant demonize houses and buildings. Throwing tanks would to destroy stuff would have been a fun addition. left click felt underpowered.

Got to max lvl before even seeing any enemies so guided tutorial & balancing would have been nice to see.

Good job though! :D

Difficulty balancing, would need some work, as soon as I got upgrades I could just sit back & relax.

I like the music & sfx- some stuff was a bit unclear to me at first, still don't fully understand why to fuse? it feels like nerfing my dps.

Thanks for joining the jam! When I upload the vod you'll see some of the confusion I had- but it was mainly chilling with the others in vc. :D

Played live on stream- hope the feedback helped!

Main issue is optimization, the game crawls beyond 5minutes on my end. I do really like the trails!

I became the bullethell! I out-shootrated the enemies, they feared me, the warning was ALICE. ALICE WANTED TO HUNT! SHE SMELLED FEAR! ( got it to like 0.09 something shootrate? )

Really enjoyed the game! Controller support would have been amazing though, as I'm not used to ZQSD'ing on azerty.

I think the main key feedback is more levels with higher difficulty- the first run I unintentionally didn't realize I could use the power ups and just managed to beat all but the last lvl with the base projectile.

second run I realized I could and every one had a kick-ass soundtrack attached.

So more lvl's- more difficulty (by larger lvl's more enemies would have helped a lot!)

also indicators that you get to use the fancy effects would be nice.

also fun to see the entire project is open on git! :D Well done guys!

Hope the live feedback was useful! 

Loved naming the beans after server members! :D

I like the theme idea, but vending updates duplicate a lot and are expensive, so sadly you need good luck early on to get a nice gun going- would be nice if they stack.
Gameplay itself gets repetitive, enemies shouldn't lock on instantly- maybe some ambushers yes, but its impossible to dodge bullets besides boxes, but getting in LOS makes you a target too. and they are more accurate then you. (made me die on the last lvl)

HP pickups feel like they get progressively worse? To the point where you get out-hurt later on.
Money pickups feel invisible? Would be nice to loot around the rooms too. 

The shader retro effect carries the visual feel, I like it.

Controls menu is nice, volume too- but you cant change it ingame? and escaping makes you unable to look around anymore? Also the music dies as soon as you start the game- web issue? maybe?

Otherwise good for a jam entry. 

I see the idea, scope was maybe a bit big for the jam? Am happy to have waited for the enemies to be able to fight back atleast. Big map with lots of enemies would have been fun too! :D

& As said in VC; the grid style movement is something I want to get going in my first actual out of jam project in the new engine. As I really want to make a fire-emblem-like. 

Played live on stream! Loved getting to the big ball of destruction! Fits the theme really nicely.

Just balancing is the main thing to tackle here.

Apparently am really good at this! Beat Kira's time on lvl 24! :P 

I enjoyed!- and hopefully the live feedback was useful!

I did it in the end! even if chat believed otherwise! really well done UI loved the look & feel- just was harddd to beat for me! 

Amazing for a first time jam entry! Well done and hope you found my live feedback useful!

I gave chat and the intern emotional math damage whilst streaming this. 

The blender and I are not on speaking terms! xd

Played & gave feedback live on stream!- hope you enjoyed the jam, congrats on submitting!

Played live and gave feedback in Discord!- Well done & hope you enjoyed the jam!

Good luck guys!

The underlying story absolutely feels like a gamejam, you managed to gamejam inside of the gamejam, you can even sense stuff like team dynamic- do-overs, "artists not liking their textures" its really well done.

Accessibility & "Dynamic Skill Issue Solving" also made it so the game was completable for practically anyone, and thus seeing the full story- really cool!

Incredibly hard game for me to play- lot of you saw me struggle live.. xd

Ohwell we got through the last lvl in the end!

Played & provided live feedback on stream, I see the vision but currently it feels in a prototyping grayboxing state, assets & polish are the biggest fields to improve in.

Innovation is strongest stat here.

Played & gave live feedback, music & ambience are definitely the strong points here.

We also need more easter eggs. :D

Very literal theme interpretation xd, hope you enjoyed watching me smash alarm clocks live!

Played live in Jamlytics, hope the feedback & playthrough helped :D

Played & Rated in the Jamlytics VC! Concept & plan are there- good luck finishing the project, ideas sounding great so far! 

reach out to me on the discord

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