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Quinten

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

Creator of

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Ooh hidden jam!

I like the idea!

here's a few things I noticed :

- the cursor was glitching out for me, blinking between default & custom.

- resettings the lvl reset my code too, I think keeping the blocks and just allowing modifications would be a nicer UX.


Having more blocks and maybe even different types of blocks, or checkpoint nodes to allow you to change the loop midway could be nice additions.

Yea, the buttons wouldn't be clickable, but I'm pretty sure you could read arrow keys & enter from stdin- so it'd need to be keyboard controlled. 

But it would be really fun to have as a lil' terminal applet. :P 

Really polished terminal-like gameplay. 

Had all my prices in scientific notation near the end.

Best out of all the "big number go brrr" game Ive seen, but I might be biased as a Linux-based programmer.

Challenge for you maybe: Would it be possible to fully have it run in a real terminal?

The game felt really great to play!

Controls were smooth worked really nicely on a controller.

Music felt very calm & dreamy ( didn't help that I'm playing at midnight xd )

Very nicely done!

Love the concept of the game!

Hype train is busted-ly op though! 

I definitely noticed the wonderful rock. I'm pretty sure I saw its rock cousin in another game. Something about chosen die stuff right?

Great work guys! Was able to farm the boss near the end. (until RNG screwed me over)

More descriptive goblin types would have been nice though!

Took a few attempts to understand the track, restarting from 0 instead of mario-kart style dropoff was a bit punishing though.

I'm not sure but in the end I was able to win by just hitting all the support beams down.

+1 for fish ball.

Also horrible time probs, but I'm not great at racing games xd.

Story elements & the fancy font you use for the snake town people is quite cool!

Not having the ability to keep it as an actual background idle game is a bit of a letdown.

Balancing also needs some work as the base lvl2 car beats both the lvl3 & lvl4 with upgrades.

Having it save ur progress would also be a huge nice2have.

First time game, huge W.

I'd suggest giving the player access to walljump way earlier.

Double jump was way to overpowered early on too.

I did feel losing more butterflies than you gain in a lvl is very punishing.

But got there in the end.

The art is definitely one of the strong points.


I'm not to big a fan of this type of rage bait games, but the "whaah" & "boem" made up for it.

The janky-ish style gives it a lot of charm, I gave it a solid 20 attempts. Many people died. xd

Never make me drive a bus again xd xd

Like the idea, has an actual loop at the end.

Reminded me a lot of some old flash games.


My hands & mouse hate me.

I'd say best thing to improve is scale of abilities and pacing., at first its dreadful to get a few laps going. With the goto strategy being "wheels & money per loop" first. starting with anything else feels a bit underpowered.

Liked the artwork its pretty clean.

This is not my type of game, beat lvl 1, got to the donut at 2 but it got stuck, beat lvl 3 and checked out the pinball level but leaving it at that. 

I feel like the current implementation of the auto-action mechanic is targeted at rage platformer enthusiasts, and I was just trying to "waste" the actions until I got improved jump.

Bit of a doodle jump type game but with portals, quite a neat concept!

theme interpretation feels really weak though.

But +1 for keeping in the portal style infinite velocity trick.

My character & boulder got stuck at the 12m part of the terrain, couldn't get further even after grabbing more upgrades, so had fun skydiving using the bird trampolines.

Fun concept but wish I was able to go further

Thanks for playing ! The map is randomly generated each run to make it more replayable, but with anything rng, bad luck can roll a bad map.

Double damage on a 3 and rolling a 6 vampirism is super satisfying too. xd

This jam I mainly focussed on telegraphing mechanics, and localisation, with full English Dutch and Flemish - and partial Russian locales. I also did a lot of abilities which is a bit of my weak point normally. Im really happy how it turned out!

And glad you ran it a second time to see the shop properly, <3

Thanks for playing! Put quite a bit of work into making stuff properly telegraphed for the player & making the combat flow ease in from the start of the game. It's been a bit of a weakpoint in some of my past jam games. 

I make it about 60% of my runs.

Most I lose to rng double damage buffed vampires, or just my own misinput.

Adding a gamespeed setting was in the scope, we just didn't get it done in time.

Figured out the confusion bug too. Will push a fix after rating period.

Thanks for the report and feedback.⭐

In true DnD fashion we 100% allow you to buff and damage any character ! 😆

I doubt I'm going to drastically change my workflow unless an engine comes around that handles some of my requirements.

I've attempted to use Godot on about 4 different attempts without getting anywhere,.. I did a jam game with it as a challenge against Enweave- but stuff that took me weeks to do had me going "this is so simple in engineless / html", overal it was not a very pleasant experience.


Unity spit in my face about 8 years ago when they scrapped their Javascript fork without notice. Practically voided all of my willingness to learn that engine after. When the entire runtime fee happened I was happy to have "dodged a bullet".


For Jamlytics Jam , I made the game using Babylon.js a proper typescript game framework, that went pretty well but I feel like as a dev it didn't get me to learn much- which is my goal with doing jams. Learning stuff challenging myself as mostly a web dev. and improving my own game framework.


Being in a web native environment for me has a lot of advantages , but yea, there will be some jank as html is not fully made for games. and with many browsers and devices there's a lot to catch which I can't reasonably all figure out during a jam period,. even big engines mess stuff up between browsers. I'm pretty sure that if I worked on a bigger project it wouldn't be such an issue as I'd have more time to iron out everything.


The main bar holds both the combat log and the roll button, in the initial scope we had buffs which could have also placed there. but those got benched. The roll button is always in view yes, removing it could cause CLS and confusion which we want to avoid UX wise. Ideally I should have asked Pontax for grayed out versions of the button so it would function similarly to the end turn button in hearthstone or similar.


I'm happy the game still lived up to expectations! And thanks for the critical feedback on both the game and engineless workflow.

In the end I hope to improve my framework with each jam I do.


And well maybe I can do better next time 😆...

Thanks for playing!

Thanks for playing! I 100% agree Pontax did a great job with the artwork. & Enweave with the music.

Screenshake is something I need to look into adding to my framework, I'm not the biggest fan of it but it shows up from time to time in the comments.


As for font- as Pontax also mentioned, we chose accessibility and readability over having a pixel font that's almost impossible to read to some. There are also very few fonts that supported both latin and cyrillic charactersets, which we needed because there is partial Russian localisation.


Thanks for the feedback though! 

Thanks for playing ! Happy you liked it. ⭐

Few attempts to find the combo but got it! Reminds me a bit of those grow island flash games from years ago.

Glad you liked it! Pontax did a great job on the art. 

On my end adding in all the abilities and making it not impossible to beat or a cakewalk was definitely something. xd

Thanks for playing! Adding animation-speed as a setting was on the road map, we just ran out of time. 😅

I sent the link pinged to you on Discord. :D 

I did manage to see Kira beat the game though! So I know its possible. :P 

I never expected a 3D web game could perform this well, especially considering all the grass and lighting effects you are using!

The game itself was a bit on the hard side if you try going at crowds head on, for me it turned a bit into "kiting simulator" especially when trying to attack enemies down below, especially with the insane veteran sniper level accuracy the aliens had.

With that, having the ability to rotate the cam would have made that a much nicer experience.

Being used to do WASD on a Azerty control scheme of forced Qwerty layout was a bit hard, skill issue on my end maybe? but having a keybinds menu would have nicely solved that! Also tried out using a controller after reading that it was a thing ingame on a relay pilar, but sadly I couldnt figure out how to shoot using it. 

Sound design was quite good, I do felt like there was not enough feedback when enemies got hit especially if they were offscreen.

I had a great time reading your devlog & I provided feedback on it, adding in my own experience ontop. 

Its really nice to read the optimisation stuff you had to do to get the game to work and I'd look forward to seeing how your projects further build towards a greater game.

I have a recording of my entire playthrough + reading all the page content, please reach out to me on Discord if you want to see the "clip" (more like hour long vod) xd, Its waaay more than I could possibly put in a simple comment on Itch!

Thanks for joining the Jam, And I hope you had a good time working on the project! <3

I really liked the glitchy arcade vibes the game had, but can understand it can be visually busy for some people, I saw others play the game in vc and even video compression agreed with that, playing it natively feels nice imo.

I managed to beat the game first try, having money & damange go up exponentially made that quite easy, ( but also fun ) 

I did notice the audio doesnt loop, or the mute/unmute button feels broken? 

I also see you put a lot of effort in the itch page, just be careful with infodumping the player. 

 I would like to know what each building does (kinda like a tooltip) I never understood what the "water tower thingy" was supposed to do. , Range extenders & turrets were clear once you get used to them.

I do think some nice QoL would be if $ & #'s merge if there is too many, near the end mining 2 ores just gave me a blob I had to do a run or 2 to get all back into the base.

Also a longer fight or endless mode would have been nice, infinite digging, infinite building, and sprinkle in the ability to make teleports, something like that would give the game way longer sessions & replayability.

In general I really like the jam entry, it was very chill and laid back, feel like you can do a lot with the current concept to take it further!

Hope you enjoyed the jam! And if you want contact me, I recorded my gameplay :D

I love the terminal aspect & theme interpretation of connecting to a distant satellite.

It takes a few runs to get all the controls are running the help pages will just straightaway make the ship burn up.

To really make the terminal vibe grow you could have made it possible to use up arrow to get command history, maybe a | grep feature to prevent a lot of terminal output too. 

In the current state it all boils down to use "status, heater & align" , using stuff like the helps & checkdownload just wastes precious time.

I do however see this turn into a bigger "NASA satelite commander" game where you start with a small satellite like this one and build up to bigger & bigger satellites with more to take into account.

I also recorded all of my gameplay, feel free to reach out on Discord if you want to see it; I also do think align command has a bug, when going into the positives you always have a "worse connection" even if your error shows up as 0° or 0.1°, got me confused for a while until I actually started reading the numbers and running some tests.

Still, as a longtime Linux user, doing a lot of cli & ssh based stuff this game was a fun entry to see! :D

99% Signal integrity ftw :P 

This game is really really hard, I didn't get to beat it, but had some community members on stream get further than I did.

They keybinds menu is really nice, sadly you cant rebind jump, it stays on W ( or Z on Azerty ).

I think the demographic for this type of game is people like @lolkira24 that played in the comment below me.

For kaizo mario or other rage platformers I think its a perfect game, ultimately the game looks really nice and has nice sound design, ( music sadly doesnt loop! ) 

You guys also put a lot of work in making the the itch page look good, I really like the abstract thumbnail too.

Some extra accessibility settings like having no time limit would have definitely helped someone like me.

Overall really well done for a first time jam! Sadly not a game I managed to beat.

I have a clip of my entire playthrough attempt, alongside some of the discord footage, feel free to reach out to me in the chat for a link. 

Hope you guys enjoyed the jam! <3

Managed to beat the game, and just yolod off the tower into the void afterwards since theres no real endscreen.

Would have been fun to see a rescue cutscene similarly to the beginning one.

Bit of feedback I can give is make sure to never auto-skip dialog, you as a writer know your story so you can read it faster, but this is hard for people that never played the game / are not natively english speakers.

Had a few falls but usually was able to recover using the wall jump mechanic which was quite fun to use, just felt a lot of the physics were really fast, and stuff like sprint didnt really affect my movement speed. 

(Maybe it had something to do with being on high refresh rate? But I'm not sure.)

I recorded my gameplay session alongwith realtime feedback, feel free to reach out for a link. :D

Really short game, but I really like the connection mechanic, would have loved to see more complex levels utilizing the door mechanic, or the multiple connection mechanic.

I understand that time constraints were a main factor for you in the jam. 

Its good that you introduced mechanics 1 by 1 instead of overwhelming the player, but sadly it didnt really go in depth beyond the tech demo.

Some screenshots & color theory on the itch page could have helped a bit, even if its straight just color picked from the game, that immediately would give a more polished look!

Hopefully you enjoyed the jam! I recorded my gameplay feel free to reach out to me on Discord, as I went a bit more indepth on feedback. <3

I had great time "connecting" critical infrastructure on these small islands, for a first gamejam the project is really well made & polished, especially considering you used a low lvl engine like love2d!

I loved the humor in the gazette, the ethics of the construction company are a bit laid back though ;) 

 Great job! Keep making awesome stuff! 

I also recorded my gameplay session which has additional feedback, feel free to reach out for a link. <3