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CookieJar

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A member registered Dec 05, 2020 · View creator page →

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Man I am NOT good enough for movements like these, but I can still appreciate the effort that's been put into making these physics shenanigans work tightly. Well done.

Visually, one of the cleanest entries I've seen thus far. Well done.

YES! SUPERHOT was one of my lingering inspirations for this. Thanks for playing!

I believe that might be it! There just felt like a lack of audio in some parts, yes.

Threading through so many thorns and needles, I'm starting to feel like Neo from the Matrix. Oh yeah, this one's a banger.

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The game has an interesting concept. The blueprint-style background is neat, but please do not make the camera scroll to the goal every time the player respawns.

Thank you!

Wish there was a way to zoom out or look ahead. Mechanically, though? One of my favorites in the jam. The physics are nearly perfectly tuned. Great job with this.

Thank you for trying anyway!

Thanks!

Actually, I wanted to have separate music for those text screens, but I ended up leaving them blank. I personally didn't like it when the music simply kept playing, as the change in sound was good for indicating reprieve. But I think I should've added music in those text areas nonetheless. I hope that explains some things. Thanks for playing!

There is currently no option to change the aim assist. I'll consider adding this in the future. Thanks for playing!

Oh, nice!

Was completely expecting a narrative filled game with all the serious in tone meta-exposition. Was pleasantly surprised to find a fluid hack n' slash. I suggest you make it so that the "power attack" is immediately released upon right click release though, instead of requiring both mouse buttons. I had only been clicking RMB, and I thought my attack wasn't registering or something. Other than that, well done with this.

Oooooh, I'm curious. How did you get the car to tell whether it was on grass or not? I'd meant to make a racing game in the past, but couldn't due to lack of motivation, and also I couldn't figure out how to make that system work. Nice implementation of it here!

This must have taken significant effort to accomplish. This is so cool, even the mere fact that you can customize your controls is making me gasp my breath. The game itself is well-made and oddly educational too? Very, very well done. I feel a particular affinity toward this jam entry more than any other so far.

This one almost didn't make the deadline! Good job on getting this done, it honestly came out pretty good. Fun to play, especially near the end, when the crystal enemies start ramping up in numbers. Cute graphics and music, and I appreciate the general effort that's been put here. Polish it up a bit more and you could have a good base for a full-on game here. 

Ah, I remember when I made games like these in Scratch at around your age. I hope your passion for making games never runs out!

Thank you so much!!

It pains me to play a game like this, because it's so good I almost expect it to win the whole jam LOL. Very well done, team. I couldn't stop laughing during the first few stages. The feeling of drunkenness is incredibly well emulated, and there are so many details that indicate a heightened level of polish. I did get stuck between stage geometry and props a few times though, might want to get that smoothened out. Overall, great work.

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Yeahh, I wish I had the time and motivation to add levels in between the Sword levels and the Laser levels, because it does feel like there's a jump in difficulty there, but I tried my best to ease players into every new mechanic. I think just having more levels in general would've helped the difficulty curve. Thanks so much for playing!

How did you know that I didn't get a lot of sleep?!?! Thank you so much! It means a lot to me that you played my game, let alone recognized the effort behind it.

As for the R criticism: that's honestly fair. I did actually play around with the idea of having a short timer upon first entry, but for some reason I just didn't end up implementing it. Maybe in future updates! Again, thanks for playing!

Thank you so much!

Thanks!

Never even thought about this, but it's a valid suggestion. Thanks for playing!

Clean, polished, stylish, and an excellent example of the launcher genre. I didn't know you could slash until near the end! Progression is a little overtuned, consider tweaking that. Really well done nonetheless.

Can get pretty hard if you're going for an all coins run, not gonna lie. Cute and fun though. Well done.

Not a lot of content for an idle game, but it's pretty nice and satisfying.

I wouldn't say that this game has the most exciting implementation of the "Momentum" theme I've seen, but it certainly has a warm, inviting, and overall relaxed feeling, thanks to its pretty art and humble simplicity. The length is perfect, as the game does not overstay its welcome. A warm cup of coffee in a winter day. Well done with this.

Thanks

Couldn't get past the second room because I didn't know you could walk, couldn't get past the third room because I didn't know you could wall jump, etc. This game could do with some better tooltips / tutorials. Other that that, it's a fairly fluid platformer, and a good attempt for being your first platformer. Well done.

Honestly, when I saw the Momentum theme, I expected quite a lot of this type of physics-based platformer. Props to y'all for taking it the extra mile and making that concept actually work quite well. Well done.

Played it all the way through and all I can say is... it should be a crime to make a game this satisfying and addictive. I'd love to see a longer version of this. Well done.

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I did not make the music! Check the game's page credits—the music was made by Density & Time. It is copyright-free, and I like it a lot too. Thanks a lot for playing the game!

The viewport shows things outside the intended details. Like, I can see out of bounds, probably because I have a display bigger than intended?


I believe this can be solved by using a Camera2D and making sure that your stretch mode (Project Settings > Display > Window > Stretch > Mode) is set to either "canvas_items" or "viewport". I could be wrong though.

The game itself is fine, if a little basic. I like the wind breeze sounds when you're going fast, it sells the effect.

Banging music, and a nice simple concept! There's inherent risk and reward here: go fast and get a higher score, or slow down to survive. A little on the basic side, but still a very decent effort for your first jam, I presume (Or second? I forgot how the participation level works). Well done team!

A polished look, and a very silly concept! At some point in the start of Q3 though, my mouse disappeared, which made it harder for me to play. Not sure if that was a browser or a game bug. Well done nonetheless!

First Godot Jam joined? This is very decent for a first submission! The retro/vaporwave style complements the overall blocky look and keeps the game visually interesting, and the mechanics are solid!

Will you add any way to download the game though? It's really laggy on my browser, and I can't enable hardware acceleration unfortunately. Due to the lag, I can't enjoy the game as much as I probably could've on a smoother playthrough. Still, I'm sure the rest of the levels (I've only played the first 4) are good. Well done!

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This is one of those games that make me go: Wow! I wish I'd thought of that! A simple but stupendous interpretation of the theme. I particularly love the freedom in tackling levels—I was able to solve the last one in what I believe to be an unintended way. And regarding the text speed, I don't actually mind. My main complaint? I wish there was more!!

I'll also like to give a few suggestions, like:
- Allowing mouse click to shoot the ball (I get that this might interfere with the block switching mechanic, though)
- Adding a faint radius around the goal to show its gravitational reach.
- Audio!

Anyway, good job y'all! I really liked this one in its core. Reminds me of some games I've made previously myself.

Thank you!