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Daq_Vid

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A member registered Jun 04, 2024 · View creator page →

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That was a scary read LOL. I'm glad that you enjoyed the game, even though it was math-intensive :)

Regardless, thank you for your feedback!

Thank you for those comments. I hope you enjoyed learning a new skill! 

I was quite split between educational and an actual game, so I did my best to blend them both. 

That's amazing to hear! I was considering the decimal analogies, but I was just not sure how I could format it.

I also am aware of that repeated bug, which I thought would be fixed, but I guess I didn't execute it correctly... And sorry about not being able to purchase a drink.

Thank you for your suggestions and detailed opinion! Much love to you, binary lover.

Chaos, chaos, catch me if you can... 

That's about what was going in my head while playing this game. I really don't have that many comments, other than a lack of music. The gameplay loop already felt super smooth, the mechanics were simple yet entertaining, and I felt as if I should only put in more time.

I suppose the one comment I had is the expensive upgrades. Though normally you collect a max of around 20-30, I struggled for the late game, having to grind up to 100. But as some people point out, they like this grind, and I've grown into the grind as well.

10/10. Hoping for further development!

Glad you gave it a shot. Thank you for playing!

I immediately started by playing it like Rhythm Doctor-Mode. Realized that didn't work. Switched to Muse Dash-Mode and felt much better. But in reality, I was indeed playing both.

Two complaints. The first complaint is... I wish the levels were longer + more variety. The whole idea and concept overall were AMAZING. I could probably see myself playing this at an arcade for a long time and not even get bored of it. I think more variety of levels, obstacles, or even different notes would have amplified my experience. Jumping over sawblades and hitting the battery was quite the simple start, and I could only imagine how much longer I could have had fun with more variety.

And my other complaint is how somewhat "off-beat" some notes were. There were many cases where I'd get an "Awesome" and not see as many "Perfects." For someone who grinded rhythm games, I feel as if the timeframe before the awesome and perfect ratings were really off. Especially considering how the music itself didn't seem to match with the battery positions and whatnot.

No bugs either. It seems like you did a lot of polishing, which is always nice to see. And the idea you were going with this overall seems like a great way to continue onward with development.

Overall, a STRONG 8/10. I hope you continue developing, and I hope your game soars!

Glad you enjoyed, and thank you for the feedback!

That is very heartwarming to hear. Thank you for learning along with Simon!

I am not at all aware of the softlock on the text, but thank you for bringing my attention to that. And thank you for your feedeback! 

Thank you sir!

No comments. 

Take my lightning-fried chicken, and let me play this game more(I ended up playing it for a straight 30 minutes and was so damn focused). No bugs, great polishing, made me think REALLY hard, and it felt truly satisfying when things connected.

Solid 10/10. Great game. Please make more!

That was... quite a difficult time.

The gameplay was verrrrry confusing for me. I could not understand the pushing/shock aspect of the game, and it took multiple minutes for me to understand it was all chain-reactions, and doing my best to slay through each row. But by the time I realized what I had to do, I'd already have beaten the game. I'm not sure if it was the game that was too easy, or it was too difficult, in accordance to the rest of the people's feedback as well.

Though, other than the lack of directions to play, I think it was quite a nice play after a few more minutes. The direction looks great, and overall is very satisfying when everything is lined up.

Overall, 7/10. Great game, and I can't wait to play some more!

That's relieving to hear! I did focus on half being a teaching aspect, and another half being a "homework" type of section. I'm sorry about your experience for the boombox, but I could not figure it out for a good while, haha.

Thank you for your feedback!

Hah, yeah. The boombox actually made some websites go "Boom" as well, which I cannot reason why it's broken. 

And for someone who's experienced in binary too, I'm glad to hear that I taught it well. Hope you enjoyed the game, and thank you for your feedback!

Quite an interesting game, but I do have a few comments about it.

Firstly, Hole Lee. I was on ice the entire time. Not only that, I could ZOOM through levels if I just hugged a wall for a good 5 seconds, completing a few levels super quickly. That did lead to a lot of unresponsiveness, and I was a bit disappointed from that. Couldn't feel like I could blame myself or the game, but it just didn't feel right to me.

And then the level design. I'm not sure if the light being jittery was intended, but that definitely helped me a lot with some of the rooms, and I didn't see much issues. Was it weirdly disconfigured? Yes. Did I like it? Also yes. But that fitting with the level design I played up against, it was... not my cup of tea.

The levels with the eyes that suddenly spawned in front of you were the ones I did not like the most. I believe it's a good way to learn that this isn't a good way to add a bit of challenge, because no player wants to "guess and check" if this works or not: I'd think its better that each path have their own ways, or even be tied into a maze, which is one of your levels. That one is a good example of what I think is a good way to incorporate the strategy and puzzle into your game.

The art is great, and the eye's AI is quite forgiving too. So, overall, I'll provide it at 5/10. I like the direction, and I hope there is more polishing. Good luck to your next game making journey!

Ooh... boy. There's a lot to note about this one.

As everyone may have added, this could have used more time for polish. Seemed to be an embedding error at the first part, I didn't even realize I was moving until I saw projectiles coming after me, and there's not much challenge.

While that goal of 1000 stardust is nice and all, I was expecting faster missiles, more obstacles than the cars, or even a way to de-buff the player. But this was quite underwhelming, leaving no challenge for the player. Yes, there are multiple obstacles, technically. But I was expecting more of a way to punish the player, rather than making the player way too fast to be able to out run it entirely.

There are also quite a lot of bugs, such as the game not ending properly, or having the enemies just drift off into space without de-spawning, or not being able to see my health bar.

Unfortunately, I'm going to rate this pretty low, a 1.5/10. The idea you have is great, and I see where you're going with it, but I think there can be more done. Please don't be discouraged by this comment! While I might be a random stranger who makes games, I actively encourage you to keep making more games to keep understanding the "game schematics" and whatnot. 

Good job!

That was a lot to read. But damn, that felt quite dark.

Overall though, the game was quite a powerful representation of what I'd assume as a "shocking" tale. I was hoping for a bit of diagonal movement, but a little disappointed over that. However, everything else felt interesting. The combat, UI, and text were all amazing.

My only critique is the SFX and Music. When I first booted the game, wow it was LOUD. Absolutely blasted my ears, and I had to turn that down pretty low. For music, I wished it was longer, because it was quite repetitive. The SFX also seemed to linger quite long, especially for when I was obtaining the rake for the first time.

Though, other than the slight ear damage, the music and SFX all fit to what I'd assume would be a Pokemon-Earthbound type of game. 

Overall, 7/10. Great game, great potential, can't wait to see where this game goes!

Ooooh boy. Super hamster was indeed achieved. But that was a tough battle.

The first section felt... very unforgiving. Yes, there are unlimited revives, and it doesn't seem like there's a consequence to dying either. Though, the jump pads, the way the spikes moved, and the jump height the hamster gained seem very minimal. I'm not sure if I was meant to hold it or whatnot, but it felt very unforgiving to me.

The second section was an interesting choice. Felt like that Deltarune sliding portion, but the only thing I was bugged about was the hitboxes and the way the spikes moved. They were just as unforgivable, if not even more, and it felt more difficult. The hitboxes also seemed to encompass the entire hamster, rather than just its feet, which is what I'd assume would be a more fair change. I'm really unsure if it's just me that's being bad or if it's the mechanics punishing me unfairly. 

Regardless, the music was pretty good, though I wished it was tweaked a little; the atmosphere was adorable, and the hamster has become the strongest warrior.

Overall, I'll give this a 3/10. But for a first game (from the looks of it), this is wildly impressive. Keep up the work on your team, and I hope you both make great games with more practice and hard work!

This is one of those games where I noticed the direction, but I think it could have absolutely done a lot more.

The game overall was quite frustrating. There are indicators, such as the metal poles or the kites. Those are great additions to show for the danger. However, the timing even then was extremely hard to predict, and I had to end up mashing to even get a single thunderbolt to land. The bushes also caught me off guard, and so did when the player gets randomly struck by lightning as well.

Though, the atmosphere is nice, and the gameplay direction is creative. I was hoping for more of a "fair" game, but this sadly does not bring mercy to the player with the repeated strikes. Thunder strikes are unpredictable? Maybe they won't ever strike twice in the same spot. Those were what I'd assume would be what I faced up against.

Overall rating, I'll put this at a 4/10. But please don't be discouraged! Even as a stranger, I know you can make even better games with more time and experience. Keep making new things, and you'll see the improvements along the way.

Good job for submitting the game!

Ahhh, rhythm games. I love these.

The game's execution was pretty interesting. I did get thrown off a lot by the fact that the left side only had 2 buttons, and the right had 3. Though, I guess I just didn't read the directions well enough.

Though, I think this game could have used a bit more polish. Sometimes, buttons didn't register, notes I thought would be perfect would be weak, and I don't think that metal guitars would make that nice of a "guitar" noise from Animal Crossing. Just a nit-picky thing; don't take it too seriously :D

Overall, this game's direction was in the right spot. The arcade sense was absolutely there, but I think it overall could have used a few more levels or maybe even a new mechanic with bonus points. No offense at all; your game is great. With more polish and content, it would be even better, though!

I'll provide it a 6/10. It's a game with potential, and I hope to see more of your games!

Wow... Phenomenal.

For a Zelda-Like game, this felt very comfortable to play about. The zombies weren't as annoying as I thought, though killing them proved its own difficulty. The atmosphere felt amazing; shaders were well done, though I have one complaint, and that's a little lack of control.

I had a few issues where I'd assume zombies wouldn't attack me within a close range unless that was intended. The controls could be a little bit more descriptive, especially for a feeble-brained individual like mine :D Though, other than those thoughts, this game is great. Probably one of the first 2D/3D games I've played, and I see great potential in it as well.

A solid 9/10. Keep up the work, you guys!

Damn. This felt really nice to play.

The movement felt extremely smooth, enemies were funny lookin', upgrades were great; overall, it felt like an arcade game to me. I could see myself dumping hours into this to try to get a high score :)

I'm amazed by the shaders... If there even was any included. But this was just visually pleasing to me. Almost felt nostalgic for the arcade games I played in the days.

Great submission. Solid 8/10!

Did my best to teach it; perhaps it can use more explanation. Sorry about that :(

Ah, lack of direction. I was considering to add that in, but I was hoping that it would be slightly obvious. Thanks for giving the game a shot, and I hope you enjoyed!

Glad you gave it a try. I did try to put "some" skill onto the table, but that was more difficult that even I'd expect. 

Thanks for giving it a go!

Glad you gave it a shot!

Both of ya'll are awesome. I know it's kinda directed at Quinten, but I hope it didn't discourage. Still got major support for ya'll for making the game!

Ooooh boy. This game was quite the interesting match. 

First off, the idea of trading to meet your dad's own quota and your own just for the fun of it is an excellent way to implement the theme of "risk it". I don't think I understood what exactly happened when you ran out of stuff to get, but maybe thats just a bug on my part.

I did have a couple of comments when it came to this, because I do consider that this game definitely could have used a bit more ease to the player:

- Think it may have been more apparent if you knew what items you needed to get before you entered your last stall, because then it turned into a giant memory game of "Oh, did I buy this for my dad?" 

- I also didn't really understand the reward of getting your own stuff when you were put more pressure to purchase supplies for the father. I got how they were used (aka for trade), but I think I was just confused about how they were meant to be used. Quite lost within those. Perhaps a bit more rewarding way to give the players a reason to try to "risk" getting more supplies for yourself AND your father would have been nice.

'Believe most of my feedback I provided were clarity issues. Still, the gameplay was still great, and I def see it working out better to become as good as those other games out there in this game jam.

I'm hoping you do more. This was your best attempt, and well: nothing is easy when you first start.

Probably going to have to give it a 5/10 on my part, but well done regardless! You did well!

I'll be honest, I think I made a really good decision sticking to your journey. Its absolutely insane that following what you've made for the past years or so have really shown your improvement. And its even more nuts when you've been making games through HTML instead of any game engine (unless this is different), but i digress.

So, after playing this for about 15 minutes, I can confidently say that this just had extremelyyy similar vibes to Super Auto Pets. But honestly, I think it does it slightly better in terms of the theme.

I might have to note that there isn't any biscuits involved in this game, which is fair, considering you may have taken the phrase instead of the physical object itself. But, I think what I can best say is... This game just executed super well.

Big fan of the audios, big fan of how I had to strategize what in the hell I had to do (lets forget the first 2-3 runs I did when I just ran in without anything), and big fan of just how 4 people were able to balance this all out.

It's insane to think that your team made a game that was just this great in general. Maybe I just needed to think more outside of the box myself to grant myself more ratings or at least eye appeals, but being beaten by this game will feel honorable.

I can already see a lot of potential for this to score high, so I'll contribute a bit more to its score to let it soar high!

Great work Quinten and your team. Take my stars, and a 10/10 from me!

Glad you enjoyed!

Alright. I'm saying it:

This is getting all the stars that I could have ever given it. 

This combat in particular was just fantastic. With each increasing in difficulty and being so unique, it just gave me the Mario and Luigi Superstar Saga difficulty scaling. That. was. amazing.

It's so hard to give comments, because I am wholeheartedly believing that the reason this game is difficult... is because you're actually taking risks to deal more damage or not. 

Where most games (without naming a few) were all entirely luck-based, or more luck-based than skill, this game just achieves that near-perfect balance between the two. Perhaps the luck involved is your reward for completing each encounter and hoping for a good artifact, but even I didn't realize that I got something until much later.

Other than that, I love the small animations, I love the witch being able to obtain her powers, the minigames were all unique in their ways, I think this is just one of those games where I see great potential for building much later in the future.

Take my stars. Take my 10/10. PLEASE continue cooking, you mad lads!

First notes: Found a bug :D

- I was about to enter the cookie, but I tried to get greedy when the tile above it disappeared. I believe I tried to enter that cookie but clicked on the one on the top right(I was to the right before I advanced), but then missed the timer before I could enter, and now I'm stuck without a reset option. T'was quite funny to encounter.

Ok, now besides that. This game idea was very unique. Love the idea of how you used the grids and upgrades. 

Energy, fighting monsters, and gaining health. I really love the act that you can use money to chain off other money tiles to get 2x or 3x. I love those visuals, and the audio is awesome. A fast way to reset really elevated it for me in terms of replayability.

Despite its simplicity, I do think it could have warranted a fun way to at least combat enemies, because it did feel a bit brutal being trapped by 3-4 enemies in one tile, where I was forced to give up HP. I guess those were what the shops were for as well, but honestly... I have barely little to no comments about how this could improve; I actually believe this has potential for a longer build outside of the jam.

You have my word if this goes crazy after the jam-development stage, because I love this idea as a whole. I'd love to see more work on this!

Great job, hope to see more of what you make! 9/10

Wow... I was expecting some kind of Balatro game.  Nope, I just felt like playing in Luigi's casino.

This was great. That is all I'm saying. 

Personal favorite was the tic tac toe poker game, it was so cleverly designed, and I only understood how that worked until I lost a couple hundred (oops).

Each minigame felt so tailored to their craft. Some were classics that I remember playing against friends, and now we just have a completely different one with that poker game. Clever AI's, too; they weren't playing dumb.

The visuals were stunning, and I loved how some of them had their own lines. I think one of the bugs that I wanted to note was in blackjack, where sometimes, when a card was drawn to the other guy, the card would completely cover up his score. Otherwise, I believe this is a really polished game without many bugs or problems.

One of my favorites, but that's what ya get if you get someone who loves playing card games in real life and even in games! 9/10

First of all, this game is very unique. Taking pictures to "damage" enemies gives me Frank West vibes. 

I loved the fact that you could actually use the bushes for stealth. It was awesome being chased and then immediately noticing that the enemies could no longer see anything. Each enemy basically has their own HP, and grinding through the enemies was quite the fun task.

But... (And as one has mentioned), This game was extremely, and I mean extremely, grindy. While I do like good simulator games, I did find it really slow that the camera flash and just how much health some enemies had took a bit too long. Yes, there are upgrades for such cases, but that's also what I wanted to see where it could improve.

The quests next to the shop are a nice addition, but they require a specific quota of monsters that you have to search for and find, which is a bit infuriating with a lack of direction. I decided to just start taking random photos of monsters that weren't in either of the quests, which led me to waste a bit of film. Feels a bit punishing for no reason.

Regardless of that, the concept was amazing. Execution could have been a bit better for it to be a rogue-like, and maybe there could have been more direction, but please don't be discouraged! I loved how you put your effort into it, and I really loved the idea.

Good job to both of you! 7/10

This, on paper, just felt like Bob the Robber. It had the stealth mechanic, stealing stuff, maybe a lack of a way to run away from the soldiers if you were carrying too much...

I liked the animation slowing down as you carry more, and just the stealth mechanics. It was a bit confusing for me to understand what my goal was, but I just saw steal and stole away.

Audo, while simple, hit the spot for such a simple game. 

I believe my only complaint would be a lack of a way to fight against the soldiers. Yes, it is a risk it for the biscuit game, but I still wholeheartedly believe that having a way of fighting back at least a little against the soldiers would have felt for a better experience.

Overall, well done. Love to see what you make next! 8/10

Glad you enjoyed!

Veeeerrry smooth. Love the platforming and the ground pound. It was a bit hard for me to understand but that was only after I ended up reading the description.

Voice acting could have a been slightly touched upon. Not sure what it was, but it just didn't set quite well with me... It nailed the creepy atmosphere, but I feel like it could have been tuned to be more... creepier? If that makes sense?

Otherwise, the obstacles (Pizza cutter, shooting knife) were also well designed, and I love how they move as well.

Overall, good work. Glad you made this game. Good stuff. 8/10

Yeah sounds about right. I hope you enjoyed the game regardless!

I strive to keep going. Wish I could have done better for something like Unity, but I'll keep it goin. Thanks for giving it a shot!

One word: Real.

Thank you for showing others how it feels.