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DemoGameJams

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A member registered Jul 30, 2023 · View creator page →

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Had fun playing this. Great job!

What a neat idea. I'm terrible at art, but this made me feel creative. Great job!

Very nice! This genre is really hard to do in small scale. I think you pulled it off so well. Great job!

Super well done! It's pretty tense because you don't really know what minigame is coming next. The second playthrough was much cooler because I knew what to expect. Everything is 10/10.

Thank you for playing it. I appreciate it!

Thank you for playing it!

Not bad. A lot of interesting mechanics. I didn't really mind the low light aspect. Getting lost in the dark isn't a bug, but a feature. Great job!

this is one of the best games this year. the art, atmosphere, sound... it just all comes together so nicely.  blocking off areas that needed to be opened up with items was a really smart design choice and makes the gameplay more tense because you have to backtrack. the bosses were also really well done with their own unique mechanics. amazing work!

What a unique mechanic. After about 10 minutes, I became good enough to hit 70% of the first level. It hits the mark, is fun and certainly has a lot of replayability. Great job!

There are so many areas that aren't very polished, but I enjoyed working on every part of the game. I really appreciate your feedback. Thank you for playing it!

If anyone wants to partner up for next year's jam, let me know. I'd like to work on a team for the next one!

The animations are really well done. The samurai battle is so clean. It's a really neat, creative little experience. Good job!

I really enjoyed the process of making it. I couldn't jam for the whole two weeks so I just decided to make something quick and simple. Thank you so much for playing it!

I really didn't know how high to put the birds. I tried a bunch of different heights but nothing felt right. I really appreciate the feedback. Thank you for playing it!

cute game. it's so cozy i thought i was going to get jump scared.

Thank you! Comments like these make me happy that I made it.

Wherever this takes place...it's so dangerous! Why are these kids fighting? Who made the shotgun cane and for what purpose? Did the baker know his baguette would be an instrument of death? I have so many questions after playing this!

For a first project, this is really great. Well done. I think the ninja stars were the easiest weapon to use. Only a true master should use the baguette. The art is good and I felt you really stuck to the theme. I think it would be fine to increase the enemies, maybe reduce their health just a bit and make the weapons attack twice as fast for an absolutely crazy Vampire Survivors like experience! But, I also enjoyed it just the way it is! Great job!

Oooooo, I love it. Everything about it. The sound, the ambience, artwork, the gameplay, controls, simple story... everything works so well and is really well done. Andddd the craziest part is....Scratch!? Super cool.

Thank you for the feedback! I tried to make the main character as small as possible. I had an even smaller version, but I didn't want to redraw all the other character sprites. I definitely think the smaller one looks like she has no shoes, though.

  

Each dungeon has 30 monsters, I think. After that, a 'King' monster shows up. I was working on a dungeon map where you walk around and enemy encounters would happen randomly, but I ran out of time and trashed it. I just put the whole dungeon in one encounter. It sounds like the rock enemy was a bug of some kind. I definitely will look at it later to try and recreate the problem. Thanks for playing it and giving me feedback!

such a fun game. great job. 267 coinz!

The challenge was real on the last level. Very cute and enjoyable game. The art is nice and I love how you interpreted the theme.  Great job!

great game!  i don't think i've ever played a puzzle shooter before. i was super immersed and felt like something was going to pop out and scare me at any moment.

thank you for the feedback! i sort of locked myself into the skill leveling system early in development. i'm really happy you could figured it out. i was certain people would give up on it fairly quick due to it's confusing nature. i play it with the same build actually. you can finish the dungeons in about 30 seconds that way.

Such a great job!

a very challenging, but rewarding game. i definitely played it much longer than probably intended. i really enjoy the music and artwork. the parallax is really well done. excellent job!

A very relaxing and chill game. Well done! I really like the fishing mechanic. The BGM and sound effects are also great.

thank you for your feedback! i really appreciate it. I wanted to make the battle system easier to understand, but I was already in too deep and couldn't really change anything. It's a good lesson for me to plan better at the start. the artsy side of game dev is definitely more enjoyable than bug hunting.

thank you for checking it out! i appreciate the feedback.  i upgraded the project in the last minutes before the deadline to godot 4.3 so that it would run on the web. i think the changes to tile map layers messed with the collision on the tree. thanks for letting me know. sounds like a cool speed run hack.

i think anyone can make extremely complex ai using unreal 5. blueprint is so easy to understand and it's really only limited by your imagination. here's how i did the blue robot's ai in redbot. i broke down every action into custom functions: chase, move, attack, sleep, hit. when the player gets within a certain range of the enemy, it becomes active and starts picking custom functions to perform. most of the time it will chase you and when it's not chasing you it might sleep, which changes the enemies' face image to a cute little sleepy face. when the enemy gets really close to you, it will roll a random number and if the number is higher than x, it will hit you and cause damage. otherwise, it will wait x seconds and try again if it is in range. same with the turrets, if you are in range, the only custom function they have is called, shoot.

the ending boss is basically a sequence of custom functions. it will shoot at you until you do enough damage, then it will change it's strategy and shoot faster and more accurately than before. the blueprint was controlled by a set of boolean values that would switch from false to true to control the flow of the ai.

i've always wanted to make debrief videos about game jam games that i made, but i didn't think anyone wanted to watch something like that. maybe i will try it out.

 

I made it!!!! I thought I was totally going to miss the deadline...

thanks for playing it! the character controller, enemy ai and platforms are all done by blueprint. so, not long!  i think i only had 3 days to build it all and most of the work was in blender. 

This is very cute, as well! :)

Wow, awesome job. I love the art style.

Thank you! 

I like your robot, toot. The walk and jump animations are cute. Well done.

Thank you!

You really leaned into the vocal sound and audio! A couple of the sound effects made me smile. It kind of suited the tone of the game. I had a lot of fun. Great job!

Thank you for the feedback! I totally understand. The map is very big. I should have put in a minimap with some objectives to help players out a little. A missed opportunity on my part for sure.

Those are some good points. I definitely don't want to touch anything until the jam is over and I will time capsule the jam version of the game. These comments have been really insightful for me and everyone has had some really great feedback for me to work off of and grow. I really appreciate it!