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devismo

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A member registered Apr 02, 2025 · View creator page →

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Managed to get stuck here. Very polished game otherwise, Somehow missed it during the rating period but congrats on winning!

Cool to see that you will keep working on the game! I think for me the biggest problem was not understanding why it's not working, there's really not any feedback to make the player understand.
I'll try to check it out again in a few weeks as you said!

Wow, I'm surprised how impactful writing the words yourself is. I feel like if this mechanic was used in a longer narrative game it could be heart wrenching. 
It really makes you focus on the poetry and not rush through the narrative too fast. It also makes it easier to follow along the intended story since you have to write it yourself. 

Incredibly touching for such a short length.

Thanks a lot for the detailed comment!

You're correct that if you just spam click you can go slow and it's quite easy. I think if I expanded the game I would do some things to force you to go faster and use larger planets (which then require you to slow yourself down by putting planets behind you)

There's actually 0 checkpoints so I'm glad you made it! The ending especially was intended to be experienced just the way you described it, tensing up at the end of a long level when you die in a single hit. Love to hear that I succeeded in offering that experience.
The very last level is actually not that hard (Unless you go really fast) but the 2nd to last one I would shorten / put checkpoints if I did it again since a lot of people seemed to struggle on it.

The big guys were way too slow, also how do you lose? 
I didn't feel like there was much gameplay here, and I usually like tower defence games. 
The flipping mechanic could be interesting but I didn't see that achieved here.
Sorry for the negativity, the visuals look so nice I wanted to like it.

MOO MOO

I don't have much experience to comment on the story but I enjoyed it. Mute button worked but there doesn't seem to be an unmute option? and the music doesn't loop
When I zoomed in the webpage it shows the default gray godot background colours. Should be an easy fix in godot project settings. 
Nice art, I liked the fast enough default speed for the dialogue and the fact that you can click to advance it faster. 

Wonderful puzzle game! 
I liked the level design and the fact that you actually had star goals for the levels. I didn't quite 3 star every level but it was fun to optimize some of them. The last one was quite tough! The controls make sense upside down/side ways but it sure was confusing sometimes.


It was annoying that there doesn't seem to be a reset button, it's mostly a problem trying to optimize the line uses.
If you expand on the idea it could be interesting to have an area where you can't draw, combined with mandatory scribble limit. (I'm sure you have a bunch more ideas but this was already really far developed for a jam game) 
It's really creative to have the same line move different objects in different directions, I feel like that could be developed much further with proper dev time!

Music doesn't loop btw, small thing but it felt really empty after it just stopped after a while.

Totally unrelated but the character reminds me of the Mimigas in "Cave Story"

Easy to get stuck and the controls are a little confusing. + points for music

Fun game! Could maybe be improved with some roguelike mechanics (similiar to Nubbys Number Factory) 
As you can see the text overlaps quite badly. maybe it's because I have an 1440p monitor?

I followed you already!

I didn't beat it but the game idea is fun. draw stuff to see where you've been and change the gravity.
The fullscreen option wasn't proper fullscreen in the browser version. I tried to download but windows defender didn't like the game so I only played the laggy browser version :P

Glad you appreciated the review!

Nice looking endless runner. Lacks any variation though. Doesn't really get harder over time.

too bad there's no game, I like the visuals!

Nice consistent visuals. When not in fullscreen mouse moving the camera is a little janky.
There wasn't much game to play but it's kinda fun just moving around.

Cool intro cutscene and actual dialogue in tutorial! 

Graphics look nice and music works nice in the background.

The gameplay is kind of janky though. I don't understand why it works sometimes and sometimes doesn't? 
There's potential for a chill cozy game here! Maybe with some story and minor challenges (time limit, obstacles destroying objects, wind/changed gravity to make it harder, punishments for doing it wrong etc...)

I'm also interested in a technical breakdown if possible!

Really fun game! Too bad you didn't have time for any audio, On a physics simulation like this it would make it a lot more satisfying. It reminds me of poly bridge and line rider.

All my complaints are VERY MINOR nitpicks for a game jam game. 


closing the circle like this should just make the smaller circle. I sometimes failed making a circle because of this just not working. Just a minor game feel thing.
When you finish a level I wish you could watch your solution play out again. A lot of the satisfaction of games like this is seeing the solution play out so it's kind of sad it's gone once you beat a level. 

Art looks great but stylistically the arrows inside the circles do not match the drawn style, they look more "neon" / "retro game", "scifi"... 
IMO it would look better if they had the same aesthetic as the rest of the game. I can see a point for the contrast having better clarity but these are my thoughts.

I think a really cool addition would be stats after beating a level. How long did it take? How much ink did you use?
Poly Bridge for example has people doing challenges of using the least amount of money (ink here) or only using certain materials. This would add a lot of replayability trying to optimize for different things!

Great game I hope it does well in the jam!

I'm sorry but I can't play the game since it's so small and it doesn't scale with zooming the web page. (also no fullscreen option) 
The graphics look nice and it seems to be a "Papers Please" type game but it's unfortunately too small to play.

In Godot you need to check out Project Settings -> Stretch mode -> Viewport or Canvas Size

I LOVE this type of games. The soundtrack fit really well too and gave the proper ambience for this. 
The puzzles weren't too hard but it wasn't too easy either, really impressive for a game jam. It's easy to make things too obscure or too simple. It was immersive reading about gravity in the book. 

For the author puzzle I struggled with missing one "a" letter. Probably just a me thing from understanding who you meant and then remembering the name wrong :P

I struggled the most with finding the down/floor button for the tetris piece. None of the other rooms had that and the colours are so monotone I missed it. I mean such is the nature of point and click games that you may miss stuff like this but just thought I'd point it out. (Maybe have clearly contrasting buttons if you think this a problem?)

So far my favourite game in the jam! Loved playing it!

Fun idea! It reminds me of my favourite Nitrome game where you draw a path for ants to move forward. (I think it was called "Scribble") 

The drawing sound is satisfying and the rainbow you draw looks great too! Music is goofy and fits the overall vibe of the game. I also like how you can see the next direction of gravity, kind of like seeing the next block you'll get in tetris.

The only con I can think of is the lack of any progression. Maybe I was too bad to survive long but I think it's basically the same difficulty the whole time? For my taste it could have been easier to start with and then gotten harder over time. Maybe the spikes on the floor and ceiling could only appear after a while or something?

Very solid sound, visuals and game idea. I wouldn't be surprised if this game wins the jam.

Very nice game idea! Fits the theme and special object too!

You did great with the classic puzzle game mechanic introductions to make it understandable! 

Biggest problem I had was legibility, The text doesn't pop out enough. Level 3 was hard for me since I didn't understand/remember that the empty boxes can be filled. The background for them is the same as the normal background so I got confused. I think a different texture/colour for an empty box would make it easier.

In terms of game feel I wish it was easier/faster to fill a whole box, it's kind of a struggle right now and not enjoyable. Simplest fix would be a bigger brush size. But the best solution would be an automatic animation to fill it up (As in it doesn't matter where in the box you're drawing it's gonna fill it the same)  Also some sound would make filling the boxes feel more satisfying

The concept has a lot of potential, I'd gladly play more levels with the same idea!

Glad you enjoyed it!
We had a lot more ideas too, moving asteroids, even bouncier walls, cows etc... but ran out of time since we started late on the jam.
Thanks for playing and the thoughtful comment!

Thanks for playing! Hope it wasn't TOO difficult.
The difficulty spike is kind of intentional to make you actually have to learn the mechanics. 
But now I think that it's a little too steep to increase both the length and difficulty at the same time like that.
Next time I'll go for harder short level first instead. (Especially in a game like this where you die with 1 hit)

Thanks for playing!
Yeah the whole concept is very nonsensical but that's exactly what makes game jams fun!

Ah it makes a lot more sense as an idle game. Although then it's kinda weird that "losing" is a positive thing instead of negative. Since it's the only way to allow you to upgrade (unless I misunderstood something). Not sure if that's a bad thing necessarily but just a thought. 
Semi-idle game seems like an odd concept but cool to see someone experimenting with it! 

Thanks for the comment. Yeah at least I'm learning something this jam. Check the website on multiple resolutions (Especially important on an web only game)

Thanks! I gotta look into how to test that for next time. Worked fine on all devices I tried.

The little alien guy looked really cute! Overall graphics ok, and having music is very nice. The synth loop doesn't get too annoying at least for the time I tested.

Gameplay felt too slow paced for me. I'd prefer if there were more enemies and maybe more health?
I had trouble making the bomb consistently, it seemed to fail or make the rocket. 
Also the tutorial is kind of essential to understand the game, of course an interactive tutorial would be better but that might take too much time in a jam. Maybe at least have a pause menu that makes the same tutorial show up or write it in the description?

Nice take on the theme, I liked jumping between the planets when I did manage to make the bombs!


Graphics look great, sounds fit the vibe, there seems to be a good amount of upgrades for a jam game!

The problem is the gameplay, you're basically staring at the crafting part at the top right trying to it as fast as possible? Is there some strategy that's not just trying to be as fast as possible? Could have used a tutorial for sure since it took a while to understand how to defend at all.

The idea seems like it could be fun (as in crafting/drawing an object to defend) but this didn't quite get there. Not sure how to fix it, maybe some different control scheme so you can look at what's happening in the game instead of just the corner.

Hope I wasn't too negative, everything else was done really well!

I love that you can also jump on the objects. Cool game!

(1 edit)

This could be fun but I can't get past the controls. 

The problem is that the direction is from the cameras perspective AND the car has turning time. If the car faced instantly in the direction you press I think it would be fine.  (If I remember correctly the world map in "Overcooked" has this? ) EDIT: Overcooked just has a lot faster turning and there isn't any obstacles so it's fine.

Or if the turning radius is part of the game mechanics it should be from the cars perspective. Pressing "Up" the car goes forward and turns when you press left/right

cute short game. 

I wish I didn't have to play fullscreen. The text was hard to read because it was so blurry and close up. (now I realize I could've just resized my browser window) Still it would be good to give the option for fullscreen or not.

the character and all the level visuals look really good. I should learn to make particle effects like the ones in your level end portal.


Found it weird that you didn't get squished by the moving platform. If you're with the door you actually teleport above it. You couldn't detach the door either, which could be annoying unless you make it more of a puzzle game and it's more of a game mechanic. Level design was too short to really comment on.

No sound is always very noticeable for me. 


Looks nice but gameplay is too short and easy to actually know if it's a fun game or not.

ah, getting sick mid jam sucks! Good luck for your next one!

Cool concept. The player can figure out their own system that makes sense for them. I just put numbers and crossed out the wrong ones with a big red X.

I had trouble figuring out how to open the doors at first, was pressing E and reading the description. 

I think E or right click would be better for opening the doors rather than having to aim on the door knob. Another small quality of life update would be using numbers to change the colors.


I found out you can spam click the knob to skip a few rooms. This was useful actually since it got very repetitive to go through every iteration every time. 

It was quite anticlimactic winning with spam clicking tho.


Interesting game. I wonder if some other elements could be added to make it less repetitive and more engaging.

The hands wrapping around the screen was such a great idea of making the player feel anxious.

I'm also a sucker for dither so ++ on that shader

Better sound could make this really stand out.

cool!

damn, I don't have an iPhone to test any builds unfortunately. I'm pretty sure adding buttons to the web version wouldn't support multitouch? (Which is needed of course for this game to work). Worth a try tho.

Good point about mobile friendly games being more approachable to players. Means they can try it out anywhere. Gotta remember that for my next game jam! (This was actually my first)

I love the aesthetic, It reminds me of "Yume Nikki" and "LISA: The First"

I wish it was a little easier, I felt like I had very little time to try out anything or appreciate the art. It could work much better as an ending to a sort of artsy game where you already know which place leads to where. (like you as the developer do of course. Gotta remember the player doesn't know)

Also sometimes I'm pretty sure I got a bug where I couldn't place a door anywhere. Even in spots I before could. 

If it wasn't time based the door mechanic would work better. More similar to "Yume Nikki" / "LISA: The First", which are more of an exploratory "experience" than a game.  I think if it's time based there could be some more hints on where doors can be placed.

Music fits the atmosphere and vibe pretty good.


I really enjoyed the game still, the doors actually lead to new differently drawn places.  Well done on the "special object" part especially and the awesome art!