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Cocco

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A member registered Mar 13, 2019 · View creator page →

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Hey my friend, we both had the same core idea, but you managed to pull it off, in a way more polished state! I had great fun racing against myself, real geat job :)

This is such a nice comment, thank you so much! We had a bunch of other features planned, but we had to focus on the Phantom Replay mechanic because of the time constraints. 

We would have had a moderate pool of different sized battle vehicles with their own driving quirks and a functional shooting mechanic to stun the ghost replays for a short period of time. We hope you had as much fun playing the game as we did developing it!

This wasan amazing entry! What a great idea and execution. It would have profited from a bit more polishing regarding the visuals. 

Love the artstyle and had a lot of fun driving. You designed a great feel for velocity, even if it was sometimes hard to steer. Great job!

I got to loop 60 when I suddenly died, without seeing an Exclamation Mark, still had some fun! It would have been a bit more enjoyable if you had added more to the game feel. 

I love the art in this entry, especially little visual language quirks like the stars on the waterbottle. Maybe it was just me, but I couldnt hear any music, which would have really added to the tension.

Hey guys, great job on your first game jam! I love that you actually had a narrative behind your game idea, also great job with the title screen, it looks great! I wish the jump would be a bit higher, because my character kept clipping on the edge of the pipes. All in all a solid first try!

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Hey man! We both had a similiar idea for our entry, so it was fun to compare differences between them. While the controls were a bit floaty at first, I quickly adapted and had fun beating my own times. Great work!

It looks deceptevely simple at first, but quickly opens up to some interesting design complexity. I could see this as a reallife tabletop game for a fun game night, as it's easy to understand. I did play a few rounds and had a lot of fun trying different strategies! Great job!

Thanks so much man, we really do appreciate your comment! We were unsure if people would even take the time to complete a lap to find out about the "Phantom"-Replays, so it means so much to hear that from you. 

Are you kidding me? This is an outstanding submission, really well done on this one! :)

It looks and sounds polished, even the externally sourced music adds to the atmosphere. Love the use of procedural generation in your level design, it hard to get right and you nailed it. 

Maybe its just me, but I find the speed of the  acid rain elevation a bit too fast, especially when some jumps can be too finicky.

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Great spin on a retro formula! The whole gameplay gets crazy fast and had me sorting plant spots like a madman. I think I would have enjoyed more variety in the rain drops, even if its just their respective size, or added mechanics like lingering wet puddles.

 Also, it is way easier to just let two of the plants die and just move one single plant around. :P

The movement gets crazy in a fun way if the w and a keys are held at the same time, which leads to the tank surfing over the (procedurally generated?) hills. Had a great time while playing. :)

Wow, this was a great experience! Even in this rudimentary state the game was quickly driving my into a mental flow state. Would love to see this one being further developed.

You did really great with your submission, loved the soundtrack especially. Being able to rotate your character adds a lot more complexity to a well-known arcade format. I would love to see a level based around this gameplay with the shape/volume/angle of the player as a further developed game mechanic. 

Thanks for the feedback, there is a lot more content missing, we simply ran out of time to fix the code. 

It sadly is! Maybe next time we will learn from our mistakes made in this jam!

As stated in the title. I would like to participate, but the frontpage is a bit barebones on information. :)

Thank you so much for your considerate feebdack! I had to leave the bear traps out, because there was a huge balancing issue which would have made the fight either way to easy or to inaccessible for every jam player, so I had to scrap the mechanic for the last fight. :)

As someone else said a bit further down, the pinball would control more responsive if it would be bit less floaty. Still, I like the old school design approach mixed with some new elements for a fresh arcade feel!

You're right I guess, at least the collisions should be much more repsonsive and reliable, I can't wait until I have the time to get it to work.

You know- I had so much in mind before ultimately scraping most of the content. Not only because of the deadline but because I had doubts about having everything beworking flawlessly and being polished. But the world map was one thing I didn't want to leave out - so thank you for noticing it! 

Sounds like a weird bug, I also did encounter it once but didn't give it much attention, I should probably make a fail system around that going in the polishing stage. Thanks for telling me and playing the game!

Oh, I really appreciate your detailed comment, especially regarding the balancing aspect of the game! I actually wanted to add some more pick ups but had to leave everything out except the health pack, so it's great to have an outsiders perspective on it. The boss is completely randomized, he has three possible attacks at the start of the phase. Maybe a more reliable pattern would give me some more control to make the player experience more universal. Thank you so much for playing and taking the time to give me an insight in your experience!

You're right - if I had any more time I would have made it possible for the player to control the trajectory while the ball is being grabbed.  I*m not sure if it would count as polishing, or else I would implement it this week! Thanks for playing!

Maybe I should make my games more accessible for everyone by implementing some kind of dynamic difficulty curve . you gave me something to think about. Still - thanks for playing!

The narration is my absolute highlight of the jam and adds so much to the experience. Also, the programming seems to have taken a lot of work, as well as getting everything properly set up. What a creative use of the theme, a job really well done!

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I also thought about making an alternative imput method, but I think the artstyle doesn't translate as a mobile game too well. Thanks for the kind words, for real! It's great to get such a positive feedback after working solo on it for some time. :)

Wow, thanks a lot for actually giving me some detailed feedback on this, you're describing some important points to consider. The bouncing was caused by an animation error which I just found right about now. Maybe I'll also need some better indicators for the enemy attacks.

Haha, you know that's so great to hear - a majortity of the time I spend on this exact moment you described and it seems to be paying of. I read a lot of comments talking about the boss which honestly surprises me as I expected it to be more of a reward for the few patient players. I'm going to use the next few days to the fullest to polish it a bit more. Thanks again for your time!

Thanks man, yes, it sadly was because of time constraints, but at least I have the chance to polish it the next few days. I hope you had a few fun filled minutes. :)

When submitting a narrative focused entry to a game jam, the story has to be exceptional to grab the players attention. Not only did this game managed to grab my attention, it did so with such stellar writing that I am envious that I do not have a writer at my own disposal. The art is charming as well, but it does feel a bit detached from the base tile set, which could be solved by using a more abstract custom tile set. All in all a gem between all the gameplay oriented entries and a job well done!

I'm impressed, you art looks stellar, the movement feels responsive, though the lamp swing just doesn't work for me (or I'm just not doing it right). The transition between levels could be a tad bit faster to guarantee a better game feel. Also, the game concept made me chuckle, great work on that one! Next time it would be better to implement the audio sooner, I know it must have been because of time constraints but it just lacks the connection between player and game. Still, well done!

It's great to see positive feedback regarding the final stage, it was difficult to design and implement! Thank you so much for playing and leaving me such a kind comment. :)

You guys used some great art work, I especially liked the detailed work in the different guns, I just wished you would have expanded the artstyle onto the UI as well for a more coherent visual experience. The game feels like something I would have enjoyed as a kid for hours on end on some flashgame site, in the most positive way possible. Excellent work for this short period of time!

This entry absolutely managed to get me into a flow state! You did caught me off guard with the rush the first time around, it is a fun twist. The whole game feels like a whole lot of coding work, good on you for making it in just one week. Though, I felt a bit weird starring at those unsuspecting customers, breathing down their neck in anticipation of cleaning the table the second they get up, haha. Great experience!

Reminds me of the ice gym in the third generation of pokemon. I greatly appreciate the camera, it must have been a lot of work to get it as good as it it now. Also the quick restart option is amazing, it just keeps the gameplay flow in it's tracks and incentivises the player to keep on trying once again. Only thing I miss is some ambience music to further get into a flow state while jumping from one tile to the next. The last level was fun as well! Nicely done!

Oh wow, thanks so much for the positive feedback, I really needed to hear that after all the work! I hope it wasn't to frustrating  in the final stage, it's hard to find a fair middle ground for a jam game. 

Fantastic idea, I like your concept. I have to agree, there needs to be a replay button, or else one has to restart the entire game when making a mistake. The art just needs a tad bit more polishing to make it more readable, try to find a more cohesive style with a more limited color palette. Well done!

What a fun entry! Movement felt responsive, the text sometimes got in the way of actually seeing obstacles while jumping. I like your idea for the theme and the slow spike in difficulty you implemented with your level design. The main menu music was too much for my personally, I had to decrease the volume. All in all not bad for your first game, good job!

I am a sucker for short, narrative experiences, as well as this beautiful minimal pixelart. I would love to make a game in the same style, but I always get caught up in making too many details. 

I get where you were coming from with the narration, but it felt a bit too on the nose, because I couldn't even make the decision to engage in the enviroment in any other way then intended, which means I didn't even had the chance to treat anyone better. I guess it was a limitation caused by the time constraints, the liniarity helps to keep the message precise though. 

All in all an amazing entry, love the artstyle and enjoyed the details when speaking to every npc the game offers. 

Amazing visuals for a solo game! For real man, my absolute favorite so far, clean, minimalistic and still warm and comfy. It quickly starts to get trippy when the keys are getting switched around. Only critisism I have is the slow respawn in the level when falling of the edge, it does break the gameplay flow a little. Great work!