I surely will!
Dot GameLabs
Creator of
Recent community posts
Thank you so much!
And yes, you are right! The game needs more content. I was desperate to create something that could work with the mechanics that I've made and ended up not adding the interesting part of an infinite roguelike: the progression.
I plan on updating this game in the future (or maybe make a new game with a similar concept but now with time, lol). I really wanted to do more, but I had some school assignments and tests.
I'm glad you could appreciate the game. I made it with much love and dedication! Thank you again! <3
This is for sure one of the best games I've played in the jam!
Nice music and beautiful art! Being able to lose all your planets is frustrating, and it's not very common in idle games. Idle games usually are like "number go up" all the time, but I liked the boldness! I felt like the game could have some simple instructions at the start. I know you left a text on the game's page, but that's not an in-game tutorial. In general, it's a very good game that feels very good to play! You did a very good job!
You did a really good job making this on Scratch!
I don't really think it was a good idea to choose Scratch for the jam unless that's the only engine you know how to use. I've used Scratch for some time, and everything is so hard to make in comparison with any other engine. Things like adding graphic assets, etc., turn into a nightmare. You did a good job, but the graphics still look like developer placeholders, and the gameplay could surely be better. The sound effects are loud and get annoying very fast. Study some game design and try another engine! I really recommend GameMaker Studio 2. It's free and it's easy to learn.
That's a pretty good start, especially for a Scratch game.
Thank you so much!
Yeah, the enemies really could be better... Unfortunately, the jam coincided with a week of classes for me, so I ended up with very little time to add what I wanted.
I chose to focus on making the game more visually appealing instead (even though I'm not a pixel artist).
Thanks for your time!
This is the best-looking game I've played in this jam so far. The music and audio are amazing too, but the pixel art is divine.
You did slip up on one of the most important rules of pixel art, though: don't mix pixel art of different sizes. That creates "mixels." Otherwise, it's incredible. Very fun. Smoother camera movement would have been nice, but it feels almost like a sin to complain about such a well-made game. Great work—truly amazing!
I had a lot of fun playing!
This was seriously the most entertaining game I've played in this jam. It felt like a Flash game, and a really good one! The piano background music could be "softer". The music makes it look like something bad is about to happen, like those kids'-show-themed horror games. Visually, it's pretty simple, but in a good way. Spinning is the main mechanic and it works really well, once you get yourself comfortable with it. Could play for hours!
Thanks for the review!
The music not looping/playing was a bug! I’ve updated the game and it should be working now.
About the wheel: I couldn’t agree more. I really couldn’t come up with a better idea that I could actually code, so I ended up taking a very “literal” interpretation of the theme.
You can spend the money on the Vending Machine, which appears every 5 levels. It wasn’t spawning before either, but I’ve fixed that too. Please try playing the game again if you can!
And if that changes your opinion on the game, please consider updating your rating.
Again, thanks for your time and patience!
I really like this game, but I can imagine redesigns for it.
Different scenarios instead of different layouts could improve the variety. Adding settings such as a video tab in the options screen (for resolution, FOV, screen FX, particles, etc.) and accessibility stuff (like highlighting enemies or aim assist for people with motor disabilities, limited mobility in their hands, etc.) would be nice.
I know the game is called HEADACHE, but that doesn't mean you should have one while playing. The strong yellow definitely fits the game's art style, and it helps with the overstimulation that we expect from a fast-paced shooter, but it may burn your eyes after some time playing. Maybe giving the player more color palettes could improve the experience.
— About this “something pushing you forward”:
I think adding a time limit, etc., would be great in a separate game mode, but not pushing it into the main game mode. I believe it would break the vibe and fuck up the idea of having multiple play styles. You wouldn't be able to wait for when you feel ready to run, striking everyone, or get one at a time, like in Hotline Miami.
I'm not a speedrunner because I don't have the skill and the commitment to be one, but I like to try the fast playstyle sometimes, and surely this game would be appreciated by real speedrunners.
For me, the peak gameplay moment is when you can't stop moving and shooting, or else you will get slimed. However, it doesn't mean you should get punished by waiting for when you're ready.
— New mechanics maybe:
I think more melee interactions and variety in the weapons would be great! Graphic variety included. Using a katana would cut off the enemy's head, while using a baseball bat would explode his head or launch him to the ground, idk.
Jumping over obstacles, sliding instead of dashing, and being able to crouch and lean would be cool, but this would have to come with scenario shape variety and more space to do this kind of thing. Different layouts would make you think more about the way you move, and this brings spice to the game. Being able to try different strategies is always good.
New game modes—like speedrun mode, idk, “Adrenalyn Mode” or some such, where you need to kill every x seconds or else you die.
I don't think procedurally generated terrain would be good for the game. Considering that this kind of game shines in level design and has it as one of its main priorities, making a semi-random level that feels good to play and has a nice progression would be very hard.
Human shielding and grabbing enemies SOUNDS great, but I don't really know how that would work inside the game. Has room for expansion tho.
— Video & Performance:
Like I mentioned earlier, more settings for video and performance. There ARE some lag spikes when I slime an enemy, and besides not having a GPU, I have a pretty good CPU, 16 GB RAM, and I run the game on an excellent SSD. The game has pretty simple graphics, so it's probably some optimization problem (it runs smoothly besides the lag spikes tho). Being able to change the resolution and limiting particle FX would be great.
— Bugs:
Didn't really find many bugs in the game, just some corpses getting stuck inside the ground and that dialogue with the Security after beating his ass. There's something VERY wrong with the timing of the dialogue. Please look for bugs in this part of the game; I don't think it was an individual experience.
— Conclusion:
To be honest, HEADACHE is a pretty fucking good game, and I can see immense potential in its core. Wouldn't write this much if I didn't like the game. I pretty much did. Likewise, I would really love to see a more professional version of the game with more content and some tweaks here and there. I didn't write this many suggestions because I think the game is trash and needs to change, pretty much the opposite.
barata imunda nojenta podre
dito isso, QUE COISA FODA. Eu amo a atenção aos detalhes do player, o movimento bonitinho da cabeça quando ele aponta pra cima ou pra baixo, a música é maravilhosa e o jogo é muito funcional (apesar de infernalmente mais difícil do que parece, ou eu só sou muito ruim mesmo (bem possível)). Gostei muito do projeto, apesar do cenário simples (e do GIF de explosão), tudo funciona muito bem. O design do personagem é muito fofo e a pixel art é muito boa, isso tudo sem mencionar o menu inicial do jogo que é simplesmente lindo, as bolhas desviando do mouse... demais.
Baita projeto, achei incrível
As a beginner game developer, I'm very happy to see someone dedicate themselves so much to creating a well-made project (even if with a concept... silly, to say the least). I played a lot of Mario Combat on flash when I was little, so I had a LOT of fun playing this.
Thank you for this opportunity! <3
Não acho que tenha casado com o tema, não dá vontade de jogar de novo. E não acho que seu primeiro jogo (por mais que acho bem improvável que seja o primeiro) deva ser em uma game jam. E não, meu ponto não está "equivocado". Minha crítica foi severa por você desrespeitar os outros participantes. Acho que o None já deveria ter te banido daquele servidor, mas ele é bonzinho demais pra isso. Você além de admitir usar conteúdo do Ponto e Vírgula também usou conteúdo do None. Mas não usou aprendizado, ao invés disso você pegou sistemas completos. Peço que seja mais respeitoso com os outros participantes e recomendo praticar mais para a próxima game jam. Espero que até lá consiga desenvolver seus sistemas sozinho ou com sua própria equipe. Não sou um participante dessa game jam, mas tenho sim alguma experiência com game dev. Acho que seu jogo foi mal pensado e feito com pressa, então fazer um projeto fora de uma jam pode te ajudar bastante.
Como começar a falar algo desse jogo? Acho que falar da Tela inicial é uma boa.
A tela usa uma "técnica" com as imagens chamada "rescale", onde você aumenta uma imagem simplesmente esticando ela ao invés de desenhar em grande escala. Isso é quase um crime na pixel art porque você distorce os pixels dessa imagem em relação aos outros sprites na tela. Fica bem feio no geral. A tela não passa de um fundo branco com a logo do jogo (que também é simples) e sprites esticados pra poupar esforço (e falando em poupar esforço, esse deveria ser o tema da jam pra que seu jogo se encaixasse).
Sem falar que é muito óbvio que o jogo foi feito encima da base de RPG do canal Ponto e Vírgula.
Quanto ao game design, a movimentação do personagem é ruim, o dash é muito longo, o lerp da câmera é muito forte (tanto que mal acompanha o dash), e o visual é ruim no geral. Os sprites esticados das árvores demonstram a preguiça de desenhar um sprite maior.
Acho interessante que tentem ter uma dublagem, mas ela é tão tosca que eu preferia que não houvesse dublagem. Vc dá um dash e ela fala "não me pega".
A HUD do jogo é feia, mal posicionada pra caramba e foi rabiscada com quase nenhum esforço. Tem coisa em pixel art, tem coisa rabiscada, as fontes não combinam com o estilo do jogo (se é que dá pra chamar isso de estilo). A fumaça que sai dos pés da personagem está descentralizada, o jogo toca sons de chuva e trovões sendo que nada disso está acontecendo visualmente. Ao invés de investir tempo colocando esse efeito horroroso de distorção poderia ter usado esse tempo pra polir a base do jogo com calma ao invés de fazer tudo no foda-se pra terminar logo.
O combate é desinteressante e as criaturas (assim como tudo no jogo) são feias e tem seus sprites esticados. O jogo é mal otimizado pra caramba, já vi jogos em 3D com vários elementos no cenário e efeitos visuais fortes rodando em um FPS mais alto.
Concluindo:
O Jogo é feito com pressa, mal pensado, não tem nada de game design, é feio, e tenta fazer muito mais do que pode. Tudo isso seria completamente compreensível se você fosse minimamente humilde e tivesse o bom senso de reconhecer os problemas do seu jogo e não saísse falando mal de outros jogos por problemas bem menores que os seus. Meus parabéns! Você é um dos piores participantes da jam!

