Yeah, that makes total sense! Always hard to predict how it will work until you try it out!
Draekdude
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This was a great game! Fun concept and well executed. I could never get fast enough to try the key. Some times it felt like it wasn't responding to what I was doing, so I wonder if the controls could be tweaked. I could see this as a full game where you have 10-20 different vehicles that you have to clean off and start or you're late for work. Really great idea. Funny how something with a simple concept can just be a lot of fun. Well done!
Man, I think this game was amazing. It really blew me away. Great idea and really executed perfectly. The first time or two I didn't read you could use the keyboard so even without that it's a lot of fun. I think it's hilarious watching someone else play it when they get the bow under the strings. The only bummer with that is that the bow is always on a higher layer, so even when the bow is below the bridge and under the strings it looks like it's over the strings. I wouldn't prevent the bow from going there, I would just fix the layers so the strings are visible over the bow so the player knows what just happened. I would love to see this game multiplayer, like as a guitar hero type where you can have a duet or dueling violins and see how the other person is doing while you're playing. I just looked and saw you worked on the Soup-Of-War game and it doesn't surprise me. That game completely blew me away too! I can't wait to see what you do next! Fabulous job!
Fun game! Great look to this game. It was pretty fun, but yeah, I end up just clicking on stuff and not reading what it said due to the time constraint. Was the idea to take your time because some of the trades are terrible ideas? Or was the idea to just beat on the buttons because in the long run you'll have a higher score?
Great game! Sure gave you the creepy crawly vibes. I didn't realize you could move until I was writing down some comments and noticed a screenshot with the player in the lower right. Great game for a mini game. Throw in some grenades and I could see this as a full game with waves of insects. Well done!
Interesting game! It was a bit hard to tell if you sent the soul to the correct place. Maybe a negative sound or graphic when sending it to the wrong place? Some of the attributes seemed to contradict each other, but I wasn't sure if that just meant they were damned no matter what. Anyway, good job!
Cool game! I loved the look of it, the music and the sounds. But man, having one hand on the mouse and the other trying to figure out where every letter of the keyboard is broke my brain. I would see M, look down at the keyboard since my left hand never types M and by the time I looked back up it was long gone. Feels like you'd really have to use a laptop to have any kind of success with this game. Anyway, very original and interesting!
Fun game! At first it was hard to tell what to do once you grabbed everything you could that is until you hit the wall and the map resets. One thing I noticed was that the @ you control was more narrow left/right than top/bottom. Perhaps making it a square would allow the player a little wiggle room both horizontally and vertically, rather than just vertically. Nice work!
This was fun! I liked how simplistic it was, perfect for a mini game. It was a bit too quick if you weren't really good at it, so maybe giving the player 3 tries automatically would be best? I wasn't sure what the circle thing was, I thought maybe it would pull the ship towards it, but that didn't seem like it did that. Anyway, good job!
Hey, good job completing a game! I wasn't exactly sure what I was supposed to be doing. Perhaps if the game gave the player some feedback? If the small ball should be centered on the big ball, maybe show points or a noise indicating that the player is doing the right thing would be very helpful. Otherwise the player plays is for a couple of seconds, sees there's no feedback on anything they do and then quits the game. Keep making games!
Cool idea for a mini game! Character was cool and I loved the slash animation. I think having the item moving towards the player be a fireball or arrow or something that shows they will be hurt if it hits them would be helpful. The first time I played it I wasn't sure what was doing on because I didn't know what the orb was. Also, a few times I really felt like I didn't get hit but the game was over, so I wonder if making the collider just a hair smaller than the object would be a little helpful. I think some sounds would have really helped it become a complete game, but either way, you did a great job. Well done!
Nice remake of Pac-Man! I have a couple of suggestions. The enemies don't kill you, but they take points away, maybe show a "-10" pop up (or whatever they take away) so the player knows they're doing something. I wasn't sure what the bread did, maybe it gave you more points? If so, same thing "+10" appears above the bread when you get it so you want to get more of them. Unlike pac-man, you couldn't exit one side of the screen and enter the other side. I wasn't sure why the map was set up to look like you could. So I would either change the map so it doesn't go off the screen or I would allow the player to move between sides. My one last piece of feedback would be to change what the game says to the player depending on their score. This looks pretty funny: "You did really good! -479"
Great job on the mini game!
This was a fun mini game. I think it fit well in the main game because it was easy to play. The level was a bit busy, so it was kinda hard to tell what the best path might be. You get points for destroying stuff and there's also a finish line. Those two things kinda feel contradictory. Do I cross the finish line to get a faster time? Or do I stay away from the line and spend the extra time destroying more things to boost my score? Maybe beating the timer gives you more points than destroying stuff? Because this is a simple game, maybe doing one or the other would make more sense. Either way, it was fun to play! Good job!
Great game! When this game came up in the GDFT I had no idea what was going on. But the second time it popped up I glanced at the instructions and really enjoyed it. I loved the concept and how the cat is trying to knock you off. Really great idea and execution. Maybe the stamina could be closer to the mouse/player? Just because you're not really looking away from the mouse at all because you're constantly trying to find the next hold. Also, sometimes the placement of the rocks can be difficult to get the mouse to touch occasionally. This might be my favorite game of the jam! Awesome work!
This was a great game! Fun, simple controls, immediately you know what you're trying to do. Perfect for a mini game! Sounds were good, the only thing I can say is that the sounds were at max volume. So my feedback there would be to turn them down just a bit or add a volume key to lower the volume. Other than that, it was great! Nice job!
This game was pretty fun. The art was good and the game play was nice and short and perfect for a mini game! I think adding sounds would have been a huge benefit. You could hear a positive sound for a good start and a negative sound for a bad sound. Maybe even music that speeds up as you get closer to the end of the game. The controls were ok, but it was hard to tell why sometimes you could jump and other times you couldn't. Anyway, great submission!
Neat concept. This game was pretty interesting. I liked how you could look around, but it was hard to tell how it helped. I'm not sure how many questions there were, but I played the game about 5 times and got through maybe 5 questions each time in the time but had a lot of the same questions. I wonder if you could have had hints for each question around the room, but you had to be facing the right direction to see them. Then a player could answer the ones they know and look around for ones they don't? Anyway, good job.
Great game! I liked how the zombies were all over the place forcing you to try to figure out which of the zombies were the real threat. The art looked great too! A couple easy ways to refine it would be to change the height of some of the zombies, add some zombie noises and/or add a hit graphic/particle effect when you shoot a zombie. It worked great as a fun mini game that didn't need a bunch of instructions, well done!
Great feedback! A crit would be a great idea, maybe it would be worth 2-3 points rather than 1. Yeah, I wanted to use space bar for charge and enter for attack. It does kinda suck trying to mash the mouse but I wasn't sure how to tell the player that without then having to incorporate an instruction window. Maybe a tool tip or just post it in the lower part of the screen?
Dang, it didn't work on my Parallels running on my Mac. I watched the stream from Zack and the game looked pretty fun! Only feedback I would have would be to grade the player based on the score, the higher the points the more agitated the guy who leaves would be. And of course a leaderboard might be fun.
We thought about doing something like that in the bulldozing game. Basically instead of trying to clear the mess, you would drive into a grocery story and just trash the place.
Anyway, great job!
Draekdude
This game was a lot of fun. Graphics were good, the levels were short which is great. Music fit and the sounds were good. There were a few times like the double jump where I got stuck and accidentally got past it. I started to ask about the ratings, but they had nothing to do with time and only objectives, right? The cubbies were a bit odd because it just ate up so much time for the owner to come etc. I'd rather just start over if I'm being timed. The destruction was fun, especially the pillows! Purrpetrator was a great name! I think Cat Smash Fever would have worked too. haha.
Well done!
Draekdude
Dang, I loaded it on my Parallels (software to run windows on a Mac) and it just showed a blue screen with a sword and magic. I could swing the sword and cast the spell, but I saw nothing but what looked to be a blue sky. Sorry!
I did watch the stream from Zack and it looked pretty good. It made me think of a game where you have two thieves in a house. The first thief rummages through the house and then gets into the get away car. The second thief has to make the house look like no one was there in a short amount of time. Looked fun!
This game was pretty cool. The art was cute. Machine gun shot a bit too much so it looked like a hose or something as the bullets were a solid line. Also, it crashed at level 4 or 5. Once I got the machine gun, I felt a little overpowered. I could just "hose" them down and everything would die pretty quickly. But with polish, I think you could get it a bit more balanced out. Another change might be to format the upgrades a bit differently so they're easier to read, like put each in a large button with the text or something. I appreciated the indicators telling me where stuff was so I made sure to collect it all before going to the next level. Overall it was a fun game. Well done!
Draekdude
Oh, one more thing about the boss. I played the web version and the first time I got to the boss it didn't attack me. The second time I got to it (in the same run) it attacked. The third, it didn't attack and the fourth it did attack. Or at least I think I got to it four times in this one run. Hopefully that helps.
Thanks for the feedback, yeah, do you think I should have just combined the brake and the reverse? I thought about it, but in the end decided against it. However, in a jam maybe that would have been the better idea. Yeah, Alex came up with the "story" and it made me bust out laughing the first time I saw it.
This was an interesting game. I struggled trying to determine what I was supposed to do. The first two times I played it when I tried to add an upgrade I wasn't clicking on the far left part, so I thought the buttons were broken. There's no obvious button, the whole thing looks like a button. I would make the entire object clickable, or make one part look like a button. I was finally able to upgrade and add yellow slime, however, even when I pressed the "E" key, nothing happened. My guess was that I needed to upgrade more things, but eventually as more and more bees come you have less time before the game ends. It feels like this game is one where if you know what you're doing, it can easily be finished. But if you don't then you struggle and quit. I'm not sure you need a tutorial as much as just a brief overview of what the purpose is. Like "steal the honey from the bees before they stop you and use upgrades to help you" if that is what you're doing. Something.
Anyway, art all fit together. The sounds were OK. The look of the UI fit the game. I really think this game would be more fun if I knew what I was trying to do.
Thanks!
Draekdude
This game was a hoot! It was hilarious how you'd accidentally slap your onion half way across the kitchen. I loved the concept and the execution. The only thing that was a bit annoying was that the knife could end up sliding across the table where you couldn't reach it. The first time this happened I had never used the knife and didn't realize it wasn't supposed to be at the end of the table out of reach. The next time I played I tried to keep it close, but it slides into other things and can end up where you can't reach it. It would be nice if you could put the knife and the salt shaker somewhere where you know you can get to them. Everything else doesn't matter because you can just grab another from the basket.
Other than this annoyance, it was excellent! I only had the patience for about 8 menu items and then it's just a bit too difficult and tedious for me to continue playing. If that makes sense.
Well done!
Draekdude
First of all, this was great. From the power ups to the weapon choices to the what I'm assuming is unlimited levels, very fun! I ended up getting stuck in level 34 where I was half way through the map and it said I was in a room with two doors and there wasn't a second door. So I couldn't get to the end of the level.
Here are a few of the things that I noticed when playing the game:
- You moved around fast enough that I rarely used the roll
- The boss either didn't shoot at all or shot a bit but still was super simple to defeat
- I never came close to dying except when I had forgotten what the bread was for
- More sounds would have been nice, it was hard to tell when you got hurt because the duck didn't quack in pain. haha
- I think the same upgrades are used too much, it might be more fun to make the game harder, but then also allow the player to get the awesome upgrades faster. I was close to quitting the game not because it was challenging at all, but because it was so easy, but I played until I got stuck wondering if the game ever ended or if there was some end all be all upgrade.
Anyway, great job and very impressive for a jam game!
Draekdude


















