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Dylan_Bee

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A member registered Jun 11, 2020 · View creator page →

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Thanks for trying it out!

So strange about the black screen. I never encountered that. Might be an issue with the fade-to-black level transition. When it happened, could you still hear music and sound effects? What browser and OS did you use to play it?

And yeah, I definitely need to tweak and rebalance some things, especially the spells and knockback. At first, I thought the bombs would be overpowered if they did too much damage since they release several projectiles, but I didn't factor how hard to aim they'd be.

I'm glad you enjoyed it so far!

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Really great game! Love the movement! I'm not good at the game, but the few times I got into a good flow state were quite satisfying. I like the quirky sound effects for bouncing off walls. I also like the dark purple/pink/black color scheme of the visuals. This combined with the style of the player character gives it a strange mix of moody but also quirky that just works. The use of hit stop for hitting things like the crates was a nice touch to make the game feel more satisfying.

I think it is difficult to react to things in time. Perhaps the level design would need to be more spaced out to accommodate the player character's speed? I also didn't care for using WASD + Shift, but using Joy2Key to rebind to a controller helped me.

Does this game have coyote time? It seemed like sometimes my jumps didn't register by the edges. Wasn't sure if its bad timing on my end or strict/no coyote time.

I'm curious about the decision to not ricochet off walls when grounded (and not holding S). I don't know why but I keep expecting to be able to bounce off walls even if I wasn't airborne or holding down. It always felt awkward to come to a stop in this way. I do wonder if it would be more intuitive to design it the other way instead? Having the player ricochet off walls regardless if grounded or holding down. Hard to say for sure without testing it myself.

The stealth section was interesting but seems like you may have ran out of time to work on it some more. It did seem out of place in a game which expects you to have movement flow and quick reactions. Now the player is expected to stop, hide, and wait for this enemy.  Maybe you could tweak it in a way that suits this type of game better. Like maybe you get chased if caught and you have to use quick movement to get away from the enemy in time. Just one idea.

Overall, nice game! It seems like it loops at the end? So I think I technically beat it. Impressive work for one week!

Really fun concept for a game. It almost feels like it could be a mobile game. Quite difficult though, but that seems to be the intention. Unfortunately, I couldn't get very far past the city area. It seems some of the platforms are out of reach, but I'm probably doing something wrong since others seem able to beat it. No matter how far I stretch the line, I can't reach some of the platforms. I like the detail of the NPC at the bottom having different dialogue if you fall back down.

Overall, nice job on the submission!

Very impressive to be made in 7 days! After playing, I looked back at the submission page expecting to see a team of people only to realize it's only one dev. Unbelievable. The game has tons of juice and polish which made it fun shooting the baddies. Very clean pixel art and I love the wobbly backgrounds during the menus. The roulette mechanic for reloading is creative. I was unclear on what the items did at first, but I slowly began to realize what they do, like giving you extra shots or bullets that pierce through enemies.

My game also had a reload mechanic tied to spinning and roulettes, though with wands and spells instead of guns and bullets. It's fun seeing a different take on a similar concept. Mine had different projectiles you could fire while your game seems to be about changing the attributes of your bullets and getting different weapons.

Overall, a really cool roguelite dungeon crawler style game. Probably one of my favorite submissions so far. This concept could easily be expanded on as well. Great job!

Cool game! The character designs were well done and quite expressive. I enjoyed avoiding obstacles in the spinning tunnel, though I never figured out how the stirring mechanic works or what it even does. I assume you get all the ingredients and stir the pot by clicking on the little pot robot, but I always end up missing a few of the ingredients. Despite that, I ended up winning the game anyway.

Despite that, it was a short, fun game. I was just unclear on that mechanic. Nice job!

Awesome! A 3D platformer! I thought this was a lot of fun blasting myself into the air. Only issue I ran into was the camera occasionally snapping into another direction while I was in the air.  It seemed it tended to happen when I was trying to aim for the next platform. Nice touch including rankings for times as well.

With a little more polish, I would love to see this expanded on. Nice job!

Yeah, I probably should've reduced the knockback a bit. Sorry about the sound effects! Do you think the sounds were too loud or more of an issue with the sounds themselves? Or maybe too many sounds being played at the same time or too often?

I'm glad you enjoyed the art! The Pear36 color palette was used for this game.

Good to hear you like the concept! I'm considering expanding on it with spells to learn and more power-ups, such as one that can temporarily slow down the wheel.

Thanks for trying it out!

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Cool twist on a Pac-Man style game! I would suggest making the collider for the player a little smaller. It would get briefly 'hung' as it passes corners and it was hard to get in the center tunnels. Maybe also a way to spin the stage faster? A lot of the time I would try to turn the stage, but the player character had too much momentum and ended up rolling into a ghost before I could get them to move in the direction I wanted.

Nice job on your submission! A simple but fun concept! I could see it being a fun mobile game, too. I also liked the touch of the dot collect sounds increasing in pitch when you collect them in quick succession.

I could read the text, but it wasn't easy to recognize at a quick glance, which I typically wouldn't need to do when reading bodies of text. Like say, I'd be looking at a word and be like "does that saw 'sewer'? Oh, it says power" after a brief moment. Even if just a second or two, it does create some unnecessary friction, but it is readable. It would probably be better if it wasn't cursive. Or maybe a compromise, have paragraphs and longer text be in print and have standalone words (like 'Bread' on the HUD) be in cursive. 

Hope that helps! Good luck with your project.

Yeah, the game turned out harder than I wanted. Seems like I run into that issue in jams with making my games too easy or too difficult. I'm happy to hear you liked it enough to play it longer! And yeah, that last room is rough. I suggest using the orange blocks to take out the enemies. They even let you make platforms over the spikes!

I'm glad you enjoyed that! Did any of the spells stand out as your favorite or least favorite?

Thanks for playing! I'm glad you enjoyed it!  The game did turn out harder than I intended.

I do seem to run into this issue with jams where people struggle with the controls.  Z and X in particular since no one seems to agree if X or Z should be jump.  I personally like X for jumping and Z for actions but that's just because that's the default input for NES emulators. I really need to get around to learning input remapping. Do you have any suggestions on what control setup would have been easier for you?

I'm glad you picked up on that mechanic! I did want there to be a little strategy for recharging your full queue or just part of it.

Nice game! I managed to beat it. I liked the pixel art. Spinning the wheel to get power-ups is a fun idea and I liked that you had to chase it down each time. I just wish the power-ups lasted a bit longer. I also would have liked to see more variety in enemies since the waves feel so similar to each other. Other than that, nice job!

Nice game! I managed to clear all three levels. I appreciated the generous placement of checkpoints. Seems like whenever I died, I had just reached a checkpoint, so you had a good feel for where to put those to lessen player frustration. I liked the enemy animations, especially the animation on the Venus fly traps.

Maybe some more feedback for if you get hit and when you damage enemies. Sometimes I wouldn't be sure if I hit the enemy/obstacle or they hit me. At least for a moment until the enemy disappeared or I suddenly restarted. The hit detection for hitting enemies seemed unreliable as well. It was hard to predict if the spin attack will actually hurt the enemy or I would get killed instead. It didn't seem consistent.

Other than that, nice job!

Cute clicker game! I enjoyed the painterly art and that, alongside the little smudges on the graph paper, give the visuals that imperfect handmade feel. The storybook-like visuals and the calming music really compliment the cozy style. I also enjoyed the wobbly intro animation and thought the pop up dialogue had a lot of charm with their child-like excitement for how fast the wind was blowing.

I'm not too familiar with idle/builder style games, so I'm not sure what to suggest other than what others have said such as showing the prices of the items you buy. Though I was racking up so much bread towards the later half of my playthrough that it almost didn't matter, haha. I thought it was a cute game and it kept my interest long enough for me to get the Earth spinning again. I guess I really liked seeing those numbers go up, lol.

Like others have said, the font could be made more readable. I was able to read it okay but it took me a second or two longer than it should to decipher the letters. I think the handwritten style of the font fits well with the game, but it might be too stylized for its own good.

Other than that, nice job!

Wow, I'm glad you liked the game! The game did end up harder than I intended based on what other commenters have said as well.

Just to be clear, the game was tested with both a gamepad and keyboard, so the keyboard wasn't intended to be an afterthought. I'm assuming you're referring to what the NPC says in-game about the "superior gamepad controls." That was just me acknowledging my preference for playing with a gamepad instead of a keyboard, but the game is intended to be played with either one :). I see why you may have interpreted that way though.

Thanks for playing and for the kind words!

Shooting being tied to moving is a fun idea and the constantly rotating player fits well with the theme.

I found it difficult to time my shots. My bullets kept barely missing the enemies. Maybe power-ups or some kind of way to slow down the player's rotation?

If you decided to expand on this, the one button controls means this could be made into a mobile game quite easily. More enemy variety would be cool to see as well.

Nice job on the game!

Creative concept that fits well with the theme! I like the animations for the little dudes. It's really cool that holding the turn tables will silence instruments in the music.

It took me a bit to understand how flinging the guys worked before I realized the direction they move is dependent on their position and the disc's rotation. It's a neat idea, but I did find myself losing interest after the second level. Maybe if it was more fun flinging the little guys. Like maybe they could get thrown faster or land with a dedicated sound and animation. Something to make flinging them a little more fun and satisfying.

Nice job on the game!

Thanks for trying it out! I forgot to mention on my game's page, but the witch's sprites were made by RougeyRose. The rest of the art was done by me.

The game is more difficult than I intended and it seems a lot of people are struggling with the flying enemies in particular. The bombs I intended to be used when there is a lot of enemies in one area, though I probably should have made it stronger to compensate for how hard it is to land hits with it.  

The green spikes can be avoided if you use them while under a low platform. There are also gaps in the spikes you can move under to avoid being hit. The orange blocks deal the most damage and were my intended go-to for dealing with flying enemies if you get close enough to them.

Thanks for playing! I was worried about the game being too difficult. I tried to balance the spells by having the ones that are harder to land (like the orange block) deal the most damage while others that are easy to hit with (like the tire) deal less damage, but perhaps I will need to continue to balance their stats.

Thanks for trying it out and for your feedback! I'm glad you enjoyed it!

I do feel like I should have balanced out the spells better. Seems like dealing with the flying enemies is giving people trouble. My intended optimal strategy for the ghosts is dropping the orange block on them with good timing. The block can defeat them with one hit. The eye enemies have the most health so they are definitely the hardest to deal with. I would usually get them with the orange block or wall jump to their level and shoot the flames or the solar blast (the yellow power) at them. Though I probably should have made more spells that attack upwards.

I would like to revisit this concept at some point with more spells and enemy types.

Cute game. My best score was 7142. I was unable to survive the full minute. Kinda funny how its like the reverse of the theme since spinning makes you lose rather than win. I also like the background art and its simplistic style with how everything is made up of simple shapes (mostly circles) which gives it charm.

I do wish the jump was more snappy and less floaty. Once the planet began spinning faster, it became almost impossible to jump over the red spike collectibles with any kind of precision. I would jump over one but just land on another. I also noticed that the green orb and red spikes spawned on each other at some point.

Nice job with the game!

Thanks for trying it out! Could you elaborate on your last sentence? Is there something you think the game is lacking?

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4715237

Discord: smoogle_floog

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Well, if I have dreams tonight of footed-fish people chasing after me, I'll definitely know who to blame.

Funny twist on a fishing game! I could see this being expanded with more (cursed) fish types with different behaviors. I do wish there was more visual and audio feedback on shooting and killing the fish to make it a little more satisfying.

On Windows, seems like the HUD elements at the bottom of the window get cut off because of my taskbar. Wasn't sure if that's an issue with my computer or the game's fullscreen.

Nice job on the game!

It's like a fishing roguelite. Neat idea! I liked the variety of sprites for the different fish and I liked the cute images for the upgrades. My favorite was the one for the "Heavy Fish" showing the fish drooling over fast food. Those help add a little personality to the game.

Only improvements I can think to suggest is maybe more visual changes for upgrades. Like maybe you can see the fish silhouettes getting increasingly bigger, or a visual for how far you can fish, and it gets bigger when you upgrade it. This would help the upgrades feel more substantial.

I found myself getting really good at the timing of the fishing mini-game that it became maybe too easy. Perhaps the timing could be less forgiving on the heavier fish?

Seems like there was a bug on the 25 kg offering where I had fished 27.5 kg but it still said I failed? Unless I misread the number before the god showed up.

Overall, a nice idea and fun premise for a fishing game. Nice job!

Oh, wow! I'm surprised the amount of content you got in this game! I haven't played all the levels, but it seems each level I did play was always introducing new mechanics and enemy types. I also appreciated the ability to skip dialogue when I had to redo a level. The animations also felt very polished such as the squash-and=stretch when placing monsters. Very impressive for a jam submission!

It took me a bit to get used to the mechanics. At first, I misinterpreted the dialogue and was having the monsters killing each other before I realized that's the opposite of what I was supposed to do, lol.  In the end, it really comes down to positioning and memorization as you have to try to remember what monster sees/attacks what to properly place other monsters in a safe tile. I am very bad at the game, but once I got the hang of the mechanics, I did feel I was improving bit by bit.

I do wonder if the monster info could show up on-screen when you click on them, rather than you have to make a second click on the info button? Could help improve the flow of each level a bit if I could single-click the monster and see what their sights/enemies are immediately. Especially with the timer forcing you to think quickly before the blizzard arrives. Also, maybe the monsters' sights could show up when you hover your cursor over them? Just some small tweaks to improve the flow by saving the player on clicks, especially since they will most likely be clicking a lot to re-check the monsters' info.

One mechanic I didn't care for was the blizzard timer. The game is about trying to position and remember all the monster details, which encourages you to take your time and think through your decisions, and the blizzard timer seems in opposition to that design. I do wonder if the blizzard mechanic could be better incorporated into the puzzle design better, like maybe the timer only increments after a turn, effectively giving you a limited amount of turns. Something to consider. 

Overall, this is a very impressive entry! There's a lot of visual polish and a good amount of mechanics introduced in each level to keep things fresh. Nice job!

Haha, definitely a dog person! Yeah, I definitely need to make the enemies more of a threat. Thanks for playing my game!

Thanks for playing! I'm glad you enjoyed the dialogue!

Oops! Good catch with the music! I must have missed that! Thanks for trying it out!

Thank you for the detailed feedback! I'm happy to hear how much you enjoyed the game!

Yeah, the difficulty seems to be a common fault people seem to find with the game, which is understandable. I tend to make my jam games too hard so I may have overcorrected for this game.

Your suggestions regarding the aiming will be quite helpful if I decide to revisit this game (which I plan on doing at some point).

I'm sorry that the game crashed on you! I admit my code isn't the most clean or stable. I used a lot of timers for this game which I read can cause issues with despawning objects in Godot. I thought I caught most of the major bugs during playtesting but there must have been some weird edge case I missed. If you remember any other details about anything that happened before the crash, I'd be happy to hear it! I definitely need to clean up my spaghetti code either way.

I see what you mean about the projectiles. The dialogue does mention the difference, but I need to figure out a visual way to show that. Like maybe one of them could be bigger to show it's stronger?

Thanks again for the detailed feedback. It's so encouraging to hear you and many others see so much potential in this mechanic. 

Cool mechanic of switching gravity. I also think the rope mechanic is interesting, though I wish more was done with it, such as having to take it further distances or having it get caught on terrain, making the player have to properly path out where they pull the rope.

I appreciated the forgiving amount of checkpoints.

When switching gravity, a few times I was surprised by spike pits. especially in the last level. I would suggest adding something or designing levels in a way to help warn the player so they don't blindly throw themselves into hazards when they switch gravity.

I did encounter a bug in the first level. After I climbed the ladder, the character stayed in the climbing state and I was able to float anywhere in the level.

Overall, you have some interesting mechanics I could see getting expanded on. Nice job!

Thank you very much for your detailed feedback! I would like to revisit this game at some point and your specific suggestions will be helpful.

I find your tutorial suggestion interesting! I tend to not like tutorials so I often omit them from my own games for the most part. However, I find that many people ask for them when giving feedback, so I've been trying to find a better balance of tutorializing and teaching through play. I like the suggestion to add more juice to the boss and the UI elements so the player learns naturally rather than through reading tutorials, which is how I'd personally prefer to play a game.

I'm glad you enjoyed the game. I definitely need to add some harder enemies and levels. I appreciate you playing it!

Nice twist on Super Mario by having to control two characters at once. It definitely messed with me having to remember which character was being controlled by which input, but that's a good thing.

At first, I thought the point was to swap between the two characters. I didn't realize until I saw a comment about it that both could be controlled at the same time. I think the instruction to use Space to swap gave me the wrong impression.

The player collision was very sticky which made for some frustrating moments. You have to let go of the input to get off of surfaces which can hinder your intended movement. I am also not sure what the intended way to get the checkpoint that is on the high platform in the middle of the level. I ended up reaching it by sticking to and bouncing along the wall, which didn't seem to be intentional.

It was easy to overlook the fireballs that the birds dropped. I would suggest making the art for their projectiles bigger or more noticeable in some way.

I also felt the auto-scrolling camera bit was too slow. I think I would have preferred the follow-style camera for the whole level. A dedicated autoscroll level for later in the game, when the player isn't getting used to the controls still, could be cool.

Overall, I enjoyed what was here and managed to get to the end. It's a fun idea that could use some more polish. Nice job!

I appreciate the kind words!

It's funny you mentioned the difficulty because in my past jam submissions, some of my games were said to be too difficult, so it looks like I overcorrected with this one, lol.

Defeating the boss just has you having the smaller enemies targeted and rushing at each other while overlapping the boss. I should have include dialogue to explain how to defeat him.

Thanks for playing and for the feedback! I'm glad to hear you liked my art!

Interesting twist on Super Mario with having a second character that mirrors your inputs but with a slight delay. Though, I did feel like too many of the levels felt too similar to one another. I do appreciate the ability to skip levels so, after losing interest in the early levels, I skipped ahead to the last level and the difficulty really ramped up with the new enemy types that appear later. That really tested my ability to time my jumping and movements. I do wish there was some background music. I did find it odd that only the first level seemed to have brick blocks and a power up. I did play around 15 or so levels before I started skipping and didn't notice the power-up appear in any of those levels. Nice take on the theme!

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I like the look of the environments and the concept of being able to switch between characters to solve puzzles is cool. Though, I wish there were some more complex puzzles. Overall, nice job!

Thank you! I did the art and writing myself! I got the music from OpenGameArt, though. Thanks for trying it out!

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I like the concept of switching between night and day and how the mood changes with the transition. I also like the environments and the lack of shadows gives it a unique look.

I did encounter a bug where I got stuck and was unable to jump out, forcing me to refresh.


It was also visually unclear that I could jump on this spot. I wandered around a bit wondering what I needed to do before I accidently jumped on this.


I would also suggest indicating that the pickups change the environment. At first, I didn't realize the things I was collecting/interacting with added new objects to the environment. It took me a bit of wandering around the first area before I realized that the vine by the desk had appeared. Not sure if it was lighting the candle or collecting the plush that activated it.

Besides that, nice job on the game! I enjoyed the visuals and the concept has potential if you add more variety in puzzles and interactions between the day/night states.

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I really enjoyed this one. I liked the illustrations and all the visuals were clear enough that I didn't struggle with figuring out who is who. I appreciated that the characters looked distinct from one another without clashing aesthetically. The calm music and ambient sounds were relaxing and helped set the cozy mood while I was figuring out the characters' identities.   The UI felt intuitive and polished with all the little highlights and animations.

Games like this could easily get boring or too obtuse, but I found myself invested to the very end. I feel some of the clues had the right amount of "vague-ness" that made me feel smart to figure them out. The code on the computer screen was funny. If only programming a good game were that easy :)

A small suggestion. Maybe the name/job cards should leave the list on the left after you place them by the characters?

Like the comments on the game page mentioned, I, too, was unsure about the calendar and if it started with Sunday or Monday since some calendars vary. I just assumed Sunday. My final list looked like this. Is there a way to check if I'm correct? I did the Normal difficulty.

Overall, your team did really good on this one. A very polished experience that fits perfectly with the theme. Nice job! Would love to see an expanded version of this game.