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Erockandroll

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A member registered Sep 05, 2024 · View creator page →

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This works as a concept. The snowmen does kinda blend in with the background. I would have liked to see more of an end game. 

Exact buttons are something I'm trying to workshop. At some point, I would like to add a bomb mechanic, (a staple of bullet hell) so I'll need a button for that. 

As it turns out, the ability to remap buttons is important for an international audience, as they may not be using a QWERTY Keyboard. So I thought it would be an important feature. A big challenge for this is managing the remapping without overwriting controller inputs. ( I might even make a separate mapping for controllers.) 

Not sure how to rate this, as chapter 1 uploaded as a different project. (I think I'm only rating the demo which has no dev logs. )

I don't exactly know where this is going. The whole perspective flip kinda feels likes it's meant to be meta, as it's reminiscent of other retro games. I guess I just need more lore. 

Solid start

Regrettably, I don't have a friend to play this with. And the controls are a little awkward. (They're a bit better with a controller.) It's also awkward to use the same had for both movement and shooting/togging the tractor beam. 


This works as a proof of concept. It just needs a little workshoping is all. 

is there a way to move turrets once placed? I've think I've had a few turrets or other assets placed in inopportune locations. 

There's no dev logs for this month so I can't rate it real well. It's a fun game none the less. 

I'm honestly having difficulty balancing the plants. Their needed to defend the tree, yet fragile and die faster than I can replace them.

Failed to load Howl Animation, during one of the slime fights. This ended up locking my game at that fight scene, so I couldn't proceed after that. 

This is definitely in a working state now. The Rate new customers come in is a bit fast. I'm struggling to balance all these orders. (I'll likely never get a job as a waiter IRL) 

Time taken by the cook to cook food, and customers to eat their meals seems to be a bit fast. 

Cute concept. I seem to find myself able to move off the map along certain passage ways. (Maybe they're suppose to lead to other rooms not yet implemented,)

The fighting mechanic actually seems a bit low stakes at the moment. I seem to reliably flee from battle every time I've tried it, and I'm not seeing significant drops from the enemies. 

I'd also like to see more done with the Fishing Mechanic. Notably I can't inspect my fish or guess it's value until I present it to the shop keeper. Combined with the limited inventory, kinda makes collecting chests the more reliable means of making money. 

Pretty fun puzzle flight sim. I'd love to see a little more pizzazz . Perhaps some Background music. 

I'm still a little fuzzy on the Game Play loop your going for, given we only have a track laying prototype. Is this prominently going to be freight trains? Passenger Trains? A combination of the two? 

How much does speed/power going to play into this? Is it only about transporting the most stuff? Or do trains have schedules that need to be managed? 

Pretty relaxed in difficulty. Could work as an Idle game almost. 


Lack of camera control is a pain though. 

Hard to rate as it was a late entry. The Demo is fun for what it is. I think there might be a bug were my Ket Pet didn't faint after dropping to 0 HP, allowing me to defeat the Mayor's son. (I'm not sure if that was an intended outcome.) 

Love to see this worked on. 

Did I miss the in game shop some place in my play through? I saw something about it in the Dev logs, but I think I might have passed. I find the health drops do make the game more forgiving in the early stages. (While players are still getting the hang of their combos.) 


You've made excellent progress since the last Jam. I look forward to future updates. 

pretty fun. I do find the ghost to be a little slow to accelerate. This gave me problem trying to complete the first boss. It's also not entirely clear exactly how you interact with each of the enemies. 


Keep at it. 

I've played your game in the First Game Jam. I'm happy to say the beginning provides a more modest difficulty curve. Last time, I wasn't able to get past Listotte Wilds. 

I haven't gotten too far yet, But I'll look forward to playing more of this game.

We only appear to have one Dev log, so there isn't much in terms of the Judging categories. 

Kinda reminiscent of those old school PlayStation Games. (Which I'll admit I'm not too familiar with, I was a Nintendo house hold.) So I'm uncertain if or how the changing camera angles are meant to affect Movement. Only that this game became me verses the controls. Kinda left me unable to collect all the Ice Creams. 

I only got minutes left to review, so I've haven't completely finished. I do enjoy these drink making visual novels. I would like to see a little more variety in characters, even if it's just the stock characters that orders drinks and leaves. (it would go along way to add a little extra flavor.) 

Fairly simple premises. Given it's simplicity, the pacing felt a bit slow. (It takes a fair number of rounds before you can make complex jokes.) 

The artwork is pretty cute though. I think you have one of the most intricate designed game pages that I've seen for this jam. (And possibly on itch as a whole.) 

The art's pretty good, but the gameplay seems to be a bit buggy. The final Video seemed to bug out once I completed the ritual. (Is this an issue that only exists in browser?) It also feels a little weird that I'm using the mouse to look around, while the mouse buttons do nothing. 

Fairly good and simple concept. 

I'm trying to get as many games as I can get to so I didn't fully finish. (The scope is pretty large for a 5 day game Jam.) 

good job. 

This actually made me cry a little. 

Chef's kiss, 10/10

I honestly was hoping for a bit more interactivity with the OS itself. (I've seen a fair number of OS simulator with puzzles baked into them.) 

The characters are pretty good though. I would love to see this concept expanded on. 

Basic but Cute. This is only the second game I've played featuring Truck Kun. 

A fairly nice Horror game given the Jam's time span. Almost got lost, when I didn't pick up the compass initially. 

I'm still uncertain why or how the Protag is Reviving. Then again, I'm not certain if it needs explanation. 

Really Enjoyed this one. I think this is the first Beatem-up game I've played so far as part of the Jam. 

The past lives as doppelgangers is a really neat mechanic. Some of the Monsters gave me some trouble though, especially when they start flanking from both sides. 

I've been following your progress on Twitch, so I was looking forward to this one. I think there might be a few bugs when entering the spirit realm. I'm pretty sure I glitched out of the Maximum range for the spirit realm in the first stage. Going as far as making it to the elevator while still in spirit form. (Also, are the rabbits suppose to follow you while you're in spirit form?) 

Bugs aside, this is a cute premises. I'd love to see more levels. 

Pretty fun, well polished artwork. I'm not sure if the interview portion was working properly. (or if it wasn't fully implemented. 

Getting a "That's not my Neighbor" vibe from this game. Preventing demons from reaching earth. 

Fairly cute yet morbid game.  Absolutely hilarious at times. 

Not the biggest fan of the slot mechanics. It seems to often that you can't even get very far, due to the random luck. 

I do like the scenario though. The idea that you find the executioner's dead body, and you take his place is fairly novel. The Artwork is good too. 

The music failed to restart on the second phase of the game. (Not sure if that was a glitch or not.) The art is good.

I would have liked to seen a bit more narrative. I got the general idea that this might be a ploy, but I don't have a clear reason for the protag's skepticism. 

I do like the stealth gameplay. A few additional mechanics for stealth might help.

That was beautiful. Loveable characters, amazing soundtrack and a well written scenario. (Would love to see this expanded.) 

The only technical issue I had was with a bit of screen tearing. (I'm not sure if your engine can enable V-sync by default, or have an option for that.) 

One recommendation though. You should probably have some captions for your voice over in the tutorial section. This makes for a good accessibility feature. 

Visuals are pretty cute. I couldn't quite get the respawn mechanic. (Kept dying to the ghosts.) 

One caveat with the controls. If I'm using the mouse to aim, I probably should be able to left click to fire. (Using the spacebar felt weird.) 

I've played a few of these games with this concept so far. But evaluating sanity has been novel. There's a lot of lore potential for this game, given the last guy. I would love to see this game expanded with more people to evaluate. 

If we're working with a plethora of Minigames, I might recommend a minigame selector in the main menu. Allowing players to play particular games. (Maybe unlocking the games after they're played once in main mode.) 

This has to be the best rendition of death I've seen so far. 

A fairly simple never ending loop. But it was pretty entertaining none the less. The music fit well with the game. 

Played a few of these death puzzle games so far. This is one of the cutest. 

Must be having a skill issue. I can't seem to get past the part where you have to combined the double Jump and Dash.

Cool puzzle game though.