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A member registered Jun 12, 2020 · View creator page →

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Interesting concept. I played until level 6, where I had 25 coins. It seemed like there was no difficulty increase or any kind of progression, so I think I could have just kept going forever. To keep me entertained, some kind of progression would have been nice - upgrades, new block types, increasing difficulty, etc.

I had the same bug as Clark Padmore, but kept playing, and it disappeared the next time I got 3 identical tiles. My suspicion is the bug is related to placing the tiles really quickly when you get the "congratulation" popup.

Visuals and sfx were both very nice, and all in all I enjoyed my time with the game.

This was super fun to play.

It had good pacing - introducing the different bad luck mechanics throughout the game. It also had good tutorials for each mechanic. 

There was a great variety in the unlucky events, making the game feel fresh throughout.

The last level was tough, but a great culmination of all the mechanics learned in the previous levels.

It's very impressive you did all this by yourself in such a short time. Very well done!

Cool game all around!

Nice game, and good interpretation of the theme.

One small bug: Sometimes the ball travels almost horizontally


The 3d effect is so cool in a GB game. I also like that the deeper you go, you encounter more difficult enemies. That tickles my exploration itch.

Praying is a clever mechanic to give you a chance to get you out of a pinch, rather than just dying when you are out of ammo or low on hp.

With a whole bunch of praying, I managed to beat it in my first attempt. Very nice game.

Good fun :D

Played, rated, and left a comment. Did not manage to beat it in time, but with a few more tries, it felt doable.

Difficulty rating: ★★★★☆ - 4/5

I really like this unique concept. It was fun trying to navigate the car, going for a blitz (or at least strike), and some of the lanes were really challenging.

Unfortunately, the game has a few bugs. The first time I played, the camera got stuck at the end of a lane. I could still control the car, but could not see anything, so I had to restart. The second time I played, the first lane was completely skipped ("-/-" in score). Both of these times there was no music. The third time, there was suddenly music, and everything worked fine.

With some polish, I think this could be an awesome game.

Played, rated, and left a comment. Only got to wave 9.

Difficulty rating: ★★★★★ - 5/5

I like that the more you risk on the roulette, the greater the reward. Very fitting with the theme.

Finger guns are cool.

There is also a lot of strategy at the roulette... which debuffs are least bad for you, and which buffs do you need the most.

Tough game, but interesting concept.

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Played, rated, and left a comment.

Difficulty rating: ★☆☆☆☆ - 1/5


Nice looking aesthetics and a funny story - who wouldn't want a Biscuit+ ?

It's great that there are multiple games to choose from, and that you can earn some chips doing dishes if you go broke. And the gamble button is an interesting twist that goes well with the theme.

I wonder if the auction system does anything good for the game. Reaching a goal, only for it to be moved further away, did not feel good for me. Then you reach the next goal, and it gets moved again. When does it end? I would have preferred a set target. 

Or perhaps people have to learn to put their bids in last second. That's how I won with a 350 bid. But where's the fun in getting 350 chips in 1 minute and then waiting 9 minutes?

But overall, a quite polished gambling game with a fun story and nice visuals.

This one has an amazing atmosphere, and less than 20 ratings: 

https://itch.io/jam/brackeys-14/rate/3849859 (not mine)

Played, rated, and left a comment. It seems to never end, but I beat level 10 after 30 minutes.

Difficulty rating: ★★★★☆ - 4/5


Graphics look good, especially the top-down perspective with the dynamic shadows.

I concur with the others saying that fighting feels inconsistent. However, the more I played, the more I found ways around it. For example, I would primarily use "throw sword" to get kills. This seems much more consist than melee. If I had to do melee, I would always block first. At the end, I was able to take out a room of 3-4 enemies fairly easily.

However, most of my deaths still feel unfair. Like, if an enemy comes running at me, and I aim at them and click Throw, they should die. But this doesn't always happen. Sometimes the sword gets stuck in the floor just in front of me. If I am in a corridor, the sword gets stuck in the wall.

If you can make the fighting less buggy and seem more fair/consistent, and perhaps make it easier in the beginning so people can learn how to fight, I think you have a good game here.

Played, rated, and left a comment. Beat it in 34 minutes.

Difficulty rating: ★★★☆☆ - 3/5

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I like the fighting system. In the beginning, it seemed impossible. I constantly died. But then I started to learn its patterns, and made a strategy for how to play. Towards the end, I would say it was almost easy. That's a good thing in my books, because it means it is a skill based game, where you can practice and get better. That feels good and rewarding.

However, my main complaint is that I have to fight the exact same boss over and over again. The game gets super repetitive. I understand that I get older/slower, but my strategy for winning was exactly the same all the way through. The first time was fun. The second time, I'm okay with. But the following times were just boring. That's why I chose Ending 2, because I didn't want yet another fight (and I didn't know what "resolute" means). Maybe the monster could develop its abilities over time, so it starts out very easy with a single attacking pattern, and then every time you meet it again it has developed one new attacking pattern.

The graphics and animations are well done. I really like that I can predict what the monster will do shortly based on their animations. Hitboxes felt fair.

Overall, a really well made game, with fun gameplay at its core, that unfortunately drags out too long with repetitive content.

thanks

Played, rated, and left a comment. Beat it in 27 minutes. My only aim was to beat it - I didn't risk it for the biscuit - so my score is pretty bad.

Difficulty rating: ★★★★☆ - 4/5


Really awesome with the XP visuals and music. 

Quite a challenging platformer with multiple mechanics you need to master. It was interesting trying to puzzle out how to solve a given level. Level 4 was quite difficult to me, but eventually solving it felt great.

The controls are too slippery for my liking. Maybe you did it on purpose to make it harder, but to me it is no fun. The difficulty should come from other places.

And I still don't understand what the incognito ability does?

But overall, I am impressed with what you've set out to do, and you have executed it well.

Cute game, nice graphics. I like that you can control how high you jump. It is also great that the levels are randomly generated, so each run feels fresh. Taking biscuits instead of a powerup fits well with the theme.

The Hard levels were too difficult for me. In certain circumstances, when you get hit once, you are doomed. Perhaps adding invincibility frames could make sense.

Overall, a well executed game.

Played, rated, and left a comment. There seems to be no end, but I got to 500 points after 18 minutes.

Difficulty rating: ★★☆☆☆ - 2/5


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I was enjoying dodging bullets left, right and center, and trying to trick the enemies into shooting each other. It is a clever mechanic that you can't kill them directly, but you can do it indirectly.

At first, when I saw the "negative upgrade" screen, it was a bummer. But soon I realized, the more enemies, the more points I can ultimately get... as long as I don't die. So, although it seems like a negative upgrade, it is also positive at the same time. Again, that's clever.

Graphically it looks beautiful. The visuals are clear, and I like that you can faintly see shots through walls. That saved me a few times. 

A few suggestions:

  1. There is a weird visual bug, where you sink further and further into the floor the longer you play the same level. See the screenshot at the end.
  2. In terms of balancing, I was asking myself: "Why should I proceed to the next level?" If all I want to do is maximize my highscore, the winning strategy is to stay around X5 and just play forever. I think the rewards/multiplier should scale faster, or you should get punished by staying on the same level for too long (e.g. it gets harder and harder). 
  3. Perhaps "time survived" should be paused during the upgrade screen?
  4. An occasional positive upgrade would be cool... Increased speed, an extra life, etc.

All in all, a very polished game with some clever concepts. Well done.


I can see the appeal of this game. The concept is interesting, the fighting animations look great, and the upgrade system is good. But for it to really click, I think it needs something extra. Like, more possible actions (I like your concept of "all in"), more upgrades/abilities, perhaps a parry system. Something I can do other than just click Roll repeatedly, that maybe also makes it feel like I have an influence on the outcome of the game. 

By the way, I found an easy way to always win: Just spam the Roll button repeatedly. This works on all enemies, except Tequila, where you have to get 'em real low, and then play normally.

Another funny thing is that the upgrades are not reset when you click "Play Again", so after having played a few games, I now always roll 15+. 

Played, rated, and left a comment. Beat it in 16 minutes.

Difficulty rating: ★★☆☆☆ - 2/5

This is honestly a great concept!

I like that the "fog of war" only dissipates in the direction you are looking. That means I have to remember to look around when I walk into a room to make sure I see everything. And it is actually fun to reveal the room by looking around.

It is also nice that the fog of war dissipates slowly over time. It creates suspense, and makes it slightly harder to clear a room.

The game is presented as a quirky and fun game with upbeat music, but I think it could work great as a horror game too. Imagine it had a darker theme, like zombie apocalypse, with eerie background music, and zombie growling sounds. It would be really scary to play thanks to the fog of war!

This is a great jam game - everything is so well done. Good job, everyone.

Thanks a lot for your kind words.

The idea of having more world-building elements around the level, like asteroids floating/flying, is brilliant.

Congrats on getting all the cookies on the first three levels!

Thank you for your feedback. Good points on making the car less static.

Played, rated, and left a comment. Beat it in 13 minutes, assuming that there is no progression after buying the two weapons.

Difficulty rating: ★★★☆☆ - 3/5

I like the idea of having to navigate a maze while also shooting a horde of zombies. It makes for a good challenge, and the more you play, the better you get at it.

Here are a few ideas to potentially improve the game:

  1. Having to repeatedly click the mouse made my hand hurt quickly. I think you should consider having auto shooting for all weapons (so you only have to aim the mouse but not click), similar to Vampire Survivors.
  2. There is at least one level where you are forced to walk past an enemy spawning point. If you are unlucky with the timing, this can be a death trap, and there is nothing you can do about it. That is rather frustrating and feels unfair. Maybe have more spawning point around the map, and every few seconds spawn an enemy from a random point, but never one that is within a certain range of the player.
  3. The game doesn't scale visually, so if I maximize the window, I can see the entire map, which I assume is unintended because it makes it a lot easier to navigate the maze and see where enemies are coming from.
  4. On one of the maps, you can get outside of it (see screenshot below). Besides that, the enemies can also push you through walls and outside the map.

But in summary, the game mechanic is solid, the graphics look nice. And with a few tweaks, it could be even better.


Played, rated, and left a comment. Did not beat it in time.

Difficulty rating: ★★★★★ - 5/5

I really like the idea of this game. It is kind of like the game "Getting Over It" or "Jump King" but with a grapple hook - and that sounds awesome.

But as others have mentioned, it is quite buggy. Half the times you shoot the rope, it seems to get stuck in yourself. I also experienced I got launched across the map when I retracted the hook, ultimately falling to my death. I understand that the game should be difficult, but the difficulty should feel fair, and not be because of random bugs.

The level design looks good. The tutorial bit in the beginning was good. I see a lot of potential here.

Played, rated, and left a comment. Beat it in 4 minutes, assuming level 6 is the last level.

Difficulty rating: ★★☆☆☆ - 2/5


I concur with the other people saying that the collisions feel off. And it seems wrong that you can get stuck in walls.

But despite of that, I had fun working around these challenges, and beating the five levels. I assume level 6 is the last level.

Haha, "The End" is a special level that incorporates some of the most obscure mechanics the player hopefully has picked up from the previous levels, like the bounce jump and tunnel surfing. You indeed have to do two bounce jumps, and the second one does require some timing, but there is quite a bit of leeway.

I am very happy to hear you enjoyed it. Also, let me commend you for rating 120+ games - you are doing a great service to the community.

My background is backend programming, and this is my first try at a real game concept, so art and audio are definitely two of my weakest points. Working solo on the game meant I had to keep these things simple, and instead focus on making the gameplay fun. Maybe I should try teaming up with an artist in a future jam.

Thank you so much for playing the game and providing valuable feedback. :)

Played, rated, and left a comment. Beat Hard difficulty in 8 minutes.

I think I only had $1000, but when I beat a 4 star scholar fish, the game instantly ended (even though I only scored 80% purity). I guess you get quite a lot of money when beating a 4 star fish?

Difficulty rating: ★★★☆☆ - 3/5

I really liked the mini games. They reminded me of games I've played a lot in the past, like Human Benchmark and Type Racer. It is also a nice touch that the harder difficulties are not all just "same but faster" - for example, in the Disco Fish, the letters can suddenly spin the opposite direction and spawn closer to the beam.

The silliness of the fish names and drawings was also amusing.

I ended up always skipping Ninja Fish because it is too hard/random for me. Sometimes the orb is at the same position as 1-2 other orbs, and then they all change looks and directions simultaneously, making it practically impossible to know which one I needed to track. This feels unfair. Perhaps it would be more fair if the change of looks and directions happened at different times.

But overall I had fun playing the game, it also fits perfectly with the theme. Well done.

I always enjoy a good challenge. :)

Played, rated, and left a comment. Beat it in 8 minutes.

Difficulty rating: ★★★☆☆ - 3/5


I have played this type of mini game many times before, typically in some food app where you can earn a discount if you score at least 100 points. The difference being, in the food app, it is designed for everyone to succeed, whereas your game is much more challenging - and thereby fun.

Your game is well executed and enjoyable to play. It creates a nice rush when the game and music increases in speed, and a funny "oops" moment when you get tricked into eating the discolored cookies. 

I am not sure if jumping makes any sense in this game, especially at the later stages. I never used it, at least.

The pixelated menu graphics are also awesome. Well done overall!

I am beholden to thy kindness, sire.