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Kaiera

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A member registered Dec 07, 2014 · View creator page →

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Sorry for responding to you so late!
Thank you for the kind words as I think feedback is definitely important to learn from, especially in jams.

I’m excited that you guys are pushing through and making this an even fuller experience as I’ve enjoyed my time with it. With that said, I’ll gladly join and give some feedback on the game, when I have the time of course.

The best way to get to me is through my socials or through the site on my profile.
You can try through my e-mail, but currently I can’t really reply with that as of now.

Me and my teammate do have plans of developing it further after the jam! We got quite a bunch of ideas while we were making and planning it, a lot of it was supposed to go in the jam too, but of course, didn’t make it.

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Oh geez this is a big comment…
Seems boring at first until you get to the big numbers and exponentially grow so large!

Googling my curiosity at first, ln() was a confusing one to look at, because why is ln() in legendary/epic? and then I realized how extremely easy it is to scale up without them… ah.

In a game like this, not being able to fail is really nice and I get to experiment a lot with it, which is nice. There’s achievements too so I almost got back into the fray after spending a lot of minutes.

I saw in the achievements that there’s a goal of doing it within 20 rounds, but with how the numbers are shown, it’s really hard to know how far you are from 2^1024, and I thought I was only just passing rounds to repeatedly break goal markers…

The UI definitely needs some work: Common functions, variables, assignments, etc. should’ve been grouped together so you don’t waste a lot of time trying to find what you need for your solution. The item counters should be a bit bigger, maybe fade out ones you don’t have in stock.

The store function itself is something that can also be improved: Instead of removing it, you should be able to select it on the side and place it in your pool. Being able to also re-arrange the functions you already placed is nicer than using the store function. This is a lot more relevant when you’re trying to put a bunch of them into a repeat. I was scared when storing felt like removing a function accidentally…

I can’t blame you for all of these though, it’s a jam but there’s definitely a lot that can be improved! The typing sound is definitely nice for the game feel when I was playing through it, so it’s appreciated!

This one in general isn’t really too much in theme unless you’re really particular about running your code over or through the repeat command, but it is highly creative outside of that and I’m excited for it! With a bit of polish, this is definitely a game in my eyes something that many would play and I definitely would should you do continue this~

repeat 2 (a bunch of them stacked together)
a <- (a bunch of ln a ^ ln a, of course it's a bunch stacked of ln a's too)
a <-x a ^ a
P <-+ a
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Definitely did try to convey that you can do so at first, hence the small little “(Try me!)” thing. But I do agree it can be WAY better but didn’t manage to due to time constraints.

There’s definitely an attempt though. I’ve been racking my brain how to approach conveying all of it simpler for too long without making a whole manual for it.

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Sisyphus is definitely a concept I didn’t expect to see!

I like the idea of you going back and looping around and going even further each time… though in normal play that can lead to frustration, the level design definitely helps temper that, and if it has to go longer it’s easier and safer to execute.

I also like the fact that you can’t just go back, which is very much in-line with Sisyphus!

There are two things that need improvement:

  1. The animation of you unlocking a new path takes too long. I’m surprised you didn’t notice that it takes absolutely more than 10 seconds just to notice something changed.
  2. The B key forces you to go back to the menu. Which is next to the respawn key (which is V) on the standard US-keyboard layout… and since they’re next to each other, you just lose all the progress you made if you fat-fingered it. Which is absolutely enough for me to stop playing since I don’t want to wait for all the long cutscenes and the whole effort of doing it over again.

I really would like to finish this game, but going through all of that again isn’t worth it for me.

Also, it’s a surprise to hear Waterflame in a jam entry! Nice!

Gosh I wish I could make this full screen on the site! This is gorgeous!

Simple and to the point, loving the concept of switching together and have your Stonelings work together one Stoneling at a time!

I do find it odd though why you do need to hold the W key just to switch Stonelings when for the most part all of them are within click range.

…but it seems this is a demo and definitely has some potential to be a full experience! I sure hope your plans come into fruition then!

This is a simple yet well-executed golf game, but it feels like the theme just feels tacked on… Sure, the course is a loop, the power spinner is a loop but not really anything else.

I think you’d get so much more in-theme if you score more for looping around AND getting before 6 hits.

I do love the vibes! Thank you for also adding a CRT filter toggle~

Short and sweet!

…that is if I had not realized you can just skip some planets.
I was about to report the planet skipping as a bug thanks to the planet counter.

So I tried to skip as much as possible…. Definitely can say the obstacles and aligning it is more of a problem than the fuel… I’m glad you have a quick restart!

Orbital flinging isn’t new, but this game has done well enough to keep me interested and I find it cute!

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I’m glad someone thought of this concept as well because I also considered this one when I was planning!

Definitely can be fun and addicting! I just wish there’s a bit more control on the drifting as I constantly hit pillars and poles…

Though as a food for thought:
Definitely try to make your fonts bigger and use a more legible font than a really square one. It will make it more readable and easier to read. I say this even though I am not dyslexic, it took me a while that “R” for the controller in the tutorial is actually A, and most of the text look like “O”s at such a small scale.

Really glad you made controller controls for it!
Glad to see Kenney assets, too~
Anyway, my best is ~6500.

Just as I was adding a note about it in the game section!
I will try my best to provide a handy screenshot for it. Thank you for the suggestion!

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Simple concept and very interesting idea of turning tetris into 4 little gravitational wells. Makes it interesting.

Definitely needs some work as I was expecting the lines to clear like the usual Tetris concept or any indicator that I made a ring… but this entry shows you need to be given some more time.

but for any feedback, and you can still do it while the jam is running…

Update the top of your game page’s description with controls.
People WILL ask NON-STOP for it or not think you can rotate the pieces.

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This feels very much inspired by Ultimate Chicken Horse, but you are on your own, with a score to beat, with free reign and an incentive to get better! Which is definitely on-theme and making it a hamster looping in their wheel doubles down on it!!

I like this a lot because it feels like you’re gaming yourself and double-checking if I have the confidence to complete what I built, considering taking risks just to get a bit more money or a bit more of a multiplier.

To be honest I thought kick jump meant automatically kicking when jumping and has been unfortunately a folly of a very good run consisting of nothing but spikes…

Adorable art, very complete, definitely can be a LOT more! I DO want to play more! Maybe it can be turned into a full game!

Oh that is very interesting to know, and it shows especially on the last loop being way easier than it should. Thank you very much for the info! It has been very enlightening~!

Definitely enough for a small jam game!

Definitely will say I wish you had more time to work on this!

The idea is really good and clever. With the things work right now, I can’t say for sure how good this can be when it fully comes to fruition.

For feedback, I will say do definitely have something that can indicate when to catch the boomerang. I also found out you can hold the grab key when it comes, and immediately abort the jump as soon as you catch it. Holding F is also awkward if you aim with the mouse. Why not just use LMB trigger aim if you’re throwing anyway? It’s not like you have to literally throw in where the cursor is when the throwing guide is there..

I love the idea and hope you can get this to a proper playable state, bud!

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Okay this is really cool what?!

I love that the loop only continues when you move, inviting you to keep going! As someone who usually has kinda longer comments to entries, I don’t think I have any words to say and that shows!

I do love the inclusion of dev scores, it motivates me to improve further and surpass them!

This is awesome! This entry feels very complete for sure~

I love this concept and found it really fun~!

It reminded me of an idle game that nearly has the same concept, putting abilities into slots on the timer, but this one is locked in rhythm and I am definitely a sucker for it! And using a record disc as a theme for it makes me a sucker even more…

I found myself locked in what combinations for me and I found Laser + Spread + Super Spread worked all too well… At first I thought the modifiers on the note after but it’s nice to see them stack!

I want to play more, not gonna lie. Would love to see this one made into a full game!

I didn’t expect dominos to be a really good theme for looping!

It definitely has the potential to be a really good game in general. Good call on not having a limit on score during the jam as it makes it fun to just experiment with what to place and make massive loops!

Though expanding the board made me a bit overwhelmed once the bigger pieces started to appear.

I do find it awkward to use LMB and the drag wheel at the same time. I think it would’ve been better as a click to pick-up-and-place kind of deal.

This game is fun, relaxing and potentially addicting.. I would love to see this fleshed out, actually!

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Thank you~!

I do admit it was folly on my part about the tutorial.

I have been racking hours on how to convey all the info without overwhelming when I was making it, since it IS a lot of info to go through… and not making it all display at once was a solution and making it page by page is more of a headache to go through based on experience. But it wasn’t perfect, for sure.

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My teammate recommended this, so surely you did a good thing! And yeah, it shows!

Here’s what I found though: The map design choices were weird as there are dead ends…

  • On Phase 1, I thought I could go past the same pathways since it suggested there might be more to the corridor
  • I noticed the hitbox is slightly bigger than the sprite going through the orb corridor… can lead to frustrations
  • Again on the same phase, I thought that I glitched through and got to Phase 2. Though it said dash at first, the funny little graphic you said I got dash, which helped the idea.
  • The passthrough platforms should’ve been conveyed better. People will definitely know if you can’t drop through it! It also gives players a note to go back there later.
  • The spikes when passing through the orbs in Phase 2 suggests there’s more past the spikes, but no. Speaking of the spikes could have been clearer
  • On Phase 4, it did not click for me to just climb the wall on the left until I looped…. oops. But I did found that when I crouched past and climb the wall past it instead, I fell out of bounds. Clearly unintentional, and thankfully you did have a Restart button. Kudos to you on that!
  • Phase 4 also made me confused but I think it’s a bug on my end where you fall slower somehow.

I also find it interesting that you can play this with only one hand.

I am aware of your warning though the camera. Thank you for that as it helped me with the experience. Thankfully, treading back isn’t a chore and the loop resets are fast enough.

It definitely feels more complete and interesting outside the bugs! Good job~! (Gosh I like the rain particles, it makes much less dull!)

This entry reminded me that a game doesn’t have to have a start, an end or a gameplay loop, it can be a fun and simple toy to mess around with~

I honestly thought from one of the screenshots it was also a gravity-dictated particle loop thingy but this is fine too. I spent minutes making a bunch of cool pretty patterns to look at and enjoy with~

…sadly I didn’t think to save a screenshot of them before I hit refresh… oops.

With the music I find it quite therapeutic~

For a simple puzzle-platformer it was fun and interesting to play, and the choice of colors make it pop out a bit more from simple developer textures.

Screen-wrapping puzzles aren’t new, but it’s always nice to see puzzles around them as it makes you look through the entire screen and plan nearly everything!

I think there’s a shared sentiment about the spikes. From a bit more observation, I DO notice you have coyote time for the jumps, however the game shouldn’t be designed around them. That, combined with a low jump height, makes it quite a bit tight for the less platformer-inclined. Making it a bit annoying might make some people stop there without seeing how clever some of these puzzles can be.

The hurtboxes for both spikes and the player should make it easier, but it could also just be adjustment in the level design.

Outside of that I say you did a job well done!

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I bet you spent most of the time trying to figure out how you detect loops! Which made me curious how you made them, because the way I thought is that you count left and right turns and loops when you draw them…

Other than that it was pretty fun!

I played the 8-loop and the last one (I noticed the wobbles are just a suggestion) the most since most of the other loops are hard to draw and I can’t be bothered playing accurately for the seemingly-simple one. I got upwards over 2000 thanks to the last loop!

Kinda wonder as well how you would handle in cases of those with shaky hands like wellregardedkevin’s comment here.

Also, HI STEVE!!!

I love the concept of you literally looping around like a dial to navigate the map. Sadly that is also the bad part about it, assuming you have to navigate using the map for it.

The riddle part certainly has its charm, though these can certainly be easier for those playing through jam ratings and makes it a more quirky experience.

I can definitely see it working better in two fronts:

  • Forgo riddles and show where you’re going using the map. You get to move around and give objects and unlock stuff
  • Instead of the map, it’s kinda like a hotel: each room has a number specific to it (like the dog room is just -1 or the starting room is at -4, TV room at 3, etc.) Though you can get lost unless you told spawn is at 0 and there’s a paper trail you can follow.

I admit, I found myself brute forcing a lot of it, especially on the way back since I didn’t know I need to keep track of them at all.

But yeah, love the concept, but it could have definitely been better!

It’s a simple guess-the-pattern to make funny stuff happen! Not going to lie, the meme sounds threw me off so hard and paired with the funny sketchy visuals make it a charm to play.

Thank goodness you added hints though I didn’t know there was one until I read the description… One obvious bug though that the hints are fighting over the icons when my mouse hovers them. Other than that pretty nice time playing~

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Though it’s a good idea and quite engaging, it’s actually a lot trickier to manage it in real time, not to mention it’s also very much makes it so the medium needs to be a touchscreen or a mouse-keyboard combo.

The game’s design is around being usable to controller as well, as that’s actually the medium I am more comfortable with.

I would put some time pressure, but already placing pieces without rotating in itself is actually a bad idea in a hectic situation and makes it even worse for those which Tetris is not a game they commonly get back to. Especially with how the “piece bag” in the background worked.

I wanted it to be a relaxed experience for the game jam, so I designed it around how long you would take to get 100 lines. The lower the better. Sadly, that is not conveyed in this case due to running out of time.

Thank you for your feedback! I always like to see my approach challenged in game jams and see what I can do better. :)

Insert Mode basically places it as if it’s coming from the bottom. Sadly I didn’t have time to either visualize and explain that. It’s on the game page though!

The game is supposed to value shorter time, so hesitating to roll again is actually a penalty, but I made the timer too short so that doesn’t really feel significant.. Giving more progress on the timer based on pieces placed and lines cleared is actually a really good idea. I’ll implement that after! 0:

Thank you for the feedback!

I like how it plays, but it also does get hectic after a while. Love the concept!

The game has readability issues though, not everyone can read such small text..

I like the concept a lot! Didn’t expect to use a dummy tile in the form of a dot though since I was expecting the usual rules of a crossword puzzle.

I admit I have to use the key for this one since I’m a bit tired..

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As someone who has nearly the same concept, I almost fell into the same pitfalls as this one. If there’s a bit of research on tetris AI beforehand, this could be more likely if the one who places gives more chance to clear lines.

Despite making it really hard to clear lines, I’m actually glad you added a preview of where things are placed. Though the timer clearly needs to be extended a bit to give more time to think.

As much as I like the charm, I can’t simply dedicate my time on games like these where the difficulty is just high and hard to pass through when I want to check other games too.

It’s like a going down version of Jump King! I like it.

I love how the game works! It’s charming~

I’m also glad this is being considered for multi-monitor setups.

Really fun idea!

Please read Thomas Bringer’s post, because for someone with a multi-monitor setup, this doesn’t control very well…

I liked the mechanics a lot and the charm that the instructions are not for the player. The writing certainly made it much more enjoyable~

Great job!

Good concept!

I have a large feeling that you didn’t have much time. There’s not much indication if the unit moved, or which unit you’re selecting to spawn or if it’s the player’s turn, or even if the coin counter is useful.

This could have been a better experience when you pay more attention to how the game feels than how it plays.

Over the course of the game, I’ve seen a lot of functionality, which is good. It mixes things up, but sacrificing that over the game feel makes it not as enjoyable as you thought it would be.

It’s hard to navigate around when all of the collision is inconsistent, especially when grabbing items and giving them to the customers.

I like the concept!

…I got soft-locked running out of time, getting victory and then immediately getting a game over, then I just cannot continue.

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I like the game’s concept!

However the design of the stage tends to favor the top immediately, making the rest of the stage moot. It also favors quick play, in which the missiles don’t give much chance to.

With a bit of tweaking, this can work very well! Well done. Oh, and at least a button for restart and/or beginning the game. The game starting immediately actually gives the one playing it panic and confusion, no breathing room, rather.

I love concept, but however, I didn’t expect to react to it in real-time instead of warning ahead of time like how it is in rally and resetting does not allow me to re-orient the car very well, sometimes placing the car sideways on the road.

Nonetheless, I had a good time making rally car jokes!

1323M. Not bad! Took me a bit to get used to the controls but the leeway from the beginning is enough to do get used to it before the rocks and the barrels.

I thought the barrels were hazards too at the beginning though. Real fun!

Looks really good and incredible! I like how the dynamic at the end is to avoid being getting caught in the crossfire of abilities too once you know where to go and what to do!