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Fmlad

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A member registered Feb 14, 2019 · View creator page →

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Rush hour takes me back to my days in the arcade, trying to get the top score on a very challenging game. There is a lot to like about this game with its simplistic controls It can be quite fun when you manage to dodge incoming cars as you speed off away from the police car.

Sadly however it was a little challenging due to the huge hit boxes on the vehicles. I would love to see a little more forgiveness and the coins not placed maybe so close to the cars? personal preference, maybe it's fine, the risk is also the reward!

The music becomes a little repetitive though this may just be dying an ample amount of times, so I heard the same music riffs for the duration of my playthrough.

As a suggestion on how to improve the visuals, I think it would be possible to zoom the camera in a bit more and use up that wasted space that sits 1/3 of the screen. This will give you more view of the action (even if it reduces horizontal vision) and make it feel a little more personal.

Also, I can see you tried to fake shadows from the bike, it looks off because shadows don't follow you in mid-air the remain on the ground where they are cast, it would probably have been good if you wanted shadows to have a separate graphic that was a circular/oval shape.

Enjoyment: 2/5
Ease to Play: 2/5
Concept: 3/5
Music: 2/5
Presentation: 2/5
Use of Limitation: 4/5
Polish: 2/5

Cute game with adorable animations, clicking to move to the location to perform an action was very chill and easy to play.

It did lack some challenge for me is all I can comment on since I wasn't sure what else to do with the gold I was mining. maybe upgrades or a bomb to set off (like Bomberman) to blow a small region up would be kinda cool!

Musically it was very upbeat and fit the pacing of the game, I think I would have liked more sound effects for hitting the rocks.

Sadly the game does work very well full screen as the UI elements do not scale correctly, this of course was not a deal-breaker but might be something you want to look at in the future :)

Enjoyment: 2/5
Ease to Play: 4/5
Concept: 3/5
Music: 3/5
Presentation: 3/5
Use of Limitation: 5/5
Polish: 3/5

The music was so atmospheric and alluring, the location was spooking with beautiful environmental art, All carefully place to add up to a final vibe that sent shivers down my spine and I ventured out more to explore every nook and cranny.

The main character is adorable and badass, with strong vibrant colours, bold posture making her very iconic. So iconic I get some Samus vibes, but in this case, I am totally digging it and it feels more like a homage. Combat feels a little floaty, when hit I would float back a little and it was a little jarring, so could use some work.

I would prefer the camera to be placed a little higher, as a rule when playing platformers in general you want to see what is beneath you before you walk off a platform, otherwise, it can generally tend to feel a little claustrophobic, it didn't cause me too many issues but it's worth noting going forward.

I really liked this game, the controls need a little tightening up but otherwise a really solid submission.

Enjoyment: 3/5
Ease to Play: 2/5
Concept: 3/5
Music: 4/5
Presentation: 4/5
Use of Limitation: 4/5
Polish: 3/5

This was a nice surprise to see a wild west game submitted, it looks pretty sweet environment to have a shoot out and I think the level design was pretty good honestly, I was not cramped, gave plenty of room to shoot our and hide, Proportionately everything seemed great except for the actual saloon which seems to be roughly 20% to small and could with being slightly bigger.

I don't know if it was intentional but on every new level load I was rush immediately by all the enemies shooting at me and with nothing but some trusty side-stepping and clicking the button firing my little heart out, it felt pretty difficult. I found myself on the second level running around the back of a house to separate the fight to be a little fairer for me. This still felt pretty good.

The controls could have been a little better, by which I mean the camera felt a little awkward to move, maybe if it was zoomed out a little (slightly) so I could see the cowboys hips upwards, maybe even when you are not shooting the camera could show all of the cowboys but when firing the camera zooms in a little to frame the action and what you are shooting at. 

I would love to see the bullet velocity increased as whilst I was side strafing I found bullets missing a lot, because of this it became a little frustrating but not enough that I couldn't complete all 3 levels.

Great use of limitation and concept, would love to see more polish and tighten up the controls.

Enjoyment: 2/5
Ease to Play: 2/5
Concept: 3/5
Music: 3/5
Presentation: 3/5
Use of Limitation: 4/5
Polish: 2/5

(2 edits)

Visually this game looks incredible, I really like the look of the game.

Sadly even with a decent computer, this was a struggle to run without noticeable frame drops. Sadly with 3D games, you have to take every precaution to optimize your models as much as possible, I am curious how many builds in the background used precious rendering time and resources that could have been better spent in making sure the game ran as smooth and playable as possible.

I could maybe suggest since 90% of the time the gameplay was not with me looking at the building but the zombies and so you could probably swap the buildings out for a much simpler mesh that doesn't contain as many vertices.

The aiming was okay but it was hard to tell with the frame drops.
Visually I can say this game would be something I would love to play and what I did play had a lot of potentials, I think it's enjoyable but needs a great deal of optimization. 

Sadly I am unsure if you knew what the limitation was but the game should not have contained any text whatsoever.  Other than that I think this has potential!

Enjoyment: 2/5
Ease to Play: 3/5
Concept: 3/5
Music: 2/5
Presentation: 4/5
Use of Limitation: 1/5
Polish: 3/5

Wow... just wow.

Okay... So first off I didn't think much about the game, simple platformer, collect carrots. Cute!

Then I realized oh some of these people want the carrots, or you can trade them for an upgrade.

As I realized I could keep swapping at least one carrot out for a heart before the inevitable death I truly fell in love with the need of achieving everything before I could finally rest and move on, I had a lot to do and sometimes I would have to sacrifice a run in order to achieve something else.

The music slowed down the longer I prolonged my death, each time becoming gloomier and gloomier, the weight and burden of each attempt felt great each time only hoping to complete the run this time, this time I will do it!

The story subliminally and subconsciously told to me whilst playing your game is something that may not come to someone initially but when you fully enjoy it for what it is, it's a bloody masterpiece. The visual was cute, the music was peaceful, and had a clever twist to it.

I think this is an amazing submission, great job! I expect to see this pretty high; with that said here are my ratings for you :)

Enjoyment: 4/5
Ease to Play: 4/5
Concept: 5/5
Music: 4/5
Presentation: 4/5
Use of Limitation: 5/5
Polish: 4/5

Oh wow, this might be the first FPS type game I have had the honor of playing in a mini jam game for some time. and the controls really feel tight and smooth, I know how hard it can be to get that feeling just right and you nailed it here on the feeling ( nothing worse than playing a game with super low sensitivity or high sensitivity) ~ It might be pure luck that my current DPI settings were close to what you were using when developing the game but I think including a sensitivity slider in the game somewhere would help just in case someone has different DPI set.

The game was very fun to play, even to the point where I speed ran the game on my second playthrough. I was thinking the enemies that shot projectiles could have their ball swung back at them with a swing of your sword however, I was sad it didn't work as my character ate the damage. Maybe this would be a cool mechanic :)

I really like the level layout, it felt very fluid and natural for level progression, the environment could have used some more colors and finish as some locations were using the default material and maybe a skybox that would be more fitting with your general cut pixel aesthetic you had going on.

Great job I think you did incredibly well with the Assets you used.

Enjoyment: 3/5
Ease to Play:3/5
Concept: 3/5
Music: 3/5
Presentation: 4/5
Use of Limitation: 5/5
Polish: 4/5

Can I start out by saying I love the music used, very very nice! I chilled with it on repeat for several minutes even after finishing playing. Very good job.

The gameplay opened up with a great tutorial, I was impressed by how well you display the mechanics of the ship through visuals alone. Very well done and effective! Top marks for that.

The concept was pretty good you know, I could play this for ages, I would love to see a more obvious feedback sign when you have 'dragged him' to allow for quick swipes, I guess as a mobile game it wouldn't make too much of a difference but on PC I would love to see maybe a colour indication on the ship whilst he is in drag mode.

The speed of the ship started out slow but really picked up as the stage got harder, this was really nice and had me thinking if I wanted to risk attacking or dodging to stay alive longer. I could see this as a Mobile app game.

Great job! 

Enjoyment: 3/5
Ease to Play:2/5
Concept: 4/5
Music: 4/5
Presentation: 3/5
Use of Limitation: 5/5
Polish: 3/5

The game really opened up strong with gorgeous animation, I was actually quite taken aback by how detailed your intro cutscene was, the graphics and story were actually quite beautiful.
You really made the audience see the love from a mother to her children and it made you really dislike that little bully.

I thought your introduction to the movement controls was very cleverly displayed as the cutscene showed the journey back home to the nest. When I finally took control I was actually a little confused. I really wasn't sure what I had to do, sadly it was by coincidence that when I hit him I took damage too by his slingshot, this happened a few times in a row down to just bad timing and so I believed it was the wrong thing to do, I eventually lost and tried again.

The second time playing, I knew what to expect and was careful and eventually understood hitting him as shown by your feedback of him turning red when it was actually working.

Having to restart the game from the beginning and rewatch the super adorable intro was a shame though.

Overall very polished good looking game. Great job!

Enjoyment: 2/5
Ease to Play:2/5
Concept: 3/5
Music: 3/5
Presentation: 3/5
Use of Limitation: 5/5
Polish: 3/5

Opening up with a cutscene, wow okay I'm in for a treat now. I get the plot I have a reason to play and I am ready. The game lets me take control of a 3D snake in a 3D environment with the first thing I see is signboard in-game tutorials, Okay wow, we are off to an amazing start.

I was extremely impressed and how good this initial look and how organically the snake moved around, it looks fantastic, the controls were responsive, there were some enemies to avoid with multiple pathways, ramps... and all 3D, very ambitious!

However I did get stuck a few times by slamming into a trunk with no way to recover, a retry button would have been nice as I had to refresh the browser a couple of times.

A couple of suggestions for making improvements going forward for this and future projects. 
Some branches on the trees you jump over had trunks, it would probably feel nicer if they didn't have colliders as I hit a few of them and it took all momentum out of the awesome jump likewise the Birds had very unforgiving hitbox colliders and could probably trigger which do damage to you instead of pushing you back and killing your momentum,

The canvas for the UI should probably be set to scale with the size of the window as to when it's not full screen some buttons were outside of the view. Also, one of the buttons with the snake just froze the game and did not do anything for me. I guess it was maybe an exit button for .exe files?

I think checkpoints would be really helpful for a game such as this since one mistake can really throw you off and leave you feeling a little sad having to retry all over again.

Enjoyment: 3/5
Ease to Play:3/5
Concept: 3/5
Music: 3/5
Presentation: 3/5
Use of Limitation: 5/5
Polish: 3/5

The Menu items didn't make much sense, maybe have different icons that more accurate match what they do when clicking them :) The animation on them moving was a pretty nice touch though!


The lack of an in-game tutorial left me confused and wanting to check the itch page. Having to refer to the itch page itself really goes against the reason for the limitation and being able to be resourceful and creative in communicating to the player. After a second time, I managed to understand the controls (without reading the itch page for help). The animations on completing the level were cute.

The second stage where you meet your first enemy is pretty nice, I didn't expect to fight an enemy at all and whilst the animation for hitting was okay I can give you a tip that will help much better with the 'feel' when playing games.

When watching your attack animation you have some time of the character winding back a punch before attacking. I understand you know there is usually a build-up to animation and what you did was actually fantastic! HOWEVER.. for games, you need things to feel responsive if I click I need it to react at that precise moment, if the player needs to account for animation time you introduce a difficulty spike. I would suggest putting a slight build-up, like click your fingers build-up, big punch and then drag out the last frames of your animation to slow down.

Particles added was a very nice touch! I would have loved to see more level layouts, especially when working with Probuilder it's very quick to prototype different levels, even just a slight change up would have been nice. I was sad that no music was present in the game as this adds a lot to gameplay and 'feeling'.

I would consider learning how to export to WebGL in the future since most games uploaded to itch during mini jam games don't get many ratings unless you make it easier for them to play your game.

I think your screenshots looked great and maybe they were even better lit than your main picture.
I will always encourage people to make gifs for their game as these can be seen and draw attention when people browse the screenshots section. :)

Overall a very good submission that needs some work. Great job! Keep it up!

Enjoyment: 2/5
Ease to Play: 2/5
Concept: 2/5
Music: 0/5
Presentation: 2/5
Use of Limitation: 3/5
Polish: 2/5

The music on this game is very good! you made it yourself? incredible! I really enjoyed the feeling of speed very fast in a get away (car?) the car you were driving could of used a little more straight polygons and it looks a little more like a clay car, I only highlight this because the cop cars looks a little more like a car to me, eitherway it was still very much playable!

I really liked how dynamic the camera felt, very cinematic how it moved when you did. This added a lot to the feeling however the constant jittering when hitting the walls was little off putting. I would love to know what you were using for your movement and collision detection.

The difficulty ramped up and you drive really fast but the controls still felt very good and responsive, this was super important for a game like this to work and you nailed it, great job! I loved this, it was very charming and whilst it might need some more time it had me entertained for quite some time. 

Keep up the great work I loved it!

Enjoyment: 3/5
Ease to Play: 4/5
Concept: 3/5
Music: 3/5
Presentation: 2/5
Use of Limitation: 4/5
Polish: 1/5

Great game I really really enjoy how smooth and polished this was. I would of loved a few extra mid game checkpoints as getting caught out by an enemy only to be sent back to the beginning could be a little troublesome after some time.

The music was on point, very catchy, retro & modern and despite listening to it for a long time it did not become annoying (which usually happens when you play a platformer that's challenging). The punch sound effect was very "OOOOOF", sounding impactful and pleasant.

The concept was pretty good whilst nothing new or original, what you did do was high polished and very good, I would of loved to seen some extra bit, maybe a timer or points for punching the enemies.

You did very good with the limitation however It would of been cool do see you maybe deliver the pizza at the end of the stage. I only really understand the story you set out because of the game page, which isn't breaking the limitation but I did have to read it in order to get the story you wanted to sell. Regardless you didn't use any text so good job! :)


Enjoyment: 5/5

Concept: 3/5
Presentation: 4/5
Use of Limitation: 4/5

(really sorry I didn't get a chance to do the video for your game as something came up and issues)

Aw thank you so much for your kind words!. it's a bop! ~ I love that, never heard it before but its cute!
Thank you for stopping by and taking the time to play :)

Thank you for playing my game, sorry it took so long for you to figure out how to sell the lemonade, granted the game is bugger and its possible the black overlay highlighting where to click was not functioning correctly at the time. I have included your suggestion in a bug fix update. Thank you for taking the time to play :)

Sounds great I will be there to check out how you get on :) game shouldn't take any longer than 3 minutes to play though but I will appreciate the play though & feedback :3

Thank you for your kind words!

Absolutely there is a bunch to balance, so many things that can be tweaked and sometimes it requires too much time, sadly balance is still something I am learning to implement better.

I will will absolutely rate your game, I usually take a few days off and sit down mid week and spend some good time playing  all that have rated my game and then some extras that peak my interest and remaining games with low votes. So expect something from me soon :)
~ That's incredible you found me by chance on twitter :D I followed you back :) 

Aw I love that the vibe was playful and that translated well from my intentions. It's a shame I did not put the 'mouse' clicking graphic as a way to communicate to the player, apologies for this. You are right that the current trigger for serving the customer could be better, there was intended to have 3 other products you could make, cookies and cake inspired lemon food.

So you would click the one you wanted to give them or they requested, the intention was to allow for player error if they were rushing and give a little difficulty/challenge. Sadly since there is only one product you can make this does not translate very well in the final result. Also the Dollar sign was the best I could think of at the time, I had considered a hand, an arrow but these didn't seem to fit well in my opinion.

Thank you for stopping by and taking the time to play my game. Also Lemonade rules! ~ Free lemonade for everyone!

So kind of you :) I think you may be the first person to comment on the use of the limitation. Thank you for playing :)

Thank you ~ I love this 2D/3D vibe too! :P

Absolutely, you make a raise a good point that I should have included some 'controls' like a mouse and keyboard graphic, sorry it was not so clear but I am super happy that you were able to figure it out. The concept has a lot more I could have done with it, sadly it was a bit overscoped, so i struggled to get everything done. Thank you for playing my game! :) 

Aww thank you so much! I am so sorry it bugged out for you, I experienced this getting stuck bug one during testing but could not replicate to effectively pin down the issue, super glad it reset on a new day (however that really isnt acceptable as a solution :(, sorry about that )
Really happy you enjoyed it ~ thank you for taking the time to play and rate my game :3

Understandable that controls in the game would of been nice but i was running very low on time and to interact with stuff you click anywhere on the screen. Apologies if it was confusing. For more information there is always the game page to fall back on with full textual instructions. Something which is very helpful to check when playing gamejams in general. 

Wonderful I would love to notify you when i update the game to include the remaining features half implemented:
(cakes, candies, cookies, drop off stashes & dealerships)
+ I do love the idea of small placeable electric fences to dispose of bugs.. or even wackier, nerf gun turrets to thwack! the pesky snails.

The underlining tone was 'when life gives you lemons, you make lemonade'  ~ that was because the little girl was trying to raise money to pay off the mums debt that, even when life gets tough, do you best and make the best of what you got! :)

 ~ but I could defo expand the trees to grow select fruits.. maybe even have you choose what to focus on, lemons, oranges, apples. 

Great idea with using the money to upgrade. Will keep that in mind! Originally I had planned on the money being gained was to clear off a parents debt (like th child saw the stress of a parent and wanted to help in their own way) however I found it hard to with limited time to explain this concept visually. btw.. were you kicking the snails or letting them 'nom nom' the lemons :P

Thank you kindly! ~

Hey thanks for stopping by and playing! ~

Yes there is very little in terms of activities, there was much more planned. Hopefully if i get a few bugs sorted out I can atleast add a little more to combat the lack of depth. Its pretty chilled though so i dont blame you for playing a little longer than usual! :)

Thank you so much for your kind words! I have really fallen in love with the 3d/2d effect and love that others also have appreciation for it. I think its fair comment saying its hard to understand what you 'can' do, I found this a challenge without using text but appreciate that the guiding arrows helped you navigate.

I am sorting out a bug which stopped slugs/snails from spawning, in testing this added a lot of 'juggling'. Hope to have it fixed and uploaded soon.

I am so sorry to hear you waiting so long for another customer! :( I am glad you found it fun though! I was aiming for super relaxing chilll enviroment :3 Thanks for playing, I have fixed the bug where customers would not come after day 1.

Thank you! I was going for a cuter  approach, glad that came across! I have a few bugs left to fix but I have just fixed a major one stopping the customers from coming after day 1.  :) This sadly doesn't add much extra gameplay though since I have a few other bugs to fix that stop cake station from spawning. Looking to get a fix soon!

I always go big with my scope and fail so hard lol. Thank you for taking time to play my game!
There are quite a few bugs left to fix so hopefully you come back soon! :)

Thank you so much for taking time to play the game, there are quite a few bugs left to fix. However now the customers should spawn correctly for every day now :3

First off, Good Job very cool vibes coming from the game, as soon as it opened up I saw a sweet intro graphic, and was like woah okay.  I really like the addition of the bubble custom cursor.
The music sounded great music and was quite catchy (even on loop), loved the little riff.

The window size for the game itself was really big, with no option but to full screen, maybe next time you can build 1280 x 720 with the option for people to fullscreen, better for small and larger screens.

The game was pretty chill though i noticed that you had the bubble moved towards the mouse, so early game it was fine to use the mouse but later game there was a significant advantage to use the keyboard since it was instant movement. Around Level 8 was where the difficulty spiked quite high but then fell back down. I did notice around level 9 I was firing so many bubbles i had lost track of my player and because I was moving so fast from the buffs and I was dealing so many extra bubbles I lost track of my player and found I had to swap back to mouse just to keep track of my position.

Overall very good Game, needs some tweaks but enjoyable :

This was actually very good. I played this whilst I was at the gym on mobile and was suprised that pico give mobile controls, very cool.

However there was a few things I didn't understand so I save my review till i got home and played it again on the PC. Glad I did on mobile I somehow missed the first sign which gave me the controls. The motion felt very tight, like very GOOD controls, i felt in control and the character responded well.

The SFX were very cute and fitting and enjoyable to listen to. I did struggle to unlock the double jump but figured it out in the end. Great job! I hope you stick around and continue to contribute to the community :)

Really humble little game that suprised me with how relaxed and chill it was, I especially liked HOW the bubble cut away piece by piece based on where your angle was on the circle, still trying to wrap my head around how you did that. I think i got to around 3000 points but didnt see  any noticable change in difficulty. I would love to see maybe an accuracy stat for amount of shots fired vs missed. Also maybe some different bubbles that were red that if you hit it blew up ALL bubbles, even the health, causing you to be cautious at times. Very good game! :)

Thank you for taking the time to leave a comment, I will take the time to play your game and leave a comment when I get home. Happy Jamming. 

Love the neon theme, great feeling shooting action, was little confused at first on how to gain my bubble back. Very arcade and challenging. Great game!

Super Arcadey I placyed this earlier in work but just didn't have time to write feedback. I played this for a lot longer multiple times. Despite a few bugs with collides it was really enjoyable. Loved the theme and general asthetic. Good job!

Really cool game that i digged, i really would of enjoyed seeing a score to compare against in multiple playthoughs. Great jobs, very frantic, fun and light hearted. I think maybe limiting the rotation angles so I dont have to fry my brain reading upside down would be nice :'D

Cute game, very calming, even if panic did set in as I counted my last breathes :D Would of liked to move a little faster but then i doubt I would of felt the panic. Sounds effects would of been a nice bonus to have but it didnt break the experience. Good job!