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food_please

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A member registered Jun 17, 2020 · View creator page →

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Hey all! Thanks for the great submissions so far. If you have something that you would still like to submit, (but didn’t quite make the deadline) let me know and we’ll do our best to squeeze you in.

We have a week for reviews, so play through the games/create with the tools as you can and let the devs know any constructive feedback that you may have. Thanks for jamming with us during March ’24 and congrats to all who made a game during that time!

Whoops, sorry about that. Please try the following (I grabbed it off the OGA homepage): https://discord.gg/yDaQ4NcCux

Hey, thanks for reaching out. Sorry to hear about these issues.

From what I understand, OGA’s having a few issues getting through Gmail’s spam filters and is currently struggling to reliably send out registration emails. Some folks recommend having a backup email address to receive confirmation, for now.

There are a few alternative options. You could append the sprites to your submission itself so that they appear as downloadable files. You could also share them over at the Discord channel in the meantime. Or you could ask someone to submit them on your behalf. With the last option, OGA would still have a link to your itch profile/linktree/whatever else you would like while being able to see the submission. The obvious downside is that you haven’t submitted them yourself, though the moderation staff can always rectify that issue later on when the account goes through.

Do any of these options sound good? I don’t want anyone to miss out due to internet shenanigans, so we’ll make sure something works in the end!

Of course!

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Hey Thomas, great to hear from you. Have you found a team yet? If not, feel free to also reach out at OGA Discord on the jam channel or the teamup channel. I look forward to hearing more of your work!

I really like the style, Matt. Feels very unique. I picked up the overworld back when it came out and look forward to the whole series.

I finally got back to my hideout with one pumpkin! It's difficult, but fun with a "one more try" feel to it. Also, getting jumped on was an amusing touch.

I found that my powerups would use themselves in quick succession. That is, if I had more than one of a power up, the first one would work and then the next ones would spend themselves a moment later.

That was worth the wait! :) Congratulations on getting the entry in.

I wish the pumpkin had grown shorter legs, as I did find it tricky to sneak through the hallways with such a big hit box. I did ok until the room with the vampire and ghost, though it seemed like I should have expired sooner since some of the projectiles just stopped?

It was a fun little game that reminds me a bit of the first Zelda. The mansion exterior is a nice touch that adds to the into/outro blurbs.

Great job!

Escape rooms are great! My main complaint is that it was so short, hopefully the museum grows over time.

I felt that the puzzle was just right. It took me a few minutes to figure out what the letters referred to, though I suppose I may just be dense.

So, I experimented with all of the "You Lose" screens (actually, I just died a lot) and several of them seem to be pointing to a previous level. I.E. dying (lots) on level 8 says "Level 7 Lost", or something to that effect.

This is nice and whimsical. The level design is great and movement feels tight. I can echo that sentiment about the spikes, they are hard to figure out at first. All in all, I had fun with this and I really enjoyed the variety of environments that you created from such simple assets. It all "clicked" really well.

The last level was a fun twist! I never know what to rate narrative on an arcade-y game, but this had enough variety in it that I think it fits the criteria.

I enjoyed it! It definitely got tricky once there were a couple of wolves on the scene (I was waiting for a 3-wolf level). If I found anything to fuss about, I suppose that I found the music a little jarring on the first track. That being said it fit the game well and, at over 30 levels, was a fun diversion from what I was really supposed to be doing this evening.

There's a ton of character in these and the matching "prince" set. The colours look great!

This is superb! 

The energy throughout the album is quite similar to the previews (in a word, epic), the production is of very high quality, and the tracks complement each other nicely.

My only complaint is that there is a tension that pervades the album - even within most of the low intensity tracks - and I think a track or three to "remind me to breathe" would round everything out nicely.

This is a tiny nitpick in an otherwise amazing album. Very well done!

Good day tim, I've enjoyed hearing more of your work on your site. I'm a big fan!

I have been thinking a little more of how to use this pack, and I realized that I could make use of a victory/defeat "jingle", such as may be used at the end of jrpg combat or the defeat of a boss. i'm sure you have lots on the go, but i would definitely be interested in purchasing an add-on to the pack that included those two items.

thanks again!

Wow, this just keeps getting better! I love the look of the tileset, thanks so much for the updates.

This is all very well done, but I was sold at "Crystalline Cave". The track is sublime, and i sat with a stupid smile on my face while it played. thanks for the music!

also, your orchestral arrangement is, for such a different style, very pleasant to listen to. Please consider doing more of the same in the future!

I think I played the most recent version. I was just being dense and it took me a little while to figure things out. Like I said though, once I had i, it was lots of fun sailing around discovering different islands!

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Wow, this is really well done! It's polished, and works really well. I didn't complete the game, so I'm not sure how much content is really in the demo, but I've tried to write some useful feedback below.

The jump feels a little floaty, but it fits the game well. Tweaking the handling of both character and vehicles might add a to the "feel", if that makes sense. I guess I'm picturing the momentum-based old mario games - there's lots of platforming going on so it seems like a natural fit. Anyways, this isn't meant to be a criticism, I just think a little juice there would go a really long ways to maneuvering around the world.

I ended up walking off the cliff a few times until I figured out that I could summon an airship. It might be nice to have a more forgiving setting where, instead of dying on a fall, I lose a chunk of health points and get to try again. That being said, once I had it figured out, I was soon sailing around the skies.

How much content is in the game right now? Are there dungeons? Airborne enemies? A cannon on my airship would be lots of fun (nasty slimes)! I would love to play more and hope I'll have some time later to dig a little deeper.

Edit: I need to read the game pages first.

Hey, thanks for playing the silly little demo! I really appreciate it.

This is really polished! The dino customization is a really nice touch and the assets all seemed to fit nicely together. Great job!

Also, that dino can cook it. Fastest 3k I've ever run.

Hey, good job on getting a submission in! I have bees, though they're not quite as fierce.

It's a good little demo. As far as feedback goes, it would be good to see the swing of the weapon and 'feel' it contact the flowers. Even with the same small demo, a little bit of juice would go a long ways to making it feel pretty satisfying.

Thanks for playing and especially for feedback on the controls! I'm hoping to implement touch/mouse support if I keep going with the project.

Thanks for playing and for the feedback, it's much appreciated!

I don't like an installer running when I don't expect it, especially when I cannot 'x' out of it.

That being said, everything seemed to work well. I found the game difficult (I'm not very good at this sort of thing though) and I did not end up getting very far. I probably would have done better if the area of my attack was a little larger. Perhaps the cool down could be increased to balance that out, but I found it difficult anyways.

The animations looked pretty smooth and fit together. It's a solid entry and I wonder what I missed by not making it very far down the road!

I ended up with 34!

The collision with the walls felt a little strange, as sometime I seemed to fly right through them. I also found the difference between the background and the bat to be a bit jarring.

Otherwise, it does what it says on the box and it is a success just to finish something!

I probably could have used a gentle easing into the game, it definitely felt like being dropped into the deep end and I'm not super fast on the draw anyways...

I love the art, you've done a good job bringing the scene together and you really nailed the retro vibe in a good, authentic way.

I had a little trouble discerning between the sheriffs and bandits. Do the sheriffs shoot the player?

It feels also like a little juice would really spice things up. Shake the screen a little when I get hit, maybe have cash and other goodies fling out of the bandits on a head shot.

All in all, it was fun once I got the hang of it and the art is very enjoyable. Great entry!

This is really well done, I'm looking forward to playing through whenever I find time. And the pdf is such a great idea!

The Princess and Her Dragon:

An rework of another project (for another jam from another year): https://food-please.itch.io/ninja-pirate-time-travellers

The April start "build" wasn't playable. I've attached the following GIF that was the state of the project at the beginning of April:


And now the midpoint milestone is available at the following link: https://food-please.itch.io/the-princess-and-her-dragon. It only sorta works.

Great, thanks for the feedback! I'm glad you enjoyed it.

Thanks for the feedback and for playing our submission! It was quite the month and I think we're pleased that we got something working out the door.

Thanks for the feedback and for taking the time to play the game! The suggestion is useful going forward.

You did a great job with this game! There's a tremendous amount of polish for a jam game and it was pretty intuitive off the bat. Incidentally, trying to figure out if enemies get a turn while you're picking actions is a tricky problem to solve correctly!

The only thing I found tricky was trying to understand the quick time events in battle. I wasn't always sure what to click or when. The background painting with movement instructions was a great idea and for the most part things "fit" naturally.

Thanks for the feedback! That was an unfortunate issue that was only apparent once uploading it. Godot + converted audio files (both .ogg and .wav) with HTML5, in case you ever run into the same issue.

Thanks for playing through and for the feedback! There's lots that we would have liked to add in, but that's just how the month went. Glad you could figure it out in the end.

Thanks for playing through and for the feedback!

The combat needed a healthy dose of polish, but the good news is that it is possible to win. Sorta. Actually, considering the ending I'm not really sure if you win or not.

Great idea, it's lots of fun and was pretty intuitive to pickup. The zombies got me...