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A member registered Sep 02, 2018 · View creator page →

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Great game. The narrative was well-written and a nice take on the theme, and the gameplay I found very fun. A good few tense moments, and man I’m still kind of peeved she found me the one time I tried using a locker. Never trusted a locker again after that.

As somebody else has mentioned already, the dead ends in the last stage did feel rather bad. They make learning the map feel more tedious and, of course, if you get cornered you’re dead.

The walk left route on stage 7 also seems to freeze on the dialogue line “What did you mean by that?” A shame, since I was pretty invested at that point. I tried rebooting the game and restarting from that level but the issue persisted.

Aside from those issues, great work! I had a lot of fun with this one. This is the last game I’m playing during the rating period so I’m glad to end on a particularly good note.

Very cool game. Would love to see it polished and expanded on.

At first felt a bit overwhelmed by all the characters and abilities at the start, but once I was actually in the Darkest Dungeon esque gameplay it felt manageable. I very much liked the character designs and the dialogue, as well as the fun names on some of the abilities. (“Become mine fair maiden!”)

The gameplay itself flowed pretty well. To be able to hover over entities and see what debuffs they have and such would have been nice. More explanation into the Stress mechanic somewhere would also have been useful. The UI in general could use some more polish.

Unfortunately I couldn’t figure out how to advance at the second rest area screen so was not able to finish the game. Not sure if I’m supposed to do something in particular on that screen to advance things? I tried pressing all the buttons I could, to no avail.

In any case, good work overall. I would absolutely play an updated version of this.

Quite fun. I very much liked the simplistic art style and amusing dialogue.

The gameplay felt alright, though got a bit frustrating at the boss. Was originally playing on Hard Mode but switched to Normal as the second phase felt unfair. As somebody else has mentioned, there’s an issue where the player sometimes can’t jump when they’re being pushed by the boss’ hand. I also think it would have been nice if falling off the stage didn’t instakill. Bumped my head on the boss’ hand and plummeted to my death more times than I’d like to admit…

That being said overall good work. Personally, I would have voted “No” in the “Is this a bad thing?” poll. Maybe I’d get the day off classes.

Interesting card game. Hard to tell what certain effects do, though. Honestly only had vague ideas as to what the cards with special effects did. Somehow my purple shield lady card in the Battle Dogs deck wound up with hundreds of defence?? Not sure how that happened. Something like a glossary menu where players can look up exactly what certain card effects do would have gone a long way.

Additionally, the use of red in blue in the Attack/Defence UI but also in the Player/Opponent card spaces led to some confusion for me. Labelling the respective Player and Opponent Attack and Defence zones would have helped.

Also, I never wound up using the “Send Home” feature. Seemed like too much a sacrifice to not attack, build, or defend with a card just to thin it from the deck.

That being said, the game controlled well and was enjoyable. I liked the variety in the card art and the theming of the decks. Good work!

Quite a nice game. Loved the style and humour.

The gameplay itself, with the coconut bouncing mechanics, was interesting, putting me in mind of games such as (not Super) Mario Bros and Woah Dave, though could feel a bit janky on the trickier levels. The ability to have two coconuts on screen, rather than having to wait on the one you whiffed, may have helped Also, sometimes it felt as though Coco’s hurtbox could be a bit more lenient, especially during that final boss.

Aside from that, the art and music were pleasant, as were the amusing cutscenes. “Absolute cinema,” as I believe the saying goes.

Good work overall!

Awesome game! Loved the blend of cooking and bullet-hell. I’ve never before had to think to myself “Darn, I forgot to put cherries on those scones. Guess I gotta fight this guy.”

My only complaint might be that the scone-making felt a bit janky sometimes, as I was never really sure how much of each ingredient I was supposed to put in. Though I’m sure if I’d paid slightly more attention I would’ve learned how it works.

Besides that, the gameplay was great, as was the art and music. The main menu also felt very stylish, and I’m always fond of it when a game has a Touhou-esque music room with artist notes.

Great work!

Very fun game. The combat started off feeling a bit basic but once I realized there was an upgrades menu and other skills you can unlock it felt more robust. Though, spamming might upgrades did seem to be the way to go in the end, and crits sort of never happened.

I think it’s a bit of a shame that the second boss, and the final boss of this demo, discourages use of status-effects, as on account of that I didn’t end up using anything related to the Tidal Waves mechanic. It was an interesting boss gimmick to play around but better off in a longer game where there’d be more parts to the game in which you do get to use status effects.

Gradually getting stronger through the upgrade system was fun albeit felt a bit grindy. The skip feature mitigated helped, though.

The artwork and music was nice, as was the humour. I’d be lying if I said I didn’t chuckle at “High Priest.”

Good work overall! Man, could I go for a jelly-filled donut right about now.

Brilliant. Thought it controlled pretty well on keyboard, also.

Very cool game! The combat system was neat and I thought the story and dialogue especially interesting, as were the postgame dev notes.

You mention it in the dev notes, but I indeed found it rather confusing when the spotlight would randomly be stolen by an entity. Perhaps primarily because of that I never really felt like I had a grasp on how the spotlight system worked. That being said, it was a good concept and I would like to see it iterated upon.

I also liked the very Deltarune-esque tension gauge.

Good work overall!

Fantastic visuals and music, and the gameplay’s quite good as well. I thought it quite cool how each character is tied to a different ability / shot type, and the tutorial going over this was cute.

However, I did find that I didn’t feel much incentive to vary which shot type I used (between the laser and the basic shot), as the cooldown after the meter depletes is very generous. (At least for Strawberry’s basic shot.) I thought it would have been neat if you’d gain charge for one meter by defeating enemies with the other’s shot type, and vice-versa (and then Blackberry’s bomb could perhaps be charged by both, or could be on its own timer). This would encourage more varied use of Strawberry and Blueberry’s shot types.

That being said, good work overall! The style of this game is phenomenal, really.

Fun game! I especially liked the visual style. A bit more enemy variety might have been nice; even just one extra enemy variant that could show up partway through the game would have gone a long way, I thought. On another note, I thought the feedback on hitting and defeating the enemies felt quite good, what with the screenshake and sound effects and such.

Admittedly I didn’t read the jam page before playing, so when Fluky showed up I was ready to whale on him, before the ending graphic soothed the bloodlust that had engulfed my otherwise gentle heart.

Good work!

ありがとうございmuch!

Thanks!

The tile that didn’t seem to work was probably “Can We Get Much Higher?” That’s my bad; the tile straight up doesn’t work right now. (And its title’s too long. Who could’ve seen that coming?) I plan to roll out an update when I have time that fixes these issues and maybe adds a few more tiles.

I thought the final boss might be overtuned to impossibility, so I’m glad somebody was able to beat it. Good job! Now I’m at peace as well.

Thanks for playing!!

I’m actually more of a peanut butter type of guy.

Fun idea. The concept’s amusing, the ghost mode is cool, and the pixel art is nice.

I didn’t like how game overs tended to feel quite sudden. I think it was often that the Hunter would come through a door and there would be no way to react to him. That felt a bit troublesome. Also, a restart button after a game over would have been nice.

That being said, good work overall. If I were a Count whose mansion was turned into a hotel, I’d feel Down too.

Evil game but I think that’s the point. Was able to kick a couple soccer balls before I lost the willpower to control the evil and malicious spirit festering in that leg.

I liked the music. I thought it was pretty fitting for the situation at hand.

Good work for your first jam.

Fun game! I love any stealth game that lets you distract guards by throwing coins.

I think some kind of fast-forward feature may have been nice for when the player’s already got it so that backup will arrived before the bomb goes off. Otherwise one just has to wait around twiddling one’s thumbs until backup arrives. Though I did learn the hard way that guards can realize you’re hiding in a locker or vent, so I guess you do gotta stay on the move. (At least I think that’s how it is. Since I went to do something when hiding and waiting for backup, and when I returned I’d been busted.)

Besides the waiting, the game plays well and it was fun finessing the guards with coins and ladders. Great work!

Awesome game! Love the western theme. The art and music are great and the gameplay quite fun, though it takes some trial and error to learn the Inspect hints.

As the other chap said, the text wall explanation looks a bit daunting. I think splitting up such an explanation into multiple slides would make it more digestible. Of course, sometimes those things just ain’t possible on jam time.

Had fun with this one, especially in seeing all the various characters. Great work!

Pretty cool game. There’s a lot on the screen to take in at once which felt a bit overwhelming, but the core gameplay was simple enough to grasp. Can’t say I grasped the more complicated stuff, such as what shield is, though admittedly did only play the one run.

In any case, good work. I liked the foreboding flavour text each boss has.

Now that’s a Countdown if I’ve ever seen one.

Would have kept playing if the time-decrease-on-click didn’t seem to cap at 10. With all due respect, I ain’t waiting through allat.

That being said, I thought the UI design was well done, particularly the visual feedback when clicking. Good work overall.

Pretty fun platformer. The jump felt floaty but I found that worked well with the big open space ‘round the start of the level. It was fun to soar over all that. It didn’t feel very good in the narrower parts, though. Would be worth looking into how to make a jump feel less floaty. (I know I for one gotta do that next time I program a platformer; the last one I made had an sort of awful jump.)

I quite liked the BGM and the way the music changes when the timer activates. The rush back to the start actually felt quite tense. Put me in mind of a Metroid escape sequence.

Good work overall!

Cool game! The visuals and sound design were great, and the gameplay felt smooth.

It did become trivially easy at a point, though. Assuming I didn’t stop off before some kind of difficulty spike, I think I could have kept playing forever had I not opted to just let myself die after awhile. I forgot to note my score, but it far surpassed the default top score on the leaderboard. It looked like I may have coincidentally matched its time, though.

I think the main thing the game could use is better enemy AI and variety. Enemies that pose an actual threat, for instance some that could seep your time if they hit you, would make the game more interesting and challenging.

That being said, it was a fun play as it is. Good work!

Pretty fun despite the jank and incompleteness. I like the dive, even if it usually kills me.

Would have tried it a couple more times if there was a reset button. My high score was only 50. I ain’t going nowhere in this rocket.

Hope you were able to resolve the hacking problem. Shame that had to interfere with the jam. Good work on what you were able to finish, in any case!

Cool game! I quite liked the story and the pixel art, and the music was a good choice too.

I must admit that the waiting part at the end was a bit boring, though. I may or may not have booted up a mobile game to kill the time. I think it could have been interesting if there was some kind of survival minigame you had to play whilst waiting for your merchandise to sell, for instance something where you defend it from thieves. That way instead of regretting setting your prices so high because “Ugh now I need to wait for awhile” you regret it because “Oh man do I really have to live for THAT long??”

I might also mention that the main menu and the computer UI were kind of bugged, at least on my computer. The main menu was too large, whilst the text on the computer at the beginning was spilling out of it. Unity UI stuff is nefarious.

That being said, good work! I thought the game overall good and had fun with it. Maybe I just relate too hard to being in crippling debt after buying a bunch of stuff I don’t need. They’re coming for my other kidney next.

Nice game! I liked the amusing dialogues and minigames. Those birbs, man.

I must admit to being suspicious about your using EnvatoElements for the music and sound, as that site seems to have something of a focus on the use of AI tools. Thus even if you were only downloading royalty free stuff from it and not using those AI tools yourself, it’s perhaps possible that what you downloaded could have been AI generated. That being said I’ll give you the benefit of the doubt and not rate audio too low on account of that.

Besides that, I quite liked the game. The environments were pleasant to explore, the story fun, and it overall put me in mind of Fran Bow.

Cool game! Very fond of the music and the amusing voice acting. The Persona-esque UI design was pretty cool too. Not to mention the cool scene transition effect.

Do wish a bit more about the UI and such was explained, even if just on the game page. Took me a bit to realize that the number at the top left were my lives, for instance. Originally wound up somehow thinking it was the stage I was on, after only noting it after timing out twice at the very start. Also regarding the UI, at least on my laptop the bottom of the main menu seems to be cut off, so it may be worth looking into the scaling on that. Unity’s Canvas scaling can be a nefarious creature.

I think the fact that the game seems to just keep on looping is worth mentioning on the game page as well, to avoid confusion. Wasn’t sure whether or not there was an end, so just opted to call it once I’d evidently become the most elite athlete the facility had ever seen.

Overall good work! That BGM might be stuck in my head for a bit.

A nice little game.

I think you may have messed up the character controller a bit. The forward and backward directions seem to be reversed, and I’m not sure if it’s intentional but the character is clipping through the floor. The way the character turned felt a bit awkward but I think would have been fine had the directions not been mixed up.

That being said I liked the idea of the collectibles giving you increased jump height, such that you have to consider the order in which you can get them, and the environment was fun to explore. Good work overall!

Thank goodness. I don’t know what I would’ve done if you’d pressed “;”.

The cat not having rabies is an educated guess. Besides the saliva its behaviour was pretty normal, and it was in a pet shop / cat lounge sort of establishment that I can only assume would check its animals for that kind of thing. Thus I concluded that the cat was probably just doing a little trolling. Hopefully.

TL;DR: It told me it didn’t. It also said “Thank you for playing, Eragon1147,” and I didn’t understand what it meant by that until now.

I’ve watched good men die before my very eyes having not heeded the warning. I don’t know how much more I can take.

Interesting ideas. I thought the teleport was pretty neat, and the pogo was cool.

I’d recommend adding a reset button so that the player can reset if they use too much ammo. This is generally pretty simple in Unity: just reload the scene when “R” is pressed. I assumed the farthest platform was the goal so considered the game won when I reached it. Would have been nice if there was something like a flag and a win message when you reach it.

That being said, good work overall! Takes me back to my days as a trainee ninja. Times were tough back then so we actually only got one kunai each. And if you broke or lost yours you were stuck using a fork for the rest of the semester.

Looks nice but unfortunately I couldn’t progress past the water in the third room. I assume it’s that the game is incomplete? I might recommend mentioning so on the game’s page to avoid confusion. No shame in having not finished everything in time for the deadline. It happens. (On the other hand maybe there was something in the controls I couldn’t figure out; I’d recommend putting the controls on the game page as well.)

Good work on what was done, though! I very much liked the 2D Zelda-esque screen scroll transition between rooms, and the pixel art was cool. Good luck in future jams and projects!

Thanks for playing! I’m glad the cat has been appreciated! =^._.^=

You didn’t hear this from me, but a detail I find handy is that the “projectiles” are simply quick raycats- sorry raycasts, so you only actually need to be dodging them at the very moment they come out.

I think I’m pretty happy with the game’s difficulty, but man is it true that when you’re the dev you’ll end up underestimating at least a bit how hard it’ll be for actual players. As it turns out, a game gets quite easier when you know exactly how it’s programmed.

I very much like the idea of swapping countdowns between items. However, unfortunately, the game’s graphic or such seem to be too demanding for my computer (lots of lag and motion blur) so I wasn’t able to play past the first room.

I’ve no experience with Unreal Engine, but is it possible to build games with it that can be played on lower end hardware? Would recommend looking into such things, as it’s a good idea when submitting to a game jam to make one’s game as easy to run as possible.

Good work, anyway! Again, I quite liked the overall idea and do wish I had been able to play more with it.

I can’t say I get it, but good work submitting something anyway!

I see “deckbuilder,” I click.

Nice game! Put me in mind of a Zachtronics puzzle game, specifically Opus Magnum and its command queue, and given that I like those and deckbuilders I had a good time with this one.

While its ideas are interesting, the game did feel pretty “solved” from quite early on, once I learned how the loops worked. Wound up basically playing the same hands every round, save for on bad draws where I was missing a component.

That being said, good work overall! It was fun, and I’d be interested in seeing the concept expanded upon if you plan to work on it further.

This literally happened with my buddy Eric. That guy owes me.

Pretty fun game! I quite liked the amusing (and relatable?) theme and it was funny to see what each code wound up referring to. Perhaps would have been nice if there were a few more lock-and-key puzzles, as I thought those were fun.

Good work!

Very fun game! I could see myself breaking out a full version of this with the chaps I hit stuff like Towerfall with. Will be keeping an eye on its future updates for that purpose, in fact.

The music and art are fantastic, and it plays quite well, though I do think the tutorial should have mentioned that there’s a wall jump.

Great work!

Thank you! I’m really happy you liked it that much!!

My record is around 31 seconds with no hits but it’s kind of unfair given that I programmed the game. (The trick is that the “projectiles” are all just quick raycasts so you only actually have to be dodging them at the very moment they fire… But you didn’t hear that from me…)

Also good to know that somebody found my (kind of) elusive secret screens >:) I love spending jam time on silly things like that.

Thanks! Glad it was fun.