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gabemcarvalho

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A member registered Nov 01, 2022 · View creator page →

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Phenomenal! The gameplay is intuitive and addictive. The game is chaotic, but readable thanks to the simple graphics. I personally like the fast turning, as it feels like it gives more control in the endgame. 

The audio is also great! It sounds like something you'd hear out of a modular synthesizer.

I'll definitely be coming back to this one!

Cool concept! Executed well and restarting is nice and smooth. My only gripe is the countdown feeling a little long. Having the leaderboard visible at all times was a good choice, as it makes grinding for that  10th place spot so much more tempting!

I'm glad you liked it! Thanks for the feedback about the circle sound effect. You get used to your own sounds rather quickly, so it can be hard to judge if they convey the right information. That one slipped past me!

Thanks for playing! Balancing for mouse-only controls is indeed tricky. The game is too easy on touchscreen and too hard on touchpad ¯\_(ツ)_/¯

My highest score was 16!

I'm not sure if you consider this finished, but either way I would add the controls to the itch.io page. The game got a lot better for me when I realized I could move with WASD :)

Great job on making a fun game!

One thing I might add is the option to retry using the keyboard. I prefer to play using the arrow keys, so replaying involves taking my hand off the keyboard, clicking with the mouse, then going back to the keyboard. Letting the player retry with, for instance, 'Enter' or 'R' would make the experience more seamless.

Neat game! I have a couple suggestions:

  • I would put the controls in-game somewhere
  • I'm always hesitant to differentiate things by colour in games. There are various type of colourblindness and some people might have difficulty telling the notes apart. The two colours here are probably different enough, but I might still add some other difference (e.g., make one a circle and the other a star). Something to think about!

Overall, great job!

I managed to get the 6th highest score on the leaderboard! It's really easy to "one more" this one forever :D

The graphics, music, etc, work very well together and the only bug I encountered was an http error that booted me out of fullscreen (which might be out of your hands).

One area for improvement might be communication of how the final score is calculated in-game. I didn't read the description initially, and was very confused that after getting the fruit, my score was multiplied by a weird factor (+1000 then x2)

Overall, bravo! You sucked me in for a good 15 minutes  with this

Cool game! It took a few attempts to figure out the conditions for losing, how the balloons interact with the player, and a strategy for winning, but I did win eventually! It felt very fair and winning was satisfying.

2 big things I would change:
- I couldn't see the whole game without clicking fullscreen. It might be the fault of the engine you're using, but I would look into it nonetheless.
- The controls aren't stated anywhere in the game. You could probably add some text like "move with the arrow keys" at the start that disappears when the game begins. That way, no one will get confused about the controls.

Overall, great job!

Twister on your keyboard! Really neat idea! It was really interesting to play a game where getting better involves coming up with new strategies to interact with the controller. I won when I realized I could pick up my mouse :D

Ghosting definitely affected a couple of my attempts. I wonder if there's a way to innovate on this idea with fewer buttons (e.g., only using the quadrants of the keyboard + mouse). Something to think about!

Great job on this!

I could sit here all day and keep playing this, but I'm tapping out with a high score of 135. Really nice idea, complimented by thoughtfully designed UI. I love the subtle touches, like the background getting lighter on the results screen as your words disappear. Great job!

First try! Neat little game. You kept the scope small and executed on it well!

As a next step I might try to add some juice. Maybe a subtle effect like screenshake or the background turning slightly red when a sad face gets close to you?

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My highest was 52 digits :)

Fun story: When I was in elementary school, a pi learning app briefly became popular. I aggressively memorized the number at the time, and have been able to recite around 100 digits ever since.

That said, I've never had to recite pi under time constraints like this. It's a little stressful but quite fun!

I did run into one bug. I think if you quit the game early, the timer doesn't reset and your next attempt will be shorter.

Otherwise, nice work!

Edit: I read in the other comments that the last achievement is at 60, so I went back and got it!

Thanks for putting in my track, I'm really glad I got to contribute to this awesome game!

I've already said as much on discord, but there's a lot to love here. The movement is tight and feels fair, obstacles have great variety, and the visuals are juicy as heck.

Pausing every 20 seconds is an interesting take on the constraint of the jam. It might be frustrating to some as it interrupts the music, but it also leads to frequent "saved by the bell" moments that I haven't experienced in similar generative games.

My only suggestion for the game is still a track selector, as it'd be cool to have an easier way to hear every song. If that goes against the design though, I totally get it.

Congrats on finishing the game! Great job!

Thanks for the feedback!

What you described is basically my original idea for the game! After making a basic "count to twenty" game, I felt that the effects I made were a little wasted and wanted to do more. Then, after adding the minigames, it became impossible to count consistently while playing and the win condition felt random. I ended up just switching the win condition to "win under 20 seconds". The timer at the start is still there though, which I admit is a little confusing.

After watching a few other people play, it seems more fun to go for a low time than a "closest to 20" time, so I'm pretty happy with the choice. If I wasn't rushing the game out, I'd probably replace the timer section with a 5th minigame.

Thanks for playing, I'm glad you liked it!

I absolutely love this! The mechanics are not only intuitive, but clever enough to hold secrets that feel fair. The art and music are super charming too :)

That said, I regret to inform you that the title is inaccurate, since I managed to beat the game

Fun and chaotic little game! I can't help but feel like there's a winning strategy here, but I couldn't figure it out. My best score was 26.

I agree with some of the other comments that the pot could be a little quicker to enable keeping up with the Frijoles. If you don't want to make the default speed faster, maybe a faster mode, or hold a button to speed up?

I absolutely love the art and story here. I have a ton of thoughts, so I'll just write them out point form:

  • Love the transition
  • The cutscene implementation is no small feat. Bravo!
  • Nice camera!
  • The music fits really well, and I like the choice to have it slowly fade in/out 
  • The text transition speed has already been mentioned, but I think most of the controls are missing immediate feedback. It makes the game feel a little sluggish
    • In the title screen, I'd cut the time the egg takes to fade to just a few frames.
    • For the textboxes, maybe have an indicator that the text is done (e.g., an arrow), and make the indicator disappear the moment an input is detected.
    • I'd also cut the textbox fade in half at least.
    • The landing particles are awesome, but underutilized. I would have at least some indicator every time the player lands so there's no confusion of where the ground is.
    • There should be some visual feedback that the player is preparing to jump while falling. It'd be nice to have a sprite specifically for that 
  • Arrow key controls are essential
  • The text sounds only played in one cutscene for me, but they were great! I'd love to hear them everywhere
  • The character art and controls are great! I never would have thought of "fox on boingy egg" in a million years

Overall, amazing job! It's not often that you see a game jam platformer with so many features and as much charm as this!

I'd rather save any comments on the gameplay for after you complete your todo list, but in the meantime, let me say that the name is a winner! Looking forward to seeing a more polished version.

Nice breakout game! The gun is very useful for getting those last few blocks at the end.

I think the overall feel of the game could be even better with more sound effects, and maybe some particles when you break a block.

This is a neat concept! I really like the mix of limiting the player's actions with the card system, while still making the outcome of the actions skill-based. Although I did find that it was frustrating when I had an unwinnable deck (especially on the last level). I wonder if it would feel more fair without the shuffle feature (or scale it back in some capacity, like letting the player lock some cards). Other than that, there's definitely a lot of potential here.

On a side note, your file size is huge. I suspect it's the audio. If everything is still .wav, try converting it to .ogg on a medium quality setting. 99% of players can't tell the difference.

Really interesting spin on a tower defence game! There's a pretty solid foundation here, with collision physics, pathfinding, camera controls and whatnot. The other commenters have already presented some great ideas, so I won't go into that, but I will say that I'd love to play an expanded and polished version of this!

Neat game! It ends pretty fast, but it's fun to speedrun. My best time was 6 seconds.

This is very random, but pretty fun! I have a couple simple suggestions:

  • I had no idea you could move the bunny until I saw Gawain's comment. Maybe you could briefly flash the controls after shooting the cannon to let the player know they can still control the game?
  • Consider making the arrow at the top of the screen bigger or smaller depending on the height of the bunny. That could make it easier to time landings. (or not, that could just be part of the challenge!)
  • The controls have already been mentioned, but maybe in addition to adding more keyboard/mouse controls, just restart the game automatically after a few seconds? That would make it harder to stop playing ;)

Great job overall!

Nice game! The mechanics are pretty interesting, as you're constantly switching between trying to avoid the trees and then wanting to hit them once you have a power up. It's a quick and satisfying game loop that makes it easy to keep playing! Also, I know everyone has already mentioned this, but the sound effects really bring everything together. They're so cute!

One thing I might improve is the visibility of the +(dragon) icon that appears when you fill up the Next Time Bonus. It gets lost in all the "Wee!" and "Ouch!" labels and it took me quite a while to notice it. Maybe it could go beside the dragon bar on the left, or just in the middle of the screen?

Otherwise, great job!

I love the way the ball handles in this! It reminds me a bit of rage games like Getting Over It or Pogostuck, where momentum is a key factor in gameplay. I could see myself spending hours in a more fleshed out version, with bigger levels and a few more mechanics.

Great stuff with the details on the ball. The stretching/blurring really add to the game feel, and the times when the camera zooms out are awesome.

I really liked this! The artstyle is great, right down to the colours you chose for the itch page. I checked out the book you mentioned and I'd say you nailed it! The text really sells the game on the children's book aesthetic.

As for gameplay, the collisions are a little awkward at times, but I don't mind. One thing I'd personally change is the time it takes to recharge after the ball hits something, it feels slightly too long.

I have to say, this is the sproingyest swordfighting game I've every played! Super satisfying to fight with all the bouncing noises happening, and I loved the camerawork and narrative elements! This game is the complete boingy package!

One thing I noticed is that I had no idea when I was being hit, or by what. With the camera tech already in place, might I suggest some screenshake?

This game is adorable! All the art (especially Tumbleweed) and music are super cute, and I love the little boop sound effect that plays when you bounce.

It took about 10 minutes,  but I did manage to reach the yarn.

As someone with a passing interest in modular/generative sound, this was really neat to play with! Lots of potential here. I'd love to play an expanded version with more sound options. Maybe a planet that plays a really long sound? Or one with percussive noises? A way to quantization to the 12-tone scale would also be cool.

Unfortunately, I also wasn't able to add additional planets. For a tool like this, I'd suggest adding some UI buttons in case the keyboard controls don't work (i.e., bugs, touch-only devices).

Very cool entry, I don't think I every would have come up with bouncing babies!

Can't help but draw parallels to a very old game here, but I like your interpretation. Love the CGA colour scheme. If I had to add one thing, it'd be a bouncing sound effect.

This succeeds at being both boingy and stupid. A perfect entry for this jam!

My original concept for this was to create something that could either be played as a chill drawing program, or an infinite idle/clicker game. To that end, I didn't really want to add an incentive to unlock everything or bounce the balls faster, other than the intrinsic motivation to see the next ball. I only had time to add a few balls though, so it does become "pointless" pretty fast.

In the game's current state, I'd consider adding some indicator that everything is unlocked (say, a star appearing next to the title) to say "you did everything, so you can stop now if you want"

Glad you liked it!

I really wanted to add proper line drawing instead of one dot per frame, but it was simply too slow for browser. Honestly I'm not sure if the ruby interpreter would be fast enough, even with perfect code. I'd either need to reduce the simulation size or enter the land of c-extensions to make it work

Very nice! 1096 per second is one of the highest scores I've seen!

Thanks for playing the game on-stream!

I didn't have enough time during the jam to add audio, but I might still get to it at some point.

I'm sorry you didn't get to finish your drawing! :(

I updated the game with a bugfix that may have been your issue. Hopefully this won't happen again!

Thanks for playing! I think I've identified the cause of the crash and updated the game to fix it.

Correct :) Although it's not the optimal way to bounce all the balls!