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gabemcarvalho

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

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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!

Thanks for playing! The other balls unlock as your number of bounces gets higher. It might take a little too long for a jam game though (second ball drops at 1500).  I could probably speed up the first couple unlocks to make what's happening more obvious.

I'm honestly still a little shocked that this implementation works at all in browser. The signed distance field calculations are just fast enough to remain playable at full resolution, although I do wish I could have made the eraser a bit bigger.

Thanks!

Thanks for playing!

Originally we wanted to have a properly list of requirements for each tree that would be dynamically generated, but that was cut in favour of a simple text description due to time constraints. In your case, that tree requires all 4 blue decorations to succeed. If I were to revamp the system, I'd probably display a reason why decorating fails, or make it obvious that you succeeded before pressing the button (e.g., button lights up).

Thanks for the feedback! One of the NPCs gives you a hint that the lake can be frozen by shooting snow at it, but it probably needs to be more obvious (e.g., just putting a sign right next to the lake). Also, the character was kept pretty slow to give the platforming in the forest and lake some challenge (which is very tough to change after the fact). If I had time to do a couple more iterations on the world, I'd try to balance the platforming around a faster character.

Thanks for playing, I'm glad you and your friend's kid enjoyed it!

I just uploaded a new version with a setting for changing the camera sensitivity. Thanks for reminding me about it! I wanted to include it in the settings originally, but didn't have time.

I think the timing is probably fine, but I found it hard to know when to press the button due to lack of feedback on the landing. I spent most of my playtime in the tutorial where the ground is a solid colour,  so I often had no idea when I actually landed. The quickest fix for that would be to add a sound effect for landing. It'd also be cool to see some dust particles when running around and jumping/landing, which would make it easier to see the player's movement in relation to the ground.

I love this! It's short an simple, but the graphics are nice and it feels really good to move around. The only things it's missing are some audio, and more levels!

The atmosphere in this is amazing! Nailed the N64 vibe, and the models and sfx all go super well together. Only hiccup for me was that loading new rooms took multiple minutes. May want to look into that!

This nails the N64 vibe! I wasn't able to finish it, but the textures, models and animations were really good.

It would be nice if there was some indication of being able to talk to an NPC (floating arrow above their head, etc.). The text also seems to be broken for me. The NPCs finish talking with the first message they said, then I can never talk to them again.

Of all the games I have played, this is one of them. I have some feedback:

- The animations/textures are awesome

- Movement is tricky but satisfying

- I got to the hotdog stand in level 1. is that the end? I tried to beat level 2, but it was too difficult for me.

- Why is there a framerate option in an N64-style game? If you want to stay true to the style, it should be 30, or maybe 60 max

- Is this a development build? There are errors being shown in the top-left corner of the screen. The build size is also disproportionately large for what it is.

I really wanted to enjoy this, but the combination of the camera constantly swinging around and my cursor not being locked made it very difficult to play on controller (even nauseating at times). The lack of textures in the tutorial section made it hard to see what was happening at times. I also think the triple jump could benefit from some amount of buffering, and getting off ledges doesn't work very well.

That being said, the movement was really tight for the most part, and the world generation mechanic is very cool. My best time on the default stage was 00:29:0766

This has fantastic ambience, and I'm impressed by how big the map is! I wandered around for a good 15 minutes before finding the camp. Some feedback:

- The UI is a little jarring being plastered at the bottom of the screen

- Some walking/jumping SFX would add even more to the game feel

- The should the lock the mouse cursor.

Enjoyed it overall!

This is awesome! It's really fun and satisfying just to move around, and I love how the menus use the hand as well, turning the title screen into a tutorial. Tons of polish and everything fits together so well. One of my favourite entries I've played so far!

Nice! I played it again, and the game feels much better with the attack sound effect and more forgiving mouse controls!

Much better!

This has a really interesting concept! At first I thought that the timer was restrictive, but it adds some good tension to the game and keeps the player from overthinking.

It would be really cool to see a local multiplayer version of this (although I realize that would require significant changes to the game)