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A member registered Apr 24, 2017 · View creator page →

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Amazing soundscape!

I really think this system could drive a whole RPG if you guys want to expand on the idea. There is so much interesting design space to explore here.

Superfun, artstyle makes it even better due to the exaggeration. It felt like I ignored the snowballs and just clicked as fast as I could. Great work all!

Very fun momentum based mechanic! It's also pretty dark that they talk to each other like they are best friends, as I saw it as a deeper narrative of the situation the player is in. As you said yourself, the physical and emotional connection is there, and it works. It was pretty easy to get stuck, so that is a bit of balancing you might want to do some user testing on.

Cool little system! I would say that some accessability options would benefit the design (visible grids?). Otherwise it's a fun little time waster. There isn't much more to expand with the design, so the only reasonable development is to support the current system and make it more accessable. Well done!

It's a cute premise, but I am not sure if I enjoy the direction you took the design. The screen get's easily cluttered with information overload. I can give points on creativity and ideas (it's kind of cute to have a bunch of bickering toddler-like characters), but if you want to work more on this in the future you would have to overhaul a few design choices. See if there is say way to lower the amount of content on the screen would be a good starting point.

It reminds me of the Screwball Scramble games, with only one input to get through an obstacle course. Which I always liked as a child. So it atleast made me a bit nostalgic. Great level design, just the floating moving platforms that were a bit annoying.

Pretty fun physics box to play around in. I just like the idea of the character being so strong that he is able to both push and pull a bolder around with no sweat. :D

Polishing the controls a bit and making checkpoints seems like the obvious feedback I can give. Other than that, it's more about figuring out more interesting mechanics and what their consequences in the world is.

Wow! This is an amazing artstyle, setting and presentation! I want more of this!

As a fan of bullet hells, this is an amazing proof of concept. Even if there is not much material yet, you must have done an insane amount of work during the weekend. Please work on this further if you can, I want to see more from this!

Fun experience with a great artstyle. It was a bit finiky to control, as the hitboxes to click are a bit small and requires some dexterity, making it feel like it required a lot of tries. It's really easy to forget that you can slow down the game, as I forgot all about it while playing. Great level design for the jam!

The systems seems great, but it felt like I had to rush to get as many recruits as possible to not get overrun. Probably because I am not good with dexterity based games, haha.

It would be interesting to design this with more players in mind. Maybe you get to control a civilian when your PC dies? What happens if there are more than 2 players? More than 2 teams? There are many things you could explore in this design space!

Oh my god the hand-to-eye-coordination required! Love it! Really feels like an eternal punishment in a circle of hell.

Would have been nice to have another activity other than walking, maybe it would have worked better as an autorunner? Not sure, but there is so much fun you could do with an design like this if you let the paddle be a constant factor.

Nice use of atmosphere and theme! It was very clear how you play, what the goal is and generally setting the mood. In a way, the game's main mechanics do feel a bit gimmicky mostly because you have a lot of control how to handle the situations. Which is superhard to both create and balance during a jam, so getting the atmosphere down felt more important in this case. Great job!

Got 13310 before I got tired.

Have to say, that flail mechanic was SUPER SATISFYING! You really made it feel good to throw it around. That itself made it fun to play all the way.

At the moment, the difficulty curve is a bit low, but as a proof-of-concept, it's a nice basis for a combat mechanic.

Great that you got the game to run, and thanks for playing! Both of your critiques will be taken into account for a post-jam update. (difficulty and accessability through color)

It's clear that you wanted to design a battle system like The World Ends With You, which I want to give kudos for. It's a really unique idea that can be really rewarding, especially using two different input methods.

The design does fall kind of short however. It was almost impossible for me to coordinate both characters at one, especially when positioning both of them is so important that they always need attention. It would have been interesting if you made the keyboard character more stationary, so you could pay a little less attention to that side.

Kudos on the idea, but feels like you just quite did not make it during the jam. Please, feel free to explore this concept outside the jam!

Got 296 before I failed.

Easy to play and get into. I had some issues understanding what some of the objects was supposed to do, and I could almost never juggle 3 planets at once. It's a great mini-game and a nice spin on the theme.

Thanks for sharing your opinion! Feel free to explain if there was something specific you got stuck on. Great that you like our art direction!

Thanks for playing, our first plan after the jam is to balance the wave sizes. Tricky to get balancing right before the deadline.

Seeing as another player had a similar problem, you can check some info in that reply.

Are you able to run other WebGL-applications? Either some other game on the website, or an example like https://files.unity3d.com/marcot/tanks/

Not sure if it will give good info, but feel free to share your browsers console log also, makes it easier for us to troubleshoot. (ctrl+shift+i in Chrome)

Sounds like a WebGL-problem. You could try through the itch.io-application. We would upload another build if we could.

Interesting and hectic score game. It felt a bit like I was just making a line for the character to walk over, it could have been interesting to explore vertical space. The presentation was amazing, and it was easy to understand how to play. This could be a great mini-game!

You made really good use of exploring the consequences of introducing new mechanics into your design. Each mechanic you introduced fit well together with each other, and you managed to do it with only 5 levels. The game feels a bit too chuncky to control at the moment, but there is great potential here.

Those were some strong magnets :D

Anyway, I like the puzzle box design. If there were some polish for the controls, there could be room to expand the design. Also, very good use of soundscapes.

This is very engaging! Would have been nice to have a periodic table, or a table showing different types of categories of bindings, as I started to just idle for hint after I found 25. Which means the design is possible to expand further. Great job!

Got surprisingly into it, mostly because it's approachable. This looked like a great project to have finished during a jam. So cannot really give much critique other than it was fun to relax for a bit!

Very fun concept for a puzzle game! Physics manipulation is a great point to start with when it comes to game design, seeing as you can mix and match a lot of attributes to manipulate. Which you succeeded with!

It's mostly a bit hard for me to have the muscle memory to make my plans work out. But oh, so rewarding when you succeed! Puzzle 3 took quite a while for me to understand, but then I got it. I had to give up at puzzle 5 though, as it demanded a bit too much from me.

This is also an accessability issue in general. We'll add it on our task list. Thanks for sharing and great that you enjoyed it!

Very fun experience! When you got to the more hectic parts, the game really shined. However, the game is very very slow in the beginning. The boss fight was a clear highlight!

I kind of wish this had an endless mode with waves of enemies. Then you can really strategies when to take damage for maximum efficiency.

A very cute experience, playing around with a narrative to connect the planets together. It was a bit confusing to understand where to go, so I kind of randomly flew around. I also wished it was possible to give yourself momentum from the rope easier, mostly I had no control over where I was going to fly. However, the narrative was pretty cute and gave me a good reason to keep on playing. Great work!

That each side had different abilities to focus on.

Poor mouse, trapped in a skinner's box :(

Pretty fun puzzler, with a set of interesting mechanics that are easy to understand. I would have prefered if I could have another form of input rather than mouse. Theme is loose, so hard to give comments on the design. The artstyle is on point!

I saw this as a small micro game, as it's design is very simple and straight to the point. It could maybe become some form of dodge pattern in another game?

However, there are some issues with the design at the moment. First, I was always asking myself what the failstate is, is it's not clear what happens when you get hit. Then it's very easy to get cornered with no way to get out. I guess a more gentle hitbox could solve that.

Thanks for sharing your opinion!

We plan to do a postjam update afterwards, where we fix the wave progression to be more clear and lenient. So thanks for pointing out how you struggled.

Interesting puzzle game that has huge potential to explore it's design space further. At the moment, I got frustrated at the split puzzle and lost patience (sadly :() so could not finish it. Maybe not let the player decide where the cut the line, but just have two lines in play at start? In either case, it's hard to design great puzzles. Do I admire your efforts.

Solid idea, but a bit confusing sometimes. Especially when you mix up where each color starts. That could be fixed in the future with some visual and auditory feedback. Feels like this would be nice as a puzzle game experience.

Logical system, I would say that it could carry a whole shoot-em-up. Especially if you in the future could combine the powers of each ship with different options (like r-type, U.N. Squadron etc.). Gamefeel is a bit rough at the moment, but was still solid fun.