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GingaaBread

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A member registered Jul 29, 2017 · View creator page →

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Thank you so much!!

Very valuable feedback, thank you!

Thank you! Yes, exactly. For the jam, I focused on the game systems and threw together cards on day 7 :)

Okay, this is interesting:

First, the positive:

- the UI looks nice and the animations feel smooth

- the controls are fair and responsive

- thank God you have that speed up button


Now the things you can work on

- I don't really understand the rules!! Do I need to have  the same icon in a single line? A few adjacent ones? How do I play this stategically?

- What do I do with my property value? Is it a "score" of sorts? You could think about using it as some kind of upgrade system, but not every game needs to be a roguelite nowadays :)

A good jam game. It plays smoothly and you get the necessary amount of information. If you want to keep working on it, I would definitely allow the player to use WASD without that cooldown / delay. That was a little frustrating

I don't understand how to do level 7. But I liked it, it was smooth and the transition between the two states was nice. I found X on the keyboard to be a very very awkward key when I use WASD to move around though

The game is polished and the rotation feels smooth. The only challenge in this game, however, comes from how finnicky it is to place the blocks. A big no no in game design is to have the challenge be related to frustration, unless you want to make one of those frustration meme games

This was the most enjoyable game in the jam thus far. The upgrade loop is very rewarding. A big con is that you cannot really defend yourself or flee when you're in hot water. The audio was cool, but the SFX of the tentacle dying was overly distorted

The game is obviously very polished and looks stunning, so I'm going to focus on two things:

1. The audio is super annoying and hurts my ears at times

2. "z" as a keybind is pretty awkward, especially on non-QWERTY layouts

This could work very well on mobile with randomised levels (Doodle Jump-like) if you want to keep working on it

Thanks! Very valuable feedback :D 

Hm, the controls are more than odd. Shift to zoom in, instead of using the mouse wheel? Other than that it was alright. Not terribly fun, but an interesting idea!

But where IS the monster

It looks and feels nice, but the actual gameplay was a bit flat. I enjoyed the green palette and cover art though 

I don't understand this game. There is no way to flee, either the void gets you or doesn't. So basically, I just run around, collect something and turn around until I die. That's not very fun :(

Ohh I like this a lot. It's very intuitive and I enjoyed the cat animations

Good catch! Thank you!

Oh yeah I get it - jams will be jams :D

It's very short, but creative :)

It's very polished and the visuals are nice. The theme is disturbing but fitting :D after playing a few rounds it got repetetive though

Very fun and unique!

Oh yeah, I was refering to this:

This was certainly strange. But oddly entertaining.

There is no ending right? For me it stopped after I won. It's a unique rhythm game because you see the letters ahead, which was interesting. You can see that you put in a lot of effort for the background drawings, but the music wasn't my cup of tea.

Excactly. Make the gnome say "That wasn't a swap, but a swipe. I swap is done by ..." or something like that

The atmosphere is well-done but it was hard to understand what I had to do at first. For a jam, I think a "HOW TO PLAY" section is pretty important, which is something I failed to make clear for my game too :/

So first off all, this is very well done and polished. I enjoy the animations and the way you put the mechanics together. I think it combines Intralism with Osu, but those aren't my cup of tea, so I'm not going to judge that. So here is some more general feedback that is still useful, I hope:

1. When you teach me how to use the swap, there is a visual bug where when you fail to press the input in time, there is another "miss" impact, but at the target. It's a small visual thing, but it was large enough to be noticed.

2. More importantly:  when you teach me how to use the swap, there is NO feedback when you fail to use the second input properly. It is obvious for you, but it took me a while to figure out how to use it because I did it incorrectly, but still got a "Perfect!" every time.

3. I personally would have liked to use cursor in the main menu.

 

What I liked even though I don't like the music genre:

1. the delay calibration: that is very impressive and I imagine important for games like these. The fact you managed to put it into the jam is outstanding. A functional settings menu is very nice in the first place. 

2. web serialization: very cool that my score is being saved. 

3. how the menu reacts to the menu being played. I assume the icon changes its BPM? That's cool!

Yeah that was planned, that's why the final stage looks different :D

If you're curious about the boss I'd planned, it was this:

Dryad Queen.

Innate: Poison heals Dryad Queen instead.

>19: Drain the opponent by the amount of poison on self.
>15: Double own poison.
>10: Poison self by the counter value.
>2: Poison self and increase the counter.

I got pretty far now!

This game is really impressive, let alone for your age! You're 14, right? We got a future game developer in the making for sure :D


https://gingaabread.itch.io/fight-anything-anywhere Enjoy!

Very ambitious  :D the vehicle controller is a little janky, but for a jam it's impressive. The voicelines are also my favourite feature.

I don't know what I need to do :(

I can't move through any door, and there aren't any enemies spawning either

It's very hard to make a puzzle game that hasn't been done before. Congrats on that! It's unique and well-presented.

Nice concept! I think you can expand this protype into a fledged out game :D

Disturbing, funny and smooth. It's pretty entertaining to play :D

It would be a nice minigame. I agree that it does get repetitive fast, but it's polished and looks unique

It's very well done! At first, I thought you HAD to use the left mouse button to use the player controller, but fortunately you can use the arrow keys. Maybe you could show some label? 

Very lovely pixel-art. One criticism though: isn't the parallax order reversed? Shouldn't the background objects move slowly and the front ones quickly? I found it a little nauseating for some reason.

First: the art is amazing. The little parallax-like effects, such as the whale at the beginning are a nice touch. I feel like the difficulty spike is a little too steep. The cave scene looks amazing!

Wow! This is one of the most impressive games I've seen yet :D First off, the art is amazing. The kind of illustration reminds me of Cuphead and I love it. One criticism is that when you have to help the character, you can push its physical object away, which frustrating and happened very frequently.