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Greenrock64

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A member registered Jun 11, 2020 · View creator page →

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Cute little potion brewing game that resonates with my inner Genie. I liked the SFX and the atmosphere it was going for, though the potion dragging was a bit glitchy. 

I think @feather-dreams hit the nail on the head with the gameplay: having the customers spell out exactly what they didn't want reduced the potion crafting to checking boxes instead of figuring out the side effect, which made the gameplay a bit dull.

Overall I like the idea, and the coziness of it all is quite nice.

That atmosphere is so incredibly rich, and while I was sold on the story and presentation I found myself frustrated with the random health loss mechanic getting in the way of progress.

Loved the sounds and art, and it's impressive that it was all put together in 3 days by a single person, well done!

Solid gameplay loop, and gets pretty fun once you're in the swing of it. Can be very unforgiving if you miss a shot at low health, or get suddenly hit by an enemy (which feels unfair when they spawn on top of you). Music and visuals worked nicely, and kept the game feeling lively.

Could've used some light tutorialisation at the start, since for my first few runs I didn't realise I was using my own health to shoot and kept just suddenly dying. It also took me a while to figure out I could hold left click to fire, which finally stopped me from accidentally clicking into an upgrade choice when they appeared.

I liked the variety of upgrades on offer. The Devil's Hand always seemed to be the best option when I wasn't in need of health, and it was cool to be able to manage the drawbacks each level up. Overall a great entry!

That was great! Got the Giraffe ending, which I'm going to assume is the best ending (and won't hear otherwise). Very charming game that got a laugh or two out of me. Nice work!

Great use of the limitation! Best way I could describe the gameplay would be "Reigns, but double", which worked really well as a concept. I would've liked more consequence for the events, since I never felt like there was much risk for most of my choices, as long as I occasionally repaired my alliance strength. The event outcomes were also sometimes cut off with the "New Event" message, but I eventually got to see most of them.

Very cozy atmosphere, with the music and colours mixing nicely. Enjoyed the writing for the events as well (and will that merchant please stop coming back, they're not getting into the castle treasury a 5th time!).

Fun entry, nice work!

Interesting idea, and well implemented! Good minimalist approach to the art style, and I found the music fit really well. Was definitely easy to cheese the score by getting an equilibrium and coming back after a few minutes and spamming cubes. You could take inspiration from Tetris and keep continually dropping weights but allowing the player to choose when to place then for a few seconds beforehand, if you wanted to de-cheese it a bit.

Concept was simple yet interesting, and the gameplay felt nicely polished. Good stuff!

Interesting concept. Was very short if the devil doesn't try (can speedrun the game in under 5 seconds if you spam attacks 😉), but the actual bullet hell gameplay was very challenging. There was an issue where the attacks sometimes kept coming when in the menu and you couldn't dodge, which was a bit frustrating. 

Loved the art for the little devil, and the boss transformation gave me a good laugh.

Very silly game, I loved it!

Old mate executioner is definitely in the wrong line of work. Fun auto-runner that's rich in (horrific) atmosphere. Was super satisfying completing a long stretch of level in one continuous run. 

Some feedback:

  • Very nice work with the visual style. Everything felt delightfully nightmarish, and it all worked well together.
  • Most of the frustrations I had with the gameplay were because of the fixed jump height. If you jumped too late (or too early!) you just have to sit back and wait for the restart. Having the jump height change depending on how long you hold space (allowing you to change how high you jump) would make the gameplay feel a lot more dynamic.
  • The sounds and music were great, though having the crowd rabble fade in during the cutscenes would be nice since it's very abrupt.

Very fun entry,  great work!

Very fun fusion of a bullet hell and Hotline Miami, which is definitely wearing it's influences on it's sleeve. Gunplay was solid, and it applied the limitation well. I liked the concept of having two characters with different gameplay styles mixed together, which added enough variety to keep the gunplay interesting.

I did find myself having issues with the room visibility mechanics sometimes, especially when standing in a doorway and getting shot by enemies right in front of me but completely invisible because they're in the next room. The shotgun also broke the cardinal rule of shotguns (i.e. "If I shoot someone in the face with a shotgun they die"), which was annoying at times. Overall just a few little rough bits here and there (e.g. intro text re-appearing on restart), but nothing game breaking.

Loved the actual gunplay mechanics, which felt very natural to use. It was great fun shooting down a wall and proceeding to wreck someone's day. Also those board particles and splatter effects were fantastic!

Overall a great entry, well done!

Ah, a fellow square enjoyer. Though your squares have rounded corners (gasp!).

Great interpretation of both theme and limitation. The puzzles had a good ramp up in difficulty as they went on, and everything was well tutorialised. I even found myself surprised when I naturally learned that the squares could jump off one another, and could easily apply that to future levels. 

The graphics are wonderfully minimalist, and are everything I feel they need to be. I did have some issues with the screen size (even running in fullscreen the edges were chopped off), but I was still just barely able to see all of the goals. Also found myself really digging the music, though the abrupt restart on changing levels was rough. It would also be nice if there were some level transitions (quick fade in/out), just to make things a bit less abrupt.

For a first Unity (Jam) Game this was great, and I had a great time playing it. Great work!


Alternate title: How I learned to stop worrying and embrace space piracy. I completely missed the option to switch to hull mode on the first playthrough, and while it was completely do-able I was only just barely breaking even. Second playthrough I found the space piracy button and discovered the perks of sending a flaming hunk of my own ship at my enemies, and suddenly I was making bank. Needless to say, I eventually blew myself up alongside my vast wealth.

Great use of the limitation! It was a refreshing take on the space side-scrolling shooter style of games. The graphics and sprites were very well done, and I was pleasantly surprised to see a nice main menu in a Jam game! I did have some bad luck getting some repeated enemy patterns in my first run, and I would've liked a smoother transition between the Main menu and the game, but that's just nitpicking.

Overall it's a well crafted game, and I had a fun time playing it. Good work!

A really nice retro themed puzzle platformer. The platforming felt solid, and the swapping mechanic was seamless. The graphics were well put together as well, with the sprites working well for the retro aesthetic. The little juicy things (like the subtle screen shake and thud when shifting dimensions, or the background shifting based on movement) gave everything a really polished feel.

It's hard to come up with any constructive feedback on this. Everything that it does it does well. It could do with some extra stuff like being able to see the other dimension before shifting (so I don't have to die a few times shifting to figure out the map), or an in-game tutorial (some button prompts in the first level), but overall I enjoyed what was here. Just give me more levels! 😉

I also respect the choice of using Pygame. Keep up the good stuff!

Oh man, that was super charming. Didn't expect a silly game about sentient PB&J to be so well done!

Super well put together platformer, that's absolutely oozing with personality. Good choices and use of sound effects, and though the music broke for me shortly into the game the SFX carried it the rest of the way. The sprites were well made and cute (I'm loving those butter slugs).

I was concerned at first that the platforming felt a bit slippery (I mean, Jam is sticky right?), but it never got in the way, and the levels are well designed such that I never had to do any super-intricate platforming with them.

Overall a really high quality game! Very nicely done.

Really nice concept, presented with a cute art style. The coin flip mechanic itself was interesting, though it takes a bit to get used to.

Feedback:

  • The coin stickers were cute, and kept a good theme going. All of the assets and colours really meshed together well, with nothing looking out of place. Very nicely done!
  • SOUND! Some sound effects for flipping the coin and gaining money would instantly make this more fun, and little things (like button click sounds) would be a nice little detail. Could even go Vegas casino with the SFX (though that might be hard to do for a Jam unless you had the sounds already).
  • I did feel the RNG sting a few times in the early rounds, when I just wasn't given enough high-value quests to complete in time to repay the dept. The early game stickers often don't give enough coins to make a dent either, and it mostly felt like the stickers could be ignored in favor of quests. Having the stickers give more gold, or tie into the quests more (e.g. sticker gives x2 value for completed quests, but is single use) would be nice.
  • The coin flip mechanic was pretty unique. It's definitely gave more of a challenge than just an RNG coin-flip, and learning to flip the coins effectively was interesting.

Overall the game is well presented, and I had some good fun with it. Nice work!

I loved the art style, reminded me heavily of Don't Starve. The music also fit really well!

I accidentally wandered out of the tutorial midway through, which might've taught me the strategy of "abandon everything and leg it", but I think abandoning the chicks to their fate might be in the spirit of the game 😉. In the end I didn't find the stealth mechanics to be too useful, since by the time you see an enemy they've already locked onto you (and stealth isn't an option).

Also, how many of those sleep messages are there?!

Overall this was really well put together, nicely done!

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Great fun! Very reminiscent of Motherload with the digging mechanics, and while I wasn't keen on the magnet at the start it became way more fun when I was hauling hundreds of resources up at a time.

The game was split into 3 stages for me: The start where I was lost at figuring out what to do, the middle where the groove got going and the game was an addictive digging simulator, and the end where I steamrolled through the map with my enormous wealth. The final boss did jumpscare me though, moments before it was vaporised by a wall of turrets.

I also managed to break enemy spawning on my second run, when I deliberately lagged the game out with thousands of resources ;)

Controls were good. The art style was also cool, especially with the glitch effects around the border. I do wish the music would replay occasionally, since it added a lot to the ambiance. Overall I had a great time with the game, nice work!

That was great fun! Something about the idea grabbed me, and left me wanting more once I finished it. Loved how natural the tutorial felt as well. 
Though it would be nice if the exact connection breaking point was a bit clearer sometimes, especially when you have to nearly max it out.

Would love to see more of this!