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Gurpluci

51
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12
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7
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A member registered Mar 23, 2021 · View creator page →

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Glad you figured it out! A better tutorial would have been great to add, but we unfortunately didn't have the time. Thanks for playing! :D

Thanks for the feedback! I would've liked to make an actual playable tutorial, but we had to just settle for a wall of text due to time :( There's no exact metric to judge each article by, you just try to figure out if the article would be a good fit based off the text, and try to keep any stat from dropping too far down. It probably doesn't help that I forgot to talk about events in the tutorial as well XD

Aw that's unfortunate, at least you did get it working on a build though!

Nice entry! There's a lot of nice little details in this like the death animation and variable jump height that show that you put effort and thought into it. The movement does feel sluggish though, and walking around feels slippery with how momentum works, but I know that's a lot harder to do in gb studio. There's also a spot where the game lags really hard with the guns, which doesn't slow down how fast the bullets shoot, but it does slow down the player, so I think it's impossible to get past. Good job overall though!

Cute game! The idea is really cool, just needs some more polish and a tutorial. I hope you keep working on it after the jam, maybe you could add oddly shaped packages to mix it up. Good job! :D

This game has a really nice aesthetic, I love it! The controls really hinder the gameplay though. In the first phase, it's a bit too simple, and the best strategy is to just spin in circles wildly while spamming shoot. The second phase is more engaging, but the controls are far too sensitive and difficult to control to be satisfying. Overall, this is a pretty good entry, especially for a solo dev!

The gameplay gets old pretty quickly. Having 3 different enemy types does help, but the best option is to just run away the whole time and just turn around briefly to shoot. Maybe something like a boost could help? Also, when the player runs out of health they don't die. The movement actually feels really good, just lacks variety. Good job! :)

Ok! The upscaling info might be a good thing to put on the main menu, so people know.

We saw it went out of screen and just hoped that nobody would notice XD I wasn't aware of the minimal option though, we'll have to do that next time, thanks! :D

This is game is really cool! The art is very well done, only problem is it's hard to see since the game is rendered so small. Maybe making it bigger would help? I kept picking up items that I didn't know what they were for, since they were too small to see. It might be a good idea to add outlines or use a separate colour for objects that are interacted with by the player, to help them pop out from the background. The art seemed good, I just wish I could tell what was going on better.

The other main issue with the game was the lack of a tutorial. The controls are displayed on the main menu, which does help, but they're also hard to read because the window is so small.  When I pressed K, it caused me to levitate and sometimes clip inside of things? I'm sure this is just a simple bug, but it had a sound effect tied to it so it was hard to tell. Overall, the movement had some strange momentum mechanics in the air, which made me cautious to switch gravity, since it felt hard to control. It also might be more intuitive to switch the function space and W, but that also makes me wonder how it would play on an actual gameboy, with a physical D-Pad.

I know this all sounds really harsh, but I can tell y'all really put a lot of effort in, and I enjoyed it! The aesthetics fit the theme really well, and the idea is great! It would just really benefit from more polish on the movements side, and a little more clarity on the artistic side. Great job! :)

You forgot to upload the actual project files it seems :(

The idea is fun, art is good, love the music (and win sound effect), only thing I would change is the level order, since the difficulty seems to spike at some levels. The levels weren't too hard, just didn't seem ordered in increasing difficulty. Nice game overall though! I had fun with it :D 

Thanks! Adding good difficulty curves is truly the bane of my existence, I still have yet to figure it out XD

Thanks! :D

Glad you liked it! Wish I could have added some way to display scores, but I was a bit crunched for time :P

Thanks! That was a new style for particle effects for me, found some new settings I hadn't seen before :D

This is really clever! The puzzles were engaging but not too difficult, although some required a bit too much precision. I loved the dev messages too, they were hilarious XD

Thanks! :D I spent lots of time on the artwork and animation (it's not really my forte) so I'm glad it turned out good

Thanks! Glad you enjoyed it

Thanks! I tried to make it feel as responsive as possible, so I'm glad it worked :D

Yeah, I would've added it if I had time. There is code that saves your score, but it doesn't display :P

Thanks! I was worried the game would be too unfair with the random spawning, so I'm glad it didn't get you too frustrated :D

Yeah I figured, it's hard to fit QoL features like that in under the wire :P

This game is a really clever spin on the theme! The puzzle is presented in a very open manner, feels like you get to explore even though there's only one way to beat it. Very nice!

Good idea! I had fun experimenting with the different enemy types and rewards, but a little more of an explanation of the mechanics and menus (which bar is which and such) would have helped. It was fun regardless though :D

Cute little game! The art is clear and the gameplay feels responsive. It was a bit difficult, but I enjoyed it!

Fun game! There doesn't seem to be a reason to go with pixel art here, at least not at such a high resolution, but that might just be me. I like the back of the cards :D

Yeah I wish I could fix it, idk why it happens though :(

Nice idea! The dice on the floor are a little too small, so maybe a bright outline or something to make  them look bigger would be nice. Also some enemy variety would be nice, gets a little boring after the first few enemies. Good job finishing this, that's something to be proud of :D

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I loved the story, actually made me care about the characters! The die didn't really seem to have a reason that it had to be a die, would like to know why they give lottery winners a die, maybe its symbolic, or maybe it's the die that decided they won the lottery. The art was cute, especially the little goblin. There were quite a few issues and bugs, but I can tell you ran out of time. Would love to see this game get the polish it deserves!

Thanks! I thought of adding the quit noise last minute XD

I like the idea! Puzzles were interesting, and custom levels are really impressive for a 48 hour game jam! The moving animation felt a little bit too long, especially since the player has to wait for it to end in order to move again, which gets a little annoying when you also have to wait for 3 ai to move as well. Overall really fun game!

Glad you liked it! I probably should've gone with a limited amount of moves to prevent brute forcing the puzzles. Thanks for the feedback!

Thanks! I'm glad you liked it :D

there is an exit button wdym

Movement was a little slow, and sound effects weren't there. Good job for 24 hours though!

Really good concept, really hard

Unfortunately, due to using github for version control, I lost the tutorial. And due to last minute bugs that almost resulted in not submitting at all, I couldn't get the quit to menu button in. The sign does more damage, but the barrel has more knockback btw. Thanks so much for the feedback, it's really helpful! :)

Interesting concept! I would recommend increasing movement speed or launch distance, because it feels really slow as-is. Also, I understand that it's a game jam, and levels are hard to design, but more levels would have been nice. Overall, nicely done! Keep up the good work :)

This seemed like it was supposed to be a horror game lol. I managed to win, but I didn't have to use the banana at all, maybe incorporate the banana as a tool somehow? Good job with the 3d models, keep up the good work :)