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Gustavokado

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A member registered Apr 22, 2021 · View creator page →

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Hey, ant buddy! 

Very charming game, loved the music building up through the levels! My favorite level was definitely where you had to use the u-turn ability to solve the issue of not having enough turns, I wish there were a bit more of that kind of puzzle, some of the earlier levels felt maybe a little too straight forward. 

I can definitely see this working well with some more dynamic hazards as well, lots of potential additions!

Here is our game about ants battling over a cookie:

https://itch.io/jam/brackeys-14/rate/3847131

I will make sure to play your game too!

Fun game! Here is ours:

https://itch.io/jam/brackeys-14/rate/3847131

Really fun take on the theme, I don't think I have seen another game yet using that kind of cookies! The visuals were really nice, particularly the effect on the walls.

Currently I felt like the gameplay was a little to samey with just the guards as obstacles but it is a really solid base and I can definitely see other things adding more depth such as cameras, and the noise mechanic could also be expanded upon more. 

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This is probably one of the most elegantly designed games I have seen so far! 

Similar concept to our game with the recording of cars but I was not expecting to see that applied to a more management-style of game but it totally works. Reminds me a lot of Mini metro with the minimalistic artstyle and the slowly zooming out camera revealing more houses and shops as the way to increase difficulty over time.

I guess the only thing I might be missing from that kind of game would be a bit of variation to kinds of cars maybe? Or some other way that the gameplay evolves over time. But of course, for a game jam I think it's more important to focus on a polished core gameplay loop than adding more features that will need balancing and testing, which I think you nailed!

With almost 10k entries I think it's almost impossible for any idea to be truly unique, but yeah, I did expect to see more games using this concept. I actually have seen very few racing games in general which surprised me.

Thank you! It's always fun to find different takes on similar ideas. 

Regarding the controls, I think it's just the result of different design directions. In our game where you lose if you touch the ghosts, the controls have to be quite tight and responsive in order to not get frustrating, but I think in your game that would have made it too easy. I felt that the controls being more drifty really added to the fun because it made crashing into your previous laps (or well, trying to avoid it!) a big part of the gameplay loop, especially since you had more laps per track than us.

Wow, you guys had almost exactly the same idea as us, even down to a similar aesthetic!

Yet it plays very differently with the ghosts being physical obstacles which was a very fun combination with the more drifty controls. And the endless laps feature was brilliant, I wish I had thought of doing that!

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Absolutely loved this one! Big fan of the low-poly and low res artstyle and I adore these kinds of analog/physical controls and "UI" for navigating and controlling the boat, though sometimes the targeting of the speed-control seemed a little finicky. 

I did seem to run into a bug towards the end of the first day where I could no longer throw out my fishing line. At first I thought it was something with not being directly above the correct spot or that the crabs used a different method to catch or something, but the bug persisted over to the next day where I couldn't fish at all so I had to refresh the page. I don't have the time to replay now but I really liked this so I will make sure to return later!

Cool game! I was also thinking about mobius strips during the brainstorm phase but couldn't come up an interesting idea, and this is a very fun way to utilize the concept. The movement and rotations around the loop was very smooth and intuitive, I can imagine that being quite the headache to solve.

I really liked the detail that buildings across from each other could be visited in any order, it made you try to find combinations of buildings that were often visited together. 

I think the the game felt a little slow in its progression (especially in the beginning) which I think is partly due to the size of the loop, I found myself mostly placing buildings towards the start and end of the loop as that gave me the best overview of things and it made the  majority of the loop just dead space where I had to wait ages before the guests would reach the end. 

I think a way to check where each guest in the list is currently at in the loop would also help, maybe clicking them would take you to their location. Another quality of life feature I would have liked is showing how many of each building you currently have, when the strip started getting fuller and the guest list longer it was difficult to know which kinds of buildings were actually under capacity.

The distance fade makes a lot of sense, looks great with the dithering and the skybox! 

I haven't yet tried Godot for larger projects but I could definitively see how it would be harder to use for that, I know as a programmer that I'm really not sure yet when it comes to best practices around structuring things when the codebase gets larger. I also haven't touched shaders much before this jam but that does sound quite annoying.

Thank you! I am very happy that we managed to succeed on the aesthetics as we put quite a lot of time into it. The invincibility indication thing is something that I had planned to do, and was quite high on my priority list actually, but it somehow just slipped my mind on the last day. It's I believe 1 second before they become collidable and we added it because otherwise it very quickly became impossible to even pass the finish line.

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Very cool entry! As others have mentioned, the visuals are fantastic. Both the dithering stuff and the overall lighting/fog, but the lamp posts rotated in all directions also really added to the vibe and I am a big fan of the design for the grapple gun! 

I think the enemies are a little hard to see sometimes, especially considering how much you fly and loop around, so some better directional indicator such as sound would be welcome. I was also wondering how large the actual repeating space is, is it the volume of one "chain cube"? I think the level design could have had some more recognizable shape/feature somewhere which would help the player getting a better grip of where you are and how everything relates together across world instances.

By the way, the looping itself was very impressive and smooth! I'm guessing there is some fog effect in order to hide when new instances are created.

Love to see more Godot representation as well, we have used the engine for a couple jams now after switching from Unity and for the most part I think it's just way more convenient for this scale of project, even though some things are a bit of a pain. 

Thanks! 

The keyboard input is definitely harder to use than a controller, this was the first time I have programmed a car-based game so I'm not really sure how to solve that issue in a satisfying way. It probably didn't help either that I did most of the playtesting and balancing using a controller.

Thank you! Yeah, that part of the design was for sure a bit of a struggle. We didn't want to force the player to go fast by having a super low required lap time as that would just make you instantly lose if you made a single mistake, so we ended up going for encouraging playing faster through the score system instead. We probably could have lowered the allowed time slightly though, but we didn't really have time to playtest all the levels enough for that unfortunately!

Very cool logic puzzle! I liked how you really had to work backwards starting with an idea of what was needed and to then eliminate options until the solution was found.

I only wish there was a way to clear the log when building the virus, in the later levels with lots of towers it could get difficult to remember which tower did what and having the log full of earlier messages made it hard to spot each towers description.

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Very fun concept! I liked how much you had to consider friendly fire and positioning, and the sheer amount of different cards was impressive. 

I think the way moving cards around could be slightly different though, it felt at the same time a bit too powerful being able to move a card anywhere, but also too weak only being able to move one every turn. Maybe something along the lines of allowing a total amount of spaces moved but being able to spread them out across multiple cards could work?

Haha, a mobius strip was actually the first thing that I thought of as well when seeing the theme but I couldn't come up with any idea for an actual game to go with it, and this is certainly a way to do it! 

Interesting puzzle idea and very cool looking backgrounds and transitions. I do think the teleporting was a bit disorienting at times, it was sometimes difficult to know where you would end up

Really fun idea for a puzzle game and lots of great mechanics that play well with the core concept. Also, a level creation tool in a game jam entry is really really awesome to see!

I really liked the mechanic of the player itself being invulnerable and instead having to protect another object, that was cool. The music is also really nice!

Very cool atmosphere! Commented and rated.

Here is our game: https://itch.io/jam/brackeys-13/rate/3335930

Very atmospheric, love the post-process effect and sound! I do think it took a little bit too long in the beginning for the game to get going, it was a little too repetitive with only the simple button presses.

Very fun concept and polished execution! Some physics based silliness can never go wrong. 

That sure was an interesting experience (in a good way!), unlike any other game I've tried so far. 

Here is our game: https://itch.io/jam/brackeys-13/rate/3335930

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Really fun concept, the intro really sold it! Both the dash and the harpoon was fun as main mechanics and I think you utilized them well for the different sections of the game, especially the final boss fight was really cool as you had to position yourself correctly and pull the rocks.

I ran into a bug where sometimes when pulling the rocks when you are next to a wall will push inside of the wall and I couldn't get back out into the level, I had to die to something and respawn again.

Currently playing through your game, really awesome so far! Here is our game:

https://beepboopcereal.itch.io/golden-jewel

Very fun take on the theme! I liked the balancing between moving to avoid stuff while simultaneously balancing the crown for points. I also just find the concept of tossing the crown into the air for extra points kind of hilarious as it is completely in contrast to the goal of keeping the crown safe which added to the whole absurd vibe of the game, very good idea!

I do think that it was a bit tough sometimes to judge what would hit the crown and what wouldn't. The timing also felt a bit off sometimes, I was stuck on the last beam of the tutorial for quite a while as it turned out I had to toss the crown way earlier than it looked like I was supposed to. Because of this I didn't have the patience to complete the game, but I did turn on immortal mode just to see the ending.

Also, maybe you shouldn't be placed on the leaderboard if you have immortal mode turned on!

Very cool and creepy atmosphere! I really liked that the notes and new objects had a considerable time between them, it made me sit and stare at the hole with anticipation every time I put in the object and getting really excited whenever something new came out. The revelation for what the strange objects you had been collecting was used for was also quite cool!

One small problem I had when playing the web version was that the game did not capture my mouse again after tabbing to another application which meant I had to restart the game.

This game really hooked me! It looked really straight forward at the start but it kept throwing curve-balls at me that stopped it from being too simple. For example, the tax mechanic keeping you from just cycling through your deck for money and the water overflow destroying your crops.

One thing I ran into is that I managed to softlock myself by removing my only scythe, I thought "remove" meant removing the upgrade I had, not the card itself. I wish there was a way to undo an upgrade, but other than that everything was very clear and intuitive!

Hacking into/"possessing" the robots is definitely a cool puzzle mechanic! I can really see potential in having different robots with different powers. I also think the fact that you gain height and distance when ejecting is very fun. I did have some problems with the collisions and getting stuck to walls and the ceiling, but it was possible to play around for the most part.

Overall fun mechanics! The chain dashing was very satisfying, and the music fit the speed and action of the game very well. I think the camera moved around a little too much for my taste though, it made the game somewhat disorienting at times. I also think it would help with readability if the color of the cursor was different when the chain dash is available and the dash is recharging instead of being green for both, when in the middle of a chaotic fight it was hard to see at a glance if I could dash or not.

Yeah, it didn't seem to get recognized at all. I only tried the web version though, might be something with that

Really fun! Took some tries to get used to the combined control locations, but managed to reach 2000 points eventually. I think the gamepad inputs seem like they would be more intuitive for me but I couldn't get it to work unfortunately.