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HANGOVER SUNSHINE

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A member registered Oct 04, 2019 · View creator page →

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Aaaay, thanks for shooting us a message and glad you enjoyed the polish! 

The controls issue you are experiencing is interesting. In the current version we have right now, the more stability lowers, the faster the snake moves, which decreases your time to input a directional (creating a potential feel of sluggish controls and a lack of response on directional input). I'm wondering if that could be causing the issue in tandem with something controls-related. Either way, we did tweak those guys for our post-jam update to fix some issues in this current version (e.g., no more speed increase), will say that sluggish controls altogether are not intentional so we'll take another look and get that fixed. 

Regardless, appreciate you giving our game a shot and for letting us know about them directional input issues.

- S.

Wowza~! This game is incredibly well-thought out and a super clever concept. Controls were a bit finicky, but honestly, I can forgive that since you made this in 12 hours. Art is simple and clean, I really like the palette choice. Def think you should work on this more and add some shader-y polish or arcade-like lighting or glow effects to the assets.

Awesome job and keep it up!

- S.

The art really caught my attention! Super distinct and big fan of the hellish vibes. Don't really have a lot of feedback to give, maybe a couple notes:

  • An animated background would be a cool addition. Could honestly just have explosions or something. I got trench warfare vibes, obviously from the title, and think it could really make combat feel more engaging.
  • I never used guard. I didn't really understand its purpose. It didn't really look like the enemies, no matter their size or difference in sprite, did anything other than attack with the same damage levels. Maybe create like heavy attacks or make it heal you to incentivize the player to use it?
  • I didn't really understand the difference between the different enemy types, other than them having different health. I got really scared when the chonky boi showed up and noticed that they did the exact same damage as the lil' dudes. 

Regardless, y'all have a cool game going on. Good stuff!

- S.

I love the art style y'all got going on! Y'awls thumbnail caught my attention and had to give it a try. 

As others would say, it would be cool to see dialogue, or some sort of progression system for dealing with them bullets. Also, are you able to move? Either way, I thought not moving would be a deterrent for myself, but it would be cool to see how you'd develop the game and give tools to the player to deal with not moving (e.g., defense towers, barriers, etc.).

Either way, neat lil' game and keep it up!

- S.

Neat lil' platformer you got! The SFX was fun, especially the lil' death scream. Color palette is nice, but the graphics look a bit default. Would be cool to see different shapes or some sort of polishy or shadery effect for the visuals if shapes is the move.

Either way, enjoyed playing it! Good stuff!

- S.

Damn...I want more levels! This is such a fun lil' platformer with a great comedic bit.

The minimalist graphics and sounds work well, even though it's a bit repetitive. I always enjoy the premise of games where it starts off simple and you just make that exact same level more and more complicated. Made we want more! Good stuff!

- S.

Super unique looking art y'all got! Haven't seen another game this jam that matches the style y'all have. Super polished and looks good with lighting too.

Will say, the UI could maybe use some more love. When I first interacted with the laptop at the beginning, I didn't even notice the arrow pointing out that I could flip through pages of text. I actually gave up on the game after sitting there for a minute, I thought the game was bugged and I was perma-stuck. Thankfully, I left the tab open and accidentally opened it again to then immediately notice that arrow. Glad I did cuz the art is fairly good!

Also, kind of a nitpick for controls, but I would've preferred something more one-handed oriented for controls, the Enter key didn't make sense to me as something to quickly flip through text. In terms of gameplay controls, mouse felt weird. Would've preferred just using WASD/Arrow keys and SPACE since some people game on a laptop without a mouse (opting for a trackpad).

Either way, cool stuff y'all got and great job!

- S.

Neat lil' puzzler you got! 

Took me a minute to understand what was going on when I first opened it, but once I figured out how to play it, I enjoyed it! Will say, I did notice what I think may have been a bug where you can just hold the pieces and physically move the emotions by smacking them. Felt a bit like cheating with the whole placing system. Tried my best to play traditionally but some levels just made me want to smack the balls in. 

Other than that, game is fairly well-polished. Clean graphics and sound. Quality lil' game!

- S.

Neat game you got! I really love the colors you used for your assets, felt very aesthetically pleasing and really hit the eye well! 

Do know the whole premise of the game is an "unfair dungeon" but some of those spawns were just instant death for me due to low health. Kind of a bummer, however, I could forgive it since that was kind of the intent (I think). Will say, I didn't really understand the powerup system. I really couldn't feel or visually tell how I was becoming weaker or stronger. Maybe in the number of hits it took to kill an enemy? Honestly didn't notice tbh.

Either way, killer game and good graphical and audio work!

Yo-yo~!

Thanks for giving our game a shot! Glad you enjoyed the concept as much as we did. Yes, the quips from Jerry. We are trying to come up with a solution to let people enjoy the politician's "poetry" while playing. Might be a location thing or something else. We still thinking. 

Regardless, appreciate the feedback and time spent giving our game a shot!

- S.

Howdy!

Thanks for giving our game a play! We are thinking of tweaking the difficulty and coming up with a way to let players enjoy our politician's "colorful commentary". Still glad you got somewhat of a kick out of the experience!

Appreciate the feedback and time spent giving it a shot!

- S.

Yo! Thanks for giving our game a shot! Appreciative for the commendations of our gameplay. Yes, the macs. They do in fact bug out in a good portion of playthroughs, stopping at 50%. We plan on pushing a fix for that once the jams end. 

Either way, thanks again for giving our game a play!

- S.

Aaaay~!

Ty for giving our game a shot and for the kind words. Yes, the controls. We plan on getting those fixed once the jams ends. Could have used some input buffering and also some better times for input response . For instance, the worm gets faster in later levels, so that might be why inputs get a lil' funky later on or just in general.

Regardless, do appreciate the play and thank you for your hype of our game.

- S.

Really neat stealth game y'all got! I love all the art and audio y'all have in!

Will say, I had a lot of trouble traversing and ended up dying a lot at the beginning. I wasn't able to beat it :( Additionally, something that kind of confused me was the fireflies and the little trees. I didn't realize the fireflies "harm" you, thought they were collectibles. With the trees, I didn't realize until later on that they attract noise for the owls to know where you could be. 

Like others said, I think a wall climb feature would be nice. Also, I think another feature that would be nice is if you can cancel your tongue without falling. I would miss stuff and it would end up killing me, a lot.

Other than that, game looks great. Will prolly have to come back to it tho to give it another go.

- S.

Great level design! I was not expecting the strange maze to be that mind-bending. It reminds me of Antichamber in a way, where one direction is actually another direction. Led to a lot of fun 'aha' moments. Graphics, sound, and palette are also super clean. Good stuff!

- S.

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I don't think I have ever played a game like this. It's super simple, but with that throwing mechanic, it's incredibly complex. I discovered a bunch of unique strategies, such as positioning bananas as traps, and even at one point, catching myself to throw myself back on the map. Sure, it has some bugs, but it's incredibly innovative and unique compared to the majority of other submissions I've played so far.

The art and music is done very well! Clean even. I wish the game had some SFX and maybe some GUI or particle effects to spice things but that's just polished tbh. Wasn't sure if the music replaying on top of itself after each level was intentional or not, sounded not, but the style of the game had me second-guessing.

I think my only bit of feedback would be to make the hand not attached to the player, but honestly, I'm nitpicking at that point. Games about throwing things, I think it would already be hard enough even if detached.

Good stuff!

- S.

I love the execution of this idea. Having each light programmed on a button is so evil for effective traffic management. Got mixed up waaaay too many times. All in a good way tho!

Not sure if it would be too chaotic, but it would be really cool if the cars turned or had signals. Could imagine more levels with more lanes for that. Also pedestrians and crossing would be a fun addition. For some reason, I thought the train was something I had to manage, but it looks like none of the cars had issues with it.

But for a jam game, just by itself, it's done so well! Great lil' game y'all got!

- S.

Aaaay~! Appreciate the hype and for your kind comments (especially for the art/visuals since it was a suffering effort). Both DrImPasta and I are pretty big into making weird games like this, which I feel like usual end up being about politics or just have some sort of political undertones. Always feels great when someone shouts that out and feels connected to it! Hopefully humor is the best medicine to our current state of things : , ). Pasta did all the SFX for this one so will make sure to pass over the hype for it. 

Either way, thanks a bunch for giving our game a shot!

- S.

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Aaay, ty so much for hype stranger! Twas a lot of work to done and we are grateful you gave it a play! Random tidbit, I always wanted the scores to be bigger, so hoping after the update, we can turn that 372 into a 372,000 with some post-jam conversion. 

Either way, appreciate the kind comments, your hopes for our success, and for the time you spent giving it a shot!

- S.

The art and music of this are really good! Each song is a definite bop. 

Will say, I think the only bit of feedback I have would be to just have some more visible and/or even some auditory feedback for when notes are hit. Would be nice to see the arrows flash or explode or something, similar to what they have in Guitar Hero. As of right now, they just delete, which is still very helpful, however, I think I mix them up with the notes that are just right after it. Get a lil' jambled.

Regardless, super polished rhythm game you got and great submission!

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I literally cannot fathom the steps it would take to make a game of this quality using scratch. I'm in awe of this submission...

- S. 

OOooo, very charming and eerie game y'all got. Very good encapsulation of the horrors of meat factories. Was a fairly smooth experience getting through the game!

Will say, for some reason, the freezer bit did not make sense to me when I went in. Took me a fair minute, and a very frosted vignette, to understand how to complete that puzzle. Also, the last section was a bit confusing to figure out. I noticed and enemy too but they didn't really seem to bother me that much when messing with the switches. Just hung out in the corner with their large homie. 

Regardless, was still able to beat it tho! Good lil' horror game y'all got. Would be interesting to see what it would look like if y'all continue this.

- S. 

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This youtuber bit is immaculate! Funny stuff!

The voice acting really captured the YouTube Challenger accent. Reminds of MrBeast oddly enough. I think the only bit of feedback I have, if it even really is feedback, would've just been some sort of strong indicator that I'd be doing the challenge more than once per level. For some reason, I thought I bugged the game when I had to shoot the watermelon off my head multiple times since it just looked like the level reset. It's a nitpick, I was still able to complete the game and enjoyed it.

Regardless, great submission with hella charm. Awesome job y'all!

- S.

Ooooo, I really like the paper aesthetic! Was one of the main reasons your game caught my attention. Couple of things:

1) Would be cool to have the level reset and not the whole game as Keays mentioned. Precision shots can be tricky so that would be a nice addition to make up for that.

2) For the paper background, I would look into seamless textures. If you take that image you have of paper and then offest the X and Y axis equal to half those dimensions, you can easily make it look like seamless notepad paper by drawing over these hard edges.

3) Wasn't able to get that far due to the full-level resets, but a feature where your ball could absorb ink, writing, or just contents that would go on the paper would be cool. Not sure how that would be developed but that was my initial thought of what the game could be about when going in.

Either way, that game has a nice charm to it. Keep it up!

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Yooo, this game is sick and oozes charisma!

Love the religious hellish vibes. Kind of reminds me of Dusk in a way. Only bit of feedback I have is on parry. Maybe it was just me but I could not for the life of me land those parries. Not sure if that was intentional or not, like trying to go for an authentic hard feeling, but it just made it very difficult for me to complete.

Either, game is peak. Keep it up!

- S.

Aaaay~! 

Appreciate the hype for our game. Difficulty is something we are def going to be tweaking in a polish update. In terms of collabs, we have never done one before. So, we'll keep you in mind the next time we work on a game since the right music piece can be tough to find.

Either way, appreciate the play and for giving it a shot!

- S.

Love the aesthetics of this game! The black and white 1bit style is peak and a great stylistic choice to match the narrative. Gameplay felt clean enjoying too. Smart choice to also go for levels instead of just an endless "clicker" mode. It felt more engaging switching to different layouts. 

Will say, I'm not sure if it was a "bug" or not, but I noticed that some of the enemies could turn invisible and would reappear. Not sure if that was intentional, if so, maybe some particles might be nice to differentiate between killing an enemy versus them turning invisible. Led me to some confusion but it wasn't enough to impact my experience.

Great stuff!

- S.

This is incredible, I want more. Literally no feedback to give. The ambience and aesthetics are rich, the whole vibe is super immersive. The Sito art looks so memorable. Even the whole gameplay and concept of the game is something I'll remember.

Great stuff!

- S.

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To each their own. I think the attacking mechanic is polished and satisfying, don't get me wrong. The game is super polished so it all looks good. I just felt the attacking was more annoying if anything. They'd also kill me in the middle of solving puzzles and then I'd have to restart the entire thing and remember what I did before. Which is something I'm not really into dealing with in a puzzle game when I feel like I'm making progress to a solution. It could still work tho, but I just wasn't really into it when I played. I'm nitpicking tbh. ¯\_(ツ)_/¯

- S.

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Incredibly simple concept, but masterful execution. Game is super polished and very well-done. I especially love the minimalist and clean retro-inspired graphics. Everything felt very calming which is necessary for a puzzle game (since they do test your patience). '

I unfortunately am not a puzzle expert, so I did get fairly stuck longer than I care to admit on some levels. Do wish some of the puzzles were simpler but can understand the difficulties of getting a good idea of what is easy or not for most when making a jam game.

Good stuff regardless!

- S.

Super clean and simple game! The sfx, the music, the art is so visually clean. I just wish y'all had more content and things to do. Would be cool to see how y'all develop this if you continue. I want to take out senpai on more dates >:^(

Only bit of feedback is on mouse control. Sometimes I'd let go of the basket while still trying to hold it and I wasn't sure if that was a bug or a feature.

Either way, good stuff!

- S.

Fun lil' rage game y'all got. I think out of all the rage games I've played for this jam, I like this one the most. Only really have a couple notes of feedback:

1) the cutscene for the boss kept replaying at the beginning when I'd die. Know the game is supposed to encapsulate rage and annoyance but I felt like I only really needed to read that beginning text once and not like ten times.

2) I kind of wish there was more to it than just platforming. Don't get me wrong, this is the best feeling rage game I've played this jam, however, I don't feel like there is more to it than it just being a rage game platformer. Like it doesn't have a mechanical twist in there that surprised me in anyway or that felt super innovative.

Other than that, game is solid and polished. Y'all did great!

- S.

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This is definitely a great visual and audio experience! Probably the most memorable and unique-looking game for this jam! Giving you top marks there! 

However, I think my only gripe is that I didn't really understand the need for combat mechanics in a game about emotions. It just felt like a distraction to the puzzles. I would've found it even more compelling to do more puzzle-y elements or even a beef up of the artistry rather than having combat. Just felt like the two gameplay components were a bit disconnected for my taste. They just felt like annoying obstacles that would randomly kill me if I wasn't paying attention versus what I assume to be negative emotions. I kind of got that vibe already from the "black and smokey invisible walls that would whisper negativity to me".

Honestly, the feedback is more a personal preference tbh. You could completely ignore it : P. Either way, great game!

Wowza~! I have never seen a game like this before. Love the whole shared strategist component going on here. The graphics and audio are fairly clean too. Only really have a couple notes of feedback:

1) The game resolution kind of confused me when first opening the game. I thought the unity logo at bottom and also the fact that the game screen didn't take up the full thing meant the web build was broken (see screenshot below). Installed it and learned that the game screen being not full may have been intentional cause the negative space on the right is meant for stats. As a personal pref, I would've just stretched the resolution to be full or put general information in that negative space (i.e., who made it, what jam it was made for, version number, etc.). The balance just feels weird.

2) I honestly can't tell what the cards do until I actually use them. Was a lil' bit frustrating. I do get it may be a "learn as you play" situation, but feel like with strategy/simulation games, you really have to explain every lil' detail of what your decision will do to feel fair. Kind of just selected cards and gambled that my decision was correct. Didn't feel the best.

Again, I really wanna commend the graphics. Know it's super simple but the use of color in this is immaculate and I'm a lil' jealous. Good stuff!

- S.

Aaay, ty for the play and for giving it a shot. We are looking into tweaking difficulty so the chance of winning is more achievable. So do keep an eye out for that.

Either way, ty for the play and for the kind words!

- S.

Ty ty for the love stranger!

- S.

Aaay, ty for giving it a shot! We are thinking of tweaking the difficulty and coming up with a way to speed things up for players. Still glad you got a kick out of the experience!

Regardless, appreciate the kind words, and yes, do wait for our sequel game which takes place in the great state of Ohio : P

- S.

I have no clue what you are talking about. This game is purely a work of fiction, and any resemblance to an actual person, living or dead, is purely coincidental ;)

Ty for the kind words!

- S.

Yo! Thanks for the play and for the kind words for our game. Did all the art and visuals myself so very much appreciate the love!

- S.

Heyo~!

Thanks for giving our game a play and for the love. Yes, the inspiration was SNAKE and a lil' UFO 50 game called Magic Garden. Once we came up with the brainworm idea, snake was a no-brainer.

Regardless, appreciate the hype.

- S.