Spitfire Audio also has the Spitfire Symphony Orchestra: Discover, which is a free orchestra VST. It's not the best sounds, but it could be enough for your usage.
Hersif
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Hey ! I have used Reaper for several years and I still recommend it. Though, you'll necessarily need VST (so additionnal plugins to download) to produce interesting music. I'm only using free VST and it's enough. I heavily recommend Labs by Spitfire, with which you can download several high quality instruments. Also, I suggest downloading Vital, a free synth that is one of the most comprehensible due to its interface. For chiptune, I also recommend magica 8bit plug by ymck. Finally, for sound effects, I suggest the MFreeFXBundle by Melda Productions. The interface is a little more understandable than the one of Reaper's built-in effects.
BUT !!! If you've never used a DAW, and you don't use a separate sound card for real instruments, some people around me use Bandlab, which is also free and relatively easy to use. It's only online though. It already has everything built in, but you can't add any VST.
I really liked the context of the war dance ! Also the graphs are really well made (are those 3d models with a filter ?)
You could probably improve the pace of the game. It starts to slow to keep the player involved. For example, I thought that you would accumulate the dancers to survive through more and more waves, maybe it could be an interesting direction to follow.
Good entry though !
From the concept, to the execution, from the graphics to the sound, from the facility to learn, to the difficulty of really playing, this game SCREAMS arcade to me. And it's really well done.
If I had 2 tiny nitpicks ;
- It's a little confusing to have both a circle and an angle to show where you will aim
- The sound design, even for chiptune, is a little agressive
Pretty good concept ! I don't have anything more to say than what was already said. I think the soldier didn't had any use in this version of the game ? Maybe a little more feedback and you could follow a very good trail.
People criticised the ants circling around bushes, but this bug reminds me of ant mills :
If you ever work on it more, you could add the fact that the scout follows the mouse as long as the left click stays pressed (in order to not spam clic).
Overall, neat entry !
Very cute and "feel good" entry !
Really liked the banjo and the ambience. The background art is lovely. And good job for putting so many games in your game.
My 2 nitpicks : The bear doesn't feel in its place due to the artistic direction, and some sounds are to loud and to repetitive.
Good game overall !
Gathering resources to make a plant grow higher to access more resources is a very interesting concept. I would have liked to have other ways to do it. Many directions in which you could go from there (automation ? Stressing factors ? I don't know). In the game's current state, it started to be a little long before obtaining the composter (and sadly, the game crashed right after that).
Graphs are really good and it totally follows the theme.
Very well done for a solo dev. Sad that you didn't had time to include the sound.
It's sooo juicy ! GG for putting that out in 48 hours.
Good use of kenney's assets, they work well, eventhough you could have went even more overboard with the overgrown theme.
The main problem is that your control scheme doesn't allow for the 1 block platforms that you put. It works with the 1st level, but this problem is too present in the 2nd one. Sadly, I couldn't really test the third one with my newly aquired item as I fell infinitely in the void (this was a very good idea though !)
Overall, good game !
Merci beaucoup pour la review approfondie ! C'est une très bonne suggestion pour la micro-folie, quand est-ce qu'elle a lieu ? De notre côté on travaille encore à rendre le jeu un peu plus présentable (en terme d'UX et de game design notamment). Mais une fois que ce sera fait c'est une supère idée !
Relatively charming. Maybe having a little less speed could have been a better idea but the game still works pretty well !
The main dilema of the duck needing enough water to go the distance, but being to big to pass some gaps works well, I would have liked seeing it more ! Maybe also giving a bigger jump height in bigger form could have added even more to the main mechanic.
Well done !
The concept is very cool ! I could totally enjoy it but sadly, I am too dumb to succeed in this type of games. It is very well executed though, and eventhough you used assets for the sounds and music, you used them correctly (really like the slowing down of the music when you lose).
Conclusion : very charming but I am dumb.
It's only the webgl that doesn't work, I haven't tried downloading it (it was very late when I started testing, I limited myself to browser game). I think it is the webGL of Unity that doesn't work with my browser (our game doesn't work either on my computer).
I'll try it, but probably after the notation period ends
The concept of having all of those kids die in the park is so... Grim (badum tss), I love it !
Maybe the strategy of running circle is a little to easy, but as I see it's your 2nd ever game jam, it's really well made !
The choice of music is good for a park, but I still feel like I'm in a random youtuber's video.
Oh, and the art style is very charming ! Especially on the title.
Overall, very good job ! I'm sure your future games will be very good !
Very simple, yet very charming game ! I like the work on ambience and colors. And the music is very soothing, did you compose it ? It just lacks other sounds, for when we die and win for example.
The concept is good, and kinda fits the theme eventhough it's not perfect.
I would really like to see you use what you learned from it to transform it into an almost horror game, with a bigger map, and more predictable enemies.
Overal, good job !
The game is really really good, and it's impressive you managed to pull that off for the jam ! The OST and sound design is very charming. The graphs are more than enough. The AI behind the hero is very impressive. I have more problems with the momentum of the character, I fell way to many times in spikes due to it. And I always had to restart from the begining (I didn't found any checkpoint). I preferred to stop when I died after the second part in the factory, trying to save my brothers. So it only lacks checkpoints so that everyone can appreciate your game (and maybe rework the momentum of the character).
Thank you very much for the review !! Especially for the music ! (I'm the sound guy)
Mechanics could have been better if we implemented a pathfinder algorithm and a stackable reroll, but hey, 3 days is short.
I'm not sure if it is that generic ? Yes it was already done by Getting over It, but I rarely see it done in game jams ? And we wanted to avoid the tool being a gun. (I suggested the tool to be the prison institution, but my team didn't want).
Overall, thank youuu !!
Thank you very much for all the kind compliments !
For the impossible levels, yes, we are sadly aware of this, but we didn't had enough time to implement a pathfinding algorithm. We tried to balance it, by taking in account the fact that some levels will always be impossible, and that your goal is not to finish all the levels, but mostly to stay alive and score big !
We are very proud of our interesting levels, even though they happen once every 5 levels !
Thank you very much for the review ! We initially wanted to use a pathfinder algorithm to prevent an impossible level but we didn't have enough time sadly. The equilibrium we found with medkits was good for us, but we underestimated the fact that, as the developers, our level was better due to practice.

















