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KelvinHM

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A member registered Jan 28, 2024 · View creator page →

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Nice work, both of you. I am quite enjoying this little fast FPS. The action was quick and snappy, the movement felt good, and the gun felt impactful. I also quite like the randomly generated level layout, which makes the game interesting. Though the room variety lacks a bit, and it becomes repetitive for a while. Also, f*** that room with a curved corridor straight after the door. The gun attachments are a nice touch, but nothing makes the gun feel powerful enough to overcome level 5. My only solution so far was to use the recoil reduction thing (bottle?) and conserve health before entering level 4, and all comes down to how lucky you are with the health pickup. But anyway, I think this is a really solid entry for the jam. Well done!

Other things I like:

  • Gun sound is nice
  • I quite enjoy the stupid bits and bobs the vending machine is giving me
  • Art style is super cool, I can't imagine making this in just 2 weeks time
  • Blood splatter effect looks great and conveys damage very well

Suggestions:

  • Randomness needs a bit of tuning. I've gotten the anvil for 6 times in a row for god's sake
  • Can I aim down the scope, please? All except the bottle makes the gun super inaccurate
  • The minimap is cool but really useless as you can't see everything at once. Maybe scaling it down a bit?
  • I know this is supposed to be a Doom-like shooter, but there is simply no way to avoid damage, and this sometimes felt a bit unfair when there's just not enough health to trade

Never thought this was an Angry Birds game. It's rare to see one of these these days. The concept is nice, with different "ammo" providing different powers when thrown. The art is nice and cute, gets the job done. I think the execution is a bit off, where it's quite hard to throw the "bullet" exactly where you want, and the dragon being too close to the left end of the screen makes it impossible to throw when the mouse is outside the window. But at least the game looks great with the neon coloured stuff on screen, which gives the game a lot of character.

Other things I like:

  • Different soundtrack for each ammo type? Now that's a flex
  • There's a final boss level too
  • Intro cutscene in a jam is always nice to see
  • The star ammo selector is really good to use and nicely designed
  • Thumbnail is really eyecatching

Suggestions:

  • It would be great to see the trajectory of the thrown when trying to throw. Gives the play more agency and makes the game more fair
  • Some effect when killing the enemies would be a great touch
  • The effect of each ammo is not prominent enough to make much difference (except the exploding two). If you are using that as the main feature, make it strong enough that people instantly notice the difference. Though the level design might need to be adjusted accordingly

I am not sure if that's all. Answered two questions and the devil sent me to hell, and the game just... stops? I've tried both correct and incorrect answers, on the web and downloaded, but I don't see a difference. Hmm strange. Can't give a fair comment at this stage, seeing the game may be bugged, but so far it's a bit lacking right now.

Other things I like:

  • The fog (seeing in the downloaded build) and, in extension, the environment, feels quite intriguing
  • Hand-drawn stickman cutscene gave me a chuckle the first time I saw it

Suggestions:

  • No sound at all is a bummer. At least have some ambient sound to make it less awkward
  • A aiming crosshair would be nice, especially if you need to aim and select the answers

This is an interesting one. The art looks really good, sound is nice. There's a song too damn that must be a first I've seen in a jam game. The concept is interesting, but sadly it's a tat bit too short to fully realise it. It ended even before I understood what was going on. The dialogue is really funny and I had some laughs reading it, though they are in a really awkward position, and for some reason it's hard to read. Maybe it's being too quick to disappear after a quick text, and the lack of text-spawning animations. But overall, I think this is really nice and unique, well done.

Other things I like:

  • The pixel art again looks so good
  • The game mechanic is really unique, and I love the fact that you can *destroy* a duck when being very hydrated
  • The dog bouncing off in the intro cutscene is super hilarious

Suggestions:

  • The pawprint storyline is a bit strange and I don't think I totally get it, it's a bit too easy to accomblished too as a game. Would definitely need some buildup and explanations in the game
  • Water seems a bit underused, and it's 100% possible to complete the game without drinking water once you get them all out of the dog. Would definitely love to see some puzzles require the dog to be very hydrated/hydrated
  • Softlock needs fixing, where you can be stuck if you skipped the 1st or the 2nd pawprint and directly goes to the 3rd

The idea is really cool. It's one of those destroy the world as the alien/horror/monster type of games. I loved these (made one myself this jam too (shameless plug)). Controlling a super-powerful alien that can decimate humans at the snap of the finger is so fun, and I see potential here. In terms of this game though, I managed to reach the underground bunker and see the final boss, but I am not sure what to do next given there aren't any damaging options available to the player. I've already reached max level too, so there should be a way, right? Also, damn, the final boss hit hard. Are you supposed to be the monster? Anyway, I think there is potential, and I hope I can see the game in a more complete state. Regardless, well done!

Other things I like:

  • Graphics are nice and consistent
  • Map is really big (not sure if it's plus or not, though), but you definitely spent time building the scene
  • There's some sense of progression in the game
  • Sucking mechanic felt impactful and fun to use

Suggestions:

  • The game would definitely benefit from some indication of where to go, what to do etc. It's a bit aimless right now except the single line of text in the game description
  • Drag and throw seems a bit useless right now, maybe making it feel a bit more powerful and do damage? (think telekinetic from bioshock/dead space)
  • The bunker section collider needs some tuning. The first playthrough I fell through the floor into the void and required a restart. But in general, it's super hard to move there because of the collision
  • Base movement speed/acceleration is a bit slow and clunky, making controlling the character really sluggish. Took away the fun of it somewhat
  • It would be nice to have some feedback on eating human = exp / eating stuff = health. It's poorly signalled in the game and I don't even know it was a thing until I read the game description the second time (not all people read you know?)

Good job on your first entry! I think as someone with little to no experience, this is already a pretty good entry. The game functions nicely, playing out as intended, with a boss fight and an end screen too! Not too shabby at all. The game is simple yet reasonably enjoyable, for sure would need some polish, but overall, this is already nicely done. The length is alright for a jam game (don't be like me making a game jam game needing 4 hours to complete), so don't worry about it too much.

Other things I like:

  • Graphics are surprisingly nice and consistent across the game
  • Pacing is good
  • I quite like the curved path the axe took. Feel really unique among all other shoot-em-ups
  • Boss battle is hard but not too unfair
  • Level 2

Suggestions:

  • Seeing all the assets used in level 2 makes me wonder why don't you put those in level 1 instead. It would make the game look way better
  • The game screen is very small, which makes it hard to play without zooming in (but zooming in breaks the scene sadly :( )
  • Bullets could be a bit larger and prominent, given that just 5 of them would send you a game over
  • Some blinking/overlay effect for the boss would be great, to give some tactile feedback when you are damaging it

The game looks really great, it's super clean and minimalistic, yet it looks really stunning when there are more things going on the screen. Gameplay is simple and easy to understand, yet it felt a bit too easy at times. The game also didn't increase in difficulty the longer you played, nor did it introduce new mechanics to make the game feel fresh. For my first playthrough, I easily netted 1530 while surviving for more than 7 minutes, and I think this harms the overall experience from an otherwise nicely made game. The ending is fun though.

Other things I like:

  • Easy to understand life mechanics, though 8? lifes with refilling is a bit too much
  • Trail effect looks super cool

Suggestions:

  • Triangle is a bit too rare, which I think makes the player feel really aimless. Consider decoupling it from health, but increase its rarity instead
  • The game lags a lot after the halfway mark of my playthrough

Quick and simple roguelite game. Enjoyed it a lot. The graphics look nice, and the magic system was really cool. Can't believe you've done all combinations and have them having unique looks and feels. Combat was punchy (especially the melee) and feels good to play. Melee is really overpowered though, had quite some fun wacking enemies with a fire rod. Breezed through room 12, but I think I've seen everything. Nicely done!

Other things I like:

  • The horror tone, for some reason, felt super hilarious when contrasting with the calm bunnies and wizard
  • A good place at the start of the game for you to practice and understand the game

Suggestions:

  • Enemies need more variations, 3 feels super repetitive after playing for a while
  • That goes for room layout as well

Can't believe there's a third bullet hell in this jam. I must be in heaven (bullet heaven?) The game is fun with the difficulty needed for a bullet hell. Music is funky and cool to listen to, and the UI looks really nice too. A bit too much text, though. Biggest issues I think for me is that you can't even destroy any enemy in the game, so why even bother to have a shoot button? Feels a bit weird when shooting changes with the powerups, but it's doing absolutely nothing. But regardless, I still think the game is good enough and fun to play, so I guess that's the only thing that matters.

Other things I like:

  • Bullet patterns are amazing
  • Complex score system that encourages better gameplay

Suggestions:

  • Consider using QWER or something similar for the powerups. I know you could rebind them, but having them so far away from anything makes it almost impossible to use in a pinch (which, is always the case in a bullet hell)
  • Health and other displays is too small to be read when you are focusing on the shooting
  •  it's a bit awkward when you can't go too to the right. Considering allowing tropy's body going off screen for that
  • Some sound effects for taking damage, shooting and power-ups would be great

For some strange and grotesque reasons, I love the character design a lot. I don't know, it might be bizarre to look at in real life, but at least in drawing it's always intriguing. Gameplay is a bit slow but not as responsive as one may imagine. At least combat felt reasonably paced. The boss felt a bit easy, but overall the game is solid.

Other things I like:

  • Depressive music matches the tone of the game
  • Hit effect looks amazing
  • Overall great hand-drawn art
  • Checkpoints are a nice touch, though I only used it once for the boss battle (got caught off guard with the spitting attack)
  • Parry felt fun to use, satisfying when done correctly

Suggestions:

  • The background and environment need some work to make them less boring
  • It's a bit of a shame parrying is basically necessary for the boss fight. It would be great to also have the option to fight without parrying every range attack. Kinda make parrying felt less of a reward and more of a chore
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Oh I love a good Touhou bullet hell! Have a lot of fun playing this! Still a bit on the easy side for me (just shy of a single hit being hitless) but I guess it's starting to get difficult for a lot of players so I am not complaining. I do see some familiar patterns though, ah memories. Alice (and the second boss) is really cute, love the character design. I especially love the paper cutouts as the UI design, it matches perfectly with the card mechanics. I guess you've put in a lot of effort making both the speech system and all the mechanics in just two weeks, very well done!

Other things I like:

  • The card collecting and combining mechanics add a lot to the game
  • Storyline is simple but it fits nicely
  • Stat preview helps a lot when creating cards
  • Music is good too
  • Itch page looks stunning btw

Suggestions:

  • The elephant in the room is that, card management is unnecessarily hard and frustrating at times. Probably UI's fault but it seems to take forever to find the perfect card fragment. Some kind of sorting would be great. Also maybe colour-coded plus icons on the stats?
  • I swear I've lost some cards when exchanging cards and fragments as well
  • Please let me create cards even with a fully loaded inventory
  • It would be great to have some bonuses when creating a card entirely with one colour only
  • Hit point display is great, though I would hope it contrasts a bit more with Alice's sprite. Maybe dimming her a little?
  • Some variations on the background would be great. It felt very repetitive after a while. Same for normal enemies as well
  • Maybe some variations on player bullet as well, homing, laser, etc (Maria is watching you at a distance)

Does someone happen to be 49 years old? (due to the 1977 and 2066 question) 

Jokes aside, this is an interesting maths game. Took me quite a while to figure out how the maths is mathing, especially how all the numbers interact with each other. It forces me to do head maths, which I haven't done for quite a while. Shame. Luckily, the questions here are not too difficult to warrant a need for a calculator, but I can imagine someone being frustrated by this. I do see some repeated questions after playing through 25 questions, which, for a maths game, seems a bit counterproductive. I wonder if there is an end to the game or if it is endless? Anyway, nice work making the game!

Other things I like:

  • Graphic is super cute, especially for the customers
  • Questions are not those super easy a+b type math games usually have

Suggestions:

  • Some tension and stakes would be great, timer perhaps?
  • Showing the completed formula would remove a lot of unnecessary guesswork, and make the math more enjoyable (Did I seriously put math and enjoyable in the same line?)
  • Please make the buttons a bit larger so that they don't require too much precision to press the up and down buttons
  • It would be great to reset the numbers to 0 after each question
  • Some gimmicks to give the game a bit more variety? Think "fingered" and those special effects that change the gameplay

Farm owner was punished by [REDACTED] for creating a rainbow-coloured giant unirat.

This is a really unexpected entry, fits the fusion theme super nicely. Gameplay is simple yet has that nicely casual game feel to it, and I have quite some fun! Tried to make an animal that contains the genes of all animals. Failed, but I tried. I can imagine this being a nice mobile casual game that people (namely me) sink into hours and hours breeding the exact animal they want. Well done! Oh, great ending too.

Other things I like:

  • UI and graphics look nice
  • Sound effect for each animal
  • Special effects for the animals, though I hope they have more usage besides just cosmetic
  • Three tiers of lootboxes

Suggestions:

  • It would be great to have separate pens for animal organisation
  • A detail panel to look into an animal would be great, I felt cheated after it only showed 4 animals in the name
  • More animals

I quite enjoyed the submarine atmosphere the game is going for. I also quite liked the submarine and drone models, they look futuristic as heck, would be even better if it's textured though. The gameplay is a bit on the simpler side, where it's entirely possible just to let the drones do the hard work (AUTOPLAY!!!!!!) while drinking tea carefreely. I also managed to reach all max upgrades in just day 3, hopefully I am not experiencing the game wrongly. Not sure if the game has an ending, though. I quit after getting my second cup of tea with 1500 points to spare.

Other things I like:

  • Drones AI works reliably and is cool to watch them destroying enemies
  • The burst mechanic is really cool, shame to see it not being required to play the game
  • Small and lovely upgrade system
  • A home base and there are enter and exit animations as well

Suggestions:

  • The scenery would definitely need decorations. Some rocks/water bubbles/fish/other vehicles/other bases in the distance would be nice
  • The side cannon barrage felt a bit useless, and the effect looks like an above water attack rather than an underwater one
  • Some more enemy variety would be great
  • Docking mechanic is a nice touch, though using buttons on the top left corner felt very out of place and hard to use. Some indicators of which drone is docked would also be great

Wow, this game is hard. Not sure if it's still unbalanced, I am not lucky enough, or both. I just failed to get $3000 on the last day and lost my little cafe. I think for me the main issue is that coffee beans are just too expensive to experiment with, and with the fact that cross-breeding beans doesn't feel too worth it (besides free beans) because of how random the customers are, makes the game really RNG dependent. The concept is really good, though, and with a bit of polish and expansion, this can become something really good.

Other things I like:

  • Art is nice, I love the colour tone a lot
  • Music is catchy
  • I really enjoy the radar display of the beans, which removes a lot of guesswork and reading
  • Itch page looks great

Suggestions:

  • The game definitely needs some more balancing
  • The beans definitely need some graphics to support them. They all look and feel the same, even with the radar
  • Not getting good brews is almost a death sentence. It would be nice to have some leeway
  • Someone made a rage game for sure. I quite enjoyed it. The graphic is very simple yet clear, reminding me of those old Flash game era games. Gameplay is a big challanging, but man oh man, the last level (24) is hard. Controls are super tight, especially with the quick turns and short teleports. Not sure how many tries, but it should have been more than 50 tries to get it done. Give me some Point Perfect war flashback, not going to lie. But overall, this is really well made and polished! Well done!

Other things I like:

  • Nice tutorials and game progression
  • Each power-up felt unique
  • 24 levels are a lot for a jam game. It felt like one of those free released stuff on Steam already
  • Speedrun potential

Suggestions:

  • Music is nice, but it felt repetitive after listening to it for a while
  • Some blocks (especially the one allowing the large arrow to pass through) felt a bit disjointed with the power-up. It would probably need some graphic redesign to convey the information intuitively
  • I think the standard moving speed is a tat bit too fast

It's Touhou!!!! Yay!!! Always love a good Touhou clone, especially a faithful one! Bunny is super cute, nice music, and gameplay is surprisingly smooth too. I especially like the Touhou-esque bullet patterns, where, for some reason, it's really rarely seen in most non-Touhou bullet hells. I had a lot of fun playing the game, well done! First try :P

Other things I like:

  • Really, every small touhou details, focus hitbox, changing firing patterns, etc
  • Clean graphics
  • Itch page looks nice

Suggestions:

  • Come on, just three stages? Please give me more. Also, difficulty mode would be great

First try lets goooooo

This is a nice little dig game. I really enjoyed the game with a simple yet satisfying gameplay loop. Collecting resources feels super rewarding, with a surprisingly deep and feature-filled upgrade system! Not to mention the variety of enemies and environments as well. You must have spent quite a long time making and polishing the game, and that alone is a job well done! I played for around 15 minutes now and reached the bottom of the map at lvl 68, and I quite enjoyed it so far!

Other things I like:

  • Game looks really nice with visually pleasing pixel art
  • You've named the environment as well
  • Minecrafty block building
  • Sound choice is nice with calming music

Suggestions:

  • There should be some more balancing as it's super easy to spend the first 7-8 minutes farming and level up to max. It felt a bit sad to see the player rushing through the game once everything is unlocked. Maybe gem and ore should be worth much less in earlier levels and force the player downward instead?
  • There should be an ending to the game as well. Upgrading to max means you can't die (easily), and there should be a conclusion to the game even if you played well

It was quite an experience. The sadness was felt deeply, and I think you've done the atmosphere super well. The story is also nicely-written, with those day-to-day moments intertwining in between bringing out that sombre nicely. Well done! The game looks really good with the shader, and fits well with the narrative. Overall, it's a nicely done piece of art.

Other things I like:

  • Nice colour palette
  • The environment looks clean and does not distract the player from the story

Suggestions:

  • The camera is very zoomed in, and it feels really strange when walking. Could need some FOV changes/settings
  • The text is a bit slow at times. It would be better if you could press a button to fast-forward the text instead of waiting
  • It would be nice to have a background for the text as well, as sometimes it's hard to read white on light text

This is a rarely seen artstyle in a jam. Already huge kudos for that. The whole idea of going into different books and fighting there is really cool. Gameplay-wise, it's an interesting blend of real-time action and turn-based strategy, and I think it's a cool concept. It felt a bit weird seeing the enemies move even when you are pressing the cancel button, though. But I think this is a nice attempt and good job making the game!

Other things I like:

  • Three different environments to play with
  • A boss battle versus Captain Hook
  • Even the UI buttons are hand-drawn

Suggestions:

  • I think the heal action took too much time, and it felt pointless to use right now. Shortening it a bit would be nice
  • All buttons should be visible and should not require scrolling to see. It took me off guard when the move button was missing suddenly during the boss fight
  • Though the artwork is nice, it would need a bit more separation between scenery and character/objects. This is especially true during the Sherlock sequence, where I don't even know that grey blob is Sherlock until he moves!

Got a score of 49, and I don't think I can fit any more aliens in the room. The alien partying thing is such a wholesome idea that we should see more. Let's have some fun hey? I think the game mechanic is interesting and I do see some potential, but it would work way better if it were level-based instead. It felt a bit unfair when all available spaces on the dance floor were filled to the brim, and imagine how fun it would be to have new rules introduced to the player level by level, and having a super complex level as the final level!

Suggestions:

  • The rules would be easier to read if they were simplified with all names removed. It would be nice to have the rules shown on demand too, like a button or something to show the rule window
  • Some animations for the alien would make the game super cute. They are partying right?

This is quite a nice and short game, the story is really good, and I like how it slowly hinted what actually happened when exploring the strange world. The puzzles are a bit on the easy side with the helpful bolded text in each of the readings, and I would prefer more complex interactions to make the game require a bit more thinking. But overall the game is nicely built, and I do have a nice time playing.

Other things I like:

  • The idea of going through different rooms with a single door
  • Sound choice is nice

Suggestions:

  • I would prefer E to pick up a key object instead of directly picking it up when near it
  • It would be nice to combine the functionality of the Space Key and E Key as a single button, just to reduce unnecessary input complexity

This is a really cool and innovative game! I loved the idea of the game, and it works very well in creating that uneasy atmosphere you are going for. The story is intriguing too, with a sad twist at the end. Nice work! Also, thank god for having that visual substitution for the knocking, since I can't have absolute silence and focus on the audio, it was a really helpful QoL option indeed.

Other things I like:

  • Graphic is nice with a really consistent artstyle
  • I game tutorial and input prompts

Suggestions:

  • The game suffers a bit from a lot of waiting, as sound and wind may happen after quite some time. I would suggest reducing the waiting time for the effects, but adding more stuff to look for instead. This should make the game more enjoyable while not reducing the difficulty at the same time
  • Knocking sound should be a bit more distinct than the footstep sound
  • The idle animation of toying with the torch seriously messes with the whole flickering light, and I would suggest removing that
  • The environment would need a bit more variation too if the game is being further developed

This is super impressive! The whole game is super polished and well-made! It's a bit hard to believe it all got made in just a week, but somehow you've managed! The gameplay is silky smooth, with nice movements and jumping. The wall jump also feels super great, though the decision to limit it to just 2 jumps feels a bit weird, and needs to be conveyed clearly to the player if there's a strong reason behind it. The game gimmick is really unique and fun too, and I think the puzzles are super satisfying to solve without being too difficult and causing too much frustration. Overall, I think this is a really well-done entry!

Other things I like:

  • The graphics look stunning, especially the spacey background in the cells
  • Music choice is surprisingly fitting
  • Loads of secondary gimmicks, i.e. double jump, boxes, man-eating plant

Suggestions:

  • I think using the space key to jump mixes badly with WASD movement and feels a bit awkward to play. My quick suggestion would be either W to jump, or change movement to the arrow keys instead
  • An undo button for cell placement would be handy
  • It would be nice to have a way to preview cells in other locations as well, making planning out stuff easier and reducing guesswork
  • Some graphics, i.e. the box, feel a bit out of place and might need some modification, maybe due to the difference in artstyle? 

This looks really nice! I love the graphics and art design a lot, especially during the first part of the game. It looks really polished and well-made. The ledge grab too wow that's a nice thing to have in a platformer. Sadly, the game ends so abruptly during the dream sequence, and it felt a bit rushed too later in the game, not going to lie. Probably time running out due to how game jams work, I guess. Anyway, I think you did a nice job making this. Keep up the good work!

Other things I like:

  • The sound and music feel super good
  • Character animation looks really great

Suggestions:

  • Movement speed could be sped up a bit. It felt too sluggish right now to play
  • In-game tutorial would be nice too. Didn't notice that the green net thing could be climbed at first, and took me half a minute to figure out what needed to be done

Thank you for playing. Those bugs definitely need fixing, and we hope you still enjoyed the game regardless!

Thank you for playing. Hope you enjoyed the game!

This is excellently done! I am lost for words. The art is already stunning with that beautiful hand-drawn graphic. The quality of the artwork extends throughout the whole game, and there's even a bonus screen too! The story is amazing as well. I've been expecting it to have a darker turn midway through the game, and I was still stunned by the final puzzle. I loved how you incorporated the puzzles as a form of storytelling as well, it makes everything made so much sense and ultimately extremely enjoyable. Well done! Btw, the game reminds me of A Little to the Left a lot with that flower puzzle. Loved that game a lot!

Other things I like:

  • How the world subtle change after each puzzle
  • Eerie music that doesn't make sense at first, but is actually perfect for the game
  • Loads of puzzles

Suggestions:

  • The hitbox for the puzzle pieces might need to be bigger, as currently it's a bit hard to pick up a piece quickly without precise mouse controls
  • The final puzzle would be better if the paper edges were a bit more uneven, so that it wouldn't rely on guessing where the pieces should go. All looks too rectangular right now
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Survived 13 cycles after I finally understood that you are NOT supposed to put the souls into the centre area. Took me long enough to figure that out. I think this is a really different and strange game. I quite enjoyed the vibe of the game. The music also makes the game feel really cool. It's just that the game suffers a lot from not enough explanation of how the game even works. For example, it would be nice to let the player know what the portals (?) created by the E button even does rather than "help manage souls" only. Anyway, I adore any experimental games, and I am fully aware these games are hard to make right. I will say that it's still a job nicely done, and keep up the good work!

Other things I like:

  • Simple yet clear graphics
  • Punchy effects for the purge, also the radial fill is nicely done in conveying the remaining time

Suggestions:

  • It would be nice to decrease the downtime waiting for that "+10 souls" screen
  • I would suggest making the purge feel punishing (e.g. red effect, big number -1 popping up) to encourage players to remove souls from the purging circle 
  • UIs should always be in front of everything, so no portals can block the UI

This is quite a weird game... strange place game perhaps? It's giving me a lot of Snake Pass vibe here. I guess it's because of the unconventional controls and the strange physics. The gameplay is pretty cool and challanging, and the levels get progressively harder as well. The spike wall climb is probably the hardest, but I am imagining there could be more difficult stuff ahead, and thanks god there aren't. Speaking of wall climbing, the slow climbing suggests to me that it wasn't an intended mechanic, and I don't think performing that feels good in the game. It would be nicer if the speed were a bit quicker, or changing to something else entirely. Anyway, this is a pretty interesting and different entry, good job on making this!

Other things I like:

  • Graphics are pretty nice
  • Ragdoll physics for the player character  ferret

Suggestions:

  • Music sounds a bit eerie, and I don't think it matches the game. Consider something more lighthearted
  • The final drop of both the cave and the pyramid feels a bit off as the ending section of the level. It looks like the other death drop instead, and I would prefer some gateway/cave exit to make the level ending more satisfying

Thank you for playing! Glad you enjoyed the game!

Yup, the caret would need to be adjusted as a lot of people had pointed out too. It's funny cause real typewriters had way worse caret that what we modelled, but I guess from a game's perspective, realism might not always be the best course of action. Lesson learnt.

Thank you for playing! That's a strange bug indeed... clicked enter while the ghost is typing.... hmm...

Anyway, glad you still enjoyed the game regardless!

  • Interesting biblical-themed puzzle game. Though for some reason, the game gets creepier and creepier, especially at the final level, and yet it turns back to that holy golden feel at the ending. I am super confused. The game is really intriguing. It reminds me of Rooms: The Toymaker's Mansion a lot with the room-moving mechanics. Really cool, and I think there are loads of possibilities. The puzzles are well-made too, though I think for some of the jigsaw puzzles the image got blocked by the room frame and is really hard to figure out which should goes where. The worst offender is the last level. But overall, I think this is quite a solid entry, and you all did a fantastic job making the game!

Other things I like:

  • Nice hand-drawn graphics
  • Cutscene before and after the game
  • Lots of levels

Suggestions:

  • The controls, namely using M to toggle movement and rooms is a bit strange. I would suggest using the right mouse button so that you don't need to move your hand away from the mouse for that single key press
  • Maybe allowing W for jumping too, I don't know, this feels more natural
  • The story and scenery need a bit more explanation, as it's a bit cryptic right now. Going through the airport, factory, and some mysterious hard place?
  • Some sound effects for the actions (lever, room movement, correctly assembling an image) would make the game feel more polished

Done all the levels, and I think the game is quite fun! It reminds me a lot of the flash game Shift, with a similar level rotating mechanics. The platforming challenges are quite nicely designed, clearly with quite some thought behind each level. I especially enjoyed the level with the grey box trapped in the centre of the room. It feels so satisfying when you finally get that cube outside the confinement and use it as a stepping stone. Nicely done. The 2D to 3D switch is also quite nice, though I would hope the game would collapse the dimensions instead of staying on the same Z position after changing to 2D. (think FEZ) It would definitely make the puzzle more enjoyable without some phasing through walls nonsense. Overall, this is quite nicely done as a jam game! Keep up the good work!

Other things I like:

  • The eye in the little player cube looks really cute'
  • Simple level design
  • Sound is really nice too! Kudos for music composing in a jam
  • Colour palette feels nice and not overwhelming

Suggestions:

  • Downward shadow would be super helpful in judging where the cube is in 3D mode
  •  I would suggest some indicator (icon, text, whatever) to show whether the player is in 2D or 3D mode. It's sometimes really confusing when the white wall doesn't work, only to find you are in 3D mode
  • Maybe defaulting to some angle like 15 degrees after switching to 3D mode?
  • A level counter would be nice too

Despite the camera issue that other's has been having, I think the game is quite fun. I do like stargazing, and I am always happy seeing that in a game. The concept is really nice, and I think there is potential to make it a cosy observer narrative game, if that makes sense. I quite enjoyed the AI and the things it said. It's a bit sad seeing how it ends, but I swear I've read all of them, I promise.

Other things I like:

  • Funny flavour text for each observable planet
  • Nice gameplay loop
  • Music sounds really nice

Suggestions:

  • The camera issue obviously needs some fixing, and I think a sensitivity slider would be helpful
  • I wish the ending were a bit more elaborate. It currently feels too sudden and left me really confused
  • The quest UI should be fixed to the side instead of the centre, so as not to block too much of the view of the game
  • It would be nice to have some difficulty increase when getting further into the game e.g. camera issues, stars being blocked by something else, different lens etc. Yeh true it's hard to make star gazing difficult

Finally played and completed this game! I've been seeing you posting stuff on the Discord server from time to time, and the game hasn't betrayed my expectations at the slightest! The game looks super good, and the gameplay is excellent too! I really liked the level design of the game. Every puzzle is well thought out, and feels good to solve, too! Special callout for the ledges that restrict the movements of the boxes. This is the level of detail that I really want to see in a well-made game. Congrats!

Other things I like:

  • Smooth movement and jumping
  • Really cool visual effect, though it makes the resolution a bit low, and would require some zoom in to make it look comfortable
  • The environment is really well built! I love industrial ruins
  • Signs in the environment to show where to go subtly

Suggestions:

  • The camera moves a bit too quickly and would clip into stuff. Feels a bit dizzy after seeing that for a while, and would need some tweaking
  • Using the right mouse button to progress dialogue seems an odd choice
  • Would love to have some more parkouring sections (like the one near the end of the game)

Anyway, would really want to see this turned into a full release! Well done!

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Wow, this is really well made! Pretty heart-warming too! I loved every aspect of the game. Loads of attention to detail, gameplay is surprisingly cute and cosy, and it captures the childlike joy super well! I wish I could have a childhood like that too, but I digress. Overall, this is a game that I enjoyed dearly. Very polished, professionally made. Well done! 

P.S. 1984 in a children's bookshelf, someone must have been sneaking into the study lately

Other things I like:

  • Pixel art looks really nice
  • Loads of different dialogue for almost all the stuff in the room. The attention to detail
  • Really nice floor-is-lava effect, parkour feels good to play too
  • Nice story
  • Music choice is excellent for the game

Suggestions:

  • Can't think of much to be honest, the only thing that comes to mind is that it's a shame verticality isn't much utilised in the game, and it's definitely there, seeing how you can jump into the table at the very start of the level. But time constraint is a thing, so I guess that's it

The atmosphere is really nice and on point, and I quite liked the black and white tone too. This reminds me a lot of Limbo and another old Flash game about a crow for some reason, with that eerie feel through the whole world. Well done on that part. Gameplay, unfortunately, is a bit lacking right now, as it basically boils down to a walking simulator. I thought the boy might do something like a chase/jump scare of whatever, but that sadly didn't happen. Anyway, I think you've still done a nice job making this demo, not to mention being solo too!

Other things I like:

  • The intro has a really nice suspense vibe to it
  • Sound is done pretty well
  • The torch part feels really nice

Suggestions:

  • Would be nice to have some more gameplay, puzzle, action or whatever

No, I don't think I've found the glide power up. Might need to try again for the full experience hmm.

(Wait, so the pixel perfect jump is not intended?)