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KelvinHM

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

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The game looks really nice, I liked the graphics a lot! The player character in a red coat and fedora looks really good and really stands out as a character. He pairs with a nice bleeding-out mechanic that rewards close combat and reckless movements, which feels quite nice to play around with. Not sure how the game ends, but I've reached those red arrows in a few rounds, but it sadly does nothing. I would assume that's where you proceed to the next level but I might be wrong.

Other things I like:

  • The procedurally generated levels feel nice to walk around
  • Good mechanics and idea, especially the bandage system

Suggestions:

  • It would be nice if the character moved faster. It's currently quite slow, and feels frustrating to dodge incoming arrows with just the dash
  • I would suggest reducing attack spinning up time, just to make the game feel more reactive and punchy
  • I think the number of enemies spawning should be reduced a bit, or at least spawn in as waves instead. For quite a few times during my playthrough, it's almost impossible to dodge the barrage of arrows when too many archers are spawned at the same time

Anyway, I think you still did a nice job in making this game! Keep up the good work!

Overscoping is really a common thing in jam, so don't be too discouraged by it. The art is really nice, both the large cutscene images and the character and enemy sprites. Though gameplay is lacking right now, I think the idea looks intriguing, and I am really curious how the game would play if it's done. 

I'd normally do my usual compliment + suggestion section, but I don't think it's even helpful in this case. I'll hope this doesn't make you feel too bad, and keep making games!

Played for a few rounds, made it to the machine that asked for disk 2, not sure what to do, but the game crashed after trying to load disk 2. The game is actually quite fun, with fast and urgent gameplay. It's really difficult and would benefit from some more balancing, but I think this is actually quite nice! (What do you even mean this barely finished mess)

Other things I like:

  • Really tense music that fits the gameplay well
  • Variety of rooms, enemies and even room effects
  • Randomly generated map, and it's actually fun playing through the levels
  • boss (?)
  • Full-fledged upgrade system and weapons

Suggestions:

  • Time should be paused or at least slowed down in shops and weapon changes. Currently, menuing through the shop and weapon generator takes too much time, and it's almost never worth spending that time instead of just running through the level with your base weapon and stats. Such a shame that the whole system you've built got undermined by the time mechanic
  • Boss fights should be a bit harder, as currently they can be defeated by just spamming left and right clicks
  • I don't think pressing E to go through portals is really necessary, and it just slows down gameplay as a whole
  • I would suggest adding links on the map to show how rooms connect with each other

Anyway, I think you've done quite a good job making this game. Well done!

Wow, a goblin themed overcooked, this is unexpected. I loved the idea of a fantasy cooking game, with strange food items instead of real-world items. Not sure if I am playing the correct build, given that the game is not what the screenshots depict, and I am only playing level 1. Managed to finish it, but barely. The game is quite difficult with the multitasking setup, but still really fun!

Other things I like:

  • Nice music that complements the game greatly
  • RPG artstyle which matches fantasy settings nicely
  • Interesting system where you can leave the orders as is, and focus on the newer ones instead. Interesting way of slightly punishing the player for not completing orders, yet still allowing comebacks and/or risk decision making

Suggestions:

  • I think the dialogues are a bit long, and would hope they are either skippable or shortened to allow the player to get into the gameplay more directly
  • Consider changing fonts, with this amount of text, it's really hard to read
  • Consider using images and icons for orders instead of text. It's another thing that should streamline the process, reducing unnecessary complications for the player
  • Cooking icon (the one with the Q button) should always visable and larger. It's really annoying to switch to a gob just to check the item status

Anyway, this is still really nicely done. Seeing you are trying to put this on Steam, I'll wish you all the best of luck!

Thank you for playing and for all the suggestions! I think these would go really well when we further develop the game, especially the explore race improve loop gameplay cycle. We'll keep these in mind when deciding how we want to proceed with our game.

Huge thanks again, and glad you enjoyed our game!

Finally completed a run, albeit on easy. I am not sure if this is intended or not, but the game is surely very hard. The concept is nice with the blood timer mechanic, forcing the player to be as aggressive as possible. I also like the fact that the game is basically a single boss battle, with an in-game tutorial at the beginning. Really nice to see a good in-game tutorial, so kudos for that!

Other things I like:

  • The enemy and boss design are really menacing
  • Good pacing 
  • Easy to understand controls

Suggestions:

  • Difficulty needs to be tuned. It's already hard in easy mode, and in normal mode, killing a single enemy barely replenishes the time needed to kill that enemy, not to mention healing off damages caused by other enemies and bullets. This causes the game to have low fault tolerance for the player, and make is very, very difficult. Can't imagine how hard this would become in impossible mode.
  • I will either add some invincibility frames or some controls at the end of the dash. It currently stopped suddenly, and somehow during the boss fight, it always stopped in the middle of a group of enemies, resulting in some unnecessary damage taken
  • It would be nice to have some more obvious indicators (e.g. particle effects, sound etc) to signal the vulnerability of the boss. I don't think the target icon when the mouse is hovering over the boss is noticeable enough

Anyway, the game is still really fun and enjoyable, and I think you all did a good job making the game. Keep up the good work!

Baked beans are not that bad, come on! Jokes aside, this is a really fun game. I liked the general hilarious tone of the game. It's also cool to see so much concept arts and it's such a shame seeing them not implemented in the game. It would have been really great. Overall, the game is well-made with loads of nice ideas. Hope to see more of it!

Other things I like:

  • Good-looking and stylised models
  • Cool sound and music
  • Some difficulty towards the end of the game, but not by much
  • Funny ending sequence

Suggestions:

  • The charting farts seems both too fast when platforming, but felt really slow as well when you are waiting for it to charge up. I would suggest some kind of sigmoid charging curve instead of a linear one, which should reduce both fustrating feels
  • Gravity felt weird for small objects like a frog. Consider rebalancing it
  • Please move the frog a bit at the beginning of the game, where it currently sits in the bean can. This confuses me, and possibly a lot of players, about what to do to start the game

Anyway, this is an unexpectedly interesting game. Good job making it! Well done!

Wow, this is really nice! I liked it a lot! Feels like some psychedelic version of a WarioWare game, and the minigames are really nicely done too! I've played a few times and finally got a win after 4 tries, and I had a great time. You all must have spent a lot of time making this game with this much content. 

Other things I like:

  • I liked the art style a lot, it's chaotic as hell but really fun to look at
  • The music is really good, and it fits the art style well
  • Minigames are usually well-made and paced. Not too difficult in general, but still makes a tense game with the time limit going on
  • Did I mention those distractions? Such a nice thing to add to the game
  • It's nice to allow the player to decide what to play first

Suggestions:

  • Some minigames are harder than others. The maths minigames are probably the worst offenders and are the main contributors to my retries. Maybe make them a bit obvious so as to break the flow of the game?
  • Mini game can be started playing even when the instructions are still on screen, which is a bit unfair. Consider blocking inputs before the instructions fully disappear
  • Consider adding a skip cut scene button to the intro, if resetting a lot is expected from the player

Anyway, this is super well done! Good job on making this game!

Nice little survival game on a ship. I really like the rocking boat thing that rotates the level. It certainly makes the game unique and stands out. Art choice is quite nice too!

Other things I like:

  • The leaking sound gets louder when you are closer to the leakage. It helps a lot with navigation
  • Two different enemy types
  • Yarrrr

Suggestions:

  • Jump height gets lowered during time slowed down, making the game even harder and feeling a bit unfair as a result. Consider making the jump the same as the normal jump
  • It would be nice to increase the hit animation to match the hitbox size
  • Consider decreasing attack spinning up time, as currently it is a bit long, and it makes it really difficult to avoid damage

Anyway, I think you still did a good job making the game regardless! Keep up the good work!

This is really cool! I enjoy a good platformer, and this certainly delivers. The difficulty of the game is a bit high, but at least for me, it's still very manageable. Platforming is really smooth and nice to control, and generally, the game is really polished and well-made. It certainly is one of the best games in the jam! Well done!

Other things I like:

  • Intro and outro cutscenes, it's rare to see one in jam games, let alone a good one
  • Good and complete game progression
  • Good graphics
  • Nice split path at the end of the game, though the difference it makes is too big in my opinion
  • Easter egg in the game makes me giggle

Suggestions:

  • The chasing sequence is a bit tight, especially how close the robot follows you. Consider slowing down the robot a bit
  • Consider adding a track line for the moving platforms, allowing the player to make quick decisions in such a tight game
  • Adding some in-game tutorial/instructions would be ideal

Anyway, this is a really good game regardless! Well done!

It's a shame to see the game in its current state right now, but so far it looks really good!  You've got a really detailed intro sequence before the main game, which is really rare in a game jam, and I appreciate that a lot. The UI and dialogue system look really nicely done, too! Sadly the combat system is not in yet, but I hope this project gets further development in the future, and I look forward to seeing what it will evolve into.

Other things I like:

  • Nice character graphics
  • Concept arts

Suggestions (in its current state):

  • The current click-to-move system is a bit uncomfortable to use, especially at the narrow part of the map, where the player would get stuck easily. I would suggest using pathfinding algorithms to assist movement

I think I've finally completed the game! (If it truly ends on the jam page screen). As I've said, this is really impressive, especially with this many contents packed in the game! I've accidentally taken the hard option of using the bow and arrow, but still, the game felt really fun to play from start to finish. It's just a shame seeing that bug breaking an otherwise really high-level jam game.

Other things I like:

  • The variety of game mechanics and contents
  • The "in development" aesthetic of the game
  • Cheat code for helping us get through the game. (should be a game mechanic too if you ask me)
  • Really smooth and nice animation

Suggestions:

  • Some animations need to slow down just a bit in order to not to overwhelm the player, allowing them to enjoy the story a bit more
  • Maybe a way to reset the difficulty selection?
  • A chapter selection would be nice too
  • The story ends rather abruptly, and I would wish seeing how the story ends

Anyway, this reminds me a lot of There Is No Game, which also starts as a jam game. I have no doubt this can be successful with more content and polish. Well done!

This is such a simple yet nice-looking game! The art is super impressive and consistent across the game, and the level designs are really nice too! I had a few giggles seeing some visual gags, such as the Victorian woman holding a hand fan, which actually makes a lot of sense if you think about it. It's sad to see the game end so quickly, but I don't think one can ask for too much in a game jam entry :(

Other things I like:

  • Simple and effective UI
  • Nice sound choice
  • Really polish overall

Suggestions:

  • Some explanation in the game (a single line of text would do) would be really nice, as people don't tend to read the itch page/manual before playing

There isn't much to criticise really, I think you've all done a really good job! Congrats!

Alright, so not hitting that 60 fps cap... great...

Big thanks for the help!

(1 edit)

Thank you for playing! I hope you still enjoy the game despite performance issues.  We've tried to make the game as performant as possible, so I am quite curious what FPS you are getting when playing the game?

You could turn on FPS display in the settings menu :)

Thank you for playing! And thanks for the kind words too!

This is really cool! Already loved this meta game style of storytelling a lot. Can't imagine how much time you've spent on this. The game is really good-looking and polished even in its current state! I am stuck at the wall-jumping section where you can't move on the ledge. I am not sure if that's where you should use the cheatcode, but if yes, please tell me how to use the cheat code :( Would really want to see till the end of the game. I've left a rating for the impression up to here, but will definitely give a full comment after that!

Really nice idea! I know typing game is a niche and dying genre, but I will always enjoy a good one, especially in a jam! I love how you are incorporating time-based RPG elements into a typing game, and it mixed surprisingly well! Let me note that down for future reference. The hand-drawn artwork is probably the biggest highlight of the game. It looks really nice! I managed to complete the game, and for some reason, the second level felt easier than the first one LOL It's fun though

Other things I like:

  • Great timing for the enemy action
  • Nice enemy variations

Suggestions:

  • Typing WASD is a bit awkward, not going to lie (unless you are going for controller support too). I would suggest doing full words, with number keys to select enemies instead
  • It would be nice to have some visual effect for damaging enemies/being damaged. Given that there is so much stuff on screen right now, such important information needs to stand out a bit more
  • I will also suggest doing a loading bar styled timer for enemy action, for the same reason above
  • Sound would definitely make the game feel nicer
  • Please do a web build, it's a shame less people are playing the game due to PC build only

Anyway, this is a really nice game! Hope to see it get improved in the future. Good job!

This is impressive! Really well done and polished! The gameplay is really smooth and fun to play, the game looks really stunning with nice pixel art, and there's also a boss battle too! What can you ask for more :) Done the game first try so I guess it's not that difficult, but it's challanging alright! Finish the game with under half a minute to spare, though.

Other things I like:

  • Ultra stylised aesthetic, which brings so much character into the game
  • Really nice upgrading system, these mix into the game so seamlessly
  • Really fun "out of time" mechanic, though slightly too exploitable (I didn't do that though)
  • A good variety of weapon choices
  • The sounds in the game are really nice and fitting
  • Nice pausing effect when getting hit. Really punchy

Suggestions:

  • I would suggest some other colour for the player bullets to distinguish them from enemy bullets, this makes the game much easier to see, especially when you are using the shotgun
  • I dislike the fact that you need to buy the gun in order to change it. I think I've spent too much money on buying guns thinking they are stright upgrade. Eventually settled on the burststar, but that wasted me so much money just to test things out. Consider buying once and changing at will for weapons
  • I would suggest some more hazards during out of time, it's currently too safe out there

Anyway, I think this is one of the most polished and one of the best games I've played so far in the jam. Definitely a winning contender. Well done!

  • This is quite an interesting idea for a game! The gameplay loop is super simple and easy to understand, and I think the 30-second timer is just the perfect amount of time, giving a enough push yet not too rushed the player. Nice work! For some reason, I still see that bomb guy (the one doing the tutorial) is evil, forcing the player to go through all of this... Maybe it's just me thinking about the lore of the game too much :P

Other things I like:

  • Graphic is nice and clean
  • Outlines for interactable items
  • In-game tutorial, which is really nice to see
  • Dialogue/speech bubble system

Suggestions:

  • I would suggest changing the outline colour once the player points to an object to indicate they are properly selected
  • Maybe more stuff to be interactable? It's currently quite easy even for level 3. But you'll need to rebalance move speed and interaction speed though
  • It would be good to have a counter on how many times the player still needs to defuse
  • It's a shame right now cause it's a pc build only, which means fewer players would play as a result

Anyway, well done on making the game! Keep up the good work!

I tried to beat the game (yes, I was baited by your post and thought I might try it myself), but ultimately was stopped by an game breaking bug, where the whole scene blinks for 5 to infinity seconds while the player cannot move nor throwing the ball. It happened after you respawned from dropping into the void. It was really frustrating to see that, but I did notice it happens way more frequently after a few deaths. Ultimately, I had to stop playing after the first cart (the red and yellow one). Although I quite like the idea and definitely see some potential, the current state of the game is quite unplayable at the moment :(

Other things I like:

  • Interesting gimmick of the time ball
  • Some nice lamp post decoration
  • There are some different puzzle elements
  • Voice-over intro

Suggestions:

  • The bug should be fixed before anyone can even complete the game
  • Item collection distance is quite harsh, paired with the fast falling speed, meant on some challenges require super precise controls. I think increasing that distance wouldn't decrease the difficulty yet make the game less frustrating
  • Some core mechanics i.e. checkpoints, pushable, need to be explained. Especially pushable since it was never a possible move until that point

Anyway, it's sad to see the game in its current state. I hope this gets fixed soon! Keep up the good work!

Thank you for playing! Ha ha, I guess polishing really makes the game look complete

The game is pretty fun and charming! The time-shifting mechanics are really interesting, yet I hope they can get more use when in the gam, but more on that later. Graphics are super nice. Huge shout out for the final boss design, I really like how hilarious yet menacing at the same time. The final boss fight is really tense, but sadly, it ends in a white screen without much closure. Would want to know how the story plays out.

Other things I like:

  • Nice variation of spells, each with its own uses. I mainly use lighting/freeze to cheese enemies that can't get to me. Don't judge :P
  • In-game tutorials. I'd argue in-game tutorials are the best form of tutorials
  • Nice music choices, final boss music is really fitting

Suggestions:

  • Controls are really difficult to get your head around. Both require looking at the UI, which is hard to pull off during battle. I'll suggest using more buttons, like number keys and others, to perform these actions
  • There should be some visual effect indicating damage for both the player character and the enemies. Such feedback would make the game feel a lot nicer and reduce some frustrations
  • Time-travelling uses are really limited other than going through obstacles. Given how long the animation is currently, pairing with the boss follows you into the other time, you couldn't realistically time-travel during those moments, and it pains me to see the main gimmick not getting used in the final battle. Not to mention that you risk going directly onto hazardous times if you are travelling back to the present, negating the health collected/benifits of avoiding obstacles

Anyway, this is a really nice entry, and I would like to see how it could carry one. Well done!

This is actually really nice! I normally do not say this, but the thumbnail did quite a disservice to the game, given how good the pixel art is in the game. The idea is really nice, shifting the age of the player character as a mechanic makes the game feel more like a puzzle platformer, and I am not complaining. The game comes with a boss fight too, which is a nice surprise.

Other things I like:

  • Not really difficult yet not a-walk-in-the park level design
  • Really great player character and enemy art
  • Sound feels nice

Suggestions:

  • I think the animation's cool-down after an attack makes the game feel really unresponsive after attacking. It makes combat not as enjoyable as it could be (And that's why I preferred the old man, as he has the least cool down). Consider halving that, and it would make a noticeable difference
  • Boss attacks (and normal enemy attacks) are too fast to react to (paired with the above point), and it makes the boss fight quite unmanageable at times. I don't think it needs to be slowed down a lot. Just a bit would be enough
  • I'll suggest having some more noticeable effects to show you are getting hit. This would make health management much easier
  • Can we have W as the jump button too?

Anyway, this is a really surprisingly good entry. Well done!

Thank you for playing! Sad it didn't work out as we hoped, but we really appreciate your honest criticism! This would be super helpful in improving the game.

I've been trying to process what has gone wrong for a while, and I think I am understanding it now. It's probably the discrepancy between wanting to go fast (for fun) and needing to go slow (objective) in the same game, and causing conflicts with each other. (The sonic problem?) I'll admit that the second level is probably the worst offender, given how it's laid out and how random items are placed.

Not sure how to fix that right now, but I do see quite a lot of avenues we could take. Maybe doing minimap / placing crazy taxi style effect around items / or spread them out more (have you tried level 3 that might feel better? yet it's quite difficult).

Anyway, thanks again for the comments, and I do hope you still had a great time playing our game regardless!

Thank you for playing! Glad you enjoyed the game!

I really liked the premise of the game. Racing through the level and getting yourself into the fridge as milk seems really interesting. The map looks really nice too, especially in the first level. Controls-wise I felt is a bit unresponsive, resulting in the milk being really hard to control. Not sure if I am playing if wrong, but it seems like the boost doesn't really start even if you are pressing the boost button. This makes high-speed precise platforming quite hard if not outright impossible at times.

Other things I like:

  • Milk looks cute
  • Gliding mechanic feels really cool
  • Speed effect is done really well, and it really gives that zooming feel to it
  • Really large fridge

Suggestions:

  • As said above, making the input more responsive would be really beneficial
  • It would be nice to make boosting slower, it can go from 20ms to 200 ms within seconds, and that makes the responsiveness issue worse
  • It would also be nice to mark the checkpoint clearly on the level, so that players have more confidence pressing the retry button

Anyway, I think you all did a nice job making this game. Keep up the good work

Nice and short little platformer, gameplay is simple, and controls are easy to understand. Shoot through enemies and go to the next room, simple and effective. I am surprised that you've done voiceover, too, which is always a rarity in jams. 

Other things I like:

  • Consistence artstyle throughout the game
  • Different environments, though no-one like water levels, it is good to see some variety in the level design 
  • Some voice lines are quite funny
  • Ending cutscene. It's always nice to see people implement cutscenes in a jam

Suggestions:

  • Time format is hard to understand. Consider a standard time format like 00:00:00
  • I do not like the final run back at the final section of the game. It's basically walking in a straight line without much to do, and it took around (or at least it felt like) 5 minutes. Which didn't feel like an escape sequence at the slightest. Maybe adding more enemies / changing the level layout so it felt more challanging?
  • Some sprites are difficult to distinguish among other things i.e. the lever. Consider making the sprite more detailed and making it stand out in the environment

Anyway, I think you've done a great job making the game. Keep up the good work!

This is really good! Wow! Phew! I am glad that I've listened and played with a controller. Don't get me wrong, the game is still mercilessly difficult, but at least with a controller, I've managed to get to the top and the sandglass in 5 minutes. Imagine the horror when I got to the top the first time and realised that the keys are necessary.... and the time when I arrived there at precisely 00:00:00, only not to manage to hit the sandglass in time. Yes, I've spent over an hour on your game, but I guess that's worth it. The game's super polished, and the movement felt good to play around with. Really nicely done, and this is definitely a winner contender in my opinion. Well done. Period.

Other things I like:

  • Super fluid gameplay
  • Multiple mechanics that felt like they all brought a unique addition to the game
  • Nice in-game tutorials. Always good to see one
  • Player character is cute
  • Top-notch level design. Not sure how you even managed to do this in a jam

Suggestions:

  • I like the camera a lot, feels like old 3d games that we seldom see nowadays. Though I think for some places, namely the last snowy area, the camera angle blocks the player character in the first triple jump, which is super annoying. Consider finding a better angle or allowing the player to control the camera slightly
  • Can there be a little celebration after reaching the top? It's a bit anti-climax after finally reaching there

Besides that, I can't really find much to criticise, really well done. Really well done.

P.S. I still do not know how you are supposed to get past the broken pillar. I have a strange feeling of sequence breaking by going the other way. Surely it's climbable?

Thank you for playing! As a fellow motion sickness person, I felt like FOV is a must in terms of accessibility when it comes to 3D first-person games. We are super happy to see our efforts get noticed :)

The white icons are actually bonus collectables that could be found around each level. These being the indieformer gem , the jamlystics jam , and a gold bar . All of these were meant to improve replayability and encourage players to explore the map a bit more. Should have conveyed that more clearly, but sadly got left in the to-do piles.

Thank you for playing! Glad you enjoyed the game!

Thank you for playing and your nice words! Glad you enjoyed the game. 

Getting stuck on objects really breaks the whole flow of the game, and while we've tried to alleviate it as much as possible, it sadly still occurs from time to time :( Hope we can get a fix soon...

Thank you for playing! I guess it is already a win for us, making a non-racing fan enjoy our game!

I like the whole premise of the design. So basically, jump king + soldier rocket jumping? Got it! Played for dozens of rounds and got S+ in both easy and hard. I quite enjoyed it to be honest! The gameplay loop is super simple yet addictive, and getting a high rank feels ultra-rewarding. Nice job!

Other things I like:

  • Short and quick reset. Essential for these types of games, and I think you nailed it
  • Rocket jumping is super satisfying
  • I like the physics theme of the game. Why someone wants to stay this close to the event horizon is beyond me. Watched too much interstellar perhaps?

Suggestions:

  • Although I like the green indicator very much, the game still feels very unfair at times, especially when it's near impossible to judge midair distance towards any platform. Not sure how to deal with it, maybe more indicators/grid, but then it would probably go against the whole design. hmmm
  • It would be nice to have rocket jumping sound effects, but it felt a bit empty at the moment
  • I get it that white distinct shapes are meant as an accessibility feature, but some (and just some) decorations would make the game feel way more polished than it currently is

Anyway, I think you did a great job making this game! Keep up the good work!

P.s. Is there an end to the game? Surely after S+ and possible S++ or S+++, there shouldn't be anything left?

Nice and simple game! Considering this is your first game, even with AI's help (I personally don't like gen AI, but I get it that it's a helpful tool), this is really nicely done! I played for a few rounds and am quite enjoying it. Got a high score of 230, not sure if it's good enough. I guess the main draw of the game is in its simplicity, and thus it feels really addictive for doing simple tasks in a super-fast manner. 

Other things I like:

  • Easy-to-understand gameplay loop
  • Tense ticking sound which, for some reason, feels hypnotising after a while
  • Nice and simple graphics that convey the information efficiently

Suggestions:

  • Although difficulty is slowly rising, I think it would be more interesting for a bit more variation the longer you go. Something like more bombs, or more colours, or heck, even dummies that don't require clipping
  • Some background music would be nice

Anyway, I hope you enjoyed the whole game development process. Keep up the good work and keep making games!

This is really well done! Addictive gameplay loop with well-balanced difficulty. It was super polished, too! Good to see stuff like this in a game jam, and I don't think there's more to ask for. I've second tried the game with 3:25:37 remaining. It's a bit confusing at the heart boss, but other than that, the game is really easy to understand. Well done!!

Other things I like:

  • UI looks really nice, especially with the animations
  • Nice sound and music, makes the game really fun and enjoyable
  • Enemy behaviour closely matches the shape they are, which makes the game easy to understand at a glance
  • Did I mention bosses? Nicely done with unique attack patterns
  • I really like the neon colour palette

Suggestions:

  • The effect should be more pronounced when getting hit. With everything is going on, it's hard to notice being damaged at the moment
  • Given how fast the game is, it's a bit hard to read item descriptions. Consider using icons and pictures
  • This may contradict the point above. I would appreciate the description text for the power-ups being shown all the time, not just visible when they are on screen. This should make decision-making much easier

Anyway, I think this is a really well-made game. Well done!!

As a rhythm game player, this felt a bit on the easy side? But I would imagine others may struggle with the offbeat thing. The concept is interesting, and I would hope there's more to the game, which should make it more enjoyable.

Other things I like:

  • Music choice was nice. It definitely keeps the game going
  • Although it's a still image, the background really pops and makes the game look really nice

Suggestions:

  • Maybe adding a bit more beat patterns so that it has more variations, all could be set to off beat for that guy, and it would be fun to play
  • Some UIs are off the screen, making me confused at times. This should be a simple fix, though, but things like this really hurt the game experience

Anyway, it's always good to see a rhythm game in a jam, so I am definitely not complaining! Keep up the good work!

Oh god this was so cool. I can't imagine how someone can pull off a Kafka in a game so well, but here it is. Heavily praised. The art is really nice, but I'd specifically mention the audio of the game, where the lack of music actually does the game such a huge favor conveying the dread of the situation. Gameplay-wise, it's super simple, but I think this is exactly the point. Also, why is a guy even selling stuff that should in theory, help him survive, well that's Kafka for you. Really well done. Listed.

Other things I like:

  • Clock ticking. The helplessness
  • Increasing difficulty/decreasing time limit. Which I think is the most important part of the experience. Without it, I would get super bored (not if I am already getting it for the first few days, but hey thats perfect)
  • The bomb head. Did I mention I really like that design?
  • The factory aesthetic that fits super well with the tone of the game

Suggestions:

  • Some improvement on the dragging input would be nice. For some reason, it breaks from time to time, and that felt really off for an otherwise smooth game
  • Some more effects (e.g. buying rods, completing chipsets, ticking) would definitely elevate the game

Super well done! One of my favourites this jam. Really, really well done.

P.S. What would happen if I mess up on the chips? I doubt things would happen but I just never tried :)

Thank you for playing! I totally understand that feeling, and I've been dreaming to do that with a trolley for quite a while now if I have to be honest XD

I really liked the concept of the game, a nice little puzzle game where you keep the hints for each time loop. The story is quite cool, and some of the dialogue made me laugh a bit. Well done! I've finally completed the game after around 10 loops, and I had quite some fun. While having a nice concept, I think it got brought down a bit by how the game is played out, and I will explain in a bit.

Other things I like:

  • Cool and easy colour palette to the eye
  • Calm ambient music
  • Notification on receiving a new note in the journal
  • Some nice and funny posters as decorations

Suggestions:

  • Please increase the player movement speed, and maybe do strafe controls too? I think this really held back the enjoyment of the game, especially when you are slowly collecting keys throughout the level, only to find out you can't reach the computer in time.
  • It would be nicer if the player could enter the code themselves, rather than the game doing it automatically for them
  • Consider moving the textures a bit away from the wall. Currently, they clipped into the walls, and it looks really off

Anyway, with all that said I think you all did a nice job making this game. Keep up the good work!