Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

IgnCloudi

479
Posts
3
Topics
19
Followers
9
Following
A member registered Jul 17, 2023 · View creator page →

Creator of

Recent community posts

Im sorry but i cant rate :(

I tried to download using the itch app with the sandbox enabled, but it had no compatible downloads there
And there being no screenshots for the game doesnt help

If you join more jams, try to get a web build up as an alternative. You'll get much more people trying out your game as its much more convinient and reduces risk! :)

Hope to see you around!

i agree with nathan on this one :var:

Simple game, not buggy, very much playable and enjoyable.

Its good to have sfx and ambience music, really helps out any game

Tho, it did get a bit hard to differentiate between an already corrupted fish and a normal fish
Itd be better to have some more variance in their shape

But still, good job! :D

Alr, this is actaully interesting! I dont exactly love the theme implementation but its very unique and feels interesting

For the gameplay, its quite fun managing digging and the next patrol timer ALso, i love how it isnt a linear path to the exit but s kind of like a maze. I really enjoyed digging around, encountering dead ends and finally finding the escape route

Tho, i did find a bug, the wall opposite of the poster doesnt seem to have collisionsi have an img as to where i fell off the world


Also, the collision of the entrance to the tunnel system felt a bit janky as i got stuck a few times while trying to exit and had to get back bit and align myself with the poster to enter

ANyways, thats really just some nitpick.

I love the timer always being in hand, but it does get a bit annoying as the clock keeps clipping htrough the walls

Overall the game is simple but still quite fun! you guys did an amazing job!
Id love to see some more secrets hidden in the dirt that you can stumble upon while trying to find an exit

Great job you guys! keep it up :D

smh kira, we need more.
more kira  peak games

The theme, the game, especially the player controller(Its quite easy to mess the movement up, but you handled it really well!), lore were all really great! But (as tkp mentioned) the dialogue could be better.

Not to mention the visuals, they were really great! I actually really liked the artstyle you went with. Tho i do wonder if you made the wobbly shaders too :var: But nonetheless they were implemented well

The theme implementation was also really unique, when the guy first got high, i thought i was playing a tkp simulator

Btw, i had no idea you made such good music :wah:
Me and tkp might pick you up for unpaid labour for music and sfx in the crossy road game :comfy:

Hope to see more great stuff from you! :peepolove:

Exactly!
The adventurers are the villains :var:

Maybe we are the villains for supporting the adventurers for so long :var:

I have to say, i agree with nathan about the controls lmao.
very interesting :var:

But, ig it kinda makes sense with the story of you being the visor of a super soldier. Like, you dont move AS the soldier, you tell the soldier where to move.

Though id still like to be able to use the mouse to look around instead of the arrow keys :wah:

Well, I hope you feel better now :comfy:
You did a good job especially while bring sick! 

ngl, for 30ish hours, you did a real good job!

For the gameplay, ofc id love to see more trap rooms. But other than that, I was a bit confused with the ai of the guy. Like sometimes he'd explore every room in its path but other times he b-lined it skipping some side rooms
Id like if it were more consistent with deciding between going through all the rooms or just b-lining it to the treasure

Most of the time, it did go through almost every room, which did make it a bit too easy
I found the strategy of having longer hallways with ballistas at the end to be the most effective

Also, when the cards appear, they hog up all the screen and it becomes hard for me to see my layout and plan as to what i can take to get the most out of the card.
So maybe the cards could be smaller and locked to the bottom of the screen?

I also think that being able to rotate the pieces also kinda takes away another challenge to plan better layouts instead of just randomly placing pieces. Though that could also cause the problem of a piece not being placeable on the layout essentially softlocking the player. Idk if its a good idea or not, but laid it out anyways :var:

The game does get a bit boring pretty soon as there are only 2 options for now, but thats definitely not a permanent problem. Though im glad for the speed buttons! 

The art is pretty simple but still fits and looks really great!

Also, i did find the theme implementation to be a bit confusing, as you mentioned, the treasure is ours and the adventurer is the one trying to steal it. So isnt HE the villain? We are just trying to keep safe what is ours :var:

Overall, I love the idea, and also would love to see more traps added. 
This could get very fun if you work on it further, but i wonder if you will :var:

(1 edit)

Ok, so first of all.. I LOVED the game, the idea was simple but the implementation, game design and boss designs were crazy :var:

Now most of the stuff Ill complain about be just nitpicks as the game is already very well made!

- The fall speed, you already mentioned the problem, so wont drag along that one :var:

- While talking about the movement, this wasnt THAT big a problem at all, but nonetheless i want to mention it. The walking felt just a bit too quick, like i had many cases where i just walked into spikes or slipped off of platforms

- Also when changing screens, i think the player movement should stop, cuz lets say i dash into the next screen and it has a pit close to the start :var: Ig you know where this is going, but it was frustrating when you cross a screen just to miss the checkpoint and slip over the edge

- Varying difficulty of screens, most screens were pretty easy to finish, I loved that before every ability you unlocked, there'd be a screen you might need to back track if you didnt already get the ability (Also another thing that whenever i needed to backtrack, it wasn't hard to figure that out, Id say those screens were very well designed to tell the player that they were missing something without outright stating it). But especially in the final area, some screens  towards the end did feel a bit too hard.  Ngl, the hard ones are a mixed bag for me, I usually hate dying like 500 times, but just finishing the thing after that makes it even more rewarding. So ig the game provided variety :var: there were some very easy screens and then their were some VERY hard screens

- For the boss's moveset and how they select their moves, instead of just randomly picking a move, id like it more if they had a weight system for the moves in the set, cuz as you already know, the random picking system CAN cause the same move to be picked quite frequently. Tbh i didnt notice this as much in the final boss as she had a larger moveset with varying styles. But it was much more noticeable in the 1st boss fight.

Speaking of boss fights, the first 1 was fun, but getting 1 move where it just spat some slime balls in a row just cheesed it FOR me :wah:. Other than that, the hitbox and the hurtbox of the boss was also kinda weird.
Like the back part of it while ramming wasnt part of the hitbox but when it rotated to face the player after the ram, iirc, the collision came a bit forward (as the rotation wasnt an animation and the collision also just popped a bit ahead). So, if you were close to the boss when it was NOT facing you, you were fine, but as soon as it, the front body HAD the collision and you were suddenly inside it. It just became a bit hard to guess how close you could get to the boss
The second one was interesting, i liked the ranged attacks as in the boss was like a mage, but it felt too easy without any cheese required
The third one.. Omfg  i LOVED that fight, the variety of moves(ALL of which were really good!), the length.. it was perfect, down to the last minute detail. Well maybe im exaggerating a JUST a little bit
2 things which kinda made it annoying were
- It kept moving ahead very slowly, that combined with the small attack range of the player which required us to be close to the boss was bad combination. Like I needed to be really close to attack but the boss moving forward required me to also distance myself pretty quickly
- The attack indicators, right before attacking. When doing the slime/fireball attack, the particles and it flying back made it obvious to what was about to come, but for the mele attacks, the boss just did like a shrug animation which was either the same or just similar to other animations and then attacked pretty quickly. This gave less time to react, I could say that this was intentional but the 2 ranged attacks not following that pattern makes it look unintentional :var:

But that doesnt mean at all that i didnt enjoy that final fight, it was literally peak. The way it started made me feel like how am i even gonna beat that thing, but as i kept on trying, i kept getting better at predicting what it was gonna do
But i DID kinda start to cheese it as in, Id just stay away from the boss and easily dodge the range attacks. And when it did the ram attack, it took way longer to recover than other attacks (which I really liked at start as that attack was kinda quicker and thus made the boss vulnerable for longer) but with the double jump, its VERY easy to dodge and so, i just waited for the boss to do the ram attack, got loads of hits in and repeat. Tbf i dont think this is a full on cheese but a pretty viable strat to make the boss easier

Alr,  so for the other stuff, the artstyle was simple but well made, the color pallette was good and the music fit in very well, but i think the amount of juice you managed to stuff in really made a difference, the sfx, the wobble, the particles, not to mention the variety of enemies, bosses and 3 whole areas.. All of it really elevated the experience!

I seriously cant believe the amount of polish you managed to pack in this game. This does NOT feel like it was made in 9 days, so seriously hats off to that dedication, you took a simple idea and made it really enjoyable with clever level design and cool bosses :comfy:

Most of the stuff i criticized was just what CAN be added/worked on, as you know, you cant really expect anyone to make a perfect with years of work, let alone 9 days :var: But you did MORE than a solid job!

Keep up the great work! :comfy:

Can i start?

Eyy This was quite a fun take on a platformer

I got used to the hold w for higher jump but I dont get why not just hold space for it :P

Still, the game was really cool! I loved the idea of using the chef's attacks to open paths to find the exit!
And not just the idea, the game itself and the mechanic was well implemented and was quite fun!

Also, im not sure but in some levels there were invisible walls and i have no idea how I needed to get through them 

Other than that, the art, sfx and music were all GREAT! The cheeky fun atmoshphere was really cool!

Real great work you guys! keep it up :D

Alright.. just WOW

I think Ive been playing this for the past 30 ish minutes lmfaoo
Its literally gambling embodied!

Like its not even simple?? Like all the modifiers and and buffs/nerfs. Soo much going on and I just turn off my brain and gamble away. This is truly just a great game, not even just for the jam but in general

The pop sound as it goes around the circle
The decay sound
The bg music loop

Its all perfect. 

I LOVE how its soo balanced, like I tried to spam certain modifiers but its not that simple. Its a BIT confusing as to how some of the modifiers work or the decay mechanic. But its understandable enough to just start gambling away

Im not gonna lie, most of the time I didnt even know what I was doing, just trying out different layouts to see what might work and what doesnt is just that cool of a mechanic

You truly did a great job! 

This is a pretty solid game!

Like as many people already mentioned, I LOVE the art! All ending panels, the character art. Its really great

Also, the transcirpt feature is REALLY cool and a really welcome feature

Tho for the story/dialogues, it was a bit hard to figure out the culprit based on just the dialogues as they dont really feel very helpful
Everyone was just defensive and not much.

Tho I still loved all the endings xD 
Also the secret endings! Like the one where your brother send you to get biscuits for HIM. 

Overall a really cool game! I love these dialogue based story games so i am a BIT biased. but still, this was really well made!

Good job you guys!

Eyyy lmao, Ngl this was the plan
People trying out different strategies to find the best one

Im glad you enjoyed it! 

I hope you didnt miss the mechanic of buying and placing obstacles yourself with the money you bet on the race T-T
The thing is, you usually buy and place your own obstacles, but if you dont do that for 15 secs. A random obstacle will spawn on its own
This adds another risk factor as if you dont take the risk yourself, the game will do it FOR you

I def agree with the camera problem you mentioned tho, that was a miss from me. Ill def add it as a post jam update :)
Thanks for trying it out! Im Glad you liked it

Real, and I tried SOO hard to balance their combination too, Like the fortune cookie got some MAJOR speed nerfs 

I could have done more, but I still wanted it to be a viable choice. Seems its a bit TOO viable right now xD

OOOHH, THAT IS A CLEVER BUG FIND

You see, when you select the lane where yo start, the ui just goes offscreen and isnt deleted xD
It seems I also forgot to disable that button

And in godot if you click a button it goes in this focus state where you can just press the ui_accept action (which had space bar) to press it again.

So you can repeatedly press it even after its off-screen xD

Thanks for that report lmaoo, I cant belive i missed that bug

Thanks for trying it out!

You couldnt figure it out cuz it wasnt a feature xD
But that is a cool idea to  be able to watch the entire track at once

Ohh the conveyor thing is back T-T

I still dont know why the camera freeze happens lmao. 

But still, thanks alot for the report again! 

Ill try to fix them both :D

Yaa, the controls were only mentioned in the how to play section.

That can really hurt the experience of someone who didnt read them

Ill def want to work on a tutorial for this lmao

This reminded me alot of a mobile game I used to play a while back "Mars: Mars" 
The game was pretty fun! Like difficulty wise, I feel it was balanced pretty well!

My only gripe is that if you lose you have to start from the first level, I htink it would me more fair if we could just restart that level

The art and sfx were also pretty cool!

Also, just a nitpick, when you touch the landing pad, you instantly win (unless you are too fast), I wish that when we land, we also had to be stable, like both landing legs on the pad and all

This would definitely make it harder and would need some more balancing, but it could be a fun little challenge that you dont just have to touch it and "barely" make it. You have to absolutely stick the landing

Overall a fun and great game with cool art!

OOO I like the idea of keyboard to move the camera! (And no, it is not currently implemented), I was thinking of a lock on button so you can just lock on your cookie, but Ima definitely try wasd for the camera, that MIGHT just work very well!

Im glad you enjoyed it, and thanks for the feedback! :D

Lmaooo, Im just glad I had something for you to steal xD

With the amount of ppl requesting the lock camera now, Im gonna have to add that in real quick after the jam end xD

Anyways, Im glad you had fun losing all that money! :P

I like how you referred to the cookie as a horse xD

But ya, I did get that feedback and Im definitely gonna add that one in the game, its really a necessary feature which shouldnt be missing in the first place. But oh well

Im glad you enjoyed the game! :)

But still, it is soo surreal to play a whole ass game INSIDE this one and having it not just as a side gimmick but also integrated with the game and its mechanics, hats off to you for pulling that off lmao.

Actually I did hear about this when you were doing it but my game was not ready at all by then (tbh I had to use the extra 48 hrs to fix ALOT of bugs xD). But I didnt know it was gonna be a jam entry too xD 

Ngl Id have loved to have my game playable inside it aswell, but oh well, too late now with the uploads locked

But I still think it was better to have atleast some music while playing even if it was other's games. Cuz if they were muted it would be awfully quiet imo (Especially in games where the audio feedback was more prominent). So it IS a win win ig

Again tho, great job you guys! 

Ngl, That could actually work
Ill have to test a bunch to get a balanced figure as to not ruin its viability

But will surely inform you if I do end up implementing it! 

https://itch.io/jam/brackeys-14/rate/3849497

heres mine, Ill add yours to my list :)

https://itch.io/jam/brackeys-14/rate/3849497

heres mine, Ill add yours to my list :)

OK JUST WOW

This is SUCH a fun and polished experience
I usually dont like when someone does a real life game that I dont know and has a wall of text explaining the rules

But the way you guys explained it easily and also made it soo accessible, like the number showing the addition of the values of cards you have and the max cap you can reach right now.
The attack and defense system being soo simple, yet so effective

I absolutely love the gameplay and the theme implementation!
Its such a breath of fresh air to see people actually trying to implement the theme instead of taking it as a secondary goal

Also, I LOVED the artstyle, the sfx and music (They really fit very well with each other and create an amazing atmosphere!)
Especially that transition which follows the cursor, it was really cool! (Just wish it was a bit quicker, as it slows down the game alot imo)

Also I think the ui (i mean the shop ui) could use some more polish, not that its not usable but it does look a bit out of place compared to the health, and stats ui

Honestly a great game and I had a blast playing it!

I dont think I have any real complaints tbh..

You guys seriously nailed it!

real LMFAO

Eyyy thanks alot for the compliment!

Tbh I did get MAJOR help for the idea from a someone else on discord 
And then alot of testing and bug reporting done by other friends and kind ppl 

So really cant take ALL the credit :)

Also glad the extra money was of use xD
Initially, the game would soft lock after you lose, so this was a very necessary change lmao

Anyways, thanks for trying it out, Im glad you enjoyed it!

Guys its cool if you send your games but this isnt a rate for rate or smthing like that
I was just hoping for people to drop some games they really really enjoyed!

https://itch.io/jam/brackeys-14/rate/3849497

heres mine, Ill add yours to my list :) 

 Id actally love some honest/constructive feedback!

https://itch.io/jam/brackeys-14/rate/3849497

heres mine, Ill add yours to my list :)

Id actally love some honest/constructive feedback!

https://itch.io/jam/brackeys-14/rate/3849497

heres mine, Ill add yours to my list :)

Id love some honest and constructive feedback!

https://itch.io/jam/brackeys-14/rate/3849497
heres mine, Ill add yours to my list :)

Lets share some cool games we found, doesnt have to be someone else's games  if you think yours is underrated, then you can drop that aswell!

This isnt a rate 4 rate kinda thing, just ppl sharing any cool and especially underrated games they  found

Ill start: https://itch.io/jam/brackeys-14/rate/3850970 Not underrated as its got a good no. of ratings, but I think this is the best one Ive found so far in the jam

Damm, this was soo cool

Like not even talking about the gameplay, but just the vide and the diegetic UI were soo good and well made!
I did notice tho that while betting. the timer on top was partially hidden, the betting numbers were overlapping the controls below 

This was inconsistent tho, like its normal 3 times out of 5 but then this happens sometimes when I reload and play again (I did see you mentioned scaling issue bug mentioned in the desc but not sure if this is what you were talking aboout)

Coming to the gameplay, its pretty simple, but just the overall atmosphere you built with the console like ui made it very fun! Though I do think it could use more mechanics to double down on the risk factor

Right now, it definitely isnt like easy, but it isnt really hard either to get a jackpot

Also when we enter the number and press enter to like lock it in? Id love to see the game point it out specifically that its locked in, cuz I pressed enter bymistake and was confused why it was stuck and why i couldnt change it.

Overall you guys did a great job, I love the Ui and the asrtstyle! The CRT effect also helps alot with it!
The gameplay is quite fun but can get a bit repetitive and could use some more mechanics imo

Great job you guys!

Ahh another thing I was surprised nobody was complaining about

The tutorial, it was basically a very last minute addition. I actually wanted a specific tutorial level where Id teach the player how everything worked.

And even remade the whole character selection logic specfically to facilitate that, but in the end I didnt really have time to work on that, so just ended up having scattered text throughout the game

Anyways, thanks alot for playing the game, Im really glad you enjoyed it :D

i get the game and its a pretty cool idea like you choose one of 3 paths a d that can either give you a fight or just more cookies

But i felt the game was a bit TOO easy

Like even IF i take damage, it gets all healed up after the next choice. 

Also it is really easy to cheese enemies by just warping from left to right and vice versa

Other than that, the game still feels pretty polished with a nice atmosphere and great sfx!

Only complaint would be the balancing issues and the game feeling a bit too easy

Great job overall!