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JackdavoS

327
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15
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A member registered Aug 28, 2022 · View creator page →

Creator of

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Since I'm stupid, I should have left this comment at the beginning of the JAM. GAME TRAILER: 

Thank you for playing and for your comments. If I see that it's quite popular, I wasn't sure how well it would work, especially when I realized that the low resolution increased the difficulty. Also, I calculated the countdown times for each level so that you don't need to move both ships at the same time. You can try the strategy of first guiding one ship to the center and then quickly guiding the second one.

Exactly, thanks for playing.

I know it's easy, but I'll be releasing the kaizo version soon.

Good job, I like the color palette of the background, it makes the figures stand out well.

Wow, this really feels retro. I liked the pixel style, the music, and how the animals follow you in a chain. I also thought it was nice that only you were attacked and not the animals caught in the crossfire. It would have been interesting to have different sized paths between the stages, as well as animals of different sizes, which would have forced you to find a specific path to free them all. It would be fun if an animal was so small that it only looked like 1 pixel, ha ha ha. I also appreciate that there was no dynamic where, if you took damage, the chain of animals would break and force you to search for them again among all the scenarios. Good job. I came looking for copper and found gold.

Wow, what a game! I admit that Marie made me feel pretty sick and I almost threw up, but what a satisfying experience! I liked the animations and that rule about making pedestrians cross the street. Good job.

Good job, I liked the pixel art as well as the camera movement.

What kind of cannibalism is this? Hahaha, good job, I didn't expect the pixel art blood effect.

Thank you for playing and for your comments. The truth is that the game was designed that way on purpose. The plan was to frustrate and obsess the user, so that finishing it would be more satisfying. But you're right, it was quite difficult. In fact, every time I created a level, I tested it, and it took me 20-30 attempts to finish it. I wanted to include several levels, but time only allowed me to include 12. Eventually, I'll release an easier version. Also, I never thought that the low resolution of the jam actually increased the difficulty even more.

Thank you for playing and for your comments. The truth is that the game was designed that way on purpose. The plan was to frustrate and obsess the user, so that finishing it would be more satisfying. But you're right, it was quite difficult. In fact, every time I created a level, I tested it, and it took me 20-30 attempts to finish it. I wanted to include several levels, but time only allowed me to include 12. Eventually, I'll release an easier version. Also, I never thought that the low resolution of the jam actually increased the difficulty even more.

Thank you for playing and for your comments. The death thing was a bit of a deliberate attempt to increase frustration, ha ha ha ha. Besides, I didn't even think that the low resolution would increase the difficulty more than expected (my mistake).

Good job, it's amazing what can be achieved with just two weeks and low resolution,

The controls are too fast and make me feel quite dizzy.

It stands out well from other proposals. Good work.

Good remake, but the threat doesn't feel very severe.

At first, I didn't quite understand what I had to do, but then I realized that I could slide the pointer up to see the box, and everything made sense. Sorry for being slow.

Easy and fun. Good job, once you calculate your grains of sand correctly, the terrain becomes easier.

I like the originality, the continuous colors, and the backgrounds, but the sound of scrolling through the pixels bothers me a little (it drowns out the tranquility of the music). But everything works well, good job.

Amazing game, it makes me quite dizzy but it's a lot of fun. I like the detail that you also made the GODOT logo 64x64.

At first it feels difficult, confusing, and incomprehensible, but once you get used to it, it becomes quite easy and fun. Should the options button do something? I press it and it just falls off.

Interesting proposal, I like how the trajectory is decided with cards. Good job.

What kind of Sonic is this? Hahaha, I like the level design. Good job.

Simple but entertaining game, good job.

Your proposal is interesting, good work.

It becomes quite addictive after hearing the first block break. Good job.

Thank you for your comments and for playing the game. You're right, I should have thought my tutorial and explanation of the controls through better, not to mention taking advantage of the low resolution to make it a little more difficult.

Thank you for your comments and for playing the game. You're right, I would have liked to include more things, but I didn't want to overload the screen. To be honest, the difficulty was intentional, as was taking advantage of the low resolution to increase it further. I hoped that after several failed attempts, players would gain experience. In fact, I wanted to include at least 50 levels, but since I tested them all myself to see how difficult my game was, the development time only allowed me to add 12. Thank you for your observations.

Thank you for your comments and for playing the game. You're right, the dynamics are a bit strange once you see them in action. My original plan was to force the user to be alert at all times, trying to get both ships to the center just in time. I even adjusted the times for each level so that if the user wanted to move one ship quickly, they would still have time to get the other one to the center of the circuit. Thank you for your observations.

Thank you for your comments and for playing the game. You're right, my idea looked good on paper, but I never considered that it would be difficult to implement, not to mention that the low resolution made it quite a bit more difficult. By the way, there was a volume option in the options menu. I didn't think through the layout of my menu very well either. Thank you for pointing that out to me.

The old and reliable pinball machine—nothing beats it. Good job. I like the predominance of light colors.

Good work and atmosphere, I liked that fire effect in the background.

I like the style and color palette, but I'm not sure about the attack colliders.

Good puzzle, just needs a little more animation for the sprite.

In my opinion, the ball should have been faster to create more tension

Good job, I liked the way you set up the scenes.

Good job, I liked the pixel art of how the ocean waves look underwater. It made me laugh that you made the man's belly bounce. There's no doubt that you took your time with all the scenes.

I liked the dynamics; it's like attacking from below, almost like a ninja.

You're right, I didn't think much about indicating where the colliders are. On the one hand, the circuit collider is thinner than the width of the yellow line, and on the other hand, the ship colliders are on the sides, almost where the thrusters are. I planned for it to simulate a “wire loop game.” Thanks for your comments. As a developer, you always forget that the user needs help to know what to do. Thanks for playing.

After the first few attempts, it becomes addictive. Good job.