Nice job.
JackitK
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Very interesting idea for a platformer. The physics are a bit too loose, would be significantly better of the character's jumps were less floaty. But I certainly see potential with this one. It's a shame there's only 3 levels. The screenshots make it look like there's more to it than that. But again, there's definitely a lot of potential to be had with something like this.
Nice job. There's something funny about the music choice of that title screen considering what you're actually supposed to do in the game. lol
This is certainly an interesting concept. I'm not quite sure if it's for me, but I can certainly say I never played a game like it before. Having to memorize the number cart and passenger at the same time is a distinct idea for a puzzle sort of game. And it's surprisingly more challenging than you would first think. Especially with how long some of those trains go on for.
Nice job. The game makes great use out of the theme. The characters have a ton of personality. The sound effects are great, the sounds/visuals as you get close to the end of your countdown are especially nice. Each level felt distinct and offered new obstacles to overcome. I can't think of a single complaint or critique. Not even a nick pick.
Not bad, but certainly could afford to be more intuitive. I don't think I really even got past the first level because the ball never started rolling after hitting the "start reaction button". Honestly I'm surprised I even got past the tutorial because I didn't realize when it said "hold down the mouse cursor to move the camera" it meant the right mouse button, not the left one. The concept of dividing the tutorial between different rooms was a good idea though. It assures that the player has some idea of the basic controls before they start the game.
This was such a fun time. I love the silly looking style of the rats and I love the silly shenanigans they can get into. Having an air dash tech is so unneeded yet I'm so graceful it exists. I wantta play more but I got to try out some of the other games so I can get out of the randomize rating queue. Maybe I can drag some friends into trying it out later.
As for more serious feedback. My only complaint is that the pizza/cheese hit box is a bit wonkey. I wanted the cheese so bad but I kept jumping past it. That and it took me more rounds than I'd like to admit to even realize what the cheese did.
Creative use of the countdown theme, especially with being able to tie an interesting narrative to the concept as well. I did run into some minor issues. Such as accidently hitting confirm because the button was shared with one of my attacks or just getting used to the controls in general. But overall, good job.
Creative use of the countdown theme, especially with being able to tie an interesting narrative to the concept as well. I did run into some minor issues. Such as accidently hitting confirm because the button was shared with one of my attacks or just getting used to the controls in general. But overall, good job.
Game gets pretty buggy when the inventory is full. (Though I really started noticing that after hitting the restart button. So I'm not sure how much of a factor that would be with the issue.)
Like there's clearly something I'm missing if you need both a sword and key to win when I literally can't craft the sword because I can't both hold the key and the crafting material to make the sword or when the sword gets sent to the void because I didn't have a spare space in my inventory when crafting it.
The game does look nice though.
Seems like an interesting game but I can't really say I played enough to really get a feel of the overall quality. I would have played more but the game seemed to have broke on the second song. Starting with no music playing for the entirety of the song followed by the result screen never appearing after clearing all the notes of the game.
lol. I got stuck on the second level because I couldn't find where the jump button was. I'm sure that's on me though. There's got to be something I'm overlooking. I'll come back to rate this when I figure that out. Maybe I'll have rated enough games for the game jam to allow me to rate non-random games by then.
Either way, it's good that you got something out there, even if you feel it isn't your greatest.
Edit: Found it! (It was "Z" definitely didn't have to mash every key on the keyboard to figure that one out.
I enjoy the concept of the game. But there was a lot to process as I was platforming. It got to the point that it was often overwhelming and got in the way of overall enjoyment. .
Abilities seemed neat, but I found myself not really understanding how they worked/how to activate them. I think it's a combination of the text feeling to small and there being so much to read at once. Not to mention that having each ability increase CPU consumption left me with little room for experimentation. So often the game would kill me before I could even figure out what was going on. I see what you were going for with each of your choices adding to the feel of being inside an older computer. It's just in my opinion a lot of those choices came at the cost of actually enjoying the video game.
There is potential here for a nice full game with a bit more polish though. Especially if you take some time to evaluate if/when stylistic elements interfere with gameplay elements. Some ideas that come to mind include easing the player more slowly into new elements. Like maybe taking the first level to introduce the player to the clicking and dragging element. Then introduce the countdown in the following level. Then start introducing basic abilities with low CPU cost, working your way up to the more advance and costly abilities in later levels.
Best of luck with any future endeavors.
I see some potential, but there's a lot of feedback I have to get it up to that potential.
For one, you need to better communicate with your player how the controls of your game works. I was able to pick up on movement right away since I've played browser platformers before, but I was about 5 levels in before I realized that I could click the screen to shoot the gun. It was around that point where I realized I was holding a gun and thought it was odd that my character had a gun they didn't use. It was only at that point I started messing around with inputs and found it was tied to the left mouse click.
Speaking of the gun. I found myself wishing I could use it mid-air during certain levels. Its neat that you tried to go for a realistic approach with using it on the ground and your character getting knock-back when you do so. But I'm not sure if it really adds more to the gameplay than it takes away. Especially because the concept of falling off the platform just because you used your gun too close to the edge of said platform is not a feeling any player enjoys.
The controls themselves could also use some work. Movement itself seemed okay, but I personally think the jump was way to high. At least compared to how the camera tracked your movements as you jump. It made it hard to tell where I was going to land when the platforms I was trying to land on where off screen.
It's cool that I can platform on tree tops. But I also find myself wishing I could just jump through them the way I can certain platforms. Up to you if you think that's something that should be change though. It depends solely on if your level design can accommodate it. As you could probably also just get around that issue by offering other means of vertical movement.
I'm also confused why the game just restarts you at the beginning of the level if you leave your character idle for too long. It's not because of respawning enemies because I tried this on platforms without enemies. There does not appear to be a time limit. There's no indication that I'm doing nothing wrong besides nothing. It's just seems like a potential source of frustration without reason.
Regardless, I like the approach you went with the pixel art. You sold the concept of your character being a character to me, despite how simplistic the art style is. And the level design is okay, mostly held back by the feedback I already gave above rather than the levels themselves.
Hope you keep up the good work.
I think I ran into a bug where I "said PABLITO" and softlocked the game. As I didn't have enough to win without Pabilto (whatever that is) and the game wouldn't let me progress to my next turn because that was my immediate next action.
Not bad overall, but it's hard to really judge the pros and cons more objectively when I have no idea what I was doing. I did find it funny though when I won my first round just saying Pablito with no context of how it worked. So it felt like I just pressed a button and instantly won.
I do like how the king cat looks like he's had enough. I can relate to his vibe after a long work day. lol.

Nice job. For a first game, you did well. Plus it stars a seagull, so what's not to like?
As for a little feedback:
- If you added something that made it more visually clear which quests you have and haven't completed their quest for yet (like a glow around the character or object) that would help make things more clear.
- I think you played well into your art style, resulting in a bit of personality from the visuals.
- more of a minor nick pick, but if you had your character sprite swap to a swimming animation when on top of water, that would sell the idea of the seagull traveling across it better than just literally walking on water. You might even be able to have gotten away with just sinking the seagull's feet a bit more in the water to sell the illusion of it swimming without changing sprites.
- Another nick pick: I think you could have gotten away with adding some dialogue to the mermaid before giving you the seashell.
First of all, I appreciate the consideration and the complement.
Secondly. I'm not sure if I'm open to collaboration, especially at this time. I've gotten a handful of solo projects that I rather focus on before taking on anything new for now.
I've been doing art for a long time as well, so while I'm not looking for an artist at this time, I wouldn't mind taking a look for curiosity sake and sharing minds with a fellow artist.
Plus your comment has given me the idea of reaching out if I do ever getting around to wanting to expand this game in particular, so if I ever get around to that, I'll keep you in mind.
A bit of a heads up. I think the game is running in the background when you get to the game over screen. It kept playing the sound effects as I was trying to figure out how to restart the game. So I think what is happening is that I keep pressing the cast button, resulting in me continuing to be able to increase my score, even after the game is over.
Nice job.
The level transition is good. It's just a shame when I accidently trigger it by walking off screen. Maybe you could lock the player in each map until they deliver all the packages to fix that? On the bright side, I'm glad I don't have to backtrack all the way to the truck after ever package. That would have made some of the later sections frustrating. But since the game was pretty forgiving, it was pretty chill.
The game as a whole has a nice set of personality. The dialogue you get delivering everything in an area, the music (outside of a maybe a slight improvement to the looping), and of course, that flipping truck.
Keep up the good work.
The game has nice theming. But I think the platforming can afford to be a bit more generous. It felt like I barely left the ground when jumping. Not to mention all the times I just walked off because it felt like my jumps didn't register. Likely because I would try and wait until the very last second to jump because of how strict the jumping already was to begin with. The game could really benefit from a concept called "coyote time". Where you temporally let the player jump as they leave the platform to account for delay movement. There's plenty of tutorials for any engine out there on the concept. So I'd recommend looking more into that if you decide to pursue this genre further.
Pros: Legally distinct Grinch enemy is pretty funny.
Feedback: Player could use a bit more types of animations. At the very least you could pause the run animation when the player isn't moving. It feels odd that he runs in place.
The jump collision is also a bit odd. Sometimes I jumped on them and it defeated them. Sometimes I would get hurt instead. That made it a bit confusing if jumping is a good or bad thing.
It seems like you're getting the hang of creating platforming, now it's just a matter of improving upon your basics.
Thank you. Funny enough, those games where a huge inspiration for the concept of this game. I'm sure there's been plenty of games since then that approach ice sliding for puzzles in that sort of way, but my mind always comes back to the puzzles from a lot of those retro handheld RPGs like Pokemon and Golden Sun.
The snow mechanic started as my attempt to adding a twist to the formula. Even more so, when I realized how well it worked with the bonus limitations of this game jam. There were definitely times I pondered if that was the right direction to go in, especially with how tricky the mechanic made puzzle design. But comments like this are a huge assurance that it was worth it, even if with the concern of it making certain puzzles too easy to cheese.
I love the concept of this. A little tricky for me to give it the time it deserves when I'm trying to experience as wide of a variety of games as possible from this jam before the voting ends, but I did give it an earnest couple rounds and I'm enjoying it so far.
I'm looking forward to trying it out when I can, ironically enough, give it more focus. This is a cool concept that I could see people using to help them focus. Also, great transition. Got to make sure I give that a shout out.














