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JaimeKurz

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A member registered Aug 16, 2024 · View creator page →

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Looks like this game has the same bug as mine had. The sound on web gets softer and softer until you can't hear it anymore. You can fix it by duplicating the sound from a second saved sound file every now and again.

The pitch view isn't inaccurate, its the solution sound that is inaccurate

Its not fixed. They just move at a constant pace, in the same direction,  (sometimes rolling in a random direction) then fall off. I'm on linux running through wine.

Very difficult, very addicting.

Surprisingly good execution for such a simple concept! I saw the leaderboard and it motivated me to get on there, but never got higher than 24. 

It was really hard moving inside the loops with the arrow keys. If it were smoother, perhaps using mouse control, this might feel a bit better. Also the music gets repetitive after a little bit. This looks like one of those mobile game ads, which have a lot of appeal, so I would think about releasing it (pretty much as it is) on mobile.

I think the sound design is your weakest aspect of the game. Also the level progression seems incredibly difficult. Everything else feels really polished, love the pixel art, and the controls feel pretty good.

The main mechanic is kinda boring? It is hard to push blocks exactly the way you want it to, so its less puzzle and more "get the box to the right spot without pushing it too far." And then doing the same thing 3 times in a row after that is not the most engaging game-play. I do like the art style, and the sound effects, but it doesn't draw me in.

The controls are a little hard to get used to. I would have liked to be able to move with arrow keys, drift with shift and boost with space. Also I tended to get stuck on houses. The game is incredibly hilarious, the sounds are great, and It was fun to kill the boss alien

I really like the concept, though rhythm games on the web never feel quite right, and the timing often isn't where you would expect it to be because of latency. I had to slow it down a lot for the last level. Other than that, the execution is really nice, and it feels really nicely polished. 

I like the different levels. The gameplay gets laggier the longer you play each level, making it less responsive.

I feel like so many have said they imagine it would be better for people who knew how to make music well. I hope in future iterations, I can make it so simple that anyone (regardless of music knowledge) can make something that sounds decent.

Minecraft note blocks was one of the inspirations, so I'm happy you see the connection. Also Bitwig's grid, which I have never used but really want to. This might be a game I end up turning into a full release.

I played this with a smile on my face. I really like how simple the UI is, and I like the way it makes you think. I could have brute forced all the levels, but I chose not to and had a really nice "Aha!" moment for that last level. Also the level design is incredibly good, each one building upon and subverting the ideas of the previous levels. If polish or user experience was a rating option, it would be 5 stars. Unfortunately, the narrative feels tacked on just because it was a rating requirement, and the art work is so simple, I doubt it would get a high average score, but I'll rate it higher, just because the UX is so nice.

It took me forever to figure out the museum solution, because I thought I had already solved it and nothing happened. I think that is more my own fault than anything. It gave me a clue after giving the guy something for free, then right after making him pay 315 dollars. Then after nothing works talking to Greta, so I knew it was something in the museum.

The sticky collision with the walls make the controls incredibly unsatisfying. It is not a fast paced action game, but a "can I maneuver my truck back out of this alley?" game. Also the oil slicks and garbage don't seem to do much to affect the gameplay. Much better than a lot of games I've seen so far, but could use some tweaking.

The controls are really difficult, and it was really frustrating to touch the fire by one pixel after thinking I jumped. 5/5 for creativity. I especially love the art. Every animation is incredible, has so much detail, and its really funny when they die. Also fighting doom guy as the boss is hilarious. I couldn't figure out how to beat him though.

The controls feel really janky, especially on collisions. Also the music feels pretty empty and repetitive. Its a decent attempt, but it need a lot more development time to be good.

The game is incredibly addicting but also probably too difficult. 6 was my max after ~30 runs. This would be a great mobile game. It feels like the enemy hitboxes are bigger than themselves, and they go too slow. Once I used a signpost to turn around, narrowly avoiding the enemy, just to go all the way around and be killed by the same enemy which had barely moved. This is really fun, and a great core concept.

"Complete the survey to validate your existence". I don't love the horror genre, but the art style is really good. The music always feels like it is getting faster, which is really stressful, and the gameplay is pretty nice, though I felt like I had to spam the arrow keys so fast. I like the change in gameplay each round. It feels like a complete minigame that would fit nicely within a larger game. 

I don't love the core mechanic. It feels like a mix of a math game and a precision game, which could work, but it is too simple to be really engaging, and missing an orbit feels frustrating. However, the art style and the story are amazing. I love the idea of playing as the angels who create the universe. I wonder if you've ever read the book of Enoch? I think its in 2nd Enoch. Its not an easy read but there is a huge section where it just lists the names of the angels and how the "circles" of the planets that they control. - there's room for interpretation there, but if this is related, it really fits.

I appreciate the feedback. I would have loved make levels after the tutorial, where you have to recreate sound loops, but didn't have time. That, and if I could fix the UI would be ideal. 

for mine, I literally made a giant, 200 line function that sets the text, then awaits a signal for either user input or a challenge completed. That's in godot though. 

Very nice, cohesive art style. Incredible UI. I needed something like this for my own game. I liked the puzzles, they were a good difficulty for a jam. The sounds add nicely to the atmosphere. There is no narrative, but otherwise incredibly solid entry.

It's a bit janky, and I don't get a lot of feedback from shooting enemies. It seems like you scoped the game really big, and didn't focus enough on the core gameplay loop. The art style is really cool, especially the cassettes in the main menu. I got to the golden orb, then it went to a pause menu and I couldn't escape pause without quitting.

I should have reuploaded last night. Well, they're fixed now.

You're probably right about the blue enemies. I also just discovered that the background won't pulse to the beat when your reload speed is a fractional number. That will be fixed after the jam

3 seconds before the deadline!

I love the voice acting. Really great intro music. The main background music was a little too subdued, though, and didn't add much to the game. I love the main mechanic and the level progression, though the controls were strange to get used to. Solid entry!

Wall of text, OMG. I really like the look of the enemies. They would fit right into my own game. I had some issues with the combat, my keyboard doesn't accept more than 4 or 5 inputs at a time, so if I wanted to shoot and move with more than one gun, I would have to pause shooting, move, then shoot again. I also found it annoying that you could only shoot forward, when most of the time the enemies went way above or behind you. And each combat section feels like it takes a bit too long. As it is, I don't think I would  be able to finish the game in an hour. Too much waiting for enemies to spawn, then being overwhelmed by them and having to retry.

I can tell you spent a ton of time working on this, and the upgrade system is super complicated, but I feel like the core game-loop was just frustratingly slow and difficult, and I couldn't explore it. Maybe its just me?

I do like the art and the sound.

The parkour at the end was brutal! The game needs a respawn button for if you get stuck, as I had to close and reopen the game at one point. Also the reason the parkour was so hard was that the dash mechanic would behave unexpectedly. It seemed to differ depending on the angle of the pitch direction, if you were touching a wall or not, and what inputs you are pressing. It would be nice to have some more air control, ie. ease out of the dash by holding the opposite direction. Right now it seems that you have little control while you are still in the dash.

I really like the atmosphere, I also really like these games where they give you a map but don't tell you where you are.

Wow! There's a lot to say about this. You guys definitely work really well together, as the art, music, dialog and gameplay all feel really cohesive. 5 songs for a game jam is incredible! The forest really feels alive, and all the little animation effects work well together. The dialog is great, and I like how informative the game is. 

I felt like the progression is a little lacking, after having collected all the butterflies once, and learning exactly where the rare ones spawn every day, it just became a walking game. I kept expecting like there was going to be more. I played it a few more times to make sure I didn't miss anything. To expand the game might help that feeling, but I'm not sure it would be worth the effort. Perhaps an easier way to vary the game-play is to make the woods generation more procedural, and to allow her to walk through the woods, rather than along wide open predetermined paths. Another way could be to add puzzle elements, but again that would be a ton of work. As it is, it isn't bad, it would just be difficult to expand upon. I did end up finding the nebula butterfly with the help of the dragon in the woods: great little secret, but I'm not sure who would spend as much time as I did looking for it. I didn't catch what the text was when I found the butterfly. I kept clicking during the text scroll, which most of the time would show me the full text, but it seemed a few times, almost randomly, it would just skip to the next dialog option.

Also, what was supposed to happen at night? I only lost my butterflies and woke up the next day, but I half expected to turn into a butterfly. It seemed like you were hinting at some sort of mythical monster fight, or different style of gameplay when you warned about the nighttime. 

The options menu is a bit overkill. I used the controls rebinding to map q to mouse click, but that was it. Most of the options seemed confusing, or I wasn't sure what they would do. It seems like a lot of them were for performance, but then maybe just have a single slider to change performance to turn things on and off. Then if you want, you can hide them behind an 'advanced options' button.

I think this might be one of the winning contenders.

I  wouldn't normally add a toggle option like that to a jam game, but my one play-tester said the pulse hurt his eyes, and because the jam encourages accessibility, I said "why not?" It feels like I'm adding an option so you can remove content (that I spent a while making), so it feels a little counter intuitive. I'm glad it was useful, even if it was only for two of you. 

I'm glad you like the music! That took me about a day to make. 

The background is a shader with three sine waves with different offsets and rotations. I also add a second sine wave to create the pulse. Shaders were something that took me a while to get my head around, and I'm still not sure I completely understand them, but if you want me to post the code for it, I can. 

My vision for the rogue like would be an infinitely large, procedurally generated minesweeper. The grind could be chunked into mega sqaures, and maybe when you clear a mega square, it reveals a number which is how close you are to a target destination. 

There are so many ideas you can use with this concept. 

What if the planets and the enemies couldn't be differentiated by the numbers right away, so you needed another tool to do that. 

I'm just ranting at this point,  maybe I'll steal some ideas later. 

I wish I could sprint and shoot. I found the fast shooty guys way too difficult.

I think the islands are a bit too far apart, so it gets a little boring. Also, once I upgraded the hull and shot, I wanted to find some pirates to fight, but couldn't find any, so some tweaking on the progression needs to be done.

How did you do the water shader? I could have used that in a previous game jam.

Minesweeper with abilities! I love the concept, and the radar works really nice with the exploration ability. I could see this turning into a minesweeper rogue-like (though I might steal that idea). My only wish is that it was harder. Most of the time I could uncover everything using normal minesweeper rules. I'm not sure how you would make it harder though, without adding so many enemies. 

I have to disagree with all the people who love the a capella. This is probably the best a capella song I have heard in the jam so far, but I still think the game would be better with a normal song. It doesn't quite fit the alien vibe just right, and unless your voice is perfectly in tune, it is a bit hard to listen to.

Did you write the songs?

This is what it looks on my system. (Nixos). Might simply be a problem on my end though.