Hi there, this was perfect thank you. Yeah you can select through different faction options, but the ui isnt great so its not your fault. Thanks for the suggestions.
jam_bone
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Yeah a lot of the ui has just been a case of trying to get things clear enough for the game to be basically playable, but it definitely isnt there. The buttons are supposed to be like physical keys on an old keyboard, but thats either a bad idea or i haven't gotten it down yet. Thanks for doing such a detailed breakdown, especially on the ui, its a massive help.
This is a cool are style. The combat area needs to be more centered in the screen, right now it's a bit cut off at the bottom. Obviously you could improve things with sound and music. I had some pretty weird issues, for instance I didn't know what button I was supposed to press in the menu screen to actually start the game. When in the tutorial like the other comment said, I could not figure out how to attack. I tried going through the tutorial twice but it just wasn't clicking
Hey there, really cool atmosphere like other people said. I got stuck on the bit after your trapped in the classroom the second time. I go to make the instant raman but there's nowhere to put the hammer down (from what I can see). Am I missing a button to drop the hammer? Another thing, theres a bit too much back tracking for cleaning up the body, I sort of wish you could just hold multiple things at the same time. So you can clean up the blood and pick up the body in one run. Cool game though.
I never know what to suggest when reviewing games that are story based, and this game is based. But I like every thing I saw, it felt very complete. I didn't have time to get to an ending (I got to the area with the depressed child) but from what I saw of the story I liked, and the world you've built is very interesting. All the art is very good, I think maybe the text boxes and the wave box could maybe do with a once over so they're a bit more thematic. But yeah, cool game.
Hey, this is an interesting platformer, all the animations and sounds all work together. Just a couple things I notice. There's too much text straight away after loading, I think if you want a story to give a reason for being the balls and platforming, it should be spread out through the game or make it really short. Just so the player can get straight to the fun bits. Not sure about having a menu to switch between balls, I think it would flow better if you just switch between the balls with the C button. Animation wise, have some stretching on the balls jumping could sell the ballness, and maybe have more of a size difference between the balls could sell their different abilities. Cool game.
Due to it being a jam game, we never got back round tweeking things like bouncing off the orbit properly adding extra game feel. We also had other story elements written that we didn't have time to implement. We probably wont come back to this, but it's okay to say it was made in a few days; and I wasted a day+ trying to make it in first person. Thanks for playing.
Hi there, so the game runs on order system. You build a town, that takes an order. You demolish a building, that takes an order. And orders take a certain amount of turns to complete. So It might be that you did set up a demolish building, but the turn didn't tick over to finish the order. Or there's a bug I haven't spotted yet.
You are right that the tutorials are very janky. Ideally I want to make some pop up videos (like into the breach) to just show people what to do, instead of using text. And make the overall ui clearer.
Thanks for playing and giving such detailed feedback, its a massive help.
It's hard to say. Current the dial icon is so small, when on bigger screens its difficult to see where a projectile is supposed to go. It might just be that you could get away a larger icon or arrow and still have the ability. On the other hand, if the sniper ability makes the game a lot easier and is always the best option to pick maybe it should just be standard. Personally ide try and put green sections on the dial relative the where the enemy is, so you know if you fire in the green spot you'll hit something. And maybe the sniper ability reveals weak spots that cause extra damage if hit. I could also just be bad at this kind of game, so there's that.
An interesting little survival game. If you where going to extend it, maybe allow the player to build more structures that can defend your fire, or collect more resources to build said structures. The tutorial is fine for a jam build, but instead of a series of texts. It might be better to have a pop up, make the player do an action, then move to the next pop up. Cause players like me are lazy and will sometimes skim through important text otherwise.
As others have said, cool art. I think the characters need to stick out a bit more against the background, even just making them slightly brighter might help. I missed the tutorial text telling me how to use magic so I just had to spam buttons until I found the right one. The sound affects are a bit loud compared to the music. Other than that the game just needs more stuff.
Hey, playing as slimes fighting humans where you can shoot loot that you pick up is a really interesting twist and I like that part of the game. I wish that I didn't have select which enemy i'm attacking every time I decide what loot im firing. Because I can already choose between enemies at any point in time, it seems like an unnecessary step. The game gives you a lot of information all at once, right at the beginning. There are tonnes of different loots, i'm not sure if it would be better to slow the amount of types the player gets a bit so its not overwhelming (Idk, I don't usually play these sorts of games, so maybe this suggestion isn't useful, it just came to mind). Youv'e got lots of good game feel in, but i'd also reduce the size of the text boxes to fit the text, and have some sounds on text coming up and clicking buttons. Cool game.
Hey, this is really cool. I like the story elements that are here with the cutscenes. There's clearly a lot of work gone into this. I found it quite difficult to work out where my shots where going to go, which wasnt a problem for the larger enemies, but was for those smaller ones. I don't know if having some indication on the bar where the enemy is relative to the ship could help. I also think it might help instead of having to click between ships, the game just switched you between them automatically. This bit is a bit nitpicky, but it'd be cool if you have a few more sounds, like when a characters text is coming up on screen, or when your picking a card. Cool game though.
Hi there, the game looks cool and the ships flying seems to work well enough. I seem to be getting stuck on the tutorial though. I'm pressing Q and E to do the spin as the tutorial expects, but it's not taking me to the next tutorial. If you can tell me how to get past it, or if im doing something wrong ill give it another try.
I am dominating the bottom of that leader board. This is very cool experience with all the affects and music you have. I found it ran a bit slow on my machine at times, but this isn't my gaming pc, so that probably contributed to it. I didn't realise until I watched your gifs that I was supposed to be shooting at the platforms and not the enemies on the field. I know there was a hint in game about it, but I didn't realise why I was supposed to be doing that. Regardless, it has a very moor-ish quality to it.
Ooooow, that makes more sense. Ignore my previous suggestions. The web build ran really slow, so thats probably why didn't work that well for me. If you make an exe. itd probably work fine. it was just the text general. It wouldnt need a huge change, just an increase in the brightness of the text compared to its background, and maybe increase its size.
All the animations look really cool. It wasn't totally clear that I was supposed to click the left mouse when doing my attack, that took me a few goes to figure out. Also there where times when I was killed on terain that looked like I should be able to walk up it. The sloping looking terrain. Cool game.
I found the controls in the battle scenes very weird. Controlling both the movement and angle of attacks with a mouse is very difficult. I'd recommend playing Hotline Miami and just stealing how they do this kind of combat. I couldn't tell if I was winning that trainer battle or not, but i started just spinning around and that seemed to work. If that's the combat your going for then fair enough. The colour of the text compared to its container bright enough. Making the text hard to read. Saying all that, the game looks interesting, I wish could of played a bit more, but the combat system bested me.
I can tell you put a lot of work into this. You present the player with a lot of information all at once and that can be quite overwhelming if you're just starting the game. Maybe there's a way of easing players in a bit by only showing newbies they need at the time. For instance, instead of starting a new game at the shop, start them in an easy dungeon. One they can do themselves. Show them how to attack, use health, all the basics of combat ect. Then take them to the shop and over world. Doing the combat first would give more context to the things you're buying.
Id also place the battle map more in the middle of the screen if thats the main focus. This isn't an important suggestion, id just think itd be cool if instead of just showing three dungeons next to each other you drew a map, and made people select the dungeons from the map. Cool game, I played on my own, so i can't comment on how well the social aspects work.
This has a really cool core mechanical twist. A couple of things i'd change up. On loading the game there's no information telling the player what the controls are. I just had to spam the keyboard until I found the dash button. I feel like those first levels would do well with just a bit of telling the player about a new mechanic. Like the dash on the second level. I also wouldn't kill the player if they ran out of power. I think it makes more sense to stuff the player for a second or two. That feeds into the main mechanic where standing still can get you caught. Maybe add like a score timer, to encourage people to do the levels as quickly as possible. Cool game.
Hey, this is a cool slice of life game. I don't usually have a huge amount of suggestions when it comes to these kinds of narrative games, it'd be neat to see where you take the story. I think it would help if you had some sounds for when the text is coming on the screen, and when you enter a new area. I noticed that if I stayed in a single area too long the music would stop. I think looping the music, or raising the ambient music a bit might be useful. I also wanted to skip dialogue with the E button. Not massive things, its just all I could think of. Cool game.
Hey, nice work on all the cats. Everything worked as expected. If you wanted to go further with this idea you could put the cats in different environments. Make it into a where's waldo sort of game. I couldn't really say if the later levels where that much harder. I only lost when I looked away from my computer for a second a didn't see which cat I was supposed to look at.
Hey, there's lots of cool game feely effects going on here with the speed and the crashes. I had an issue when I first played the game where it didn't tell me the controls. So I was pressing random buttons. But but to drive you have to hold the W key. But because the car starts so slowly, I didn't even realise that W was the correct thing to do. Also the vehicle seems to list a bit. This is just a quality of life thing, not that important, but showing the garage straight after a run instead of having to go back to the menu would be fun. Cool game.
Hey, i really like the fixed camera system you got here. I had issues with figuring out what I was supposed to be doing moment to moment. The first task is to find the job board, but it wasn't clear what the job board looked like. I found it, but it said there wasn't any jobs. I thought I did something wrong so a reloaded. I ended up talking to the guy in the suit, then his boss. The text made it seem like the boss had given me a job, so i tried to get on the ship to no avail. Maybe the game could do with a quest log or something, or a map. I liked the dialogue. Your devlog was fine, it broke up the information into chunks that made sense.
I really like the graphics and theme here, It all looks very cosy. I found that the game was a bit choppy (performance wise) at points. Also, this might be just my gaming abilities, but I found the early game progression very slow. The game got faster as I bought more upgrades, but as I maxed out on chopping four trees per go in the early game, getting those upgrades took me quit awhile. I never reached past round three. Cool game though.
This is a fun entry. I like the animations and all the audio ques you used. I know you've split the game into days, maybe it would have been better to skip the night bits where there are no customers who are coming in. I think I had customers leave whilst I was cleaning their money, id of maybe stopped their timer (or slowed it down) whilst actively in the process of cleaning the cash. Congrats on finishing.













