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jam_bone

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A member registered Feb 02, 2024 · View creator page →

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I found this generally fun. There's lots of nice touches with the history of your actions, the founding of houses. I wasn't sure why my units where moving the way they did, it felt like a lot of guess work on my part. I couldn't tell which things where downhill or not. Cool game, hope you keep working on it.

This is a really interesting project. I liked the mechanic of slotting in words, it would be interesting to see how you develop that. Broadly I like the art style a lot. It can be a bit hard to see the character against the background, I think just lowering the brightness of the background might help. I don't have much more to say, other than good luck on your game.

Hey, i've tried to download the latest version of the game a couple of times but it just wont let me extract it. I wonder if it's because the file extension is .rar instead of .zip? Sorry about that.

Hey, I love the visuals and music here, truely great work. I'm not sure about the economy, I played through for about 20 minutes and never had many issues either way. I think if I played it a few times that would become more obvious. I like the amount of gameplay twists you have, the amount of abilities. Overall, this feels like a very competent balatro like. I look forward to seeing how you expand on the game.

Hi there, the gravity controls where fine, I wish that I didn't have to hold shift to use it though. Also, it would be helpful if you had an easier opening level to get the player used to the more difficult movement controls. It might help if you didn't fall so fast, but my reaction times might be bad idk. There was a lot of text as soon as you enter the game, choosing quests without context on why we're doing said quests ect. Other than that, everything works well.

Hi there, I like the way the visuals look. The main issue right now to seems to be how many options you give the player straight away. It's overwhelming, and it took me a good ten minutes to figure out how to build handguns. I'd maybe move to a system where you only show what the player needs at the very beginning, the purchaser, the belts, the generator and the shop. And once the playing sells a certain amount of handguns, allow them to build smgs, and so on. You could even have it in a tech tree. This has the added benefit of giving the player a progression system, and a feeling of accomplishment. This is a good start, it feels like all the parts are here, the pacing just needs working on. Congrats.

Hey, that was fun. Some of the pacing was a bit off if you wanted to turn this into a full length game. I think giving the player 7 buildings to make at once can be a bit overwhelming in the first minutes. It might be neat to have a different things to build as you go on. Maybe give the player options to build roads between places to increase drop off speeds. Also, more visual changes when you upgrade things, I noticed the rocket did but the buildings would be nice as well. Some of the text on the rocket is a bit bunched up and hard to read. Maybe giving the text a box around it could help. The clarity between the ground and buildings could be better. Maybe just lowering the brightness of the ground could make the buildings pop more. 


This last bit, not saying you do anything with it, but i'd argue your game is actually a base/city building game, not an incremental game. I'm just being pedantic here, I just wanted to point it out. Cool entry

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Hello again, you gave me a lot of useful feedback last time, so I wanted to return the favour without rewriting what I said. So I recorded myself playing the game for 30 min.


I hope this is useful for you. Let me know if there's any issues with the video. Also, the audio issues are all on my end, not from the game.

Hello again, this version worked for me. The game could have done with a run button. Also some feedback on enemy attacks, like sound ques, knockback effects would go a long way. Two of the enemies models went everywhere upon death. I found that I could heal infinitely, cause the mana didn't stop at zero .I wasn't too sure what I was supposed to be doing so I just went around a beet everyone up. Good start.

Thanks for telling me about the audio stuff and the labels. The naming cities after body parts is a really good idea that i'll defiantly use. Yeah I get the web build issue. It's something I always recommend people do as well, but the last update made the game to big and unruly for a web build. Thank you for playing and the feedback.

Hey, I liked this. Some of the things I would work on, the font is a bit hard to read, especially on the character select. The fancy font is fine for menus, but for things with important info like the CS i'd go with something easier to read. Which you did do in the tutorial screen tbf. I think the tutorial screen works fine as a cheat sheet, especially for something early in development. But I wish there was a way to access it in game. Also some pop up tutorials. Like when you go upto the tree (tell the player K, L to attack/defend) or when you go upto the button (E to press the button ect). I found the controls a bit weird in general (the K L mostly), I don't know if its because I don't play this sort of genre and thats standard, but my instinct would be to place the attack/def buttons on the mouse. The enemies where a bit spongy, they took a lot of hits and there where a lot of them very quickly. I'd give the player some easy wins in the first two minutes of the game (unless your going for a dark souls thing, in which case ignore me). I found it easier to just run past all the enemies, and got hammered by the Boss. If you want people to clear areas first, just don't show buttons until youv'e killed all the enemies in an area. Sort of like how Hades does rooms.


I only played the first class, because I didn't know how to play the game, so didn't know what difference it would make. But the one I played was cool. I couldn't comment on the multiplayer aspect. I did like the art direction with the characters, it reminded me of early runescape. It would be cool if you did all the environment in that style, the worlds a bit barren atm.


Good luck on your project. Hope you continue it.

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.

thanks for playing and your feedback

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.

Makes sense, i had a bug where I didnt drop the hammer when you woke up.

By selling the ballness, i just mean making it feel like a ball. And yeah, i mean stretching on the jump, and contracting on the land. Like in this video.

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.

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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. 

Ah okay, then im not totally sure what happened. I'll add that to my bug list, thanks again for playing

ah, makes sense

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.

Sure, ill give it a longer playthrough when I have some time and give you my thoughts

Thanking you. Yeah tutorials can also be quite boring to make because it's like explaining your work. "What do you mean you don't understand this obtuse mechanic that I didn't explain anywhere, isn't it obvious".

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.

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Hey, thanks for the support and the suggestion. The art and the ui have been redone multiple times to try and balance detail to readability, and I dare say it'll need a few more goes over. Thanks for playing.

Ah, didn't realise there was a shortcut, thats cool.

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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.

Hey there, to get onto a hill you need 2 movement points, because the unit only had one it waits a turn to go onto it. But I do realise, I don't think I explained how the movement worked anywhere. Thanks for playing, and giving us so much feedback with imagines. It's very helpful.

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.