wishlisted!
James Ward-Sinclair
Creator of
Recent community posts
Oh i liked this one. A LOT. I told myself I would stop and get back to work on my 100th review and it's looks like I'm going out on an incredible high. 5/5/5 I honestly have zero complaints, it was challenging, responsive, unique and wrapped in a really consistent and gorgeous art and I am one of those odd people who normally can't stand pixel art. I mean this from the heart, thank you for sending me off from this jam on the highest of highs. This was great.
I need to stop playing Flappy Bird clones. I can't tell you how long I was avoiding the pillars wondering when something new would happen. Once I cracked it this was a really fun one. The controls were nice and responsive and the challenge was, admittedly, a little hard but I think it ramped up at a good enough pace not to feel harsh and just feel challenging. A nice backing track could have have gone a long way and I found a cheeky bug that you can avoid things by going off screen - but then it's not much use when you need to hit things that are on the screen. I really like the added detail you have of being able to see what's coming up on the conveyour belt below. It was a light touch that made a huge difference. You clearly know your stuff. Nice work!
This is some top tier new grounds work here and I am so glad I found it. I couldn't tell if the fact you could still fail after completing a level was intentionally trolly or just a bug but either way I both hate and love you for implementing it. This was a fun one! Also, I just saw that your assets say that you used a 'Clock tick' sound. I don't know what kind of clocks you have in your neck of the words, but where I come from that was no clock sound!!
This was a great take on the idea, I do wish the code didn't reset after everytime my fat hands pressed the wrong key and caused the code not to run properly. The art was very much on point though and reminded me of a lot of the funner programming lessons I use to do before my life became fixing bugs and meeting short sprint deadlines haa. Thank you for that little trip down memory lane
Oh this was cool! You really got the feeling of speed just right and that cut to the loop-de-loop works SO well. It did make me laugh because as I was playing I said to myself 'I wish the camera was just a little further back' and then lo and behold it pulled back to the perfect position so my only issue was resolved. Great job on capturing that very specific time in game culture. You nailed it on this one, nice job!
Not sure if you guys are British so will understand this reference, but as someone who used to regularly have to go on the Swindon Magic Roundabout, this game gave me nostalgic nightmares of a life from quite a bit a go so... thanks for that?
Either way this was a neat little experience and the art and audio really made for a complete package. A little tough but, hey, that's just the rough roads of England!
This game was stunning, I feel like in the last day of the jam I am just finally finding all the most visually stunning games. As others have said, the box mechanics could have done with a little more explaining, but honestly being trapped in that hole for so long just getting to look at the world you created was a very welcomed experience. Thanks for taking part and for giving my eyes such a treat to behold!
Well done on making the roads feel so claustrophobic after such a short time, sometimes these games take a little too long to heat up but I failed on my second go during my first time! The art style is incredible charming as well. It might not be everyone's cup of tea but I loved how you did the blocky sky box, something about it was incredibly quaint and the way the panels met in the corner gave it a truman show tightness to it which I really liked! I have the weakest of weak stomachs so that camera movement was quite a lot for me but otherwise I really enjoyed this game.
My idiot self thought the banner was the game for way too long and couldn't work out how to move.... Once I got over that first self-inflicted hurdle I enjoyed this. I haven't actually played exit 8 or really heard much other than the name so this was a cool little spot the difference for me. A really cool experience with solid art to match. Good job.
Wow, that has to be handsdown the most beautiful game I've played in the jam (and I have almost played 100 games). A really well put together polished experience. The challenge was also just right. At first I felt it was a bit too easy so trying standing still to see but almost immediatly the lazers started showing up and, yep, the difficulty curve crept up at the perfect pace and pushed me to explore and experiment with how I played. Great job!
Like the music itself that went up to 11 fast! I dig the idea and the speed felt just right - although at time it did feel a little unforgiving with the placement of obstacles. Still a very fun experience and adding the best time was a nice touch because I am endlessly in competition with myself. Great job!
This was a really interesting breakaway from the other concepts I have seen so top marks for originality :)
As others have said a few more mechanics wouldn't go unappreciated but what you 'cooked' up here in the space of 96 hours is nothing to turn your nose at either.
Great job, I would love to see this fleshed out in a continued project after the jam is over :)
Took me a while to work out I could dash on that second level but once I cracked it this was a really enjoyable little game. Even if the narrative wasn't as strong as it was, it would still be hard not to give it 5 points alone for that title! I have to ask, what game first the gameplay idea or the name? Either way, a really enjoyable experience 🧛
Nah, I think you had the exact right approach. Gameplay is king and audio and graphics are just polish. The game that excel in that usually have a team member focused on just those things so you're unlikely to be able to compete and come out strong against those. I think this was honestly great fun and for your first jam it's brilliant. Well done!
That's fair! I was torn between the approach I ultimately chose and a more guided, handhold-y tutorial—one that would make you complete every action related to a new tab before proceeding. In the end, I decided against that, as I didn't want players to escape the feeling of overwhelm the game creates, so I went with the shorter explanations that maintain the unrelenting pace.
The only stealth game I have found in the jam so far and it was a really good take. I would have loved for the guards to put up a bit of a chase but who has time for pathfinding when you only have 96 hours to make a game! Great stuff though, I enjoyed this one... I guess you can be the true In the Loop 😉
Ah yeah, that's probably the issue, as any name which appears on the Hatebook tab should be avoided on your phone. If you do reply to a message from someone currently listed on Hatebook, you'll lose popularity; while ignoring them boosts your popularity.
Thank you for playing though, I appreciate the feedback!
I really enjoyed this, I can see myself coming back to it. The water is such a nice element because it doesn't actually result in a game over but a huge shift in tension as you haul your backside to the finish line. I can't tell you how many levels I finished in the closest of calls. I was like Indiana Jones grabbing his hat just before the door shuts. What a great experience!
What the hell, how did you manage to do so much in such a short space of time! I swear if they had given you any longer you would have implemented full microtransactions for your in game cosmetics ha! This was great, super well done. Also I that goofy pedal cycle is the best. I have nothing to complain about!
This was great, a real back to basics rogue like. Not sure if it was random or not but I got speed up as the first pick up option each time and thank God because this boy is slow as heck at first! It's always good when an upgrade is noticeable and here that is certainly the case. Something you should consider is to lock the mouse in the screen as my fat fingers constantly dragged the mouse outside which made me click away and pause the game a few time - this is certainly a 'me' problem but just wanted to give you the heads up. Either way, this was adorable and great use of maximising content in such a short space of time. I wonder how much you could/would have added if you were given a week instead of just the few days 🤔
Ah cool! Once I got what I was doing these were some cool puzzles real headscratchers that make you feel super smart when you get them and well, how I usually feel when I don't. I think a really simple tutorial first level could have gone far if you had the time but, hey, if I can crack it through brute force I'm sure others will work it out much sooner on there own. I also like that you didn't give the player an option to pick things up, it added a little unexpected humor when those dang boxes wouldn't behave as intended. Great job this was a good'en!
This is a great idea for a game and the art really lent itself well to it. I did find the controls a little floaty and also found a few bugs here and there which let me endlessly walk up walls I wasn't supposed to but, hey, if the Elder Scrolls can get away with it, then who am I to complain here? Either way, i had a great time and would love to see more content in the future.