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jankspace

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A member registered Oct 31, 2020 · View creator page →

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Thanks for playing and for the feedback. I’m assuming you’re on Windows, because unfortunately Windows web has the most pronounced issues for some reason :) I hope you’ll try our post-jam release, which should have the following issues fixed:

  • 2 freezes around 3 seconds during the very first level load
  • 1 long freeze per level on the first crow death
  • sfx ends on the first scene change (after level 1 basically)
  • leaderboard submission page broken for some
  • some more small bugs

And if you ran into issues not listed, I would love to hear it! Thanks again, and glad you enjoyed the parts that worked for you.

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Fun to play, great art, catchy music - successful all in all. As some others said, the gun felt too weak, and killing enemies didn’t seem worth the effort vs just running around and waiting it out. I also stopped buying upgrades pretty quickly and saved for the 7s. That said, this was really well done, so nice work!

Edit: I should also mention that I didn’t realize there was a strafing mechanic until round 4. It’s worth highlighting to players, because it makes the gun more useful. This game is also begging for controller support! :)

Excellent work! The graphics and sound are great, and the gameplay is simple yet fun. I did have some trouble reading what was coming up, but I was able to beat it on my 2nd attempt. That’s really my only complaint - gameplay was smooth, controls were crisp, just a great entry all around. I also appreciated that the unlucky mechanic wasn’t just a dice roll. The cats were avoidable, impactful and very much on theme.

Very unique and overall a great entry. Nice clear graphics and a catchy track. My main complaints are small QoL issues. Losing your arrow input if the character isn’t stopped was frustrating at times, even if you were still holding it down when you pushed “move”. I would appreciate the move animation to be faster too, because there’s a lot of downtime moving around. Also worth mentioning that on my first playthrough, I didn’t realize you could fire again to reload. I ran out of ammo and fled until I died.

As far as gameplay/design, I really liked it overall. I found the regular bullet to be the best by far, with the artillery shot having uses. The other two I found entirely useless, and ended up jettisoning them when possible. It’s maybe too easy to cycle your shots, and the corridors made it easy to abuse the slimes. The 2nd level could also use a reason to not just run straight for the end.

Minor criticism aside, I think this is a very successful entry, so great job!

It feels like a gameboy game! Pleasant graphics/music/sounds. It took me several attempts to figure out how to build a tile - maybe highlight that more clearly. I was trying to build in the two side tiles rather than the path itself. Navigating with the arrows was a little tedious, I wonder if there’s a snapping mechanic between buildable tiles that might work. This is a great base to build on, and is a fully playable game as is, so nice work!

Great concept, and really great music. The boulder was fun to control and destroying the environment felt satisfying. I would have liked to see unluckiness as a mechanic rather than a story point. I also agree with others that the timer and score kind of play against eachother, but it was still fun. Nice job on this.

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Nice graphics, and on point thematically. Sound would have been nice, as well as some more gameplay than hitting A on repeat. There needs to be decisions to make gameplay feel satisfying. Thanks for sharing your creation.

I loaded this up on my retro handheld and had good time with it. I suspect it will live there for a long time :) I really enjoyed the music, and the art feels very gameboy-esque. I wish the dino felt better to control, and being respawned at the start of levels was pretty painful. All said and done, this is a solid entry. Nice work!

Funny concept, and the art/music is well done. It’s definitely relatable! The game is unfortunately too much of a grind to be fun, but I would have liked to see the ending (if there is one!) The mouse control and menus felt good to use. I think this was a great art piece, but not so much as a game. I didn’t get the appeal of Papers, Please either, so maybe it’s just me :) Nice work on executing your vision, and props for trying a unique concept.

I really enjoyed this game. The graphics, music/sounds and general feel are nice, and are definitely gameboy-esque. Player movement felt good, but some interactions with the environment were a little finnicky. I enjoyed the puzzle aspect much more than the platformer aspect. Some of the platformer bits were a little tedious. I think the most apparent was the slow moving arrows with giant hitboxes, in particular the 6 vertical arrows in a row.

That said, this is really well done all in all, and is definitely my favorite so far. My only other complaint is that I got stuck and it took a bit to figure out how to reset on keyboard. Consider showing “press <start> to reset” all the time.

Well done, this is a great entry!

PS, you can cheese the boulder by just letting it hit you when you’re not holding the idol. I chose to do it the “hard way” anyway :)

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Clever and unique game, and well done overall. The art, style and music is great. The combat is funny, and the combos really make it. I’m glad to not play another turn based combat game where you just push A repeatedly until you win, die or need to heal. Movement and starting interactions is the glaring weakness, but it wasn’t a huge deal. I would argue there is no such thing as good diagonal only isometric movement, except for grid based games. Consider just making up go up, left left, etc.

It was a good length for a jam, maybe one enemy too long. The final room and boss fight was great. That little door really brought me back to my childhood. All in all, well done!

I liked the art and music in this game. I think the overall premise was good, but it’s too long to realistically beat in a jam. That’s ok if you don’t mind people just playing one floor (like me :p), but something to consider. The combat was very repetitive, I would focus on how to make it more interesting over adding more content. And definitely tone down the encounter rate :) Nice work all in all!

Cool game! Ship controls felt crisp, and the radar aspect was interesting. Some more feedback on hits/damage (both ways) would be nice, the debris confused me too. I actually liked that the camera went behind the ship a bit, because it gave a balance of moving fast vs being careful. The parallax background was really effective, and losing a crew member triggered my FTL PTSD way too hard D: The enemy ships also felt the right amount of scary with their angled approach and quick speed. My biggest criticism is that I wasn’t sure what to do once I got to my ship. I looked at the spoiler after I died to clear it up.

All in all, this is a great entry. It feels like a retro game, has a cool premise, and it definitely incorporates unluckiness. Nice work!

Glad you enjoyed it (for awhile) and thank you for the thorough feedback. Unfortunately I pushed the game from too hard to way too easy in a last minute balance attempt. Sorry about the softlocks. I ran into the first one myself yesterday too. In the 2nd one, technically the hitboxes do allow you to slip past the cannon, but I don’t expect players to need to resort to gimmicks. We knew about impossible situations from slow and increased knockback(infinite death loop D:), but didn’t think about no cards! Thanks for bringing it up.

I’m hoping to push a post-jam release cleaning up the issues pretty much as soon as voting ends. Hope to see your name on the leaderboard, with a much lower score!

Thanks for playing! The first two issues should be fixed in a release after voting ends. Thanks for the kind words and feedback - it’s really appreciated! (especially nitpicks)

Thanks for playing! We should have a post-jam release ready at the end of voting, hope you come back and try it!

Thanks for playing! Slowdown is rough. Personally the increased knockback gets me the most!

Thanks for playing! We’ve got this on the list to fix, hoping to put out a bugfix release as soon as the voting ends.

Fun concept but it doesn’t seem like there’s a goal. If there is, some indication of progress would be helpful. Pinball’s tough to get right, so I applaud the attempt. The graphics are pretty good and I like the music. The theme doesn’t really come through - try to get it as a game mechanic rather than just background story.

Nice art and music. Maybe a little too long. Well done on getting a playable submission in.

I like the idea, and the spritework. The board itself could do with some character if you find the time. Jams are pure chaos. Finish if you want to, move on if you don’t!

Cool concept, great take on a deckbuilder. The art and music are great. It feels like a gameboy game and does a great job incorporating unluckiness. Well done!

I liked the art the most of all in this game. The song was a bit too short and simple, but it was pleasant. I would have liked more reason to interact with the enemies rather than just walk through the levels. Definitely feels like a gameboy game, but it would have been nice to incorporate the theme into a game mechanic, rather than just the plot.

Weird but it’s not like I was going to win anyway! Thanks for trying my game

Thank you!

Thank you, I really appreciate the feedback. Were you getting no sound at all? There should be a bass line, and sound effects on the checkpoint/door buttons. It’s definitely still a weakness of the game, mostly just asking if there’s a bug I need to track down.

This was a really cool game. The colors, art, music and sound are all great. I found the beginning was a bit slow, and I never really understood how to deal with the bugs on bridges. It seems like you just need to get off screen before they come back for you?

Either way, really good job on this. It’s fun, unique, and well polished.

I really liked how the player character moved and attacked. Combat unfortunately didn’t feel as satisfying. It was a bit slow compared to the agility of the bee and the energy of the movement. I would have liked better feedback on hits / getting hit too. As mentioned, the shop is game endingly bugged.

I would like to play a second (working) iteration of this, with faster paced combat.

I really enjoyed how unique this idea was, how goofy but smooth the flowers moved, the art, the music, lots of great elements. The controls were a bit too difficult to me to really get into it. I think it’s a really cool game still, wish I could have played more.

Great aesthetics and music, it all comes together nicely. This was the most successful flower shop game I’ve seen in this jam. As mentioned by others, it’s hard to figure out how to get started, and the bloom mechanic is probably too confusing. I think what this lacks compared to Diner Dash, Overcooked, etc, is the time management aspect. You wait a second to grow flowers, but you aren’t building a scaling chaotic orchestra of timers and mini-objectives to balance against each other. To me, this is more about how fast you can process requests mentally, and then how fast you can click and drag. I would have liked to see it more about how well you can balance competing timers.

That said, there’s a lot to like here, and it’s a great game jam effort. Well done.

Nice art and music. Could not figure out how to play - consider an interactive tutorial. If possible, see if you can find people who you can watch play the game during prototyping. As the designer/developer, your own view on usability may be skewed.

Seems to be unplayable due to a bug, enemies just go off the screen. I strongly recommend choosing a toolchain that allows web builds.

I like the idea, but honestly I couldn’t figure out how to get an order completed. Some UI/UX polish and an interactive tutorial would go a long way.

Interesting puzzle game, but the UI needs some love. It’s pretty hard to interact with and understand. A tutorial would be welcome too.

It’s a nice concept and I like the art and sound effects a lot. I wish there was a little more depth to it. Maybe a score / high score system, and definitely something to do between storms. Once I learned how everything works, it was pretty easy to block every lightning bolt.

I’m curious, which raylib bindings do you use? Did you have any trouble with a web export?

The aesthetics of this game are very nice. I like the premise, even if I really struggle finishing a puzzle over the smallest size :) Yes, a tutorial and music would have been good, but the guts are good and it’s very appealing to look at and play.

Very chill game, I had fun with it. I like the artwork and the music. Gameplay is smooth overall, maybe a tad easy. I would have liked to see the flower growing mechanic more tightly integrated into the level goal. It felt like something that just kind of happened while fighting the enemies.

I liked the art and the ambiance. Controls feel a bit unforgiving, but it’s playable. I would have liked the digging mechanic to do more.

Nice concept, but needs some tightening up. One of the holes I fell in just had me stuck for awhile before it changed the screen. Coming back up from a hole always spawned the player on the very left, instead of where they came up. Moonwalking, etc.

All in all, pretty solid effort. Nice work.