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JaydedCompanion

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A member registered Oct 11, 2016 · View creator page →

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Linux Moment 😔

I've been staring at this Build Profiles screen for the past 10 minutes and I cannot, for the life of me, figure out why it won't let me make a Linux build 😭 in shambles rn

Um actually ☝️🤓 Linux makes up <1% of the playerbase so it's not worth making a Linux build

Aha! Definitely worth noting for new players, but I don't think you should remove it!  I do like the risk vs reward factor that adds to boosting! Very clever mechanic.

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wow wow wow. Great concept, but the execution is nothing short of stellar. Definitely one of those "wait, that was made in just 96 hours???" type games. Very polished, very pretty.

Was having a total blast, very good writing, but oof... I couldn't even get past the first hypnotization scene. And I'm a pretty decent fps player! Having the green bar decrease so fast while increasing so slowly, combined with the time limit, made it pretty much impossible for me. Still, what I did manage to play was quite charming.

Very interesting concept! I had a good time, but there are some crazy performance issues, at least on my machine. I don't think I've ever seen anything like this game before, well done coming up with something so unique!

Very fun and unique concept! The game feel is top notch and the sound design is perfect. My only complaint would be that I can't get anything better than bronze on the 5th stage, but I got gold in the rest so I shouldn't complain 😉 Well done!

Very interesting concept, I love the idea of using loops to regenerate boost! It's a little hard to tell when crashing will make me restart or when I'll just bounce off the wall, but that's not a huge deal. Great work!

Haha thanks so much! Glad you enjoyed it 😊

Oh don't even get me STARTED lol, I totally agree! I had a ton of ideas (screenshake when crashing, boosting and/or exceeding the speed limit via nosediving, freezeframe when completing a loop, popping particles when pickups are grabbed, subtle perlin noise swaying for idle pickups, and a funny little explosion after you crash once you reach a complete stop, which would be really funny if you have a gentle landing, etc. etc. etc.) I usually love adding juice (if you play my game Lil' Drone you can see what my standard for juice is) but I unfortunately dropped the ball really hard during the first two days of the jam so I had to forgo juice entirely so I could get something even remotely playable done in time haha!

Also yeah I totally forgot to mention the R to restart instructions in-game, since it was the very last thing I added. I believe I do have that in the game description but it's certainly not ideal, not very easy to see at first 😅 the plan was to have a proper game-over screen which would show your final score, game stats, and also a prompt to restart.

Anyways, thanks so much for playing! 732 is really good, wow! Most people I saw playtest only got a couple hundred at best tbh. And the feedback is great, we're definitely on the same page on what needs to be improved 😁 and that's some very high praise, thank you so much!

Really cool concept! I do wish there was some sort of endgame or score or something instead of just endless sorting. I also really like the art, very impressive. Especially for a game jam!

I did not expect this to be anywhere near as good as it is omg. 12/10 IGN

Wait this is actually so good wth I love it

haha yeah I actually wanted the plane to burst into flames a few seconds after it stops completely. Would've been real funny for those rare occasions where it actually lands gently. Didn't have time to implement that, but maybe in the future I'll add that!

I'm glad you were able to figure it out, I know it's not the most intuitive 😅 thanks for playing!

Haha yeah sorry, they're definitely a bit tricky. It helps to tap the movement keys more than just holding them! And I did really want to pivot to a mouse-based control system but, y'know, time constraints and all. Thanks for giving it a try though! :D

Super cute art style and very fun concept! It took me a while to realize that there are dotted lines denoting where you can and can't switch lanes (maybe this is why I failed my driver's test IRL haha) but once I realized that's why I sometimes couldn't switch lanes, I was able to understand it a lot better. Very well done!

Thanks for checking it out! Yeah the gameplay ended up being more complex than I initially thought. Definitely happy with that, but I agree that unfortunately makes it hard to explain the mechanics thoroughly.

26 isn't bad at all though!

Haha yes, I realized after uploading it's not all that difficult to reach the end 😅 and dw there's nothing after that (unfortunately).  Though I'm pretty proud of the fact that even a "perfect" run where every pickup is grabbed can be improved!

Thanks so much for checking it out 😊

Aha, yeah I think I know what you mean. Definitely something to prioritize, thanks for the feedback. As for the inputs, I definitely thought I was clever by reducing the number of inputs by just using W and S for throwing, since they did nothing otherwise, but it would definitely be a good idea to include alternative controls. And I fully agree, unfortunately the deadline's biggest impact on the game was the fact that we didn't have the chance to make any levels. The one level in the game was haphazardly thrown together the day the jam ended and definitely leaves a lot to be desired in terms of pacing, etc. The plan is definitely to have the introduction of new mechanics be spread out over the course of ~8 levels or so. Thanks so much for your feedback, I really appreciate you taking the time to draft up all your thoughts! (And apologies for the delay in my response)

And yeah, the main menu thing was kinda on purpose, though it didn't work out as intended. The plan was to have the player walking left act as a "Quit Game" button, but because WebGL games cant' be quit it just kinda looks like the game's bugged 😅 I promise it's cool on standalone builds tho lol. Definitely didn't consider that a machine piece could get thrown over there though, so that's also an excellent catch, thanks so much!

 Took me a while, but I finally got around to playing it. Great work!

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My initial impressions were absolutely correct; this game's visual style is absolutely incredible and manages to create a wonderful ambience. I'm generally not a fan of walking simulators, but each level did a good job of not overstaying its welcome; I enjoyed each one thoroughly and when I felt like I had had enough was right around the same time I found Galatea (assuming that's the name of the character that takes you to the next level). Wonderful work, and I'm glad you were able to get this uploaded!

Thanks for playing! I'm glad you enjoyed the idea. I've gotten a lot of feedback mostly regarding issues with the wonkiness, may I ask for more info on what you found to be janky? I'm considering polishing up the game a bit once voting ends, so I want to know what to focus on. Thanks!

Thanks so much! I ended up spending more time on the animations than I should've (it's my first time making a fully procedurally-animated character), but clearly it paid off to some extent haha! I hope you all get a chance to share your game, it's evident that a lot of effort went into it. Looking forward to playing it!

Thanks so much! Yeah I ended up prioritizing style over substance a little more than I should have 😅 a lesson learned!

Thanks! 🩷 Yeah unfortunately there were plenty of bugs that we knew of, but we had to prioritize other things to finish the game in time for the deadline (and even then, we didn't get very far lol). Thanks for playing though!

Not as short as the game itself, though! 😂😅

This is... insanely clever. Amazing job!!

I'm so sorry to hear that 😭😭 I was going through the submissions page to rate some games and this one caught my eye, so sad to hear you couldn't get it uploaded in time :( please feel free to reply to this comment or w/e when you're able to submit a build (I assume after voting ends?) I'd love to give it a shot. Even the screenshots look fantastic!

fun idea, cute and well executed! I agree that hitting the ship is a little difficult at times, and it might be a good idea to push the player away after each successful hit, or have some way of juicing up the impact of the revenge attacks. Well done!

Super cool concept and very well executed! I can tell special care was taken with mechanics like coyote time. The visual style is also very nice!!

Super cool concept and very well executed! I can tell special care was taken with mechanics like coyote time. The visual style is also very nice!!

Incredible work! Perfect concept and execution!

whoah, this is really good! Art looks amazing and the concept is solid

Glad to see some PICO8 games in the submissions! Pretty good concept and rather well executed! :D

Fun(ny) idea and very polished look!

😂😂😂 yea, I really hope they do, too!

Thank you so much! This comment really means a lot :) I definitely plan on releasing a commercial game sometime in the future, but I'm glad to know I'm not too far from making something that people are willing to pay for ;) 

Hi! Thanks for letting me know, should've caught that myself 😅 I'll fix the bug but I won't upload the update unless there's another critical bug that needs fixing, as for some reason making a build of the game seems to break the dialogue half the time and I don't want to risk breaking the game yet again. As for the dialogue not being available after the first message, that bug should be fixed in the updated builds so give that a look if you're interested :)