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JDMdev

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A member registered Oct 12, 2023 · View creator page →

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This is a lovely game! The art style is really nice, the mechanics are creative, and the platforming feels good. My only criticism is that the controls are a bit unintuitive and tricky to work with. Otherwise though, well done!

There was some interesting ideas here! I was rather confused with the "taking damage resets the loop" mechanic and the hearts I supposedly had? It felt like they conflicted eachother a bit. The platforming was also a bit floaty and unrefined, which many people do fall into the trap of when doing their first platformer.

Still, do not give up hope. I see you've been submitting to the GMTK jam for quite a while, and you should be proud of the effort you have put in! Keep practicing, and I look forward to your submission next year :)

I love the aesthetic! And the atmosphere, very fun. I found the stairs a bit tedious and they whittled my timer down a lot, but I liked their inclusion, just...not so tall.

I also struggled to understand what the 3rd and 4th symbols were. I could figure out Gamma & Omega easily, but the other 2 escaped me. That could just be me though, my physics is a bit worn.

Overall very cool, and very fun! Well done :)

Thank you! I'm glad you had fun :)
I'll make a note of that bug, I think I know what the fix is, so thanks for identifying it.

- JDM

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Hi! Thank you for playing!

I'm realising the doors can be a bit too quick on players, I'll definitely revisit that system if I ever continue it. And yes, I didn't have the full 4 days to work on it, which I kinda wish I had. Thanks again :)

- JDM

Ooo this was a very creative and intuitive set of controls! For both a first jam *and* first rhythm game, this was incredibly solid - well done!

Wow! Excellently polished execution and great gameplay loop. This is so impressive!

That was a very fun game concept! The art and animation was very good and I really liked the transition between rooms - it felt so seamless.

My only critique is that in many games, the button to move through dialogue (space) is often the same as general interaction, rather than being separate (E). For extra intuitiveness, I'd pick one rather than have both for these functions.

Other than that though, I did not encounter any bugs, the gameplay was solid, and I'd love to see it expanded upon to be more complex (and potentially less sequential? Leading to alternative endings or Easter eggs perhaps?). Obviously don't expect that in a Jam, just very much love the concept & execution.

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This was such a creative and fun game! I loved the premise and couldn't put it down till I solved all the levels. For 1 day of development too, implementing that kind of mechanic is incredibly impressive - well done!

Hiya! Thank you so much for playing!! 

I'll make a note of those bugs and that suggestion which I wholly agree with. I've got many ideas swirling around for extra features, and I'm very fond of the idea of revisiting it, but don't quite have the time right now. I do, if possible, want to make a patch post-jam that addresses all the bugs though.

I'm really glad you had a fun time and look forward to seeing your own game :)

- JDM

Hi! Thanks so much for playing.
The voting may be over, but I'll be sure to check your game out anyway :)

Hi! Thank you so much for playing.
Really appreciate the feedback :)

Was just scrolling through the latest submissions and saw this. Incredible for a first attempt! I really like the mechanic, the arrows on the characters design are an excellent subtle indicator too :)

In terms of feedback, I'd say look into level & world design. Things look nicer when they are in context (e.g. spikes on a roof, ball hanging from a crane, etc) as opposed to just floating in the void.

Keep it up! This was excellent.

Love the art style! And the procedural generation is very impressive, although it occasionally leads to some unfair situations. The gameplay is solid and I like the day/night cycle but it can be sometimes hard to see spikes during the night due to how dark some areas get.

My only other critique is that, while the autokill process is cool, a way to manually exit the game aswell would be appreciated so that i don't have to either wait 30 seconds or end it in ol' Task Manager.

Cool concept. Like the art too. My criticism would be that you can spam E and win with ease. Perhaps impliment some sort of cooldown mechanic that forces the player to focus on correct timing to avoid taking damage. Could work well with Lol's suggestion too.