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JEF3275

59
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A member registered Jun 09, 2021 · View creator page →

Creator of

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Thanks, I’m glad you enjoyed it!

I am a bit confused what your feedback for the undo feature is; you are able to move back by pressing q or control+z. I’m always open to constructive criticism, so some clarification would be appreciated. Thanks!

Yeah, that’s what I was referring to in the description where I said the font was having issues. I have no clue why that happens, it works fine in-engine.

Fun game, although it does get boring with time, because the player's strategy never changes. Even though the enemies have stat differences, they all behave the same way which means that the player deals with them all the same way. I'd suggest enemies that move or work fundamentally differently than any of the ones you currently have implemented, such as enemies that spiral inwards, dodge homing arrows, teleport, i don't even know, anything interesting would be nice. Overall, it had a very high level of polish and was fun to play!

Finished with a time of 61:05.9, and 12 retries (technically 16, but I clipped into the ground and was softlocked 4 times)! I made it to the very last jump with 0 retries an hour into my playthrough, but missed, which was enough to push me over the edge and use as many retries as possible to finally be done in a couple minutes!

As I mentioned earlier, clipping into the ground was somewhat an issue. Also, there were many times where the circle indicating the range at which you can latch onto points just barely grazed a hook point, which was frustrating. To fix this you could make the actual range at which you can hook onto stuff slightly bigger than the visible circle, either by decreasing the size of the circle or increasing the size of the invisible detection range.

Another small frustration is that the radius at which you swing around a hook point is inconsistent, which can mess with timing and make the game harder to master, but not in the good way, more so in the unfair way. My guess for why this happens is because you constantly check every frame whether or not the player is within hooking distance of a node, and if they are, they simply start swinging at whatever radius they are currently at. This usually isn't a problem, because with a high enough framerate and slow enough speeds the player moves very little each frame, but means that if the player is moving fast enough, one frame they could be outside the hook range, and the next frame they are well within the hook range by a considerable amount, and thus, they begin to swing at this reduced radius. This could be fixed simply by normalizing the player's position relative to the hook point to whatever the detection radius is, so that the swing radius is consistent.

Overall, I had fun playing, good job!

There is in fact a fully functioning undo feature! Pretty much no one seems to read the in-game text, but both q and ctrl+z undo your last move.

Wow, this is an incredible game with a lot of potential!

At first I thought "here we go, just another time loop game," but the mechanic of the green zones combined with duplication of objects makes the game feel truly unique. The puzzle design is amazing, they don't have very many moving parts, but they still require the player to think critically. Also, they aren't just a tedious, complicated slog, they actually explore the implications of the mechanics you've created. meaning each level has a good ah-ha moment, where instead of thinking "I finally figured it out after trying a bunch of random things," the player thinks "I finally understand," which is exactly what you want from a puzzle game.

My biggest critique of the game design, is why does time need to reset automatically? If instead of framing it as a curse you instead framed it as a power, allowing the player to loop time at any moment, I don't think it would actually change how the puzzles work, and it would have the benefits of allowing the player to actually plan stuff out without being interrupted by a slow cutscene every ten seconds, and it would remove that bad feeling of being super close to walking out the exit door, but suddenly being looped back and having to do it again.

Aside from that, a couple quality-of-life improvements would go a long way, like allowing the player to simply walk onto a button instead of having to jump, or increasing the contrast between the background and actual walls.

Overall, it's a very fun experience with great pacing; I wish there were even more levels that introduced more mechanics. Great job!

Really cool idea! My game is also a 2D grid-based puzzle game where you're unable to backtrack, but mine doesn't have the cool 3D stuff yours does.

It's really difficult at first to understand what's actually happening, so I think a slower-paced tutorial that gradually introduces mechanics would have been a great improvement.

Also, the decorations just create a lot of visual noise and make it harder to distinguish the rocks at a glance, so I think either increasing the contrast between passable and non-passable objects would have improved it as well, or simply removing the grass and other little details altogether.

Finally, I don't know how exactly you could solve this, but the inability to see the entire level at one time isn't ideal for puzzle games; all necessary information should generally be available to the player at once. Maybe some sort of indicator or minimap-esque ui element could assist in navigation.

Overall, it's a really neat concept with a lot of potential, but it's difficult to get into. Good job!

Really cool game, It's got an awesome aesthetic!

Probably the most important thing that the game needs is some good juice and feedback for when you attack the enemies, because for a while I wasn't even sure if my attacks were doing anything. A good sound effect, maybe make the enemies flash white for a fraction of a second, and maybe a special animation would greatly help to improve this.

Also, some additional variation would be nice, such as new enemy types or pickups or upgrades, because right now each wave is pretty much the same.

Overall, I had a lot of fun playing, and it's actually very immersive and has a lot of charm. Good job!

Thanks a lot!

If I had a nickel for every time my game reminded someone of ice-themed puzzles in another game that I've never played then I'd have two nickels, which isn't a lot, but it's weird that it's happened twice.

Thanks! I would've implemented a basic settings menu but I overslept on the last day of the jam...

This healed me in a way nothing else has before

Fun game, it's somewhat similar to my own! I greatly appreciate the fact that the different portals have different sprites, it greatly improves accessibility.

I got stuck and was going to criticize the noisiness and complexity of the levels, but after reading the spoiler I'm baffled that you guys managed to pull that off, it's such an unexpected and cool twist, like "wow, i could've done that the whole time?"

Great work!

Fun game, I love the patriotic fuel gauge! Great atmosphere and sound design, reminds me of slowroads.io.

Why is the car drunk though? All I'm trying to do is drive in a straight line and it keeps bouncing and tumbling around.

haha you caught me

Thanks so much! I get what you mean about being able to figure it out without making any moves, as the developer I literally can’t NOT see the solution at first glance, which just goes to show the value of external playtesters

Very high level of visual and audio polish, and excellent level design! This is the kind of stuff you would expect to see in a full release, but you managed to create it in only four days, so good job!

Overall I had a lot of fun playing the game and the fundamental game design is solid (you can't go wrong with a sokoban game), but there were several small quirks that made it less enjoyable.

Firstly, the fact that you have to be facing an octagonal box in order to rotate it using the r key means several times I found my self accidentally pushing the box when all I meant to do was turn to face it.

The fact that boxes can't be pulled (which isn't necessarily a problem), combined with the lack of an undo feature and the unskippable dialogue each time you restart and the frequent softlocks (e.g. pushing a box into a corner when it needs to be somewhere else) made the game feel tedious at times.

Also, starting at the first level that two sources of the electron beam were introduced, there were several moments where the beams did, in fact, visually create a loop, although not in the exact intended way, which led to a small amount of frustration as to why it didn't register (during closer inspection it's possible to see why the loop isn't actually complete, but at first glance it's hard to notice).

I greatly enjoyed playing; the puzzles were each challenging and most had a good "ah-ha" moment, so great job! Most of my criticisms are small details, it has a very solid base and a lot of potential to be a great game.

Fun game! I can see how ours are similar at first glance, the movement feels pretty much identical, albeit at a different speed.

Thanks! Honestly I was worried there wasn’t enough complexity and had originally planned to add a bunch more mechanics, but it’s probably a good thing I didn’t get to it because I would have never been able to create enough levels to fully explore those ideas.

Great game! The character designs and dialogue are perfect, and it's really funny seeing them come back more battered each time.

The combat is fun but lacks some depth, as there's not much incentivizing actually creating a more challenging or complicated combo other than the modifier for the number of keys pressed, which can easily be min-maxed without much effort by just pressing the keys in sequence from left to right, avoiding the fish zones.

Overall I had a lot of fun playing and I love the characters, great job!

Beat the game! That last section was pretty difficult, but still fun. The levels look amazing, great work on the pixel art! My only criticism is that the lack of friction in air makes the controls feel very slippery, but if that's what you were going for then it's fine. Good job!

Really fun and hectic game! It reminds me of Mini Motorways and Freeways, the latter of which I used to play a bunch.

Adding some physical obstacles or variations in vehicle types (buses, motorcycles, etc.) I think would have improved it a lot without an incredible amount of additional effort on your part.

Overall I had a lot of fun getting 6th on the leaderboard, good job!

Interesting concept and fun power fantasy, who doesn't want to be an unstoppable falling anvil?

It was a bit unclear how the movement works and what to do, and the anvil moves very slowly. The particle effects were good though, watching the anvil smash through stuff was entertaining.

Good job!

Very fun concept and minimalist artstyle, but many of the levels have very similar solutions, such as simply expanding a box to fill an area.

Overall it was fun, good job!

Very fun and well polished puzzle game! I also made a puzzle game, but mine only has eight levels. It's funny watching my clones crash into each other and everything going to shit.

My only criticism is that once about 2-3 clones go through the door, you're essentially watching a cutscene, so waiting for all five can feel a bit tedious.

Thank you so much! I had some friends play the game and everyone seemed to get stuck on Lap Pool too, so you're not alone!

Really cool concept and artwork! A short tutorial would have been nice, but once I figured it out, it was very fun!

Not a huge issue, but associating each color with some symbol or letter or number or whatever, would make it more enjoyable for colorblind people so that we can differentiate the stuff by something other than color alone.

Great concept! I didn't know what I was in for at first, but after the first iteration my mind was somewhat blown, realizing that I'm the one shooting myself!

The lack of audio and overall polish aren't great, but you have a very solid core mechanic. Good work!

Fun Warioware-like game!

Ski ball was my favorite, although it could have benefitted from a couple more minigames. Great job!

Fun game!

Nested loops didn't seem to work properly which messed up my solution to the last level, but overall fun!

Amazing game with incredible strategic depth! This is such a unique and fun idea, once I understood it, it was incredibly satisfying to start planning and setting up cool chains of moves. The sound design is also good.

My only critique is that your game has a drastic lack of visual polish (which isn't the biggest issue, as it didn't hinder how fun it was), and please, let the player go first.

Very fun game, I spent more time playing it than I have any other jam game so far!

I was about to write a comment about how the web version wouldn't load, but it finally finished right before I was about to post my comment, so lucky timing!

The presentation is good; the title and thumbnail were interesting and drawed me in and the itch page is well designed.

Vampire Survivors-esque games are always nice, but the lack of interactivity (the only thing the player can do is choose upgrades) combined with the overall slow pace (which is not ideal for a game jam, where people expect shorter experiences) led to a mildly boring experience.

You should be able to choose an upgrade right at the start, because as it is currently, the first loop is essentially a cutscene, where the player is scrambling, trying to figure out what they're supposed to do.

Overall, it was funny watching all those 2-legged, fuzzy spiders zipping around the screen getting absolutely mowed down.

Thanks!

Game sounded cool but the web version didn't seem to load unfortunately :(

Thanks! Puzzle design was the most time-consuming and challenging part of development, I wish I could’ve made more.

Thank you!

The game is very fun to play, and the concept of swinging the enemy's projectiles back it them is super cool! The art feels very game-jamey, but honestly I like it, it has a very endearing quality to it. It does feel a little strange that the level is slightly wider than the visible area, which makes it possible for enemies to slip by just out of view, which doesn't feel very great. The vertical scrolling works well, but I think it could be better if the level were thinner. Overall, I really enjoyed playing it!

Although it's a bit unclear exactly what is happening, and the path drawing can freak out a little sometimes, the level of visual polish is phenomenal, and the sound design is spot-on. I'd suggest a slightly more in-depth tutorial so that new players aren't as confused, but overall, it was fun watching the screen progressively get more filled up with chaotic spaghetti.

I love this, the story is funny and it's very satisfying to watch all the space cars collide and slam into the planet...

Very fun and unique game! The art style is great

Fun game, the controls were very unique and interesting!