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JehtMonkey

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A member registered Jun 16, 2021 · View creator page →

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😂 

Almost got them all!

saw my score was a code - not sure where to use it - something in game?

Super cool with a variety of challenges! I had a lot of fun! I also found the apple stash lol. Here are a few notes to hopefully help you:

1) For the first trial, I need a shadow or something to tell me where I am above. I thought I kept missing one of the jumps, but I learned after a few attempts that only a few of the boards are something I can walk on. Maybe an audio cue as well to let the player know that it is not a planform they can walk on? Or an animation to show the platform falling?

2) I didn't get a tutorial of controls, so that could be something important to add

3) Trial 5, the camera is too close and it is hard to look around. I could also jump over the walls

4) The falling platforms in #4 fell too quickly to run over, so I had to jump over, not sure if that is intended

5) A few times I could jump and land on something, but it would still play the falling animation

Super cool, fun game!

Haha it is a line renderer - I worked on that for way too long - and it wasn't the best, but a worthwhile feature, thank you!

My teammate made the music himself! He was pretty proud of it! And thank you for the feedback! I really liked level 3, too!

I tried playing this 3 times and I got trapped by the guys I was trying to save each time :( It was fast paced and felt like a cool arcade game, so it is a really cool concept - just a bummer that I could not save more! A few notes I wanted to add to hopefully help you:

1) The music stuttered a lot when I went up and down the ladder really fast

2) Obviously me getting trapped was not fun

3) The super zoomed in camera was hard - didn't realize I could zoom out

4) The text was blurry

5) It was so fast paced that I had trouble following my guy at times

Overall, a solid game and a solid entry for the game jam!

Did not know I was signing up for a scary game! The first statue got me! This was a neat concept! I will say, starting at a higher level and "deleveling" did not really make sense... it felt more like I was leveling up and did not notice losing stats when I died. I still had fun and it was a cool concept! Here are some notes that I wrote down as I played meant to help you:

1) I noticed you could rotate your character in the main menu - you could disable it if that is not intended

2) pulling up the story and then the inspiration, the story did not close itself, so they overlapped - good idea to close down those menus when opening new ones

3) I could get a chest more than once if I ran out and back into the hitbox again. I was able to pickup a chest 3 times once. When the chest disappears, the audio is cut off, too

4) It was hard seeing / finding mushrooms - which is probably intentional, but not sure if there is a way to help with finding them? Just something to think about /consider. (Maybe the light should be extended a little bit? Or wider arc?

5) Not sure what the green glowing particles were at the edge of the world. Not sure if they were supposed to heal as was my intuition as a gamer, but they did not, so just adding this in as it did confuse me

6) Definitely need something at the edge of the world 

Great job on this game!

Great fun! Super creative and cool puzzle/platformer! I wish I knew how many coins were hidden and how many I was able to find! I found the blue, yellow, red, and white ones!

A few things that I noticed while playing, meant to hopefully help you:

1) A few times I would see my feet at the top of the screen and at the bottom if the teleporting didn't work.

2) The puzzle designs felt finicky - maybe ease into it more? With the camera constantly moving, it just felt like I was battling the camera more than the puzzle, so maybe each section there is a puzzle, the camera is set to a constant location to make it simpler / easier instead of having to finesse the camera

3) No mention of sprinting which was needed in a few cases. 

4) The first puzzle was awesome and clever- a cool way to introduce the mechanic. But then having to get on top of the roof of the house was a battle and not as fun nor as cool

5) The sfx did not really fit with the theme of the game - it was also very repetitive, so maybe adding variation in pitch for the sfx?

Overall this was a fantastic game - really well done and super fun to play and explore. I am super impressed with this game- good job!

Thank you so much! Thank you for playing our game!

All of these sound like great improvements! I also wanted to mention that some of the new trees and bushes would spawn on places they could not go, so the villagers came to a standstill since there were no more available bushes / trees / items to pickup. The improvement for villagers to carry more would be huge! The island looks super cool and I just wanted my guys to explore the land and explore the caves and see what else I could discover, so that what was mostly motivating me to keep playing. Great game!

It worked! It is hard when given 10 days and you have a life / responsibilities that eat up some or most of that time - we all understand. It was still a good game, so good job!

Glad you liked it! It is fun hitting the ball into the air! We may add that as a feature that you can switch between different types of shots to allow the player to hit it into the air when they choose!

Thank you! Appreciate that you played our game! We did not realize so many people were going to make a mini-golf game lol - If we had known, we might have done something totally different

A few ideas based on dreams- sounds like you have interesting dreams! I wish I had those lol. But all of this sounds super cool! Do you have a finished project I could check out? Carry on was super short, but Im curious how it ended up

Great job! Love the idea, the sounds, and the visuals! It was cool to fly around as a hummingbird! I see what you mean with being able to fly through the ground, but if I wasn't aware of what was going on, I naturally stayed away from the ground, so the average player might not have noticed. I will say that the collision of getting nectar from a flower was fickle. I saw it once, but then reoriented myself and never saw it again. I wasn't able to collect nectar from one flower :(

Still a fun and relaxing game and a cool start to something special, good job!

I wanted to write more so I came back to add my two cents. Fun clicker game! I feel like it progresses too slowly as the upgrades do not feel worth it for a short game. You have great music, sfx, a menu - lots of good solid working components! And you are the first unity game that I could really run, so it seems optimized! A few things:

1) Not sure what the purpose of the ufo was

2) Maybe there should be some way to speed up the game?

3) More ways to get cheese other than clicking?

Loved the typewriter intro, super cool and simple cheese-clicker game. Good job!

Hopefully the feedback was helpful! I get it - so much to do for a jam, so little time! Good luck working on it!

Sounds like you have a lot planned! That is super exciting! Did this jam help you come up with this idea, or did you have this idea already coming into the jam?

We have talked about going further! It might not be a crazy big game, but we could probably build it up and improve on it to make something fun that hopefully the Game Grumps or anyone would enjoy!

Super fun game! Really enjoyed the fluid platforming! The art looks really good, too! I wonder how many waves are in this game since I was only able to get to wave 4. A few notes that I hope come across as helpful:

1) The hitboxes of the enemies are really big!

2)  It would be nice if there was a way to recover life! (Completing a wave fully restores or recovers 1 life?)

3) I got a hit (only one time, but still) by an enemy that just spawned

4) more juice when you defeat an enemy / hit an enemy (hitstop, screenshake, enemy noises, etc)

5) The background and some of the sprites of the platforms are not connected and you can see a line going through them. If I remember correctly, there is a pixel perfect camera component you can add to the camera to help with that

Otherwise, great job! Super fun game!

Cool game! Lots of choices which makes me wonder what each option would look like! I ran out of seeds and shiny things and couldn't find anymore on the ground, so I got stuck and had to restart. Still a cool concept and a great entry for the game jam! Here are a few things I wrote down while playing the game, a few notes meant to help you:

1) The movement speed is too slow, even in the small area

2) the camera zoom is too much - I feel like it zooms in too close and zooms out too far when I am not moving. I like the idea! Just my preference possibly

3) Hard to find the first things I needed to trade with, maybe an indicator or clue on how to find the first few things?

4) I said "Let me think about it" to the crows and their opinion of me dropped from 70 to 35... but the blue jays opinion of me did not change when I selected the same option

5) I never found breadcrumbs and am not sure how to get those

Great game! It was fun playing!

Loved the intro! Super funny! Great game with a great art style! A few things I noted, intended to be helpful for you, is as follows:

1) The planets coming to a stop took a long time, so I was waiting for a while to take my next shot

2) I was able to sink all the planets on my first turn without letting the other player take a turn

3) It is a bummer that is is a two player game, I thought you had an AI setup for the second player, so I played again to see how it was and was disappointed it was not something in the game - I don't blame you, that can be hard to figure out!

Cool quick game, good job making this!

Great puzzle game! I was looking for a puzzle game and this delivered a unique twist on it, super fun! Lots of destruction in a great kind of way! Here are some notes meant to be helpful:

1) Clicking next level still rotates camera.

2) I find it restrictive to be limited to one cardinal direction / key at a time

3) Some of the puzzles are a little confusing what is intended. In the last puzzle, I went one direction and got the duck on the fridge caught on a corner so I could go the other direction and push the first glass off the counter. Then I would push the microwave off to get a boost, and make sure I land with both the launch duck and the fridge duck aligned so I could jump on top of the launch duck and jump for the last cup. This feels like not the intended way

4) I feel like there should be a key to reset, moving the mouse to the reset button location to reset and then move it off to change the camera angle felt like I was fighting it for a bit

Great job on the game!

Wow, an inventory system that looks and feels great is a great accomplishment! Super clean looking game with so much potential - you should be proud! I wish I could do more, but for what you have done so far, this is incredible! Keep up the good work!

Super cool! loved the story and would love to see more! I never truly played a visual novel before, but this was really cool! I agree with a few others that sfx/ music would have been great and added so much, but I get it - it is a prototype. I hope you continue to work on this and add more- there is a lot of potential!

Oh - at the beginning, since there were no upgrades, it was hard to know what I should prioritize, so I had no real direction at first. It was cool figuring it out, but just another piece I wanted to add :)

Great little resource collector game! I really enjoyed it and got all the quests (except 20 villagers) Unfortunately, my game started lagging really bad at 15 villagers and I was unable to progress. Still had a lot of fun and loved watching my villagers zoom around! Here are some notes that hopefully will help you and help improve this awesome game!

1) A few items dropped off the side of a cliff so my guys couldn't get to them 


2) The panning camera was too slow

3) The wood truck upgrade didn't do anything?

4) Quests didn't feel like there was a point since there were no rewards for them other than a stats tracker

5) It is a balancing act of which job to assign to your guys, but it felt like gathering was needed all the time - I had 5 gatherers and 1 harvester / lumberjack and they still couldnt keep up

6) Once, one of my guys got stuck in place and couldnt move, but he wasnt stuck on anything. Unassigning jobs and reassigning them fixed it. Happened again when I hired a new villager and tried assigning him before closing the upgrade menu. Also happened if I assigned a villager as a gatherer but there was nothing on screen at that moment to gather. Also happened if I clicked the assign button too quickly.

7) If someone else picked up an item, they all still went to that location - so their pathfinding wasn't updated when their target was removed

8) Started lagging when I only had 1 lumberjack and 1 harvester and 11 gatherers and they could not keep up

9) If a new bush / tree spawns, any lumberjacks and harvesters will not see it until unassigned / reassigned 

Great job! I think there was more, but I had a blast! 

Good to know, that is helpful, thank you!

Cool idea! Lots of emotions, but unclear on what is happening. I can tell there is a lot of passion in this project and I am excited to see what it could become! Would love sfx/ music with each location to help with immersion, but overall, great job! Here are some notes meant to be helpful so you can continue to grow and improve as a game developer:

1) The text moving as each character is added is sometimes hard to read. I wonder if there is a way to add each character that doesn't change the position of every character (Think stardew valley)

2) Going through the same rooms multiples times takes my light, even if I already prayed for peace or altered the memory, so that felt strange

3) Going down after I go left takes me to the beginning and plays the message as if I ran out of light.

4) I can get to negative light which looks strange on screen - maybe clamping it so it cannot go negative?

5) Quite a few spelling / grammar mistakes which just leads to me being taken out of immersion

Great job getting this game up!

Of course! Good luck with game dev stuff - you're doing an awesome job!

Thank you for playing our game!

We may be looking at a steam release... but there is so much we would need to work on to get it to the quality level we would want to be a steam game! Thanks for playing our game!

Good to know more are struggling on hole 9, thanks for the feedback! Were you able to beat it? And thank you for playing our game!

Glad I was able to help and add a little something! Co-op sounds like it would be lots of fun! Let me know if you get a steam page or something up for it, I'll help out by wishlisting it! Great job on this game!

Cool game idea! Would love some audio / vfx feedback when I get something right or wrong. I think the directions were unclear in what the goal of the game was. I figured it out, but at first I was confused why I was saving a floating object. I thought maybe I had super powers and could move furniture..? I was also confused why I was a floating object, separate from the man in the room and why I was locked to one spot. Later I found I could move, not sure when that changed. Overall, a really cool idea and a fun take on a classic memory game, super cool!

I was able to do that, but even then it was hard to land a hit - the animation of the character made it seem like the swing of her fist always went to the right. But maybe its just a "play with it some more and you will understand it better" type of system that I didn't understand

Wow, I had a lot of fun completing this! I did this in eleven days! Not sure if that is fast or slow, but I figured some tech (probably unintentional) toward the end so I could probably do this faster. This is a solid game and I super enjoyed it! I make notes as I play games to give to the dev for feedback to help, so this is all said with care and appreciation for you and your work. That being said, here are some of the things I wrote down as I played the game:

1) A tutorial showed up while I was holding down my spear power and the sfx kept playing while trying to read the tutorial popup which I ended up skipping since the sfx was distracting / slightly annoying

2) The jump feels off- its almost too floaty and not powerful enough, even when holding down the jump button.

3) Often, the character will land but still be in a falling animation

4) The jumping through platforms was finicky as sometimes it worked great, but going down through platforms, especially the tree leaves, did not feel right. I could also walk or jump into the side of them, so it felt strange like i was getting stopped by invisible walls, but really it was the platform preventing me. 

5) The indicators of where enemies were attacking didn't go away, so it got confusing when I heard my roots being attacked, but went to the wrong side because the indicator was still there

6) Lots of tutorials which was great, but none about how you can heal the roots. With so much information at the beginning, it was easy to forget I had a right click as an option

7) It sounded like I could hit the shielded enemies but it wasn't since the shot wasn't charged enough even though I felt like I charged it for a while - so charging didn't quite match up each time with the audio cue (Charge attack audio sounded like it was maxed but the visual shows it is not - the visual matches for the most part, the audio does not)

8) Sometimes I would charge and it would look and sound like I had it fully charged, but it would release a spear that was not, so it was confusing - occurred when I just launched a charged spear and immediately tried charging another

9) It would be cool to see different bubbles / different things to shoot at during the fay to make it more interesting - like a yellow bubble that is worth more essence to make navigating around and shooting it / getting it a priority. 

10) Sometimes the space between the leaves renders so I see flashing lines between blocks of leaves

11) Night 6 and 9 only one regular guy spawned and I noticed the night bar finished once and then repeated to finish a second time, not sure if that is intentional or not (I realized that is not what happened but will leave this in since this is what I first thought happened - maybe a clearer indicator that it represents time of day and not time left of the cycle?)

12) The transition from night to day and vice verse is too quick

13) I could spam the interact key and get a ton of essence that way since I would collect the same one multiple times (specifically the ones on the tree itself)

14) Running from one side to the other did not feel good since I was more reacting to the threat instead of being proactive - maybe the indicators should point to where enemies are coming from before they attack roots so I can be more prepared when they arrive? Or have a quicker way to navigate from one side to the other

Overall, a great game! Thank you for sharing, this was awesome!

That makes sense you wanted every so often to be a special word / effect. It just felt more repetitive, but that is probably because of the time limit of the jam. Still a really cool game- one of the better typing games in my opinion, so great job!

Thank you! You are super kind! My teammate worked hard on the visuals and I think it really came together! Will do, and good luck with the rest of the game jam!