Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

jevans2497

73
Posts
2
Topics
1
Followers
A member registered 55 days ago · View creator page →

Creator of

Recent community posts

I added my name to the list! Looking forward to playing it!

Yeah that makes sense and for a game jam, I totally understood that you probably would've wanted to implement that. A leaderboard would've gone super hard. If you ever need a playtester for future versions of the game, hit me up anytime!

I think I'm okay with running out of money, just not so early on. This is probably too in the weeds but at the start, I just wanna be able to get the hang of your game, explore your systems, and learn what's worth money and what's not. By making the planting cheaper, I actually interpreted it as not as good as the more expensive options lol. Plus the jetpack was so fun, I wanted to get better at it. I think a potential solution could just be to gate the other upgrades until you buy the farming one so I can both a) understand your system and b) see how much things improved after I purchased an upgrade. Idk if that's right but you get the idea. 

And totally understand about the pumpkins, I figured that was likely the case. I think just in general, when you make a game about managing resources, you gotta give the player some time to explore and learn what is valuable and what isn't so that they can strategize. The crux of resource games is making decisions and tradeoffs and if I know nothing, I can't really make an even remotely educated tradeoff. 

I couldn't get the game to play properly, sorry!

What I liked:

- The game was fun, clean, and addicting. You took tetris, a game I personally find to be a bit boring sometimes, and changed just one rule to make it imo much more interesting. If you've read The Art of Game Design by Jesse Schnell, he talks about an exercise he would do with students where he said "Change exactly one rule in Tic-Tac-Toe to make a new game" and there was a ton of different ideas that made the game so much more interesting. In the exercise, you can only change one rule, not two, just one and it was incredible how much of a difference it made and idk if you've read it but I feel like you nailed that concept here.

- It might've been obvious but thank you building a speed up button haha. I think I would've liked it if it had more variance or if there was a "hold to speed" ability cause sometimes I wanted to see what an apartment was worth but I knew that 3 bathrooms was nothing. 

- The game was very intuitive. I read your description and honestly, the diagram with the apartments helped a ton just to get me going but your game was very easy to understand and it was clear what I was trying to do. Of course, it helps that it's based on Tetris but still, your added elements were easy to get!

- The UI was so simple and clean, really can't state enough how that makes a big difference!

What I thought could be improved:

- This is probably obvious and I'm guessing you probably know this or wanted to build this but I would win a game and then my score would just go into the vacuum of space, never to be seen again, of no consequence. Even just like a "beat X score" or ideally, some sort of round system would've definitely hooked me even more than I already was.

- Honestly usually I have more to say but that's pretty much it! Great game!

I left a comment on your game but since I'm only on a mac, I couldn't play it. Would love to play your game if possible!

Reposting:

What I liked:

- You really nailed the classic Gameboy artstyle down to even the borders on the text box and the green filter. Although a lot of the art was simple pixel art, I enjoyed it quite a bit

- The game was easy to understand and my objectives were clear. I didn't need a tutorial and it would've just gotten in the way, that's hard to do!

- I enjoyed the story and the options presented. I thought it was fun and engaging although I agree with some of the other comments that there could've been more detail, tie-in, and variance in the story

What I thought could be improved:

- I think Barrie Lake really nailed a lot of the major problems but I also think it would've made a big difference if even though there's only one option, I would've liked to choose where I go at the start. For the first few minutes, it just felt like I was a passenger and not a player

- Since this game is basically in the Oregon Trail style, I'm gonna make a comparison. I really like that in OT, you can ask as many questions as you like and take as many actions as you want at each site. It makes me feel like the more invested I am in the game, the better I'll do and the more I'll get out of it. I think in general, I would've liked to have more agency in your game

Overall, fun game and the art was wonderful!

What I liked:

- You really nailed the classic Gameboy artstyle down to even the borders on the text box and the green filter. Although a lot of the art was simple pixel art, I enjoyed it quite a bit

- The game was easy to understand and my objectives were clear. I didn't need a tutorial and it would've just gotten in the way, that's hard to do!

- I enjoyed the story and the options presented. I thought it was fun and engaging although I agree with some of the other comments that there could've been more detail, tie-in, and variance in the story


What I thought could be improved:

- I think Barrie Lake really nailed a lot of the major problems but I also think it would've made a big difference if even though there's only one option, I would've liked to choose where I go at the start. For the first few minutes, it just felt like I was a passenger and not a player

- Since this game is basically in the Oregon Trail style, I'm gonna make a comparison. I really like that in OT, you can ask as many questions as you like and take as many actions as you want at each site. It makes me feel like the more invested I am in the game, the better I'll do and the more I'll get out of it. I think in general, I would've liked to have more agency in your game


Overall, fun game and the art was wonderful!

Great idea here, you're absolutely right. Both about the story hook and tying some other details together

Reposting here: 


I know everyone else is saying it but I literally just put down Balatro to play jam games and here I am lol

What I liked:

- God damn this is the most enjoyable game jam game I've played yet and I've probably played at least 30-40 at this point. The game feel was just really there, it just felt so fun to play. 

- The game was actually intuitive. Of the card based rougelikes I've played at the jam, a lot of them either didn't have a tutorial, weren't intuitive at all, or both. While I was going through your tutorial, I was like, "alright, this is definitely too simple for what this game is gonna be" and then it was actually the perfect amount of information to get me going. It's really hard to make one of these games intuitive and it's really hard in general to make a good tutorial so great job!

- I thought the UI was extremely clean and straightforward for the most part (see below). The game looked great and the UI had a clear intentionality and hierarchy of importance

What I thought could be improved:

- I thought I was softlocked when I couldn't play in column 2 and also I think corners and didn't have any space and I think it was just lucky that I tried clicking everywhere and discovered you can stack chips but despite how great the early game learning was, I missed this completely and it almost stopped me from getting past the first few minutes. Not sure what the fix would be but this was frustrating for a bit

- The keep card system and generally, picking a card every turn was a bit overwhelming and I was honestly confused how it works. My understanding after playing through 8 rounds is that I get to permanently keep those cards? And it's always 2 but I'm not sure how they're chosen? Also, selecting a new card every single turn just felt like a lot. I kinda wanted to just keep playing but also, obviously that's how the game works so I don't feel great making this comment

- I think it would've been really helpful to see how many tokens I've won each time I place a chip. I could see what each card was scoring and the final result of each multiplier but I couldn't see what total the multipliers were using and in terms of game feel, it would've just been nice to have a sense for how many tokens I was scoring each round so I could see myself improving and such

- I found myself playing the same strategy over and over and placed my chips in the exact same spots every time and then just tried to pull cards that would maximize playing the same exact tic tac toe every time. It just didn't feel as fun, it felt a bit like routine to just place my chips in the same exact place every single time. See below for what I did every turn 

                                          X                              X

"X |     | X" then "X | X | X" then "X | X | X" then I'd just stack them on the middle as high as I could

                                                                            X

- This is a small thing but I didn't realize chips could have different values until like round 6 and maybe it might be good to make that clear somewhere or maybe you did but either way, I didn't know

- Some of the UI was covering the cards in the top corner and just overall, a lot of the cards were packed together so I couldn't get a good read on what was hitting. The fun of your game to me is the Balatro-esque watch number go up and this got in the way of that

- I'm gonna be honest, this game has basically nothing to do with the theme of this jam at all. Between it's quality and the fact that it is so clearly not on theme, I almost have to wonder if this game was build with additional time but I kinda mean that as a compliment haha. But yeah, I gave you really high scores in everything except theme lol

I know everyone else is saying it but I literally just put down Balatro to play jam games and here I am lol

What I liked:

- God damn this is the most enjoyable game jam game I've played yet and I've probably played at least 30-40 at this point. The game feel was just really there, it just felt so fun to play. 

- The game was actually intuitive. Of the card based rougelikes I've played at the jam, a lot of them either didn't have a tutorial, weren't intuitive at all, or both. While I was going through your tutorial, I was like, "alright, this is definitely too simple for what this game is gonna be" and then it was actually the perfect amount of information to get me going. It's really hard to make one of these games intuitive and it's really hard in general to make a good tutorial so great job!

- I thought the UI was extremely clean and straightforward for the most part (see below). The game looked great and the UI had a clear intentionality and hierarchy of importance


What I thought could be improved:

- I thought I was softlocked when I couldn't play in column 2 and also I think corners and didn't have any space and I think it was just lucky that I tried clicking everywhere and discovered you can stack chips but despite how great the early game learning was, I missed this completely and it almost stopped me from getting past the first few minutes. Not sure what the fix would be but this was frustrating for a bit

- The keep card system and generally, picking a card every turn was a bit overwhelming and I was honestly confused how it works. My understanding after playing through 8 rounds is that I get to permanently keep those cards? And it's always 2 but I'm not sure how they're chosen? Also, selecting a new card every single turn just felt like a lot. I kinda wanted to just keep playing but also, obviously that's how the game works so I don't feel great making this comment

- I think it would've been really helpful to see how many tokens I've won each time I place a chip. I could see what each card was scoring and the final result of each multiplier but I couldn't see what total the multipliers were using and in terms of game feel, it would've just been nice to have a sense for how many tokens I was scoring each round so I could see myself improving and such

- I found myself playing the same strategy over and over and placed my chips in the exact same spots every time and then just tried to pull cards that would maximize playing the same exact tic tac toe every time. It just didn't feel as fun, it felt a bit like routine to just place my chips in the same exact place every single time. See below for what I did every turn 

                                          X                              X

"X |     | X" then "X | X | X" then "X | X | X" then I'd just stack them on the middle as high as I could

                                                                            X

- This is a small thing but I didn't realize chips could have different values until like round 6 and maybe it might be good to make that clear somewhere or maybe you did but either way, I didn't know

- Some of the UI was covering the cards in the top corner and just overall, a lot of the cards were packed together so I couldn't get a good read on what was hitting. The fun of your game to me is the Balatro-esque watch number go up and this got in the way of that

- I'm gonna be honest, this game has basically nothing to do with the theme of this jam at all. Between it's quality and the fact that it is so clearly not on theme, I almost have to wonder if this game was build with additional time but I kinda mean that as a compliment haha. But yeah, I gave you really high scores in everything except theme lol

I know everyone else is saying it but I literally just put down Balatro to play jam games and here I am lol

What I liked:

- God damn this is the most enjoyable game jam game I've played yet and I've probably played at least 30-40 at this point. The game feel was just really there, it just felt so fun to play. 

- The game was actually intuitive. Of the card based rougelikes I've played at the jam, a lot of them either didn't have a tutorial, weren't intuitive at all, or both. While I was going through your tutorial, I was like, "alright, this is definitely too simple for what this game is gonna be" and then it was actually the perfect amount of information to get me going. It's really hard to make one of these games intuitive and it's really hard in general to make a good tutorial so great job!

- I thought the UI was extremely clean and straightforward for the most part (see below). The game looked great and the UI had a clear intentionality and hierarchy of importance


What I thought could be improved:

- I thought I was softlocked when I couldn't play in column 2 and also I think corners and didn't have any space and I think it was just lucky that I tried clicking everywhere and discovered you can stack chips but despite how great the early game learning was, I missed this completely and it almost stopped me from getting past the first few minutes. Not sure what the fix would be but this was frustrating for a bit

- The keep card system and generally, picking a card every turn was a bit overwhelming and I was honestly confused how it works. My understanding after playing through 8 rounds is that I get to permanently keep those cards? And it's always 2 but I'm not sure how they're chosen? Also, selecting a new card every single turn just felt like a lot. I kinda wanted to just keep playing but also, obviously that's how the game works so I don't feel great making this comment

- I think it would've been really helpful to see how many tokens I've won each time I place a chip. I could see what each card was scoring and the final result of each multiplier but I couldn't see what total the multipliers were using and in terms of game feel, it would've just been nice to have a sense for how many tokens I was scoring each round so I could see myself improving and such

- I found myself playing the same strategy over and over and placed my chips in the exact same spots every time and then just tried to pull cards that would maximize playing the same exact tic tac toe every time. It just didn't feel as fun, it felt a bit like routine to just place my chips in the same exact place every single time. See below for what I did every turn 

                                          X                              X

"X |     | X" then "X | X | X" then "X | X | X" then I'd just stack them on the middle as high as I could

                                                                            X

- This is a small thing but I didn't realize chips could have different values until like round 6 and maybe it might be good to make that clear somewhere or maybe you did but either way, I didn't know

- Some of the UI was covering the cards in the top corner and just overall, a lot of the cards were packed together so I couldn't get a good read on what was hitting. The fun of your game to me is the Balatro-esque watch number go up and this got in the way of that

- I'm gonna be honest, this game has basically nothing to do with the theme of this jam at all. Between it's quality and the fact that it is so clearly not on theme, I almost have to wonder if this game was build with additional time but I kinda mean that as a compliment haha. But yeah, I gave you really high scores in everything except theme lol

Thank you for the kind reply! I definitely feel better knowing you checked with the organizers and that makes sense. The game is awesome and the art is fantastic. This definitely made me feel better, thank you

I feel a little weird about the fact that you have made a number of games for game jams that have the exact same art style, theme, and gameplay and it seems like you're trying to promote your game which is also trying to make money (even if it's a relatively modest amount). I feel like the purpose of a game jam is to make something entirely new and fresh in a week and obviously, you have the most rating of anyone and it just feels a little weird to me that this is like, the 6th Luig game you've made.

 I don't know, this is my first jam so maybe I'm wrong but I feel a little uncomfortable about this honestly. I do appreciate that in the description you said that Luig is doing this "again" but still. 

What I liked: 

- This is such a clever, unique idea for a game.  Wwitching between being the character and being the setting is so original and then I thought the framing of it was perfect, being based on Dante's inferno and a theatrical performance. Lev's movement and animation really felt theatrical and I just found it really immersive

- The audience reactions and gasps were such a nice touch. It made me feel a lot more invested and I found myself gasping too

- The background art and curtain and audience were excellent. Loved the artistic feeling of this game!


What I thought could be improved:

- I think my biggest issue was that in the levels where you manage the setting, Lev is really hard to control and it can feel pretty unfair at times. I tend to like difficult platformers and challenges but I found myself shooting Lev through the ceiling with what I thought was a relatively slight touch. I noticed later that there are lines showing where Lev is gonna move which helped but even still, there was a number of times where I put a platform in what seemed like a very good spot for him and it still wasn't right. 

- There was a lot of noise with the platforms. I ignored a ton of them and while I understand maybe you were trying to have multiple different solutions to levels, it felt to me more like clutter honestly. This was especially difficult in the after levels because those platforms just got in the way. I understand that may have been intentional to increase the difficulty but it didn't feel fun, it just felt more annoying to me to try and avoid them, especially since the after levels were so much more difficult. 


Overall, I genuinely loved your concept and a lot of the execution was great. I think fine tuning some of the gameplay elements could leave you with a really enjoyable, wonderful game!

Honestly, the portal thing is a pretty small one time thing but thought it was worth mentioning. 

The visual noise thing is tough but I feel like having a dark or light outline on the foregrounded objects or adding a layer on top of the background that made it darker would've done a ton with very little effort. Just some ideas.

And in case you haven't seen it, Game Maker's Toolkit has a really helpful interactive video essay about platformers and making them feel good that I found very helpful. I run through this almost every time I make a game lol

https://gmtk.itch.io/platformer-toolkit

Aww thank you for the kind words! I really appreciate that! It was a lot of work but I'm glad you enjoyed it!

Thank you so much for the very in-depth feedback! This is the longest, most detailed comment I think I've seen on itch.io all week so wow, really appreciate it!


About the dialogue, the way it works in that first scene is that it has a set typing speed but certain characters were slowed down for dramatic effect. If you hold any key after the dialogue starts, it does speed through it though, not just shift. I think you're right though that this could be confusing and it definitely would've helped to have something tell you that you can fast forward. Also, thank you for pushing through and playing the game regardless! It's easy to skip past a game jam game cause everyone's investment is so low so I appreciate that!


I totally agree about the art. I have been coding for 10 years and 5 years professionally, I have played music my whole life, I have designed many games (non-video games) over years, and have played hundreds of games. I have never been a visual artist whatsoever so this is definitely a whole new field for me that I'm currently not great at. Honestly, I've improved a lot in the last few months but yeah, I can't disagree with you haha. Planning on taking a drawing class next month but ideally, probably would be good to work with another artist in the future.


Thanks for playing and the feedback, I really truly appreciate it immensely!

Idk what the best option would be but like, Red for danger, blue for water, just something to get a sense of where I am would've been great!

It should automatically allow you to move as soon as the dialogue finishes. I have not seen this issue before but someone commented something somewhat similar. The way the dialogue works is while it's playing, you can't input anything but when it's done, full control is resumed. At least that's the intent

Omg this was maybe my favorite game of the jam. Holy shit I was so scared haha. Really nice detail with the man being on the first image of the lava planet and not being there the second time it showed up. Great story. All 5s from me, damn

Here's my game! I leave in-depth reviews so lmk if you want one! https://jevans2497.itch.io/timeshift

Hey! If you leave a review, I'll leave an in-depth review of your game (see my other reviews)

https://jevans2497.itch.io/timeshift

Working on getting to everyone's games here - I've been leaving in depth reviews for each game I play so it takes awhile

If a puzzle platformer counts...

https://jevans2497.itch.io/timeshift

What I liked:

- The art, the style, and the atmosphere are soooooo excellent here. The UI is hands down the best UI I've seen at the jam, it's so fitting for the game and clean

- You all clearly were so intentional and developed such a deep, rich system and gameplay loop. It's very clear that a lot of effort and thought went into the details of this game and it's really impressive

- The programming is very well done and I was unable to find any bugs despite your game having so many different elements to it, 

What I thought could be improved:

- The lack of tutorial is really killer for a game with this level of complexity. With so many mechanics, it just was really hard to learn each individual piece one by one. 

- While I loved the UI, it would've really helped to have a little more information or if you allowed me to hover over one of the many elements and just like, have the word "Sanity" or "agitation" pop up so I would instantly be able to know what's what

- I think in general, there was a lot about this game that was overwhelming. Besides being put right into the middle of the action, the fact that you can discard, draw from up to 6 piles, and modify your deck so broadly was a lot for my first loop through your game. 

What I liked:

- What the fuck did I just play

- That was really fun and funny. I beat like, 1 or 2 levels and got the you completed the game screen and laughed really hard

- What the fuck haha

What I thought could be improved: 

- I have no idea. Huh?


10/10

Aww man, you left a detailed and in depth review on my game but I don't have a windows computer. I'm guessing it's too late to add a mac or web build? If you do, please hit me up, I'd love to play it!

The art was very cool but ultimately, I didn't really know what to do here. A tutorial and faster move speed definitely would've made a big difference here

What I liked:

- The leaderboard omg, I felt so compelled to get a decent score. I got spot #18 which isn't as high as I would like to be but I'll take it. Implementing this must've been a FEAT and it really added so much to a game that has a simple concept. I wanted to WIN.

- The art and feel and atmosphere was really cohesive and fun. The story and the art played well together and I just liked the world you created a lot. Loved the backgrounds and different aesthetics you explored here.

- It was very clear what the objective is and how to win. No tutorial needed whatsoever

What I thought could be improved:

- The first time I saw the washing machine portal at the end of the level, I wasn't sure if it was gonna help or hurt. This is a small thing but maybe just like, a little sign that says "Enter" or something

- I feel like in some ways it's good how quickly you fall after jumping in this game, but at the same time, for a game where the core mechanic is jumping, I felt like the jump was a little unfair or not properly tuned. I feel like I died a lot because the jump didn't act how I expected. Maybe this is a matter of personal preference but it just died off so quickly. Even holding the jump button, it still was tough. 

- There was a lot of visual noise and a lack of visual hierarchy. While usually the socks stood out, the coins didn't always and the obstacles sometimes were a little hard to read as I was quickly scanning the screen for the next thing. Visually, my eyes weren't naturally drawn to what was important and with all the noise, I feel like I died sometimes because something was blending in too much to the background. 


Overall, despite my suggested improvements, I really enjoyed this game. Mad respect to Sushi, whoever they are haha

If you like space games...

https://itch.io/jam/brackeys-15/rate/4310994

Omg I wrote up a whole long ass comment and then accidentally clicked away and it got deleted ughhhh. Here's my second go - 

What I liked:

- The movement and jetpack was really fun, intuitive, and enjoyable. I loved flying around, the upgrades made it even better, and the gravity felt great. Landing on a planet with a thud had a great feel to it.

- The art and atmosphere were really cohesive and in general, it felt immersive

- The objectives were clear and although I agree with a lot of the comments about the lack of tutorial, ultimately, I found the game pretty intuitive to play. It's much better to have an intuitive game without a tutorial than a confusing game with one so all in all, I actually figured it out pretty quick and enjoyed the game loop a lot!

- The first thing I did was fly straight into the sun and that was very fun haha

What I thought could be improved:

- I think my biggest issue was the scaling with the orders. While I felt like the game loop was intuitive, it also was a bit unfair. On my second play through, my first order was for like, 3 radishes and my second order was for 5x pumpkins and 4x pumpkins. That's a whole lot of pumpkins for a guy who takes 2 seconds to plant stuff. I had also just bought a jetpack fuel upgrade so I just didn't have the money and I felt like I was punished for trying to learn and explore your game mechanics. 

- I like that you can fly far out into space and that the jetpack required somewhat precise controls but I thought it was a little too extreme. It was especially tough when I ran out of fuel and was flying through space. I think there's probably gotta be a middle ground between flying out of control and just going straight into something. I'm glad you made it so there's a limit to how long you can be stranded out there but still


Overall, I genuinely really enjoyed this game. This was the first one I've played where I'm like, I actually would love to play a full, developed version of the game. Either as a rougelike or a farming sim but conceptually, I found it really fun and wanted to play more!

It's probably too late but you left a review on my game and I'd love to play yours but I'm on a mac. I'm guessing it's too late to add a web or mac build? If not, let me know cause I'd love to try it out!

What I liked: 

- The water was really slick and well done. I was surprised with how simple the game started when the water was so responsive

- The art style was so cool and interesting. You were very consistent and it was clear you were intentional about all the art in the game

- The level reset animation was sooooooo good


What I thought could be improved:

- I think my main issue with the game is that it was really hard to tell what was what after the glitching started. Ultimately, with time, I was able to carve a path out for myself but with everything looking so similar, it was really hard to parse what was important and what was just noise. It felt like the challenge wasn't platforming or puzzle solving, but visually determining what was relevant on screen.

Hey, wow! Thanks for the in-depth feedback, this is extremely helpful! And I also appreciate the comments about the heart and originality, I put a lot of myself into this and it was exhausting but really fun. It's also very kind of you to play it twice!

My friend and I discussed that the ending wasn't totally clear and I didn't have enough time to figure out a way to fix that but I think you're right, it's a bit hard to convey and we definitely could've done more. 

And I'm pretty sure time resumes instantly after letting go of shift. The code is setup so it triggers that instantly. Lerping would've been cool for sure too, but it should be instantaneous and I think that feels tighter. 

Thanks for the feedback, this is really helpful! I'll be sure to leave detailed feedback on your game later tonight!

Yeah that makes sense. It's definitely a challenging game and I feel that too sometimes. I appreciate the comment!

I basically worked non stop for the entire week lol, I'm unemployed. It was a LOT of work haha

Thank you! That means a lot coming from you, your game is awesome! I also loved Silksong and completed Pantheon 5 in Hollow Knight so I tend to make things way too difficult and I tried hard to scale back. You're the first person to say that it wasn't too challenging haha so thanks. And yes, I spent pretty much the entire week obsessively focused on making this and getting everything in that I wanted, it was exhausting but I'm happy with how it turned out for my first jam. 

Thanks!

Happens to all of us! I liked a lot of the other stuff and hope to see more in the future!

I think I'd have to agree with a lot of the comments here.

What I liked:

- I became a little jumping bean

- The world and dialogue felt really fun and the story elements were really enjoyable. You created a world and it felt really great to be in it!

- Took me a second but clear objective and rules


What I think could be improved: 

- I shrunk too much to be able to press the button so I just got softlocked and in a game jam when I'm trying to play like, as many games as I can, this is a bit frustrating and made me quit (sorry). 

- I wish I didn't have to restart at the very beginning every time. Some checkpoints would've helped a lot as the game had a lot going on. 


Overall though, I still really enjoyed this game and the world!