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JH2025

21
Posts
5
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7
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A member registered Jul 03, 2024 · View creator page →

Creator of

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Fun game, I liked the feedback on the player attacks, Klork seemed pretty chill too.

I really liked the game feel on this submission, the bunny felt really good to control with the jetpack. Cool platformer.

The combat was really cool, and I liked the idea of picking up the buttons in the game world.

Really awesome strategy game, I really like the aesthetic and vibe that you’ve set here. I also really like the visualization and act of building out an expanding network for a base, it’s really cool.

I really liked this; the vibe of the game kind of reminded me of System Shock at first, which was cool. I had a hard time seeing the bullets in the blue room due to the colors, but besides that, this was a really neat 3D jam game.

Cool idea, I really like the theming of this game. However, as others have mentioned, it is difficult to play and see with the window size.

Congrats on making it through and releasing your first jam game. I really like the vibe you have going on with the audio and art assets that are present. Keep at it.

Interesting game with a unique twist, nice job

Fun Galaga-inspired game. Good work. It seems like enemy hitboxes are still active after they are destroyed for a second or two, though, which can result in deaths that don’t feel earned. But besides that, everything else was cool!

Thank you for playing the game and for the feedback! The corners were an oversight, the original plan was to have props there, but we ran out of time when trying to get the game finished at the 11th hour and forgot xD.

Hi, thanks for the feedback and for playing the game!

I’m going to try to reproduce the ticket issue so I can fix it after the review period. Was this on the web build or on the executable?

Fun, simple game. Works well and made me laugh when it first started!

Cool, short horror game with an interesting core mechanic. It would be interesting if you added some sort of secondary threat or mechanic to prevent the player from going too slow and winning in almost complete safety.

I also really liked all of the environmental stuff and the way Chandler messed with the environment and the props in the room.

Fun retro game! I liked the core hammer mechanic, I do think some of the sound effects are a little too loud though.

Super cool stuff, I really liked the snake-based movement mechanic that you have here, it’s satisfying to move around with.

This was awesome, I really loved the visuals and the entire vibe. Plus, this felt really polished for a jam game.

One bit of feedback is that it would be nice if the ice cream scoops were outlined a little more clearly, even as an option, as I think this would help with scoop tracking before the order begins glowing when correct. I also think more visual feedback for higher combos could be cool if it doesn’t clutter the screen too much.

I really loved this, good work incorporating the jam theme. I think the Tetris section was my favorite.

The Pac-Man section was cool, but I found that the loss of visibility made it kind of difficult to tell if a jump/fall was safe or if there was a ghost nearby. Additionally, it would be good if the mushroom reset back to its initial position if you die with it during the second part when looking for the portal.

I also really liked the general artwork, music, and movement, and the platforming felt pretty good to control in general; good work.

Okay, great, it’s definitely a little hard to tell (probably with the amount of greens). And that tracks with the web export. Trust me, I get that, our game ran much smoother pre-web export too. And that sounds like lore-accurate jam optimization to me lol, good stuff.

Really cool stuff, I really liked all of the artwork and the general vibe of the game. One bit of feedback is that the balance feels a bit easy, which may have been intentional. I also think having some instructions on how to interact and play the game on the itch page would be good!

Hi, cool beginner project, and congrats on completing the jam.

Some general feedback notes:

  • More feedback would go a long way, for example, you have that visual feedback around the character when you cast a spell with those green swirls or electricity. That is really good. Some more stuff like that, for when you hit an enemy, would be great. Also, things like knock-back when you hit an enemy go a long way for this style of game.
  • The UI was kind of hard to read with the way that the numbers were laid out, so maybe going for more traditional number layouts could be good; it was difficult to tell what the numbers meant, if anything.
  • Also, making it very clear when the player is taking damage/can take damage is a really good thing to look at. Whether it’s some sort of indicator or feedback.
  • For the vignette shader to scale cleanly to a viewport of any size, consider making it a full rect ColorRect object. Also, there are project settings to manage the behavior of a resizable window to make that behavior consistent regardless of size.

Overall, good start and congrats again on finishing the jam!

I really liked the core mechanic. The one bit of feedback I would give is that dodging feels a little inconsistent, and some visual feedback or a toggle for some additional visual feedback on invincibility would be good. This would be especially helpful for dodging the attacks without the predictive trails. Really great stuff overall though!