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jholl

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A member registered May 16, 2022 · View creator page →

Creator of

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Thank you! Should be a lot more of it when we finish our post-jam release

I love the interpretation of the theme as planetary orbits!

I think one thing that could make the controls more intuitive is if the red and green axes reoriented themselves to be perpendicular to the centripetal force when you enter a new orbit. I ran in into some issues where I had trouble controlling my planet if the velocity got too closely aligned with gravity.

Thanks for the feedback! We have some ideas for how to better telegraph the laser beats and the conductor entrance, which should be incorporated in our post-jam version.

Thank you for the thoughtful feedback! I agree with all of your points. I actually chatted about your comment with a teammate today, and the current plan is to include 2x and 4x options on the sequencer, and add some functionality to the big red joystick!

Awesome job! Really fantastic execution of a clever idea. I love seeing music and rhythm mechanics implemented in other genres. The aesthetic is beautifully nostalgic, and I could probably groove to that song on repeat forever.

I appreciate the difficulty, but I think one thing that could help alleviate some frustration would be using a first-in-first-out system instead of first-in-last-out when picking up and placing mics. That way I'd be able to make multiple mic movements on the same pass of the hand. I'd often pick up a second mic to move or to fix only to realize that by picking up a second one I had prevented myself from placing the first where I would have liked.

Overall, though, the frustration was minor and the enjoyment was through the roof! Definitely an entry to be proud of. And thanks for your feedback on Rhythm Rail!

Thank you for your kind words! And we definitely have some laser updates planned for post-jam.

Yeah, we realized after seeing a few comments that they're actually bugged. We put a workaround in the itch page comments. Thank you for your feedback!

Thank you! We're planning on incorporating your feedback into our post-jam version!

Thank you for the feedback! We now have a couple levels planned to put between levels 2 and 3 to ramp up the difficulty more smoothly, and letting you keep your loop on a reset is a high priority for a post-jam release.

Thanks for your kind words, we had a blast making it!

Thanks so much for the kind words and for the suggestions! We'll be incorporating a lot of this into our post-jam release. The K to skip wasn't even a planned feature, it was a debug tool that we left in that ended up saving our butts since it prevents some soft locks 😂

Thank you for the feedback! We found the bug that's messing with the laser timing. There'll be a post-jam fix but for now we added a workaround to our Itch page.

Thank you! We had a great time making it! There will definitely be a post-jam version coming with improved lasers.

Awesome job! We actually made a similar timeline mechanic.

My favorite moments were when I finally figured out how to counter the boss's movements, come up with the perfect sequence of actions, then run the player at 2x speed and feel like a badass. I was hoping for a few more of these moments, but I felt like I was back at square one when the boss changed its movements. I was almost hoping to feel like I was in a timeloop movie Edge of Tomorrow, learning every attack through several grueling deaths only to chain together an insane combo to finally take it down.

Wow! This is absolutely packed with charm and style. The sentient sushi are absolutely adorable, and the music and sound fit absolutely perfectly. I did want the story to unfold a little faster, there were a lot of very similar rounds of musical chairs to play between tidbits. I do find myself craving sushi now. Fantastic work!

A creative idea with lots of charm! The animations breathe a lot of life into the characters and the music was great. I think there's a bug where the product I choose to pitch is not the one that actually gets pitched? I lost a few sales because I accidentally did silly things like pitch Doomer Kid a fancy new vacuum cleaner. And I think the sales screen should have the name of the character somewhere on it so you don't forget who you're pitching to.

I enjoyed the writing but I think it could be more concise, especially when you're reading the same text multiple times. Maybe have a tagline for the pitch at the top so it's quickly recognizable, and have the rest in smaller font below for flavor?

Very cool concept! And it got challenging quickly in an interesting way. I love the tension of risk and reward knowing that every shot I take may come back to haunt me. One recommendation I have would be to force a nearby key spawn (ideally within the camera field of view) on the first loop, since it took a while on the first iteration to find the key and door, and it's on the second loop that things get exciting.

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Very original concept and shockingly clean execution! I never expected to have so much fun in a clicker game. This hit especially hard since I'm playing after a painful 12-hour work day. I saw that your previous games take heavy inspiration from absurdism. It's great that you were able to apply what's clearly an important influence for you to the theme in a way that felt so natural but still highly creative. Great work! Definitely an entry to be proud of!

Thank you! I'm glad that you had enough fun that you wish there were more!

Well that sucked me in to a surprising degree. One of the first games I've played on here where I stopped thinking about it in the context of the jam and just enjoyed actually playing.

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Lots of fun! Good work on the level design to force some careful thinking while expanding on what you've already built. The little sounds and simple animations gave rise to a really nice game feel.

I think making the gravity a little less float could help with the movement feel a lot. I had fun though! 

I think making the gravity a little less float could help with the movement feel a lot. I had fun though! 

Nice! I had a lot of fun with it. I think it would be beneficial to incentivize some of the more wacky shapes (e.g. a score multiplier or something), because I wanted to try them out but I still felt like the "correct" option was to pick the more benign shapes. 

Nice job! Definitely ambitious to go 3d, but I definitely liked the art, particularly for the enemies. It could be useful to have a hint pop up (possibly a picture of what the correct weapon would be) if you try to use the wrong one.

This felt more like a clicker game than a resource management game, which is fine if that's what you were going for.   But it was certainly cozy and satisfying to see the tree grow!

Thank you for the feedback! We took some time to add some tutorial and hint info to our page. Big lesson learned for me, too, to test the sound balance on a few more devices before posting.

Thank you! I was always excited to see when Dan, our pixel artist, pushed a new sprite.

Thank you! We thought turning the dragon around would be trivial so we didn't bother implementing until pretty late in the jam, only to realize we had backed ourselves into a corner with how we had designed it. Big lesson learned there!

Thank you! Congrats for getting all 5! Full size dragon is definitely a big boy- he should probably lay off the roast bats if he wants those wings to get him anywhere.

Thank you! I like game music the best when it ties into and underscores the mechanics. We definitely have some bugs to iron out- for now if you get stuck you can usually escape by breathing fire until you scale down all the way.

Big 5 from me for enjoyment! The mechanics for the battles could use a little fleshing out, but the secondary game loop, the narrative, and certainly the style more than made up for it. 

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All Scales (5 total) Speedrun time to beat: 1:52.1

Definitely put a smile on my face. Hilarious artwork

Cool art, cool concept. Unfortunately I couldn't grab the first blueprint in Arcade mode. It was fun to mess around in Free Build though!