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Jogglebrott

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A member registered Jun 15, 2023 · View creator page →

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Thanks for your feedback. The plan was to replicate the Sand Bird level from Sunshine just with a twist to deliver packages while trying to stay on this unruly bird. But I ran out of time so just had to slap together a much worse version of the game than I intended! 

Good use of music and I like how it was a more story focussed game than some of the other games I have played in this jam. I agree with a few others who have mentioned that it is on the shorter-end in terms of length. It would've been nice to see a transition to another scene or world (perhaps during that 8 years later part). 

This is one of the games I've played which went heavier into the story - and it worked out very well. I think the card game was very simple to play and "win" against the TV so I don't know if there were any special outcomes for losing but come to think of it that was probably intentional given that ending!

Great use of the VCR rewind, forward and play feature within the actual TV asset. You've got to use your brain to get far in this game, which may be a bit of a struggle for some people - not naming any names (absolutely not me of course)

Thank you for playing, persevering enough to get to the end and letting me know of these three major bugs!

Thank you - that is insanely impressive. I'm going to try and find some good material to view and then see if I can understand how to implement a similar feature in a blank project just cause I'm very curious to see if I can.

Very impressive submission and I hope people rate the "Mechanics" section high as it was a great idea to implement the whole x amount of jumps per level based on collecting the feathers and the scanning for the channel mechanic too. Maybe a small consideration would've been to have the player move slightly faster in general as I felt quite slow but that's a very small nit-picky "complaint" from me.

The use of a properly interactive controller with button presses (and on the TV itself!) is the highlight for me as that was going above and beyond for the immersion into the game. Also a big fan of the cutscene type situations like the unknown person coming behind you to finish you off when you fail. Very clever submission!

The level of interactivity with the in-game world was a big positive to me, even something as small as being able to open drawers and wardrobes adds deeply to the tone of the game.

Thank you too for your kind words. And you make a good point!

Congratulations on seemingly being the only play in browser Android game. It plays pretty well on my android phone - i didnt expect any mobile friendly games at all so its a good surprise. My favourite unique part was the TV shutting off type effect when you die/restart. I wish I'd thought of that for my submission! 

Thanks for the behind the scenes look at how it works!

Thanks! I was planning on adding "animal crossing" type sfx when talking to Rattle (scarecrow) but I ran out of time.

Good suggestion regarding the safe zones - it would've been good to have some areas that co-exist in both channels. It could've been a good way to adapt the optional checkpoint 'treat' from the jam too.

Definitely - I should've made it so that you can attack while moving. Thank you for playing! 

I've seen quite a few games on itch over a couple of years but none of them have had such a perfect vibe. I feel this could be a very well relieved full release on the likes of Steam if you were to ever to that route. With slightly refined controls of course!

Good work on the main menu in particular - though I'm always going to be a fan of intro cinematics and interactive menus!

Someone went above and beyond, putting three games in one. You really made good use of the 'playing through a TV screen' sensation and the animations for moving or pressing the button on the joystick really tie it all together. Just like with flappy bird in real life, I was terrible at Jumpy Bee - I'm more of a Space Survivor it seems!

I like the use of the camera perspective for this game, and the actual gameplay of trying to shoot the enemies before they reached you was also nice. If I had any feedback it would be: 

  • Make use of some power-ups. I thought that's what the lightning boxes were at first or that the locked boxes meant that there must be keys somewhere to make use of them.
  • A potential 'fix' would be allowing the player to shoot the enemies when they are located right on top of the player. Right now, for me at least, the bullets seem to phase through the enemies if they're too close to the player.

My submission is definitely played within the TV screen - but rather than "you" (the player) going into the TV screen your character does and then they switch between channels within the TV.

Thank you! Yes, the semi-transparent platforms are intended to indicate which platforms are "in the other channel" version of the level - you can jump onto them if you press F to switch channels before landing on them

Thanks! I went back and saved up my upgrades until wave 4 and managed to get to wave 10 but failed on wave 10.

Very high quality game for such a short jam duration. Works way better performance-wise in Web build than I would have expected!

This is an absolute banger of a submission. The world building itself around you was the highlight for me - it made the world feel huge and I can't imagine how long it would've took to place each asset to make up the sections of the world. The narration over the gameplay and the camera angles were peak too!

Its always satisfying to see the enemies die in these type of tower defence games. I couldn't make it past wave three after multiple attempts - maybe I'm just not good at placing the turrets in the best positions.  We can't seem to move them after the initial placement, which would be good if we could!

The art for this game is great, definitely the best thing about the game - but of course possessing items to scare the kids is also a cool and interesting mechanic.

I'm a big fan of the mechanics behind this game, even thogh it is difficult for me to figure out the correct flow/paths to avoid falling on the TV's face while still progressing further towards the soul. One of the most unique games I've seen for this jam.

Thank you for the feedback - I think I should've added a checkpoint system for sure - even if it was just one where you spawn on the closest island you died nearby rather than going back to the start and sitting through the cutscene again.

You were correct! This issue has now been fixed with the latest update (though is only updated on Web build at the moment) - it could've been cool to have a secret pathway down there but it was absolutely not intentional to be able to find yourself down there!

Thank you for playing. I've updated the game so that the two bugs people had identified are now fixed including the one where you could fall through the floor on the second island. As like Boomuroom responded, you need to switch between the two variants of the world with the F key - the "transparent" platforms are ones which can't be collided with so you need to switch to the other channel to walk on them.

Hello, thank you for playing. I believe you're referring to the large island on the right of the second (central) island - there is a moving platform between those two islands but it was bugged in the initial Web release and was completely invisible which was not intended. I've since patched the game to properly show the moving platform in the Web build.

Thank you for playing and your feedback! I have now fixed this problem in the latest upload (you should no longer be able to fall through the floor in the grave on the central island/second big platform)

Glad to see I wasn't alone in making a game which has a "switching worlds" or static channel-switching mechanic. The game looks really visually appealing which is a huge positive but I also could not figure out how to pass the trees after the bridge - would go back and finish this if you can explain how to make it past those trees!

Relatively short game but was fun to play and the transition from main menu to gameplay was smooth. I went around smacking random items/props a lot just for that little shake they do.

I know it is a coffin so I cant expect a finely-tuned drift machine but I think the coffin could've done with a handbrake and maybe even a boost. I think it was a really out-there take for the jam! Would be good to see more levels!

I was not expecting the "visual effect" at the end of a run - won't spoil it for anyone but I appreciate the effort to implement it.

Cool visuals (looking like its actually within the TV) and it is actually pretty difficult! I tried a couple of times and couldn't get to the end (if there is an end!)

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I'm unable to fully experience the game as I don't have a numpad (I can't move the camera!) - something to possibly keep in mind for any future game jams/games is that some people do not have numpads but typically have mouses for rotating cameras.

I have now been able to play thanks to the addition of the Arrow Keys being usable to rotate the player's camera. I like the lighting being used as a way of putting the player on edge when it's pitch black but relieved once the vibrant lights came on - and the use of checkpoints was fitting to the jam's Trick or Treat twist.

The intro with inserting the VCR to begin was clever and I think that overall the whole UI is very pleasant especially the pop-ups when interacting with the world's items. I couldn't figure out how to escape but I did enjoy slotting the VCRs into the TV and wondering what would be shown next!

Just a heads up, this doesn't appear to work (on my end at least) as for me the entire scene/game is shifted far to the right so on main menu and I can't see the player when I press "Play Game". I won't rate this game until (if!) this gets fixed as it wouldn't be possible to rate the game without actually being able to play it!