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john333j

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A member registered Jul 25, 2021 · View creator page →

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It’s quite a unique take on the roguelike / high score - ish genre with some potential there to be a great game but I just feel like it fell short in a few aspects.

Connecting the networks feels quite tedious which i believe is a combination of low ammo, very small radius of each small mushroom and not having a clear indicator of whether or not two mushrooms are connected ( i know it blinks in a line and that is quite nice i have to admit, but for the placement its very unclear whether or not im placing them close enough).

The upgrades feel very insignificant. I saw a few increasing stats by 1% which at the end of the day does not really do anything.

The visuals, even though separate assets look fine, they just dont really fit or blend together. Its not really cohesive enough. Which I understand is hard to do considering the use of ai and to try to skip some labour as a solo developer, but unfortunately the most important aspect of the visual style of the game is not the quality itself but the cohesiveness and overall blended appeal. I appreciate the old school 3D sprite look of the old games though, I have to admit it felt a bit nostalgic

However, given a single developer, it is quite impressive to implement so much in such a short amount of time. Given more polish and proper balancing, and maybe a bit of redesigning, it could potentially be more fun and interesting, and its definitely somewhat unique idea of a game, which i value quite a bit in game jams. Good job on the game :)

Loved game! Really well structured balanced around the overall gameplay resource management, exploration and defense! It is really engaging and fun to play - i played for quite a long time. Given a bit more polish and maybe an extra one or two feature, i could see me playing thi a lot back in the old flash games! Great job!

Nice game! It’s really cool you made a game with a potentially infinite play time, can keep you playing for the high score for quite long!

Cool game!

Cool entry and an interesting idea/visuals. I was just kind of confused. Is there a goal? Should I go somewhere? Am I searching for something in the dark? I could not really figure out what I was supposed to be doing. But it was relaxing nonetheless!

Hey, thank you for the feedback! Ye, the wheeeeee level is indeed harder, but only because it wasnt really told to the player how to use the bugged wall jump properly - if you wall jump in that level without holding any movement buttons (A/D), it should be the easiest level actually!

Really neat concept! I just think the idea of precise jumps as in the second level will be really frustrating for most people in a puzzle platformer like this one, especially this early in the game, but I had fun! I only did not manage to solve the 4th level but I did all of the other ones (presses ‘F’). Really fun idea you came up with :)

Yea, making sure the mechanics are communicated well during a game jam game can be sometimes difficult :D Thank you for the kind comment!

Thank you!

Thank you!

Thank you! And yes, the difficulty wasn’t balanced in time, unfortunately, even though changing one number would make a big difference! But we run out of time. Thanks for the nice comment!

Thanks, maybe too challenging haha!

Thanks, we’re glad to hear that!

Nice game, loved the little comic story behind it! I absolutely abused the slide attack, was very powerful!

Was a fun game, good job! The theme was nicely incorporated and I think it was a really interesting idea to keep resetting. I was a bit scared that id have to click a lot to kill high hp enemies with 1dmg sword, but then i found out i can just pre-hit them before rebirthing. My only complain is the buying sound effect - it tears my ears, sound very glitchy!

Fun game, thank you :)

Je skvělé vidět Brňáky schopne si ze sebe dělat srandu a udělat o tom hru, skvělá hra! :)

Cool game :)

Hi, thank you for the comment as well the feedback! We would definitely add more juice if we had time but we overscoped ourselves(knowingly), pushed ourselves to the limit, and run out of time. But we will definitely prioritize the juice more in the future, thank you!

Yes, it was definitely way too difficult than it needed to be, but there was also lots of experimenting with the mechanic. And yes, Celeste is one of my favorites too! There is actually one segment that is inspired by Celeste's level design! Though its short as most segments couldnt get enough love and more space for learning.  We are glad you had a blast!

Thank you for the nice words and the feedback!

Very cool-looking game with awesome animations and a nice little cutscene!

I think you should consider having 2 separate coordinate systems, one for in-game position and one for the screen(or just keep it in mind and then recalculate for screen from the height) because the enemies follow you based on your position on the screen, not on the position in the game, so not only it confused the AI's pathing, it also made them go up the wall!

I would definitely speed up the slicing animation, it feels kind of disconnected because it's slow but the slash lands quickly, if im not mistaken it takes over a second for the slicing animation! It can be hard to figure out the distance too.

Other than that it was a cool game and quite polished visually as well. It was a bit limited on health, but i managed to beat the boss on the third try! 

Yes, that is actually what we came up with as a possible solution too! There were also many times during the level design when I was very limited because all blocks could be just on the whole time, but switching between two would not only help with controls but also unlock various other interesting level ideas that I had to scratch.

Thank you for finishing the game and giving us feedback!

We discussed this a lot with our team over the past few days actually and came up to the conclusion that it is probably this difficult because there are 2 buttons that basically perform the same action and that's something that's very hard for the brain to process. So as much as it looked cool on paper to have 2 kinds of blocks to disable and can be fun, it is very easy to confuse the buttons and can lead to frustration or a feeling of disconnect.

Anyway, thank you!

Thank you for the comment and generous rating!

And thanks for the feedback, we had some other problems with a box collider so we opted for a different one that solved it, we will make sure its better next time though!

Cool little game, i feel like the 3 box level might be just too difficult, the 5box was quite hard as well but easier to solve, maybe swapping them would be a better idea so that player has an easier time with the pause button? anyway nice job!

A really cool platformer, i just wish it was longer. It was lots of fun!

Thank you for liking it! We do disable all the rocks colliders at once, but I don't think there are that many of them. Still, we will keep performance and optimization in mind for next time, thanks for the feedback!

Thank you for the comment, we are glad you like it!

Thank you for liking our game, we really appreciate your comment!

Thank you! Glad you enjoyed the audio-visuals of our game!

Thank you for the kind comment, reading that you enjoyed it with your brother brings us joy! And congratz on beating the game, not that many people manage to do that, it is quite hard to get used to after all, and there are quite big difficulty spikes too! If you want an extra challenge, you can try finding the secret too! Its in the pre-boss level and not that hard to find, but really easy to miss!

I actually never heard of heart star, but it looks pretty similar, didn't think there would be a similar game, but the concept is not something overly unthinkable so it only makes sense!

Once again, thank you for playing and enjoying our game!

Thank you! Makes us really happy to hear that!

Thank you! We appreciated the feedback and will do better next time for sure!

Thank you, we are really happy you like it! Im glad making the thumbnail was worth it!

thank you!

yes

It might be the secret ending, but if it was then i found it by accident for sure, i had no idea there would  be a secret ending like that :D

The difficulty is always hard to tackle, you have players with different genre backgrounds and experience, you can also target a more specific player base, so everyone will always get a slightly different experience, I could see dynamic difficulty work here well though!

Damn, can i hate you guys? That first jumpscare almost made me jump out of chair :D! Great atmosphere, really scary, almost stopped playing immediately because i just cant play these games, but forced myself to finish, and i think it did a great job, also appreciate the voice acting! Nice job guys!

Interesting and really unsettling game, built the atmosphere really well! Nice little cut scene with the mirror!