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Jonas Tyroller

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A member registered Feb 19, 2018 · View creator page →

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Thanks for the feedback on the voice acting. Hope I'll be able to lift the quality of that for the final game. 

Nice! Happy to hear that. Thank you.

Hehe. Thanks for playing and the feedback! :)

Thanks for your awesome feedback! It is highly appreciated! I think the game will always stay a bit unfair. The difference to other rage games is the random nature of this game. Muscle memory doesn't necessarily help you in this one, because every attempt is slightly different. I agree that some of the factors are too unfair, though, (e.g. snowflakes) and I'll try to eliminate stuff like that for the final game. :)

Thanks for reporting that bug. Can you tell me which screen resolution you're playing on?

The platforming in this game feels great! It's quite a challenge, but a good one! Doesn't get old. 

Very creative ideas and interesting interactions.

It is extremely hard to control and it took me a while to figure out the arrow is not supposed to touch anything either. If you manage to make the controls quite a bit more precise and responsive, this will be a quite a cool game! It's especially important as you lose a move every time you do something, so misclicks should't happen this often. Played it on my phone. Maybe it's easier on a tablet...

Good job coming up with a creative system like that and finishing it in just 3 days! Hope you had fun.

I agree, the two mechanics might not go super well together. Thanks for playing and for the feedback. :)

Thank you. :)

Simple idea that somehow works out pretty well.

The levels are too big in my opinion. Takes a little long to clear them at the moment.

Also it might be interesting to see some more interaction between game objects. What if monsters are slowed down by dirt? So the more dirt you eat, the harder the level gets. This could also help to make it a bit more climactic and raise the tension at the end of a level.

Moving diagonally gives you quite a speed boost at the moment, so it's clearly the best strategy. Maybe you can find a way to fix that.

In general I'd say you can be pretty happy with your result. Hope you had fun and thanks for participating. :)

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The beginning of the story was quite intriguing. You often managed to give me quite a cool illusion of choice (which shop to go into for example).

After a while it starts feeling very linear. I didn't feel any kind of long term impact of my actions and at that point the story by itself is not quite enough to carry me through the experience. 

Why do these people bully me after I came back from the death? Why does nobody try to help me? Why do I not try to find out who I am or where I live? Maybe there are good reasons for all of that, but it is not addressed properly and was therefor a bit of an immersion breaker for me.

I wanted to know how it continues, though, and I played it all the way through the demo. I'll give you that. :D

Hope that feedback helps you out.

A simple idea with a lot of potential.

Didn't make it super far as the game always restarts from level 1, which feels a bit frustrating. The first two levels are a bit boring once you've figured the game out.

The way new atoms spawn makes it a bit hard to predict where they will land and which size they will have. Maybe instead of dropping them in 3D space they could just fade or something like that.

Being able to remove atoms or rotate your character would certainly be great, but I understand that you ran out of time.

Had a good time playing this. Thanks for participating. :)

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What a great game. It's very intuitive and easy to get into, but still has a lot of interesting interactions to offer!

I think the artwork for the player character should probably use thicker lines to make it match better with the rest of the assets. The player character is the only thing that feels like it doesn't quite fit in there for me.

The parallax effect in the background is interesting because it's scrolling faster than the foreground. Feels a little strange, but probably also helps to make the movement feel faster. Was that a conscious decision?

The music is super catchy and I like the humor. The game controls well and is well balanced. Fantastic submission in my opinion! Good job. 

I love the main character as well. Overall the game has a pretty cool look to it!

I agree that the maps are too big and the amount of enemies too low. You spend most of the time searching without anything interesting going on. 

Collecting health physically in a certain location on the map is a pretty cool idea! Would love to see how that plays out in action.

Good result for the time you had. Hope you keep working on it for a bit. :)

Yeah. That sounds very reasonable. Good luck! :)

Looks nice and rising numbers are always fun. :D

You should give us more information about what all of the actions do. As a player you have literally no idea which action has which impact, so you can't really strategize properly. Also would have been nice to see a bit more impact of your actions on the screen. As far as I can tell I didn't see any changes.

Still good job creating this in just 3 days and I'm happy you managed to do this as a team! We need more teams! :D

Overall pretty excellent game with not a lot to complain about. The dors open a bit delayed after hitting a switch. Would probably be more satisfying to see an immediate impact there.

For future levels I recommend adding movement to the grapple machine. That will allow you to do a lot more interesting levels! Looking forwards to more content. 

I enjoy this game a lot. Nice soundscape and pretty cool controls! Also fits the topic quite well in my opinion as everything constantly bounces into each other, just being able to grab batteries is an interaction I definitely would have liked to see.

It might be a bit too hard and at the beginning of the game it can be quite frustrating when you can't get a hold of anything at all... :D

Astronomically cool game. Like it.

Pretty nice audiovisual experience. Easy to understand and play.

I agree that it could be a bit harder and it would be satisfying to see the result of what you've created without the UI at the end of each level! Simply creating something pretty can be so rewarding that you might even get away with not making it any harder... who knows. 

Cool game.

Pretty clever tutorial. That worked quite well for me. Never managed to fart, though. The level design of the main level is pretty mean especially due to the giant collider of the player character. I'd make that one quite a bit smaller so you can't eat stuff that's already behind you.

Game looks great, has cute graphics and cute music. Definitely quite sympathetic.

For some reason I didn't get any food when eating pizza. Didn't quite understand why. That was probably explained in the tutorial, but I probably missed it and it feels kind of weird to eat a pizza without seeing the resource with the pizza icon increase.

Cool game. Hope you're proud and had fun. :)

Glad you enjoyed the overall experience! :)

Glad to hear that! :)

Awesome game! Colors are great and that post processing (the vignette and the slight curvature) really does a lot!

You need to find a way to avoid ties, though! That can happen very easily at the moment. It's too easy to wall yourself in, run away for ever or just end up in a position with no more bombs. The solution I'd suggest to fix this is: Whoever reaches the center of the map with his safe instantly wins. That will add some additional strategy and avoid most of the tie situations.

I got the slayer ending. Was very fun to figure out.

The map should be a lot smaller in my opinion. Scrolling around takes for ages and most of it is just empty space.

I like the fact that no matter what you combine, something interesting happens almost every time. Good job.

Very decent colors and how did you manage to produce so much content in just 3 days? Not bad!

I would like to get better feedback when winning! The levels all look the same at the beginning, so I'm always confused in which level I am. In general I'd say the levels look a bit too samy. Are they randomly generated?

Blocking shots with your own, combining items into new ones and enemies that fight among each other are all interactions that make your game quite a bit more interesting. Unfortunately these interactions occur a bit rarely. Would have liked to see even more of that!

Overall definitely something to be proud off! Good job.

Cool idea to use health as ammunition and the constant search for health packs keeps you on the move!

I can clearly see that the enemies are interacting with each other somehow, I just can't tell how. What exactly happens when they turn colorful? You also have some mechanical interactions (health - shooting) and (movement - shooting). I just don't get those 100% either and they make the controls feel a little unresponsive at times. :D

Visual effects are very satisfying. I'd like to see a bit of a texture in the background so you can tell how quickly you're moving and there should also be an indication of where the level ends. Invisible walls feel a little unfair.

Overall a pretty great game! Thanks for participating.

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I didn't think it was a ripoff at all! There are plenty of games that use 3 characters. E.g. Trime. There are still a lot of directions you could take this. I agree that it looks similar so far.

One of the best looking color schemes of the jam for sure! A bit of a shame how short it is and I agree that the controls feel a bit laggy (you get stuck on walls and stuff like that). 

The graphics are super cute, though, and I imagine you could do some pretty interesting stuff with those 3 characters. Reminds me a bit of the game that won Ludum Dare 43. :D

If you have the time to do that next time, it would also be cool if you'd pick a font that fits the rest of the art style. The font is really the only ugly thing about your game art. The rest looks marvelous!

Good job! Might be worth it to keep working on it for a bit!

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You already incorporated some of the feedback as I can see.

The arrows are probably a good idea to give you a bit more level design possibilites! Good one.

I like that there is no giant wall of text anymore. Just seems like you overshot into the other direction now. For example I have no idea how to place an object. I once managed to do it on accident, but even after smashing my entire keyboard the selected block was still not placed.

It's pretty tough to figure out what in a game needs an explanation and what doesn't. Generally speaking the buttons you need to play the game definitely do! The objective probably as well if it isn't obvious.

Give a little bit of a better indication of whether an object is already placed or not and that you need to move it with the arrow keys, how to place it and what the objective is, and I'm still very certain players would be able to figure out the rest!

Hope what I'm saying makes sense and I'm sorry if I got you into this by telling you the tutorial text was unnecessary. Guess I didn't explain myself properly.

I see you're making progress, though! Hope you keep at it! :)

Very solid game. The parts where you stick to your core color scheme look pretty cool. 

I agree that the controls feel a bit unresponsive. Sometimes you press or release a button and nothing is happening for no apparent reason.

You could probably simplify this game even further by getting rid of the purple turn around blocks. Just make the player turn around whenever you hit a wall. That would reduce the clutter and prevent the player from getting stuck in a corner (happend to me in level 3).

Pretty interesting that you jump when you release the button instead of doing it when you press it down. Takes some getting used to, but I really like it, cause I haven't seen that before. 

Overall pretty clever game. Good job.

the art style is so nice and cute! I love coconut man. Unfortunately I drowned him in the ocean several times cause I thought I could make it somewhere else... :D

In one of your screenshots I see coconut man using the tree as a boat! No idea how to make that happen. Does it happen by itself after a while? If so it's taking a little too long because I kept eating coconuts on that island for quite a while...

Very creative game! Will never harm a coconut ever again.

Awesome. Keep it up.

I think you have created a very cool casual game and it's absolutely perfect for mobile. Looks beautiful!

I'd just make it start slower, reduce the amount of clicks you need to restart to one and change the shape counters to something more intuitive. E.g. simply pressing the same shape would be very intuitive. :D

Excellent puzzles. They were really fun to solve!

Why is it necessary that I die when I make a mistake? Just don't allow moves that would kill me! That would make the game a lot more fun and less frustrating!

On top of that you could just highlight which objects are relevant for the character which is currently selected by making them glow or making the other ones slightly transparent.

You usually don't want the puzzle to be confusing due to obscured information. You want it to be challenging by itself when all of the information you need is easily accessible, right?

Overall a very good job. I like good puzzle games. :)

Pretty creative game. I managed to get all the way to the boss fight. It just took me forever to figure out that I can drag the black walls around. Was very confused before that! After that the interesting and disturbing gameplay revealed itself... :D

For a first game jam game definitely very well executed. The colors a gorgeous! Looks very nice. Also I like the score screen at the end (and the UI in general).

The player controls feel a little weird (not very smooth) and the player character should definitely be on the left side of the screen, so you can see more on the right! The amount of speed you get from a speed booster is a little insane. :D

Well done. Good result for 3 days.

Very simplistic and fun. Wasn't quite challenging enough for my own taste and I played through it relatively quickly.

Defending your base is a cool idea, but a lot too easy at the moment. I wonder what would happen if delta spawners would keep spawning triangles so you need to pay attention to multiple triangles at once. That would make it quite a bit harder to protect your base as you always rotate all deflectors at once and that additional difficulty could just be compensated by slowing the game down a bit. Might be interesting. Maybe you can try that out.

Overall good job! I enjoyed playing it.

Pretty challenging, but these quick rounds are also kind of addicting! Matching these colors is quite satisfying due to the cool particle effects.

I would like get a bit of help with aiming. A line that goes from my character through the mouse or something like that so you can see whether you're aligned correctly.

Pretty neat game. Good job.

I'd love to keep working on this a bit, but I also know I shouldn't. Let's finish Will You Snail!!! :D

Very true. Thanks for the feedback!