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JonWon

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A member registered Mar 13, 2022

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works like a charm, thx again.

hey Ayayun Team, thanks for providing an update and a linux build.

would you mind tagging the versions with the proper OS tag? only that way the itch app is willing to install it directly. thx

yeah, I got 39k on my first run.

It was a bit hard to differentiate what to hit and what to avoid. A short tutorial at the beginning would have helped.

But really nice on the music timing. It felt on point.

I have seen this concept in a few games this jam, but you managed to actually have a map where it feels crowded fast enough. I managed to get to 9 points in suburbs :)

btw. do [W] and [S] do anything? it doesn't feel like I can break. also I could take a shortcut through a building.

this is a nice idea, but I think the execution needs a bit more attention.

a short explanation for the shop items would be nice. also they interact with the droplets while placing them, so I managed to trigger the shop before placing the last log, by unclogging a huge jam, and breaking the logic a bit.

It would be nice to add additional challenges once the flow is achieved.

like others pointed out already, there seems to be a few glitches:
belt always moving / guests on the right eating dishes on the left / dishes randomly disappearing …

and I don't think there is a loosing condition, right?

nontheless, it sounds really promising, and the graphics, sound and movement seem really polished. I made it till day 12 and 500 points, until I saw the counter to 99. I think some variation in later days would be in order (pun intended).

yeah, I think there is missing quite a bit here.

the movement feels really smooth, and I managed to hit most of the enemies after a bit of practice. I hope you don't abandon this, and complete it with some sort of objective, point system, or maybe different enemies.

the spawn of the deep are truly endless.

very satisfying sniping something in the third row. a bit of tutorial in the beginning ("go here" -> "shoot this" -> "buy upgrade" -> …) would have helped me personally get into it faster. also I didn't really registered when I lost my sanity.

you win!
it took me a moment to (kind of) understand how the mechanic works. being conditioned from other games I tried to time my movement to the beat, or rush the platform before the pole timed out.

definitely a challenging game, and a lot of effort in level building :)

also, I think I found a small bug / race condition:


yeah, we spend most of our time to get the systems working, and in the end could have used a lot more time to design the levels and difficulty curve.

we also had a lot of difficulties getting the audio right, and in the end had to give the hit detection a lot of leeway.

maybe @Elaneus can link you the article she used to get it working.

we originally intended to have some penalty when missing the notes, but with the latency issues (and it being supposed to be fun in a jam), we decided against it and to even widen the hit window. but yes, some sort of spam protection would be appropriate.
if we had more time in the end more complex rhythms and more moving enemies would have been the plan.

thanks for playing :)

wow, this is a very novel control scheme if I have seen one. It takes some time to get used to how the momentum of the quill can be used. your menu, settings, and dialogue interfaces also show a lot of polish. and the music rocks :)

add some points and a highscore and this game is good to go.

wow, this is a really polished game. congrats.

main menu, settings. music and sound effects. and I really liked all the different hit animations. It was a bit difficult for me to reliably create a loop in the heat of the battle (the snakes swarmed me a bit), but I managed to get a score of 125 points.

thanks for providing a linux build too.

this is a cool concept to have them execute individual instructions. but typing it all out feels a bit tedious. maybe add some buttons to quickly chain some instructions?

thanks for providing a linux build too.

yeah, I only managed to make it to the fourth round, with 19 turns. Luck was not in my favor :(

Only being able to pull the trigger most of the time felt a bit lacking. Maybe some other action to substitute the turn, or some different strategies for the enemies would be interesting.

aaaaand I died.
I enjoyed combining the rituals, but I couldn't really get a grasp of what I was supposed to achieve in the end.

The artstyle and music was really lovely though.

ok, I made it to "all for on", until my keyboard definitely surrendered. the sixth key was not possible.
A possibility to remap letters would be a nice addition. pressing both shift keys was also locking one of them for me.

but I really enjoyed the challenges. somehow I want some tuna now …

yaaaay, I escaped!

very cute and introduced new concepts at a reasonable pace.
maybe the music was a bit intense, and I got stuck on walls / ledges a lot.

yaaaay, I found the rift.

nice interpretation on a classic platform puzzle. with some sound effects and a few more levels this could be a full game. but maybe give a bit more leeway when jumping on ledges :)

the concept looked really promising, but sadly I couldn't really figure out which tasks were active or where my money came from.


and after I realized I could build houses by dragging the symbols I couldn't notice a difference with those houses. (besides new stations).
I would have loved a bit more explanation, and maybe a step by step interactive tutorial.

but all in all, I love trains! <3

ok, those magic wizard bullets are too much for me. but up to that I really enjoyed the simplicity of the gameplay.

and the music slapped hard!

I was able to move around and pick up items, but somehow the dialog system got stuck when talking to Nora, and I couldn't open the door to get out of the upstairs bathroom again :(

ahh, just read your comment and got it running.

It's a really neat concept to repeat the players actions again. I would have loved to see more levels where you have to plan ahead. The mechanics seem solid.

it seems like a would need a bunch of DLLs preinstalled to run this :(

the description and screenshot looked promising though.

the loops just kept increasing in speed, and I ended with -70 points. idk what I had to do exactly …

yeah, sadly it requires unity player to already be installed :(

Day 17, I am still trapped in the endless maze. All I had to feed myself were some breadcrumbs …

I is inspired from Maze Runner, right? but I think I am missing a bit here. I was wandering a few loops through the Maze, but I found only a single closed green door at one end. Was there a possibility to interact with the door? The breadcrumbs are a nice feature to track your steps, but a was missing a few instructions / directions. In the end I got stuck in the center with all four doors closed :(

also , over 700MB is a bit much for a jam game imo.

very nice concept. I found it a bit hard to keep track of my delayed benefits and where the boundaries of my allowed stats were, but you get the hang of it after a few (more) turns.

and was there some coldplay in the music hidden? :)

ok, using physics to lunge at the enemies is a cool take. but I think there is still some work to be done here.
I would love to see my highscore after a run.

I made 37 points, wheee!
I think there is a lot to improve here, like changing the actual color of the bullet. but cudos to getting something up and running.

this is meant to be run in a browser, right? cause "index.html" is not loading for me.

I guess there is not much more to the game, right? but it runs, which is more than many other submissions :)

sry about the error. still you managed to upload a version.

I didn't really get how the materials work to buy stuff though. a bit more movement speed for the boss would be nice.

very nice concept. it took me a minute to understand I could take a path at the screen border though. maybe pause the enemies until I have talked to the keeper, and he explains my options?

but I really like the genre of twin stick shooter. made it to day three, till the waves got too big.

ahh, 1082 points. so close to the next goal.

I really liked the connection indicator and snapping of the roads. makes it feel very responsive. what I would wish for is a hint at how many points a loop would give, so I can plan my strategy better. and maybe a way to move the map by mouse?

I'm in Firefox on Linux in the moment. I'll have to check it out tomorrow.

I'm sorry, I really tried to complete the search, but with really slow mouse movement and sooooooooo muuuuuuuch motion blur, I could not complete it

wow, thats a really neat concept to only being able to save one thing in a level. it took me a while to understand I could save the key too, but imo there are a lot more possibilities here, sadly there are not more levels.

also the artstyle is really cool!