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Jowski

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A member registered Jul 29, 2020 · View creator page →

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You can control your jump in the air with the arrow keys, so if you want to jump further, you can just hold down right.

The code wasn't made using AI. GDevelop does have a feature where you can ask an AI chatbot for help if you don't know how to do something, which is probably what the text on the image is referring to, but I didn't use it as most of what it gives you is unhelpful anyway. If you want to see for yourself, you can just download GDevelop, it's free.

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This game was really fun. I got to a score of 50!

A suggestion I have would be to take into account how well you do in each minigame into the scoring somehow. This would encourage you to perform better, especially early on when the game is pretty easy. Also, try to use as few buttons as possible so the player doesn't have to move their hands between minigames. I'm particularly referring to the Freddy minigame which uses the F key when none of the other games do. Finally, try to even out the difficulty more. The Chica and Foxy games were really easy while the Freddy and Bonnie ones were a lot harder.

It's less so 4 games in one, but more akin to  WarioWare or Dumb Ways to Die where it's a sequence of microgames, which is a great idea. You had a limited amount of time with this Jam of course, but in the future, adding more minigames with different FNAF games and characters would give it much more variety. Great work!

-Jowski

I like how you tried to replicate the unsettling atmosphere of the FNAF minigames, though more gameplay still would have been nice. Also, having to download it was a bit annoying.

I think the concept of the game is good but could be made a lot better with a few gameplay changes.

Instead of seating the kinds yourself, they could walk up to tables automatically. This would force the player to always be on the move as they have to constantly react to what the kids want. Also, instead of having to wait for the food to spawn, every type of food could always be available to pick up, though your only able to hold one or two at a time.  Alternatively, you could still have the player wait for food to spawn, but they have control over when the wait time starts. For example, they could put a pizza in the oven then have to wait a couple seconds until it's ready. They could also make multiple food types at the same time. While the pizza's in the oven, they could turn on an ice cream machine, then go back to pick up the pizza and hand it to a kid. These options would give the player more agency, giving the game more depth, as the player would always have to be planning ahead. It also means there's always something they can be doing, which I feel is very important in arcade-style games like this. Finally, instead of having to click to move Freddy, using the arrow keys to jump from table to table would be much more intuitive. You could then have a single button to pick up and place down food.

As the game goes on, kids would spawn more and more frequently. They could also lose patience faster or ask for multiple food types at a time. It could be endless, or split into levels, like my game was. And of course, if a kid runs out of patience, it's game over. Or the player could lose a life if you want to be more gracious. I think with these additions, this would make for a great Atari-style minigame, though you said you wanted to expand this into a full pizzaria simulator, so I'm not sure if this is the direction you'd want to take. Either way, I hope this helped.

-Jowski

I thought it was really fun, though I'm not exactly sure how the jumping is supposed to work. I just spammed the button, and they would eventually jump.

Other than that, maybe you could add rocks or something to jump over.

Ok, it may just be my computer then.

It was just really laggy.

I had consistent performance issues with this game, though I'm not sure if it's just my computer.

This may just be me, but the game had some performance issues.

The gameplay is interesting, and the visuals are really good, though a scoring system so you can track your high score would be nice. I also don't really see how it fits the theme.

An interesting idea, though it kind of just ended up turning into a game where you just keep clicking until you win. Maybe add an upgrade that will choose an option at random every second or so, like an idle game.

The visuals are really nice, but the gameplay is ultimately just clicking. It made my finger hurt after a while.

It was fairly fun, but I just think the game is way too easy. I kept getting upgrades, but I never felt the need to use them, as I was perfectly fine just standing in one place and spamming the shoot button. Maybe have enemies spawn more quickly to add more challenge and make the game more frantic.

The musical aspect was pretty cool. The ball hitting the pianos actually even made some decent melodies from time to time. The AI is pretty much impossible to win against, however. Unless you just don't move at the start, and then the game goes on forever. Overall, an interesting take on Pong, but it could use some polish.

A cool idea, though the controls a kind of annoying. Maybe have you control the snake with your mouse, like Slither.io.

I thought I was just going to play this game for a minute or so, and then move on, but I actually ended up spending about a half-hour beating it. It starts out really slow at first, but after you get some upgrades, it picks up and even becomes a bit addictive. Overall, surprisingly enjoyable! Maybe lower the cost of the upgrades at the start though, as the beginning was borderline infuriating with how slow it was.

A very simple, yet addictive game. Nice work! I don't really see how it connects to the theme, though.

Yeah, this is just what I was able to get done in the time provided. Most of that time was spent getting the enemies to work, and even still they're kind of janky. I also hope to approve upon it in the future.

Thank you, I was actually able to beat the game!

I love the idea of a momentum mechanic, but it can be pretty janky. With some more polish, this could be really good!

A cool idea, though I wasn't able to get the coin over the spike in the first level. I'm not sure if I'm just doing something wrong.

You can only move horizontally while jumping. Sorry if that wasn't clear.

I wasn't expecting much, but this is actually a decently challenging bullet hell. I know you had a very limited amount of time, but I think adding some kind of score system would help increase replayability.

A very unique idea for a game. I think you could make it a bit more difficult, though.

Good use of the theme. It felt very frantic, especially towards the end.

Cool Game. I got a score of 131.

Once I got a hang of how it worked, it was really fun and made me think. I get that you had a very limited amount of time, but adding a way to get a game over instead of going on endlessly would help a lot.

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The space bar is also fairly far from the A and S keys as well. I think letting you jump with the W key would make the game feel a lot less awkward, as they would all be in one place.

I said in the description that I'm currently working on implementing animals. There will be animals that you can hunt and kill, but also predators that will try to kill you. The predators will mainly come out at night, which is what the point of the day-night cycle is. 

I liked the horror vibes, though the game fortunately isn't too scary. I just think the darkness made it difficult to see obstacles.

I think the opening cutscene looks really good. The actual gameplay felt a bit unpolished though. I think it starts out way too chaotic and doesn't let you ease into the gameplay.

I just found trying to move my hand to hit the Q key while also paying attention to everything going on could be a little annoying at points. It's kind of a small issue, but maybe make the button to switch a bit more accessible.

The art was nice, but there really wasn't any gameplay. If it's supposed to just be a more relaxing experience, then I think some soft music or ambient forest sounds would go a long way in building atmosphere.

I really like how you mixed stealth with puzzle solving. Many of the levels really had me thinking.  I think the music doesn't really fit though, as with the pixel graphics, I would've expected chiptune of some kind. Still, this is certainly one of the best submissions I've seen yet.

This is probably just a me problem, but I found it a bit irritating to switch between the mirror and the gun. I'm a big fan of bullet hells though, so this was quite enjoyable.

I think being able to move the ships up and down as well would make the game more interesting, but still, it's pretty cool.

I really liked how you combined puzzle solving as well as fairly challenging platforming. I found myself first having to plan out what I need to do, then having to actually execute it. I would obviously like more levels, but this is a good proof of concept.

Seeing a 3d game is really neat, though the camera gave me significant issues.