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JoyJab

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A member registered Feb 23, 2024 · View creator page →

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Rated ^^

Dude the voiceover was the funniest shit, i was so caught off guard by the dad talking for the first time xD

Rated 👍

Rated ^^

Rated! - Very nice artstyle, I really liked the combat mechanics and the lock picking minigame

Rated ^^

Well well, if it isnt me softlocking myself with the box immediately xD

The controls and visuals are super clean/polished, my favorite detail are the physics on the arrows after they hit a wall ^^

I the end my brain got overwhelmed by all the teleporter chains tho...

Rated ^^

This would make a great rage game for mobile xD The first level is already super hard imo ^^

Rated ^^

Man it hurts starting to mop a puddle right when a guest comes in xD

Overall very cute visuals and a cohesive/polished feel ^^ One odd thing I noticed: the seat 10 in row D overlaps with the cushion stack a bit, making it hard to interact with the guest there.

And I wish there was some more kind of planning involved when choosing your path through the room, maybe with more less urgent tasks or interactibles.

rated ^^

Cool take on Megaman real nostalgic (and polished) visuals and sounds ^^

Unfortunately the controls were doing funny things to my brain, I somehow couldnt really coordinate shooting and jumping at the same time xD But Im sure this is on me

Well well, I only now saw that you actually already posted the itch page. Gonna watch it now xD

Wow thats an interesting insight, I thought the proc gen would take the majority of the time. 

But I feel your pain updating drop rates till the last minute, we also had some major stuff done only minutes before the deadline xD

Yee please make a devlog, I would be very interested in your process, especially since I wanted to get into Godot for quite a while now ^^

Rated ^^

Nice cat pic on the whiteboard ^^

Great take on the theme and clean visuals/audio. My memory is cooked tho I am so bad at this game xDD

Rated ^^

Wow, very cool iteration of these tile sliding puzzles ^^ Your level design was immaculate. You introduced each new tile/mechanic in a super easy to understand way without the need of tutorials/written explanation. I always love to see this done right :)

Rated ^^

This is a very creative Idea to introduce some strange places. The simplistic controls of each minigame could be understood instantly but they still all felt meaningfully different :) The "fleeing from the hamburger" one was my favorite :)
I also liked the cute Animations/Visuals a lot ^^

The audio in the cannon level almost destroyed my eardrums tho ⊙▂⊙

Rated ^^

Very strange places indeed ^^ Kinda sad there are only three stages, my favorite one was the lava stage, but it was crazy hard somehow xD

You got a new rating! ^^

The control scheme is really cool. I enjoyed using the mouse input to control the stick ingame. This made the experience way more immersive! ^^
Also very big fan of the dithering shader and the art style.

Small issue: When tabbing out once and clicking back into the game, my mouse becomes visible and is limited to my screen. Therefor, you cen't rotate and look fully any more.

Great submission, tho! :3

Rated ^^

You got a new rating! ^^

Oh yeah! Big fan o f the concept even though I felt a little overwhelmed at first getting along with the rotation and 3D at the same time. :D

Little tip: Remove the fullscreen option from your itch-page as the Unity build comes with its own. For my taste the gravity of the character felt a little low and therefore the game felt slightly slow. For me the level goals seemed to trigger a little late when I jumped onto them.

All in all great submission! :3

Finally got to playing your game! :3
You got a new rating. ^^

The bee is a cutie! xD

I found the game to be a little easy as soon as I reaches Lvl 2. Some kind of hit feedback if you get hit by an enemy would be awesome. Later in the run I got like 2k damage chunks in and didn't quite know where it came from.
Also some times i killes enemies by accident out of bounds, which let to me not getting to the XP-bubbles. But as there is the magnetic draw in from time to time, this is not much of a problem, just felt a little weird.

All in all I had a great time during my run, good job! :3

Rated! Well well, your game was just as addicting as it turned out ^^

Behold my rarest catch:

I dont even know what to say, this game has blown me away. Easily the most invested i've been in a submissin in this jam yet. It feels incredibly complete for a gamejam entry and has almost everything I could wish for.

The Gameplay loop is super enjoyable and addicting. There are just enough gameplay elements that make the dive challenging and fun with the jellyfish and currents. There is a surprising amount of depth in managing your position on the screen to not miss a valuable catch.

The Visuals and proceduralism are completely nuts for a week, cant even comprehend how you managed that.

Global Leaderboard tickles my brain.

The upgrades feel meaningful but not overwhelming.

Sound is super immersive (except for the talking in the Beginning imo XD).

Coop?? In a Week?? crazy


Anyway, hopy you continue working on this project after the jam, this has serious potential. I sank wayy too much time into this.

Rated ^^ Jumpscare city xD

I didnt even get what I had to do (collect money ig?) but I played a few rounds and this was so funny xD Great job ^^ The cam movement during jumps was nauseating tho

Rated! ^^

Insanely cool artstyle to be honest, and I think the Level/World design are really cohesive and interesting ^^ 

Rated ^^

If you read the rules on the itch page its quite understandable and enjoyable imo ^^ Overall I think a card game like this with this level of polish (visual and from a game design perspective) is really impressive for a week, great job.

The "6 Goblins" Goal was diabolical tho, in the end when the board was mostly full, I had to pass turn like 20 times until I drew enough xD

Rated! 
As told in your comments: very fun to see another balatro inspiration. ^^