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juniper

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A member registered Feb 21, 2019 · View creator page →

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The existing content is very polished both visually and in terms of feedback from shooting bullets and destroying enemies. Increasing the users power with score is an interesting concept that could provide for a fun difficulty curve, maybe with more unique bullet types

Loved the retro pixel art and the team-building aspect. I ended up loading up on a team of 20 chefs and burning down the entire town with pizza lol.

I like the music as well as the creative use of the limitation and theme, interpreting the score serving a "purpose" as aiding a broader goal or movement. The feedback from the animations and sound effects was snappy as well, and appreciated the ability to get the good ending. I wish we could solve global warming like this in real life T_T 

This game has a polished, fast-paced presentation and felt good to play. I really appreciated the graphics, built-in tutorial at the start, and the pretty solid use of the limitation of score advancing through the levels.

 I think the difficulty curve was a little too high for me personally. I got to score 13 and then couldn't manage to jump between the lava on the floor and ceiling. A dash mechanic would allow such designs more easily, but I understand not wanting to play too much into existing platformer tropes. Either way, great job for a one person team!

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Unique mechanics with simple controls but a really high skill ceiling. Took quite a few tries to get through the level, but I loved the music and the lil frog! I agree that maybe respawning the coins could make the balance easier but executing the dash and jumps made gameplay very rewarding.

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Really pretty game, I thought the environment and lighting was great. Lots of nice details as well with the screen zooming out as you speed up. 

At first I was confused as to how a flying game would work with only four buttons but then I saw the twist, thought the way you handled that was very interesting. It does play into the theme nicely, assuming they're harvesting those thermal vents for energy.

Good stuff!

Really unique idea, nice light-hearted take on the theme as you say, it's fun to play and overall just really polished. The 3D models and textures look great, they are pretty cohesive.

A+ on accessibility too with the mini-map, the big exclamation point and check marks, and the log that tells you what your robot did. Really great UI work in general, I think it's my personal choice for #1 in this category from what I've seen.

For your third game jam this is incredible, can't wait to see more!

Yeah that's totally fair. I actually struggled with that as well for the jam. I think the hover popup idea is perfect

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Great idea, once you added the portals it really started to shine (haha). Because it's a strong concept there's a lot of mechanics you could add if you come back to this.

For your first submitted jam, and solo too, this is impressive! Good job.

Really clever menu that also provides a bit of accessibility because it filters you out to the difficulty you're probably best suited for. Plus it felt really good to control, looked great, and had a bunch of polish.

The music was a little quiet in the levels but that's about it. Great stuff!

I think the idea of a underwater city builder is really interesting, and being about balancing resources it really fits the theme. Glad it was a good learning exercise, would be cool to see you explore this in the future! Maybe with some more mechanics/stats you have to balance (population, money, etc).

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A+ for idea and originality. The execution was polished and the visuals were very nice, although the platforming could be a little unforgiving at times. Having the ability to jump on clouds was cool once you figured that out. I also thought the panning of the level at the start was a nice touch, it helped you plan out your route before you started the level, which is a nice accessibility feature.

Obviously due to time constraints, it's quite short, but I think there's a lot of promise here. Great stuff!

First of all the music slaps, and a very unique take on the theme. The game feels pretty good to play and it was a fun little stealth mission. If you figure out about the double destruction it becomes pretty easy, I did like discovering that glitch though it made me feel like a speedrunner lol.

Given the time restrictions it's solid, but to give some ideas for extra difficulty maybe you could make guards always detect you, just with a larger range when you're hammering. Then to compensate, add some hiding nooks and more maze-like levels.

Haha yeah I've been making some quality of life improvements on my local build, will have to wait until after the jam to upload them though. The biggest one is shift click to move between inventories.

Also made a couple bug fixes, so this could already have been done, but do you remember how you crashed it?

Either way, thanks for playing!

I wasn't expecting this to be as addicting as it was, but the controls came pretty quickly after a little bit of confusion. Then once you get into the flow it's super fun. The game loop is simple yeah, but that's great for the game jam, obviously there's a lot of ways you could expand this but as a starting point/foundation for a game it's solid. Everything is super polished in terms of UI and audiovisual feedback, and it feels great to play.

Also love the art! The little energy source sprites are super cute.

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Great job on keeping it simple and executing a tried and true concept well. I'm in love with the minimal art style that feels very modern but also a throwback to retro games (and a big fan of the Pico-8 palette). Love the particles and windmills that give it a touch of fluidity you wouldn't get from hand-drawn sprites, but it still blends in well.

I like the sound effects, as well as the music. I appreciate you added a mute music button for accessibility. My only suggestions for controls/accessibility is to add a SHIFT key that slows down your movement a bit for precise inputs, and the ability to hold down X to repeat fire.

Very polished stuff, great job!

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Sprite art is nice and stylish. The story is nice, more of an apocalyptic take on solarpunk which I'm a fan of. I also like what you have in terms of game design, I feel like endless runners and shooters are a solid combination.

A few quirks in the player controller to work out if you continue this project but those have already been pointed out. Just a suggestion, you might also look into implementing some stuff like acceleration, coyote time, etc. when precision is so key.

Congrats on getting it done in the time limit though! Good work.

The character sprite art is really good. A rope is always a nice addition to a platformer as well and I could see this being really cool if developed further. Music was great too.

I got stuck really easily, I think most of that could be avoided by letting the player jump after they attach the rope. Or at least adding a boost to the momentum when the player reaches the end of the rope to climb up walls.

Cool idle game and I like the atmosphere that you manage to bring across. I like the concept and it does feel pretty solarpunk. Very cohesive presentation overall.

I wasn't fully sure what each icon meant, especially in the case of the organic shop. So you could maybe add a little text here and there telling me what a button does.

Very polished and everything feels good to control for the most part. The different enemy types were a nice touch. I think for a jam project this is the sweet spot, there's enough content, a solid game loop, without any real rough edges. The art was really amazing, props to whoever did that. The whole game looks good and has a cohesive visual language.

My suggestion with controls (only because I think it's simple/easily fixable), is that I noticed that sometimes it was hard to rotate while against a wall. Sometimes it would prevent me from turning to face an enemy. I think that might be because of how Godot handles move_and_slide, in which case you probably need to store direction separately from the velocity.

Really cool concept and I liked how educational it was. The dialogue was pretty funny too. I was expecting it to just register when you had the thing in view but it told me I was too zoomed out (which was fair), but I was kind of glad because that was an interesting point of difficulty.

 I think you really handled the theme well, and the robot was super cute. The music and visuals were really good, and I think you get an extra point in accessibility for always having the controls visible.

I think having a fully 3D movement (on rails of course) like Pokemon Snap would allow for more distractions and interactive gameplay but that would probably be hard to get done in the time constraint.

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I played v7.

In terms of mech controls I think this is one of the most innovative entries. I love the feeling of being inside the cockpit and only have this low res screen out to the outside world, then stepping out. And the world itself is really nice looking, although like others said it's quite easy to fall around it.

The atmosphere and worldbuilding feel really cool, kind of like low-tech sci fi which I always love.

Although I feel like a mech might be hard to control in this setting, it might be nice to streamline it simplify for the gameplay experience. The enabling steering was quite difficult to keep track of, I feel like a simple combination of mouse to look around/rotate, and WASD to move might have been the best option. That would let you grapple wherever you want and get out of spots you're stuck in.

You could even provide the two modes of control as an accessibility option, by default the easier is enabled but the more difficult could be opted-in.

Other than that, awesome entry! Would love to see more in this style/universe.

I think it's an interesting concept, and it would go well with some interesting level designs with different enemy wave patterns and maps that would funnel them in from multiple angles. Really like the sprite work on the mechs and enemies.

The FPS mechanics were super polished so it feels great to play, and the visuals are very atmospheric with a nice consistent low-poly feel. And I think you chose a really unique approach to incorporating mechs that makes it complements the tower defense playstyle.

Given that all the art AND gameplay was created solo I'm not surprised there were some unfinished assets but that's the nature of game jams, no points off for that. It feels great to play and I'd love to see it fleshed out.

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Absolutely gorgeous pixel art, and incredibly polished gameplay considering the timeframe and that those were made by a single person! Serious props, I hope I see more of your stuff in the future. The musician did a great job here too, it gets your blood pumping and fits the rhythm of the gameplay.

I really enjoy bullet hells but they do tend to have a bit of an accessibility problem so I like that there was also an effort made there. The dev clearly has a good knowledge of the genre due to experience and knows where to add the little details that matter. Having the "weak spot" flash and make a sound when it changes on the third boss for example was a good idea, and having the exclamation points warn you of where the bullets were coming from was nice.

The difficulty curve was overall pretty solid, although the third boss feels like a pretty big jump from the second, but that's to be expected considering the time limitation. I'll try to beat it after reviewing some more games because it's fun/addicting.

I think if you added a few levels to pad it out you could absolutely release this as a mobile and/or desktop game. I'd love to see that!

There was a lot of polish on this one, I like that for the most part you went for a limited scope to accomplish that. The visuals were really good as well as the animations and menus. And the controls felt pretty good, I was especially impressed with the flight mechanics.

My suggestion would be to make it so that holding the mouse button keeps shooting the ranged attacks (this might have been fixed in the newer versions, but I was playing the jam version).

The art style is really nice, and the visuals of the mechs and armor kind of reminded me of Hayao Miyazaki's machinery (e.g. Nausicaa). The songs and story were pretty good too. The font was a little strange with commas not rendering properly. But that didn't really limit my enjoyment of the visual novel :)

I really love the gamefeel of this one, plus the visuals and music are amazing! The songs gave me PS1 jazz fusion vibes. It definitely could fit in as one of the quirky games of the 90's/2000's. The voice acting was a nice touch as well.

I could see this becoming an at first glance light-hearted arcade game with a dark story, a la Paradise Killer, would absolutely love to see it explored further!

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Pretty cool tech demo, it's a really unique concept so props for that. And the helicopter/piloting is implemented pretty well. I think the visuals are quite nice, with the cel shading and outlines. Would love to see it explored further in some more challenging puzzle-y settings.

Wow everything about this was amazing! It must have taken a lot of synchronization in the team to get something this well executed in terms of story, worldbuilding, etc. The mechanics felt amazing once I got the hang of them, and there was a lot of depth including the different mech builds, learning to use the jets efficiently. Different builds worked better (mostly arsenal vs impact for damage vs mobility) for different levels and got you to try out options. I loved the momentum and inertia on the player, it really felt like I was controlling a giant machine.

Music department was on top of it as well, it reminded me of the Armored Core soundtrack.

The only thing that might need work is the balancing and a few glitches (warrior felt super under powered especially because the fist seemed to disappear after a couple uses) but honestly I only noticed it because of how good everything else was.

I got a solid 2 hours out of the jam alone, but there's so much potential here. It felt really good when I finally beat it haha.

I ended up doing the whole combat screen in one day so I totally agree with you it was bare. The original game design was a bit similar to your comment (different party member with roles like "pilot", "gunner", etc.) But I ended up spending so long on the art and the random level generation I didn't have time. Thanks for playing regardless, appreciate the feedback!

Thought the game idea you picked was really easy to learn, difficult to master, therefore rewarding. And the whole thing is super polished. I'm glad there was a Pico 8 entry for the jam!

I really liked the style of the art and the music, and I think the overall concept was super cool and fitting! It about sums up the experience of social anxiety... I think it fits the theme pretty well too.

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AHHHHH I'm so glad I asked for help haha. I definitely wasn't expecting it to go in that direction but wow! What you were able to do within a week and with such a short story is pretty amazing. I found myself getting moved at the end, that crow is such a good friend. Can't wait to see what you do next! Also something I forgot to mention in my original comment was that it's really interesting to kind of have this mixed escape room and VN approach, it's something I've never really seen done before but I think it has a ton of potential.

P.S. I totally overlooked that necklace, which was what was holding me up, so thank you again for that. I do think there was still a little glitch where the cauldron's temperature would display 500 degrees when it should have been 360 given those ingredients, which threw me for a loop. On that note, it would be nice to have some kind of visual indicator of what the current temp is just for accessibility more than anything else, even if it does maybe make the challenge a little bit easier.

This is a fun little arcade game, it's pretty easy to get the hang of and it's quite satisfying to land combos and keep the temperature up. I really like the SFX you did, the ball ricochet is particularly nice. And of course the art is really cool and unique, with the particles definitely adding a final layer of polish.

Thank you! My first couple projects were very gameplay-first but this time it turned out the exact opposite, I started with animation/character design/etc. Like you said, new bullet patterns/enemies will probably be the first thing I add, but the powerups are a good idea, maybe something that instantly cools you down, screen-wipe abilities, etc.

Difficulty select is an interesting idea! To be honest the endless bullet hell mode was kind of a backup in case I didn't get to level design. But if I were to revamp it I would probably add enemy waves, new types/patterns, and varying difficulties like you said. Thanks for playing and the feedback, I really appreciate it.

This was so cute! Nice use of the theme, and I loved the story and the cutscene art. The level design was quite good as well. I figured out some pro strats by the end  so there's definitely potential for a higher skill ceiling and some harder levels in here. Everybody else has pretty much covered ground on things to touch up a bit already.

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I really enjoyed this game, the level design was super solid, I like how there was a clear progression between separate stages in the level especially towards the end. Like others said it kind of reminded me of Pokemon gyms, which I think is a good thing because I always did like those puzzle elements.

Oh, forgot to mention I really like the sprite work here too.

Thank you! I definitely considered quite a few variations between melee-based/ranged attacks and in the temperature system, but that's a new one. In the future it would be cool to have different levels where maybe one level your laser malfunctions and you have to do that like you said. 

Definitely could use some more enemies, attack patterns, etc too.