Her smile widens about 4 times, enough to make the Cheshire cat look sad! There's no implication that she stopped smiling. Obviously she wants something, so maybe something you say catches her for a moment as she realises she might not get it which would reset the smile. Also, if someone was smiling that much and creeping you out in the moment, would you remain? Feels a little unlikely, so maybe it's a bit more of a normal interaction and that you look back when you leave and catch her smiling creepily and she has to glance away. Maybe it's just that the image of her never smiles too.
kodikos
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Thought you were going for a monkey's paw, but nope, wasn't that! I'm not much for story games, but I know that the dialogue and narration is very important (Indie Game Clinic on Youtube talked about this recently), and you had really good pacing and prose. The only thing, if anything, the descriptives of Keli were a bit repetitive and I didn't quite get what you were doing in her shop if you weren't looking for books in the first place and spending ages wandering around in there.
Nice, cute drawings. I guess you do have to consider whether this is a game where you solve the grid by matching all the bums to the heads, or one where it's the most matched, or maybe some other system, and that's where the creativity is! But this sort of thing is what jamming is about, testing an idea, getting feedback. Good start for a first jam. The most important thing you should do is a retrospective of your own, make a note of what went well, what didn't, and how you can improve. It will help you identify how to get better at games dev (or maybe just jams!), and identify blind spots or unhealthy approaches. The next most important thing is to enjoy it and not get stressed by it. The only other thing I'd say is to bear in mind how busy it gets visually once a number of tiles are placed, and how someone with colour blindness might see this game. Over time and with a proper goal, it probably wears out people's eyes scanning around the board.
Nice simple game. I'm a touch typer (40-ish w/m), so not a super challenge and managed it in the first go once I got my bearings with what to do. But it has a lot of promise of being a good practice tool, maybe with a fun storyline, or some "connect the words" kind of thing to be thinking about alongside the practicing. Though it's not a tutor tool, unless you include some kind of subgame that involves typing letter combinations at a rate (e.g f-t-f-t-f-t-f-t which is what the courses are like).
Hey, thanks for playing! Dog upgrades, interesting idea. Probably to rewrite the NavAgent out of it would be handiest, it imposes a lot of movement restrictions on you (or I'm just not good at setting it up!). And actually, little tip, the sheep are overly scared of the dog which is why they're hugging the edges so much. If you move the dog away, they will start to move about more freely. I spent so much effort making the sheep move away that I then over-egged it :D
Yeah, really failed on getting the noir aspect in. I was hoping to create mysteries to solve in the story progression. I didn't want to follow tropes of the genre, so I was trying to set it in another place. I couldn't quite pull it off with my skills and within the time (I only had about 4 days working on it, and most of that was setting up the overly large building).
I think this fits retropunk, it's very 80's synth, in fact, that first keyboard sound I was expecting it to jump scare me into "having a wonderful christmas time"! But the melody departs from 80's and gives it a more future feel. I don't hear noir at all. I think it would fit a busy future cityscape, or would go well with a pacy puzzle game (e.g. shapez/beltmatic).
I don't know if the broken bass/drum pattern part quite works, maybe a little too broken for the style. But it does add some interest in wondering where the timing lies, and the drums actually come in faster than you think they would. Something about the snare bothers me with whether it gels with the other instruments - I wonder if it needed to be more drum machine-sounding, or has a little overdrive to stop it sounding so clean. Maybe in some places it could do with a little more reverb on the keyboards, give it a more floaty feel?
Very noir feeling. I like the white edging everywhere, and very nice design decisions for the environment and objects, am I sad in saying that I really liked your stairs?! Just one warning with that white edging is that on the 2nd set of stairs, the closeness of the lines mean it could start to burn into people's vision. A skip option on the text would be good. Doing all the assets afresh is very commendable, I found a plain set of stairs with no handrail in my game was tough enough!
Yep, all fair comments. You saw the links to Bladerunner, great! Miffed that I missed some colliders, though, but such a big building with such little time. With the desert, it's meant to present a juxtaposition of a harsh bright desert with this very dark building, used to effect in things like Pitch Black. Being out in it for long would be detrimental, hence why it's a mix of robots/replicants with humans. Apologies for not having the time to put in menus and settings, I don't have any code built up to just drop it in.
Yeah..the visuals are excellent, and you've got a great 3D experience (most make me seasick these days, this didn't). Minor bug where the menu screen doesn't disappear unless I switch between fullscreen/windowed mode. Though, I didn't come across any droids to kill, just people with weird feet and forcefields!
Has a charm to it. I like the idea of them getting random nonsense plastered on their faces - having facial expressions as it reveals the points would be a really good addition. The web build seemed okay if you fullscreen it. Glad that you learned some new techniques from it - feel free to chat more in the discord about it.
> While it is not very clear why it is helping when a droid punches random people
LOL!! Yeah, I was joking about, because I was alluding to a much bigger storyline and this slice was actually a fairly small bit of it. The robot is meant to be mostly fighting other robots in a factory, but I chose this slice because it's the bit that was most like my inspiration, streets of rage. The robot only needs to knock them out temporarily, as they're not themselves. In fact, that might make an interesting challenge twist trying not to kill them!
I'm interested to know more about what wasn't fitting about the scenery vs the characters.. aside from the opponent because I ran out of time to ink her in. They are two very different rendering styles, mixing 3D and 2D.
Thanks for the feedback!
Wow.. I'm amazed at how much you achieved as a solo dev! Great polished look and feel. Bugs, sure, but they were understandable for a jam and easily fixable. I think all the different game styles were great to mix things up, but they maybe could do with having more reason behind them. My biggest gripes were the platforms seemed overly tricky for some reason, and I couldn't get why I'd only super spring jump at certain times, maybe a hitbox issue?
I think you were very bold to do a hardware upgrade in the middle of a jam, but this whole game exudes boldness, so I'll guess it's your modus operandi! Post-mortem is a great idea, I'll try to do my own. I always do a retro of them anyway, otherwise you can't improve. Hope you score well!
Thanks for the feedback. Yes, a relative said the same about the graves. They'd played an earlier cut that didn't have all the extra crosses and things when it was a lot clearer and noticed a big difference in understanding, and difficulty. I think it's just a case of working out what's the best way to highlight it to users - quick tutorial, lighting effects, arrows, etc. I'm thinking I'm going to use the obstacles as one way to add to the difficulty level.
I like breakout and this is implemented well, great colours, nice camera shake and the rare evil ball. But I agree with Kauyon_Kais that the real physics forces on the paddle are problematic, and why I couldn't even complete one level because I could never get the paddle in position, even on really easy rebounds. Quicker acceleration and more friction, I think. And as Andriks advised, use a smaller in-situ screen and let users maximize if necessary, can help people still play it if they're having performance problems with a large size. Assuming a 16:9 ratio, I use 960x540 or 960x660 depending on whether I want to leave the fullscreen button available.
Sorry, I struggled a bit with this one, I couldn't find the shovel at all. But did find the maze, which was quite well designed. Maybe you need some better cues for the player, like north and east don't mean much without some signage. On the technical side, using Chrome I couldn't fullscreen it because the framerate dropped dramatically.
This is a super game. I reached level 3 or 4 after a few goes, didn't realise about the sliding at first, thought it would be to dodge the bats only. The story and music are great and well thought out, using the music to tell the story as you play. I trust you will score high on those, well deserved!
Great game! These survivor things aren't really my bag, but this is a nice version. I like that the skeletons dodge when they're hit, so you have to adjust your aim rather than just sit aiming at the same spot when there's a wave of them. It's also pretty tough, I couldn't even manage one upgrade! But as I say, not quite my thing. And bang on theme, all the elements in, so well done! Also, autofire is essential for these games, glad you got that a11y feature in.
Hey, thanks for popping by. Yeah, in jams, expect anything! The game slow down at the end was intentional.. I think it was a trick they did in Pirates! at the end the ballroom games, to fit with the music but also wind you down after the intensity of the game (ballroom dancing intense? Lol!). Guidance of some kind would be good, I can see how it's not obvious what you have to do.
It's alright, makings of a good driving stunt jump game. The song is excellent, by far the best indicator of what it's about - it screams speed and stunts! I think the biggest problem was lighting, very difficult to see anything. Though I'm not a dark mode person!
Life happens to all of us. There's no pressure to submit, keep practicing and you'll get there. Make sure you're having fun!
Hi.. thanks for the comment. It's quite the catch 22 explaining a game well in the time you have. I wasn't going for anything megacomplex, though, just how many can you score in the time you're given. I didn't think "kickabout" and "dribbling" would translate very well in all regions. In the UK it's about football.
Yeah.. I think the suspension needs looking at, ectoplasm must be leaking! I used Unity's wheel rigs in a previous game, and they are a lot more flexible. I think this has a cylinder collider underneath it so it's a glorified brick and I had to flatten all the land out to get it to work. But I liked how you have to line up to get the best run at the pumpkin, might help kids with angles or something educational like that! Thanks for playing!











