Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lestavol

1,085
Posts
4
Topics
86
Followers
91
Following
A member registered Jul 15, 2024 · View creator page →

Creator of

Recent community posts

Thanks for playing!

I really like the summer camp theme, and the arts is superb. The dialogue writing is also very good. The audio is nice, but it lacks some crucial sounds like walking or collecting evidence.

Like many other players, I was also unable to came to the correct solution for the game. I think it makes sense for the story to have them think up a fantastical story about the disappearance of Uncle Barney, but I think it’s too much of a leap as a logic puzzle for the average players. The game also didn’t explain how to actually input the solution, I didn’t realize you had to put an evidence into a slot. There’s also a bug where you can stack items in the same slot.

Overall, stayed and played through to the end, but had to resort to cheats haha.

As somebody else had said, horror ASMR is the new genre haha.

I kinda expected a bit more in the visuals department after seeing the cover arts and the start screen. It’s just a bit too bland right now and doesn’t feel atmospheric for the vibe you were going for.

Some more sounds and polishes should go a long way too.

As far as the theme goes, I don’t see much of it outside of the opening line. Limitation is on point of course.

Overall, feels incomplete but has rooms to grow!

Thanks for playing!

Yeah I agree with the assessment of too much waiting around in the game at the moment. I rebalanced the game last minute to keep some of the abilities to only appear later in the game due to early feedback about complexity, but I think it ended up making the game having fewer decisions every day. It’s something I need to go back and redesign for sure.

Really good visuals. I enjoy this art style a lot. The animations are great too.

It seems a bit too simple as a game, probably as you said due to the time limit. There’s a consistent bug I have found the first few times I play the game, which is that under certain conditions like if you skip the text too fast, the game softlocks and you can’t move. I had to reload the page a few times. The dialogue mechanics itself could also use some more polish. It should be able to skip to end of the current line, but not immediately go to the next line.

The music is great. The sound effects that are there are good, but it’s missing some sound like text, or when you open and close dialogue.

Overall I can see the care that’s put into crafting the visuals of this project, but it’s lacking a few crucial things to be a proper game. Hope to see it updated!

Very fun game. I think if this has controller support it would be fantastic. Because tbh I don’t see the keyboard and mouse as a very good game controller, much less for a platformer game like this haha.

But the player controller itself is really good. There’s one thing that trips me up though, which is the fact that air acceleration feels weird. It’s not very intuitive that you can gain a lot of horizontal distance when you’re already up in the air.

The music is cute, but I think it may feel a bit repetitive after some time. Sounds are fun, but a few are missing. I also think the audio mixing having the music a bit too loud and drowns out the sound effects make them less impactful. Should have an options menu.

Visuals are great, very GameCube aesthetics. There’s also a good amount of content considering the jam duration. Good job!

Possibly the only way up from here is more cats. Thanks for playing!

Thank you so much for enjoying the game! It means a lot to me since you seem the type to give pretty honest feedback.

I agree with the text thing, will need to give everything a pass at some point.

I chose to show the info on hover to make it faster to go through the interns and quickly check their stats, but there could be other ways too. I’ll look into it.

And every game should have a cat in them :)

Ah right. I guess I didn’t notice if there was a way to open the settings menu in-game.

If there’s a pretty niche feedback I can add, is that if you’re planning to continue publishing web games on itch, you may want to consider not binding any function of the game to the ESC key. Because if the players elect to play your game in full-screen on web, ESC will turn of the full screen mode before it does any function in the game. Just a very minor itch gotcha thing, but could probably help with player immersion.

Number go up gang unite! Thank you for playing the game! I actually wanted to put even more bounces and wiggles into the interactable elements but alas there wasn’t time. Glad to know everything still feels good to play though. Your game is definitely super juicy as well.

Thanks a lot for playing! The tutorial could still be better tbh haha. I ran out of time and didn’t figure out all the proper ways to pause the game until an event happen like in the first few steps haha. If I expand on this game later, I’ll think of more ways to add mechanics into the game for sure, including expanding the layout in some ways. We’ll see 😉 Thanks again for playing!

(1 edit)

YES I LOVE ENVIRONMENTALLY DESTRUCTIVE FISHING. Very cozy <3 <3

Jokes aside, this game is good idle fun haha. I struggle in the first few minutes at what to do but afterwards there’s a lot of fishes quick. If anything, my left fingers are a little bit tired after holding down the movement keys for so long lol

I agree with another commenter that the music could be more energetic, it feels way too tame for all the bombing happening. The bomb sound actually sounds a bit too muted as well, but that may be to compensate for when there’s a lot of it going on. Maybe it would be nice if there’s rolling sounds as well?

Art is really fun. I wish there were different kinds of weapons XD

Interesting mechanics. There’s a lot of combos that could be made for the flowers. It does feel satisfying to get a big number.

However, I think it’s missing a lot of the polishes that would truly make this game feels good to play. First of all, with such a information dense game, the UI and text is too small and hard to read. Secondly, I think it would be much more fun for the player if they can see at a glance what abilities trigger what to make it easier to plan around. Thirdly, I think currently there’s just too much clicking around the UI to get to the next thing. Not sure why the customer order couldn’t just automatically show up or the bouquet can just be sold immediately after assembly.

The build grid function is great for hardcore player who really wants to optimize their strategy, but I think for a more streamline and casual experience, it could be omitted and automatically upgrades as the levels go up or at certain money threshold.

Art is ok. Music is fun, could use better sounds as well. I don’t really see the theme and the limitation interpretation though.

I’m always right (like the little sister)

Great art direction. I really like the water buoyancy physics.

Shame it’s unfinished, but everything that’s there feels pretty good to play. Player controller feels responsive for a 3D platformer. If anything I need a mouse sensitivity settings because it’s way too sensitive right now for my mouse and the camera bouncing too much when I jump gives me a headache.

I just jump around the island collecting the coconuts and the one sandwich because it’s very clearly marked differently. It’s implied to have some story significance but no one on the island seem to give out any quest or anything (most likely an unimplemented feature).

I really like the dance song. It’s really energizing for sure.

(1 edit)

Chill game. I like helping the other people. Wish there was a bit of stories that come with it after you help them out.

Could use some music, sounds are fun. I also like it that you can bounce the beach ball XD I wish there were some sort of ending when you got the final item.

The art are fine, but assets seem kinda mismatched. It would have also been nice if the dig minigame doesn’t appear abruptly but there’s a quick transition. Another QoL feature is the ability to fast forward the dialogue text or skip it.

The drawing minigame (if you can even call it that) is actually pretty impressive, haha. Well done.

Super (cringe) funny writing and text effects. Sometimes you just gotta play something dumb and silly like this (in a good way!).

I’m a bit split on audio. On one hand I know it’s somewhat intended for the comedic effects, but it’s still pretty loud on default and no way to adjust. It’s generally considered bad form to do that (some might even call it hostile design). I enjoy the different text scrawling sounds. No music seems actually fine, but maybe could use a chill track as well.

Polish is actually very good, for all the different text effects everywhere, but maybe could use a custom font? Idk if it’s actually funnier with the default font like this haha.

Anyway, enjoyed this one! Good job!

Cute game. Great artworks, maybe just a little bit of style clashing between the full CGs and the cartoony animated characters, but it’s not too big a deal.

I also enjoy the UI graphics a lot, which begs the question of why didn’t you go one step further and pick a font and color that matches the vibe of the game, instead of using the Godot’s default font. It would have added so much to the polish of the game.

Music is great, but there’s the obvious lack of sound effects.

Gameplay is pretty simple and easy, but not a bad thing. I wonder why the list on the fridge couldn’t be viewed after the first time.

A bit of a touchy subject, regrading the writing of the game. It’s mostly subjective of course, but I find the writing a bit too melodramatic and if I’m honest, a bit amateurish. As a story-focused and narrative driven game, it should be one of the big areas to have a lot of polish. The characters talk the same and doesn’t give off much personalities. Again, subjectively speaking, but that’s how I feel.

Overall a short and sweet game. Not bad!

Very nice arts. However, due to the subpixel positioning, or float value scaling, it shifts and flickers quite a bit (on web).

I like systemic and emergent games a lot, but this one is too poorly explained to be enjoyable as is. There seems to be a lot of content and mechanics in the game that seems fun, but if I’m struggling to understand how to even interact with the game in the first place, it’s not a good time. I would strongly suggest next time you plan your jam so that there’s at least some time left to do some tutorial, especially if it’s a complex game like this. Or if all else fails, you could make various gifs and graphics, or video explaining how to play the game on the game page itself so it could be viewed if someone is so inclined. Less than ideal, but better than nothing because I’m sorry to say, walls of text don’t suffice as game instructions for game of this complexity.

The controlling mechanic itself seems a bit awkward to control. You have to press too many buttons to do give one simple instruction.

The menu music is nice, but no music in-game is a shame. Everything else seems to be very polished though. Sounds are good. There’s lots of animations.

If there’s a post-jam update, I’m interested to try it out again.

Game looks good. The art are simple but have characteristics to them. I like it. Music are also chill and sounds are pretty nicely done.

All the animations and interactable elements also feel really nice to play around with, so good job with those!

Now on the gameplay side, I think the game severely wants a more in-depth in-game tutorial. I think it’s really unintuitive or confusing on what to do with the tools and items. I think a lot of players would get impatient and quit before they figure it out. It’s not bad after you understand it though, but yeah, I think that should be the number one thing to improve.

Cute game. Quite good art.

Some puzzles are more straightforward than the others, and some is just straight up plain old puzzle platforming haha.

Maybe just me but I feel binding the action key to S is a bit awkward, since you can’t comfortably press Jump and Action together, so maybe having one of them be bound to Spacebar for example would be a better choice.

Haha yeah, the perks or abilities basically just multiply their working efficiency. It would be cool if I can make some unique characters in the future and players can have more agency in their builds, it would make the game more engaging.

Thanks for playing!

Hey 0xNil, thanks a lot for playing my game! Super glad that you thought the art and animations were good.

I agree with your assessment of the tutorials as well. It should really have a slower info curve, but it was the best I got for the jam haha. I really hope the preview highlight would carry me 🤣

And yeah, now that a lot of people have said it and because the weird obtain condition for Best End 1, it’s not the best interpretation in the jam for sure. But I’m glad you had fun anyway!

(2 edits)

Thank you very much for the well wishes!

Yeah I think the idea of having unique marbles are really cool. There are all kinds of abilities/effects you can have like bounciness, unmoving wall, or maybe a ticking time bomb that explode after a number of hits XD? Haha, just some off the top of my head. These kinds of games definitely have a lot of room to experiment with, but you don’t always get all the time you need for implementation in a jam. I think you could find a lot of inspirations from the modern block breaker genre (games like Ball x Pit).

I think having slightly different controls based on abilities/characteristics of each marble is also not a bad idea, as long as the core control scheme is the same. I wouldn’t make one marble controlled by the keyboard and the other one by pressing the Spacebar for example. But I think an even better solution may be to be additive, rather than subtractive. Discovering new things to play with rather than having new restrictions always feel more fun for players (although some players definitely enjoy a challenge as well).

What I meant by perspective is that in this screenshot for example, you can see the top and the bottom of the lamp post and the shading follow horizontal lines, but the rest of the ground are diagonal lines, so to me it looks off. But maybe other players don’t mind it as much (seeing it’s a jam game and all). I may sound nitpicky sometimes haha, but often I just want to point things out as stuffs that could be improved post-jam, not necessarily things I take points off for the jam rating.

Fun little game. Like most people I also enjoy the fish animations a lot.

The shrimp sound effects are cute too. Could maybe use a swimming sounds for a bit more juice as well? Not sure if it would be too tiring. The music is really chill.

The limitation interpretation is great, but maybe the theme interpretation is a little bit weaker? I guess there’s the sea and ocean like a lot of other games but it’s not super related to summer haha.

Pretty fun game anyway though. Good job!

Fun game!

The marble game was more engaging than I thought it would. It feels pretty good to play, even if sometimes it feels a little frustrating when you’re almost there and you knock a black marble outside haha. I also like it when a marble is almost out and you can roll one outside of the ring to knock it out without shooting. It would have also been a nice QoL feature if you can cancel the shoot. So many times I had the wrong direction locked in and I know I’m doomed lol.

Could have been nice to have some more sounds as well, like when you switch marbles. Music is cute.

Art is also pretty nice, but I thought the trees and the lampposts looking more like top-down perspective while the rest of the game is isometric feels somewhat mismatched.

Overall it’s a very fun little game. Great job!

Thanks for playing the game! Thanks as well for liking my theme interpretation haha, since I have found out that not everyone thinks so XD

Haha thank you so much for playing!

Hey thanks for playing! Yeah I’m completely agree with you. I took a risk making a strategy type of game for this jam even though I know most players can get impatient. I actually found it quite difficult to make scripted scenarios for systemic games like this, so I did the best I could for the tutorials. Definitely could use meta-progression to introduce mechanics more slowly as a future plan though.

You’re too kind. I’m super glad the game made somebody feel something else than extreme exhaustion during development for me XDD

Needs endless mode where the roll is put backwards.

Haha, you’re probably right about the similarities between the 2 games. Maybe it could have been funny (but maybe not super cozy) to make an ending that says “Too many turtles were saved and the local pelicans population was devastated” or something like that.

Cute character designs!

I think I have the same complaints with most commenters. I think the ingredients should have labels, or at least some very distinct features so we can differentiate them. Not sure how the score is calculated, but it seems fine to just not pick the flavors described. Combined with the lack of a goal or challenge, it just kinda feels random quick.

The music is fun. But the game lacks sounds when you sold the ice cream. The floating money text should also be larger and more legible.

Good arts! But I would have loved to see some more animations, like in the center art for example. It could have sold the whole thing much better.

The music is great, but the game really lacks sound effects. Like some idle games, it starts a bit too slow for my taste.

On the gameplay side, it’s simple enough to kinda figure out after a little messing around, but I think it should have a small tutorial or instructions. Or better yet, make the interactable elements much more obvious so it’s more intuitive.

Overall I think the music and the arts carries it, but as a game I think it could use some more polishes.

Hmmm, I would say the control scheme doesn’t feel like it clicks with me, but some people doesn’t seem to have much trouble so maybe I need to try again.

The arts is ok, pretty simple but actually feels pretty cozy. There’s some sounds for rowing but no music and the sounds get a bit tiring after a while.

There’s not much in terms of both the theme and the limitation interpretation imo.

Nice short game. The dancing animations are simple but fun.

Would have really like to have sound effects when buttons are pressed.

Fun and cute game. I really like most of the sound effects. The sniper sound was my favorite. I have to say though that the music choice is sort of out of place for me. Feels kinda too techno for the vibe. Maybe it’s just taste.

On the gameplay side, pretty good simple fun. Pretty satisfying to just lay stuffs down and watch them go. I didn’t know at first you can pick up the shells during combat to build more stuffs during rounds, so maybe that could have been explained better. Also maybe it’s for the chill vibe but I don’t see a lose condition. Yeah you get a score at the end but maybe it could have been more interesting to have a lose condition.

Theme is great, but I don’t think I see the limitation?

Overall a pretty good game, good job!

(2 edits)

Cute little game. I think the art looks too busy for me, since it’s super low res.

It’s a cute take on the Sokoban genre. The puzzles weren’t too challenging, but that’s not necessarily a bad thing. There’s some parts that I don’t get though, like what’s the point of the coconut tree leaves? It seems to only exist to obscure the player and objects and make the puzzles artificially harder. Seems unnecessary and I would rather the game relies on pure puzzle-solving instead.

Audio is fine, could use music for sure. Theme and limitation interpretation feels kinda weak as well.

Cute arts. Like some other commenters have said though, I think both the theme and limitation implementation is a little weak.

It seems like there’s some interesting mechanics and strategy to be had with the stickers and their abilities, but it needs some good tutorials to really teach the players how to play the game. Else it’s just some plain old bingo and it’s not really that engaging. The text should also be improved because it’s too small and hard to read.

Nice audio overall.

Thank you for the compliments!

I’m so glad you mentioned the interns running around in the wait room because it was one of my favorite things I put in the game too😆 In my mind it represents many things at once:

  • It adds to the comedic writing of the game that in the eyes of corporate, interns are a bunch of bumbling children. Sadly this is not entirely fictional 😭
  • Maybe they are also trying to run away from the office as well?

I also agree with your feedback on the typing animations. I was worried about that too. I had a check to speed it up if the score is over 50 prompts but you’re right that I need to try some other things to curb the duration of the higher scores.

Thank you again for playing the game!