Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lestavol

987
Posts
4
Topics
77
Followers
88
Following
A member registered Jul 15, 2024 · View creator page →

Creator of

Recent community posts

Thank you for playing the game! I'm glad that everyone who has seen the game said they enjoy the visuals. But there's definitely parts that felt way more rushed. Still I hope you had a bit of fun for a tiny game jam project🥰

Thank you for the extremely detailed comment ☺️

I appreciate that you explicitly pointed out the mouse-only control because these days I'm slowly going more into the camp of the belief that the keyboard is fundamentally a bad game controller hahaha. So lately I keep making UI-focused game even though I wouldn't say I'm an expert or even like making UIs that much 🤣

Thanks for playing the game for a few runs. I agree that with the current mixing system, although it has some randomization in it, it's not dramatic or impactful enough to make it feel distinctive each run. That alongside the static offerings of starting beans and shop can make it feel samey each time. There's one more super good ending if you ended up with a tons of money but I appreciate that you played a few times.

Another comment also found the soft lock so I'll think of some solution to fit that bug, thanks for letting me know. If I revisit the game at some point, I would change a few designs so the gameplay would reward the player's decisions more, like bean mixing feels more important and not just a randomized slot machine to get more beans.

Thanks again for playing and commenting!

That's a really good bug that you found! It's true that you can run out of both beans and money and there's currently no way to refill them. I hadn't thought of that, since with "normal" gameplay there's way more beans than you can use up.

After the feedback I've had for the game, if I decide to revisit it in the future, I would probably remove the timer altogether since it clash with the slower mechanics of planting and mixing beans.

Thank you for playing, reporting the bug and the nice comment ☺️

Thank you for the lovely words 🥰

The shop is definitely the number one complain so far. I didn't quite think it through, so it would have been better when you buy the beans in shop to give you many copies or if it was cheaper. There's actually bit of random "mutation" in the planting when it goes from plant to harvest, but I don't think it was very noticeable for players, so could also do better there for sure.

Funny you mentioned controller support, I make a lot of UI-focused, mouse-only jam games these days precisely because I want to avoid making action games that are better suited to be played on controller, but I could see that this concept could be a chill couch game or a handheld Switch or SteamDeck game for sure.

Thanks again for playing and commenting!

Awesome! You found the overachiever ending haha. I'm really glad someone stick around long enough with the game to get it XD And you're absolutely right I should have put "YOU WIN" or "CONGRATULATIONS FOR BEATING CAPITALISM" there instead LOL

Thank you for the compliments on the parts that work well for you.

I agree on the part about customer payment seem somewhat random and poorly explained to the player. Looking at it now I think if there was some sort of animation of the 2 graphs merge together and overlap, and money is shown how they are calculated for each attribute, it would make the game much clearer so player can strategize more.

My initial intention is to make the game feels more arcade-y and fast paced and players are supposed to pick beans based more on feels, but after some feedback I agree that it kinda goes against the nature of the careful mixing of beans to get the right attributes (if players choose to engage with that mechanic at all).

Thanks again for playing and the wonderful feedback. And yeah the shop is bait XDD

Simple but good visuals.

Music can feel a bit repetitive after a while. Sound effects is a bit sparse.

Game lags quite a bit on web build around 3 minutes in. Not sure if it's some memory leak or not freeing the "comets" even when they are off screen?

Like others have said, then triangles being coupled to health and points and being rare make the game not as fun because you don't see score goes up.

Itch page could use some more polish. I also thought the theme interpretation is a little weak, it's basically only a "cosmetics" thing to provide justification for the ending lol. But it was funny XD

Quite fun, even if short!

I really like the visuals here. They are simple but reads well and the effects make them seem cool and have pleasing patterns.

Music is also quite catchy, not bad! The shooting sounds being way more muted is a good choice, but maybe could have used some variations?

I like that the bullets that you shoot also changes with focus mode. I played the whole game with focus mode held so I didn't notice it until the game has ended haha. But like I keep mentioning in other bullet hell games, I would like to see one day devs just making shoot automatically😭But this game's control scheme feel a bit more comfortable for me to play.

Itch page is nice. But I think the theme interpretation is a bit weak.

Pretty simple but fun incremental/idle game haha.

I enjoy the effects of different animals parts fusing together. Some like the crocodile body is way more silly than the others, but they are all pretty good. I also like that there are random effects that can appears on the animals.

One thing I would have liked better is if the animals random walk would avoid the fusion area. It would make it much easier to grab and see what creatures pop up when you make them. After a certain numbers of animals it became close to impossible to tell.

Overall a pretty silly but enjoyable game. I like it!

The physics based aspect works pretty well. It does remind me of Angry Bird.

I like that there are different ammo you can collect and then use in new levels. But I find that the levels are really easy and straightforward, there's really no need to use anything other than the default one, so it defeats the purpose of the different ammo type.

The UI can be pretty buggy. I can drag the dragon tail to the bullet respawn button and then both won't work. Luckily I guess I can use the reset level button to reset everything but it's not ideal.

The visuals is not bad, but I'm not sure why you chose to zoom all the way in with the background and make it looks really pixelated.

Music is fun but I would have loved to see more sound effects.

Haha, thank you for the kind words. I think the color palette did a lot of the heavy lifting for the game (and it's totally not me who came up with it lol).

It's very kind of you to say it's almost Steam-worthy but I think I can confidently say it's nowhere near that level😂 But I was able to improve a lot since last year I went really hard at joining and doing a tons of game jams. Also don't be afraid to team up with other people. This one was a solo project but I also just did one jam with a team that I think was a much more polished experience. You can check it out here if you're interested.

Pretty simple but fun FPS. Pretty rare to see in game jams.

I enjoyed the visual overall thanks to the post processing effects, but there are some spots where it doesn't make much sense like the text is also super pixelated so you have to get really close to it to be able to read it somewhat.

The room layout got a bit boring after a while though, since there's only so many. But I think it wouldn't have been as much an issue if the game was a bit shorter. Not sure why you chose to make the game that long when there's not much content to pad it out.

Also not sure if it's a bug but I didn't see any changes on my gun after I buy attachments, so I didn't see any of the upgrades. I also thought the upgrades itself should come earlier in the game so it's more immediately fun for the players.

I like the audio and gun sounds overall, but not sure why wasn't there any music in the game levels itself, when there was in the main menu.

Not too bad a simple roguelike.

I didn't realize that you can apply status effects with the melee attacks until I read the other comment, I thought it was only meant to be shoot out as projectiles. The combining effects is not super interesting tbh, since it's not really combining to make anything new, just 2 different separate effects cobbled together. A lot of the things in the game lags the first time when it happens, perhaps just the nature of web games, but would be nice if you can minimize it.

Visuals are ok. Since you're using some different assets combined together it can feel a bit mismatched, but I like the foggy post processing.

Audio wasn't ideal. The music didn't loop, so it leads to feeling like the sound effects are louder than intended. Like the footstep sounds, it's quite loud compared to other sounds, especially considering that's the one action you're performing the most.

A bit too hard for me as a non-fan of the bullet hell genre lol.

I didn't realize at first but the other comments mention bullets don't destroy enemies so I guess they are just there to activate abilities? Something that I say in almost every bullet hell jam game now is that it seems like shooting is something you always want to be doing so why not just make it automatic and save the player the troubles?

Music was pretty good to listen to. Sadly it feels like it sorely lack sound effects and some more visual effects would also be nice.

Visuals are very nice, but I think because the UI designer is a separate person from the main developer so it does feel a little mismatched.

The movement is not bad but I think having zero acceleration at all makes it feel too robotic and rigid. I'm not sure if that what's bullet hell enthusiasts like since it's more responsive like that, but I would rather the player character have a tiny bit of acceleration so it gives it some feeling of weight.

Had a hard time figuring out what to do in the game. I was able to finish the first level, but I'm not sure how to end a turn, even if no more actions can be taken. Maybe there was still more actions I can do, but since feedback inside the game was lacking I wasn't able to figure out how to do them.

Music was good, but lacking sound effects and visual effects. Bot visuals were ok but a lot of elements were a bit obscure to what they communicate.

It's actually not a bad game, especially it's your first one. My first one ever was bad, haha.

I like that there are music, sound effects and visual effects, even if it's still a bit sparse. I like it that you can actually attack all the obstacles and projectiles.

There's a bug where even when after you kill the boss and it's animating towards the center screen, if you have one health left and you hit something, you can lose the game.

I guess a lot of things in this game doesn't make sense because why would the axes curve downward like there's gravity if it's in space haha. But everything in the game is silly anyway so why not haha.

Cool idea and mechanics, but the level progression is pretty slow, so it felt a bit boring.

I'm also not sure what's the goal of the game was. I guess you just level up enough to swallow everything?

Would have loved to see some more varied SFX and music.

The game is a little bit confusing because it's not explained what to do in the game. The web build is quite buggy, but still somewhat playable.

Would have liked to see it in a more complete form, with sounds, some more coherent graphics etc.

As a non-artist I appreciate the comment a lot!

Game is pretty easy, like Kelvin mentioned. I was a bit confused at first what was I supposed to do so I just start pressing random buttons that were mentioned on the game page and then after I got my first drone upgrade I pretty much don't need to do much else lol.

I would say the game lacks interesting enemies and patterns, so it has pretty short playtime.

Music is nice. Sound effects are ok but since the game lacks content it feels kinda monotone.

A simple game executed decently well. It does feel like you had it playtested and tuned well. It felt hard but not overly unfair. I like that some levels have a bit of a puzzle elements.

Some things I would suggest to make it feel better to play:

  • Have a bit of leniency on the player collision detection, especially on the "tail" of the ship. Because players is looking at the nose of the ship most of the time, when the level fails because you clip the tail it feels pretty frustrating. There's so many times when I just rotate the ship and die because the nose fit a space but the tail is too wide.
  • The design of the obstacles are distinct enough, but isn't very intuitive. They can get confused to teach others pretty easily.
  • I would have liked a short animation when you get a new ability. Right now there's a very tiny pause when you do, but I'm not sure if it's intentional or the game lags. I think an explicit animation and short duration will give the player enough of a break to readjust themselves when getting a power up, especially on the teleport ability for example.
  • Having the game auto restart a level. Manually restarting a level when you die is enough of a minor convenience to turn players away. Also pretty minor I guess, but since the game is played wholly with a mouse, I would have like to see all other buttons be situated so that they can all be easily pressed with the left hand (so the Pause menu shouldn't be bound to P for example, or advancing text shouldn't be Enter).
(1 edit)

I defeated the King of Yunalco with ease muhahaha.

I enjoyed the bullet hell gameplay, but I didn't like the card combining cards mechanics that much. I thought it was somewhat boring and unimaginative. There's also a few UI bugs with the cards, like I got stuck on the crafting menu when the confirm dialog box didn't appear. I was able to exit the menu but when I turn it back on the dialog box is there and never disappears again. The card stats can also have duplicates like having both addition and subtraction of the same stats on the same card fragment.

The visuals are nice. I like many of the effects in the game. I would liked to have seen clearer and more direct visual indicators for the exits.

The music is good and I enjoyed the drum sound effects, although it could use some pitch shifting or variations. I also think that many other parts of the game should have better sound effects, like hitting the enemies etc.

One thing that I usually see with these kinds of games is the fact that they almost always require the players to hold down a button to shoot. I kinda really don't get it because I just find myself never want to stop shooting, so it's just an extra thing you have to do without much thought. Maybe because I'm not a big player of the genre and it's the standard or something but I really would have liked to see devs just start making automatic shooting.

This may also be just a matter of taste but the writing wasn't a strong point for me. She mentioned the word "job" about 20 times😭

Itch page has a nice background but the transparency makes the text a little bit hard to read.

It's a solid entry and I enjoyed it.

The game immediately ends when I tried dividing 0 by 0, exactly like how my 7th grade math teacher used to say. 10/0 game design.

Jokes aside, there's quite a bit I like about this game. I enjoyed the artworks and the animations a lot. Though I have to say because of the very saturated color palette, it feels a bit straining.

The idea is honestly not bad, but I think it could use some UI and player feedback improvement to make the game feels better to play. First of all is the solution feedback, although you have sounds that play and animations as well, those are very fleeting and doesn't give enough time for player to check their solutions, especially when it's wrong, and it immediately goes to the next question. I would also have really appreciated it if after every question, there's a equation that pops up that shows up and show how exactly the numbers interact and what's the final for each equation. That would make it feel really more like a game, instead of just immediately goes to the next one.

An in-game tutorial of sort would also be really nice. I was confused at first at how the purple square works, I thought it modified both input numbers.

Anyway I think I could have enjoyed it for longer if there was clearer player feedback.

I like the combat visuals. The character designs are also pretty nice.

However, I think the theme interpretation is a bit weak. It only connects to the jam theme on a visual, sort of superfluous level. Would have loved to see some mechanics stemming from the "fusion" of characters.

The parry mechanics also feel a little bit off. I don't mind parrying mechanics at all in game, but I feel like either the timing or the hitboxes for melee attacks differ from projectile attacks so it feels a bit harder to parry melee.

You also said it's a metroidvania game but as far as I can tell I couldn't explore much yet. Maybe I missed something but if exploration was part of the mechanics I think it should be made clearer.

Would have loved to see more background arts and itch page visuals.

Thank you for playing! I'm gonna repeat myself about the art from other comments which is thank you very much for the praises to it, means a lot to me when I don't make art often and yes, if I was a better artist variations of beans and trees would have been on the table🤣

To expand a bit on a reply I made to another comment, I wanted to implement the game the way it did was because irl coffee is such a commoditized foodstuff that everyone has an opinion on coffee, so end goal of the game would have been to become a cafe where you have everything that can satisfy everyone. In many games the goal is to get things with higher number so I wanted to try making something where you also want lower number things. This was also coupled with the mechanics of plants can have random mutations in their stats when combined, but I think I communicate those ideas somewhat poorly so the game doesn't feel good as a strategy or puzzle game, but more of a slot machine haha.

Either way I'm glad you enjoyed playing it!

Thank you for playing and the detailed feedback.

I think you're right that in the current state that the shop is pretty much bait hahaha. I think the game kinda suffer because I drew too much inspiration from real life coffees lol. The shop features real coffee varieties and their prices and attributes have inspirations from their real counterparts (Geisha coffees are famously insanely expensive for example). During idea conception I thought of this game as more akin to a roguelike deckbuilder game. In that sense, the "cards" should ideally feature archetypes and clear roles so that players can clearly strategize around it, rather than just randomize everything and hope it sticks. Same goes for the "enemies", who should have strengths and weaknesses players can play into. Right now they're just a bunch of randomized Karen customers🤣

I appreciate that you think the art is good. I mainly don't make arts when I make games, but for this jam I have a goal of doing myself so I'm glad it works. But you're right about more varieties and visual distinctions. Would have been a lot cooler for sure.

Either way thanks again for playing!

Thank you very much for playing the game. I'm glad to have heard the art works well because I'm definitely not an artist haha. The tutorials could be way better though, but I quickly put together as best as I could with the limited time I had left at that point in the jam.

The idea of different arts for different beans or varieties is a great suggestion and something I originally considered as well, but again I focused on some of the more crucial parts of the game so it didn't make it in. I included the ability of renaming the beans so players can keep track of different beans with different names, but I agree that having graphics that you can quickly choose from is a much more streamlined way to play.

Hard to say if I want to continue this game in its same form, because I think there's some big issues with it. I may return to it at some point, but it probably would have to have some big redesigns in some of the mechanics.

I think balancing and the bean stats designs are 2 big things I would test more if there were more time, but knowing myself I probably would have spent it polishing some other things haha.

Thank you again for playing!

Very kind of you to keep playing after the jam has ended. I'm very happy to have heard our game was that highly regarded haha. I checked it out and the author of that comment had an insanely well made entry as well. I'm very glad you enjoyed the game.

Regarding the full screen option, it's a simple checkbox you can enable on your itch project "Edit Game" page. Scroll down to Embed options section and you can find it there.

(1 edit)

The art is really nicely done. I like the pixel art overall and the spreading effects. Although I'm not exactly sure why the grid was necessary, maybe to help with navigation? I think with all the ship movement it's clear enough. I mentioned because it seems to clash with the pixel arts a bit.

The audio is also nicely done, although it could used some pitch shifting probably to reduce audio fatigue.

The theme fits very well. The itch page looks great, although because the default "Play Game" button on itch is kinda small so it may not look immediately clear on your page, but I think it's a minor thing.

I tried the big ship first because I saw that it was the ship featured on the game page, and I was about to mention that the game feels slow because the big ship fire rate is slow. But then I tried the small ship and with the much higher rate of fire it feels much funner.

I have mixed thoughts on the control scheme. I played on the keyboard. When I started the game and when the game is in its early stage, I think it makes much more sense for the movement of forward (on keyboard it's the W key) to be tied to the direction of the ship's head, and not the XY axis of the 2D space. I repeatedly kept trying to press W to make my ship goes into the direction that I was firing the bullet in, only to be moved up in the 2D space, even after some time playing. However, I can see how after a bit and you have accumulated some parts and the bullet starts flying in all direction, it could make more sense to be the way it is now. That and perhaps as a twin stick shooter game meant to be played with a controller it's better. With all that being said, as it is a web game on itch, I think you should always prioritize the mouse and keyboard control scheme since that's what most players will use. I also think having all the buttons bound to the left hand side is not a good choice because my hand gets really tired really quickly having to keep pressing many buttons buttons repeatedly.

One thing that I didn't like however is the fact that the shooting is bound to a key or mouse and you have to press or hold the key down to keep shooting. I don't see why I would ever want to not shoot the bullets so why not just make it fully automatic?

Overall I think it's a nice game, but I would change the control scheme a lot for it to be really fun.

The art and the music was pretty nicely done. I guess the gargle sounds could be a little bit more pleasant, but it's not a big deal breaker. Without enabling the full-screen mode on your itch page, the game is a bit small so it can be hard to see what's going on.

I think the tutorial automatically disappearing without the players being able to review was intentional because you wrote players should paid attention to the instructions to figure something out in the game. However I don't think it is not a good design choice because I feel like I would be missing a lot of it when I'm playing the game for the first time. 

The game is pretty much "soft-locked" after you jump over the last tree to reach the house but if you haven't collect the tracks you cannot retrace the steps to get it.

(1 edit)

This is a very impressive entry for sure. As a bigger game than most, I do have a lot more opinions about the game than others as well.

First and most important of all is that I think the game is pretty dang fun and engaging. The puzzles are interesting to solve and the mechanics is simple enough to get the hang of it (once you got through the tutorials that is). I think for the most part, the visuals are super solid. There's a lot of visual effects that are used everywhere in cutscenes and gameplay alike, which feels really nice and make the game seems more polished. The audio is also not bad, but there's a few small bugs like when the turn finishes, it plays multiple click sounds at the same time so it sounds louder than intended.

I agree with some other commenters that the tutorials is pretty long and all the other dialogues are also long. I hope to not sound too rude but I honestly think that the dialogue is not that engaging, so it adds to the feeling of lengthiness. I understand you were trying to tell a story, but it doesn't have to be long to be good and stories can be told as much with other elements than text, which is not what players expect when they play a puzzle game like this. The tutorials could also use more visuals and showing what happens on the screen rather than just saying them in text. For example, if it's a bad thing to have monster fight each other, I think it's much more effective and funner for the players if you force them to drop it in incorrectly so they can see what happens. The first time I got a death was like in level 4 or something lol.

I also think that many things in the game is currently unnecessarily long. I understand that sometimes as creators we want to show off our abilities but I think sometimes less is more. For example, I think the loading screen visuals are cool, but I'm really not sure if it takes all that long every time to load a new level in and out. Many other animations are also longer than I would have liked to see.

On the mechanics side, I also agree with another comment saying there's currently just one too many step to do some of the most common actions in the game, like checking the info panel and then closing it for example. One mechanics that has to do with visuals is the direction that characters is facing determine their area of sight, and currently many of the sprite looks very similar when they look down versus looking left or right. It just takes that much longer to think and process the puzzle, so I always try to remove as many hindrances as possible when making a game.

Hopefully I don't come off as too nitpicky, but I realize that you are a more experienced developer than most jammers, so I would like to give my feedback on the tiny things that players appreciate in a great game. So I hope it can help you somehow in the future.

This is pretty interesting to me since there are some discoverable mechanics here. Some may say they don't like as much but I think it's fine for the most part in this game because it's not super punishing.

Simple but fun! The cat chasing you around is an interesting addition to the game, haha.

I personally would have liked to see something more visual as clues for matching, as reading just feel a bit less intuitive and slower to play but it's minor and I understand well the limitations of solo deving. The achievements are also a fun touch.

Overall a really nice game to play and feel pretty polished. Good job!

Cool twist on Tetris-like mechanics!

I was able to get a decent score on the leaderboard, but after playing the game for a while, I have some thoughts on the mechanics. I'm not sure if there was something that I missed, but I feel like there are blocks and lines that are just "useless"? I don't think it's possible to score by making a square with a T-shape line or the cross line for example, so are they just there to fill up the space so you can get rid of them through combos later? I have found that the combos outlined in the tutorials are the only viable strategy to play.

I also think it may suffer a bit from being too complex? Not sure about that. After playing for a bit I also find out you can actually rotate the whole arena for the blocks to fall another direction lol. That adds a whole other dimension of complexity, which it's neither a good or a bad thing, but may make it feels a bit intimidating.

Overall, I still think it's a good project. Good job!

The mechanics are innovative.

I would loved to have seen a bit more of a interesting visual rather than just dark rooms, but it works as a jam prototype. Not sure why you chose to have the player do 2 actions and 2 different buttons instead of 1 for the transferring of properties. It would have smoothed out the controls imo.

I also wasn't too big a fan of the ominous background music haha, but I guess it's just because I don't do much horror games, but from the look of this game it was supposed to be more of a pure puzzle game.

Very impressive entry! It's a very polished and fun-looking game.

The visuals are actually pretty simple, but there's subtle effects that make it feel really nice to play. I also appreciate not just the high contrast in the ship colors, but small differences that help the players pick up on them more easily.

On the mechanics side, I also think it's a very innovative and fun twist on the snake's formula. However, there was  a few things that I didn't enjoy about the gameplay. For me, the active items are not a very good choice. They are very powerful for sure, but in this kind of chaotic, fast paced games I find myself to never be able to keep track of all of the information, and active items add to it. I can't even remember the button to activate it. So imo, it's not worth it to have active items in this kind of games. The text were also small in many places (I played on default size on the web), so it's a bit harder to read. The design choice of instant death if you hit the head into another color is also pretty unforgiving. I know it's reminiscent of classic Snake, but as a whole with your game, I feel it's way too punishing.

Overall, still a massively well made entry. Great job!

It was way too hard for me haha. I think this level would have been good as a later level, I can see this game having some sort of meta progression and have upgrades and support items to keep it more manageable. For a one level game it was hard, but then again old arcade games used to be kinda the same way so maybe modern gamers just need to git gud? Lol

The pixel art is insanely good looking. The animations are very simple but works very well. The music are assets but fits very well for the game.

Overall, despite the difficulty, it's one of the most well made games for me in this jam, great job!

The music is super fun!

The visuals feel a bit mismatch overall but it doesn't interfere too much with the mechanics.

On the gameplay side, I found it too hard to keep track of everything going on in the screen with all the spread out formation and I just set it to clump together in front of the cow and call it a day lol. Probably not the best strategy but it's too overwhelming for me otherwise. Also I found some formations are less useful than others like the circle, because the enemies are coming at you from the right side so why would I want so send ships to the left side behind me. Or at least that was my thought when playing the game.

I enjoyed it as a simple arcade game.

I would have appreciated some more instructions and feedback inside the game because I was pretty confused at first why my ship keeps exploding etc. I would also change the collectible orbs and bullets color and visuals a bit so that they are more distinct from each others.

Fun game. I love the music 🤘 The visuals were also quite fun.

I didn't quite understand at first that to "impress" the people the red cone has to be directly aim at them. But as far as I can tell there's no way to directly control where the cone goes so it feels somewhat random. But probably works fine for such a small simple game.

I think using the Ctrl keys as a game button that you may want to click repeatedly may not work well on a web browser since it unexpectedly close my tab, so I would have liked to see a key rebinding menu.

Overall not a bad entry. Good job!