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Limtotage - YALIM

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A member registered Jul 13, 2021 · View creator page →

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Normally I don’t struggle this much with manual driving, but I found it a bit challenging here. Also, when I first launched the game, the tutorial didn’t show up — it appeared after restarting, which might be a small issue.

I had a few problems with the UI as well. It would be clearer if things like the engine and handbrake were labeled as “on/off” instead of 1-0, since that can be a bit confusing.

It could also be interesting to have more variety in the tasks — for example, time-based urgent deliveries could add some extra depth.

That said, this is one of the most realistic driving experiences I’ve played in a jam, which is really impressive.

One last suggestion: it might be better to upload a browser-playable version for future jams, since some people may hesitate to download .zip files.

Great job overall!

Haha I think you mixed this up with another game 😄
There’s only one wave and no economy system like that here.
Still, thanks for checking it out!

Thank you so much for the detailed feedback, I really appreciate it!

You’re absolutely right about the lack of polish and some clunky parts — that’s something I wish I had more time to improve during the jam. The anvil balance and adding a proper in-game tutorial are definitely on my list for future updates.

I also agree that the win moment could feel more rewarding than just a simple text — that’s a great point.

I’m really glad you enjoyed the stressful moments and the overall experience, that was exactly the feeling I was aiming for! And hearing that you were excited when you finally won means a lot.

Thanks again for playing and for your kind words!

“It needs a bit more development. Sometimes I couldn’t understand why they stopped. But for your first jam, it turned out to be a really nice game.

The UI has some issues—it covers the money, which is a bit confusing. The gameplay is simple but nice.

It was a simple and fun experience. It’s really nice that you used your own drawings instead of AI.

There’s definitely an issue in the web version. I couldn’t figure out how to load arrows into the towers at first—it turns out you have to spam the Space key. The visual style is amazing.

The idea of using raccoons for resource management is really clever. At first, I had to think a bit about what to do and what was expected, but I figured it out. Nice game, congratulations!

It’s a strong and solid idea. The early game feels a bit challenging. The money you earn goes into salaries—just like real life. It turned out to be quite a challenging and fun game.

Nice idea. The timing system puts great pressure on fulfilling orders.

Thanks a lot, I’m really glad you enjoyed the game and found the gameplay engaging!

I actually have some upgrade plans in mind (including expanding the use of swords like you mentioned), but I didn’t have enough time to implement them during the jam.

Also, thanks for pointing out the anvil sound — I hadn’t noticed it was that loud. I’ll definitely adjust it in a post-jam update.

Really appreciate your feedback, it helps a lot!

In my opinion, the only real drawback of the game is the lack of a Web version. The game itself is very good, with different themes, various enemy types, and multiple platformer mechanics. It took me about 5–6 minutes to start and finish the game, and it was very comfortable and easy to play.

As for shortcomings, the only other point — also mentioned in other comments — is that the boss hit feedback felt a bit weak. Adding a slight knockback or a small hit effect could improve the impact.

Overall, this was the best game I played in the jam. Congratulations!

Thank you very much for the detailed feedback and for playing the game! I’m really glad you enjoyed the mix of shooting and precise movement mechanics and the transition between them. Your thoughts on the movement precision are very helpful, and I’ll definitely keep them in mind. 

Thanks again for the encouragement — it really means a lot!

It turned out to be a very fun and cute game. The fact that it supports co-op or playing on the same PC is a nice touch. The map design is also well done for three levels and doesn’t feel overly repetitive. I had a lot of fun playing it.

Thank you for playing. ☺️

Thank you for playing. ☺️

Thank you for playing. Yes, when designing the game, I had Space Shooter and Space Invaders in mind. If I had more time, I would have liked to add more variety in terms of weapons and ships. Thank you for your comment.

Originally, I planned to add a shader to the background to create an underwater feel, but I don’t have much experience with shader creation. As for the sprites, I designed all of the visuals myself except for the Tilemap. I didn’t have enough time to design the Tilemap and was worried I wouldn’t make the jam submission deadline. Thank you very much for playing and for taking the time to give feedback — I really appreciate it.

It turned out to be a really nice piece of work. It reminds me of the games we used to play in the back seat during car trips.

It turned out to be an educational game that teaches telling time. First-grade students could play it in schools.

The game really reminded me of old arcade games. It’s challenging and well done. The art design fits the theme and the game nicely. I did experience some issues with the mouse controls from time to time, but since you’ve already noticed and mentioned that issue, I won’t go into it. Is the game endless, or does it have an ending? Overall, it’s a very nice piece of work for a first jam experience.

The art style is very nice. The core gameplay mechanic is solid, and it’s good that the game ends before the mechanic starts to feel repetitive. To extend the game, new mechanics and additional gameplay elements could be added. In my opinion, the biggest drawback is the lack of music and sound effects — having sound effects would make the game feel much better. Overall, it’s a very nice piece of work for a first jam experience.

The game turned out really great. The mechanic of creating a clone from the past is a very creative idea. The puzzles are well designed and challenging at just the right level. The sprites also fit the game very nicely.

Thank you for the kind feedback and for playing! 

It was a very beautiful experience. I believe that games are not only meant to entertain or fill time, but also to convey messages and evoke different emotions — and you conveyed that beautifully. To enhance the feeling of the game, the path could have been a bit more challenging, of course without disrupting the story.

Uga Uga Feu Feu Water Uga 😄 It’s really nice — I liked it a lot. It feels like a fun game similar to Human: Fall Flat. Of course, the controls are a bit clunky, but they’re good enough to get through the parkour.

One of the most unique games I played in the jam. The music, the visual style — everything is great. Simply amazing.

It felt like I was playing an arcade-style retro game. It seems like it could use a bit more polish — for example, it would look better if enemies spawned outside of the player’s view and then entered the screen. Still, it was a fun and good experience.

It’s a fun and really nice game. It reminded me of a similar game I used to play as a kid. It feels very polished — I was able to play it smoothly without any issues. Game is a Endless Right?

I’m glad you liked it. I’m planning to adjust the background, so I expect this issue to be resolved then. If not, I’ll make it a bit larger. Thank you for playing and for the feedback — I really appreciate it.

This was my first time making a WebGL build for a vertical game, so there were some issues with the UI. It wasn’t designed that way originally. All the graphics (except the Tilemap) were designed by me. It was also the first time I fully created my own assets and coded everything myself, so I couldn’t go into too much detail. I tried to add an underwater effect, but I couldn’t find a decent free asset for it, so I went with a simple blue screen instead. Still, thank you very much for playing the game and for your kind feedback — I really appreciate it.

The game’s effects and ship designs are quite nice — it really feels like an arcade machine. However, the game is very difficult. The furthest I managed to get was the middle of level 2. There were a lot of enemies on the map. I tried dashing between them, creating some distance, and then using the quick turn move, but I couldn’t really find another way to fight. At first, I tried spawning quick turns to hit the enemies chasing me, but I later realized the quick turn move has a cooldown.

I think adding things like refilling health when leveling up, or limiting the maximum number of enemies that can spawn based on the level, could help balance the game better.

You owe me a keyboard! 😄 Jokes aside, the game only has two mechanics — jumping and phase shifting — and it executes them so well. It ended up being both the most frustrating and the most enjoyable game I played in the jam. I didn’t encounter any bugs. The only thing that caught my attention was the brick pattern you used in the TileMap — wasn’t there a right corner tile? My character slipped there once or twice.

Thank you so much! I’m really happy you enjoyed the game and its mechanics.

I loved the visual style — it looks really great. Plant vs. Zombies wasn’t even this challenging. It turned out to be a very cute yet challenging game, and I loved it. There was probably a strange bug: on level 1, I couldn’t build on some tiles. I had enough energy, but it still wouldn’t let me build.

Thank you for your comment, I’m glad you liked it. Even though I’ve memorized the map, I can only finish level 2 with a maximum of 2 health. By the way, I didn’t place a trigger on the submarine’s tail, so you don’t need to worry about touching things with it — only the nose and the sides have triggers. There are two single-block passage sections; I wanted to challenge the player a bit. That’s also why I designed the final level to have more relaxed parkour.

It’s a very good idea. The controls are smooth and feel well-polished. If the visuals are your own designs, the main character and the dinosaurs look really great.

I think adding a shop button (for example, B or M) that pauses the game could be useful. Health and armor could be added to the power-ups, and enemy health could scale with the wave count using a multiplier. That way, the player wouldn’t become too overpowered.

The idea of the game is nice. The music is well done — simple, pleasant, and it really feels like restaurant music. The visual style is also quite good. For a first jam, it’s very solid.

As for areas that could be improved: I would have liked to have the option to burn the food. Even if you miss the green zone, the food is still accepted. Making the green zone appear randomly while cooking could add more dynamism to the gameplay. Of course, different types of dishes could be added as well, and time-based mechanics could also be introduced.

It’s definitely very well done. The addition of a new enemy type in almost every level keeps the game dynamic. I loved it.

It was very fun — I already like card games. When I won, the “You Lose” screen appeared, which was a bit confusing. It’s likely a minor bug.