Skip to main content

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

Lukipop

43
Posts
9
Topics
1
Followers
A member registered Jan 21, 2025 · View creator page →

Creator of

Recent community posts

It appears to be a cute idea, but the gameplay needs polish in many aspects.

The alley cats that steal your bags are VERY FAST, and are almost impossible to avoid once you have a garbage bag.

Another thing that I found personally annoying is the fact that the interact function was tied to the ENTER button. Had it been tied to a button like E (which is a very common button for those types of player actions) I could have played the game without shifting from one hand to the other, which would have made thigns much more convenient.

Nice idea overall!

I'm not really sure where this game was going and it was pretty weird overall. I guess I could give it props for the creepy atmosphere and the art, but can't say the gameplay itself was exciting or even clear.

(1 edit)

While the art and sound were pretty good, as well as the theme, the gameplay in my opinion felt really disoriented compared to the level design.

I dont' know if this was intentional or not, but when the character collides with ANY solid object, you can simply jump endlessly as long as the collision remains intact. This maybe would make sense for the vines, but for walls and ladders (which you can't even climb - very misleading) it just feels like it wasen't meant to be.

I personally don't mind a one-hit death and I think in this type of game, as long as the levels are not too long, is a good thing. But again - The main issue I have is the lack of synergy between the level design and the actual gameplay.

But overall, great work!

The game is very decent. The sound and music are good, and the concept is nice.

I personally found the slow-motion mechanic rather frustrating an unecessary. It doesn't grant you any real benefits (like jumping higher) and it purely used for player convenience, when in reality you could simply make the game have a medium pace, as opposed to extremely slow or extremely fast. Pressing the space button to change the speed feels like a chore rather then a strategy.

The jumping was also a little too low for the obstacles in my opinion, and could be either a bit higher or have the obstacles be a bit smaller.

Great job overall!

I'm guessing that this had some inspiration from FNAF considering the fact the game over character looks very similar in style and the whole objective is to survive until 6 AM.

The art is nice, the music is not bad, but I didn't really understand what you were going for in terms of gameplay. It lacks some structure and all I did was just walk to the edges of the map aimlessly, not to mention that the trees look like obstacles being so up front, yet you don't even collide with them.

The idea is very interesting, but it definitely feels very slow, even for a clicking game. For starters, reading offers is pretty much impossible efficiently for the average gamer, and in my case it forced me to buy the shorter despawn timer just so I can understand the offers properly.

It's hard for me to judge to music and sfx since you took them from another game.

I feel like this game has potential, but it definitely needs changes to make it more friendly, especially since it feels like a more casual game, which has an audience of people who are looking for a way to relax, rather then a quick reading challenge

I ccan understand where the direction this was going towards, but the game for me was too simple in terms of concept, and tha lack of any sounds made it less engaging.

A good idea is to maybe add something that adds a bit of challenge, like maybe making the hint screen only appear for a couple of seconds so players have to quickly memorize the amount they need, or maybe have the numbers appear in mathematic formulas instead

An interesting concept. The UI and UX are a bt unorganized with this one (like how it's possible to give an offering to two gods at once).

I personally didn't understand which offering goes where. 

The music and art were also decent, so good job overall, though the game could definitely be more polished

The art and music were pretty good, but having a game as complex as this without any tutorial or guidance is very confusing and limits the player's ability to get into it.

Overall good job!

Thank you! I had fun voicing the character and our sound designer had fun making my voice sound wacky and ambiguous XD

We're glad you enjoyed it :)

Thank you for the review! We appriciate you taking the time to play the game and experience it for yourself :)

Thank you for the kind words! We did wonder whether it gets too difficult for players once they reach the shortest timer value ;)

The idea is rather cool, but the gameplay is very jumbled and overwhelming. There isn't a good way to have the player understand how to get into it, and it just feels like a mish-mash of many things that are hard to explain or understand.

The art and music were nice, but gameplay, again - very confusing.

The game itself is not very polished in terms of gameplay and has quite a lot of bugs.

The music and art are good, but it's very hard to get immersed in the game when it's in this state.

The game is very polished, didn't find any bugs and different components like the music and art work well together.

I think 25 children is a little too much in my opinion, but great job!

Don't take it the wrong way but the game itself doesn't feel very connected to the theme itself. Nothing really feels "chrismasy" about it apart from maybe the "marry christmas" line that's being said at some point in the game. The sounds are more fitting to an 8-bit styled game unrelated to christmas, so making a melody that doesn't even sound like it belongs to the chrismas spirit just strips the whole game of it's purpose.

There is also an exploit in the game due to how big and close some of the tiles are: I was able to simply hold both the up and right button and ended up not falling for around 5 minutes.

Overall the game could definitely be more polished. Again - This is comment is not out of cruelty, but our of critisism

This is definitely a very polished game, as I didn't find anything that felt incomplete, which is definitely a plus.
However, and I do understand that maybe that was in code, but having every single event be random really takes away from the immersion. The fact that one moment you are in a bar, and then the next you are suddently collecting debt is just very confusing. I didn't feel any connection between events which made it feel like a trivia quiz to keep your stats high, rather then a "your choices matter" kind of game.

Also, do forgive me but I can't rate the art and music higher then 1 star, simply because they were used by AI. While I don't think that AI is evil, and it can definitely be used to reduce workload when it comes to repetitive tasks that don't require creativity, using it to replace roles that are better done by actual creative individuals is wrong in my opinion, even if no illegal.

But overall, the game itself is solid, and can definitely be called a complete game!

I personally can understand what you were going for here while also acknowledging the fact that you worked on most of it (apart from the music) alone, so that does deserve praise.

However, the game itself is very incomplete, and the combat itself is very repetitive. I did like the art and the music was pretty nice, but it's very hard to truly connect to a game that isn't finished 

I really like the general idea, and I think it could become a cool concept especially in our generation where public figures, politics and everything in-between is everywhere.
That being said, the game felt a little unpolished in terms of general UI and some aspects of gameplay. There isn't a button to restart or return to a main menu (which also isn't present) once you finish the game; No option to skip the starting dialogue for a player who's already seen it. 
For the gameplay itself, It would be very interesting if the visions you inflict upon the wealthy would actually be related to their own personal history in real life. Maybe it already was, but in case it isn't, I believe it's a good idea. You could also have a bunch of public figures in the game and randomize them every run to ensure people will come back and play again.

Another thing is that there was no losing condition to the game. It seemed like all the visions you could choose would hurt them, and non would restore their health or cause you to lose. This makes the game a little less interesting in my opinion since there is no risk or danger.

Good job overall!

I'm not sure what this game was about. There were no instructions, either in the game or in the page to actually indicate what the entire theme or goal was, and even if it is something that the player needs to discover themselves, they barely got any tools to do it (no pun intended).
It felt like a jumble of ideas that weren't finished, so the gameplay and theme were very confusing.
The music and sound effects were not bad, and the art was good. Apart from that, everything else was very strange

Sorry, we already have a developer on our team

Thanks for reaching out!

I tried adding you on discord and sadly it didn't work, and in unable to send an email. You can add me on discord which is best since I'm just missing a sound composer to form a full team.

My username is: thelukipop

See you there 😄 

Hello everyone! I'm a game designer, narrative writer and QA tester with 2 years of experience in each, and I'm looking to form a team for the upcoming game Jam! I'm in need of:

  • A game developer
  • A 2D artist
  • A music composer and sound designer.

This will be a team of 4 individuals that will cover every aspect of the game and bond to form something amazing! Please DM me if you are interested 😁

Hello everyone!

We are a team of 3 individuals: A game designer, game developer and A composer that are currently looking for a 2D artist to finish forming our team for the GeodWate game jam! Please let me know if you might be interested in joining our team!

Hello everyone!
We are a team of 3 individuals: A game designer, game developer and A composer that are currently looking for a 2D artist to finish forming our team for the game jam! Please send me a DM if you are a 2D artist and haven't found a team yet!

Hello everyone
I'm a game designer, writer and QA tester looking for a team for the upcoming game Jam. I have 2 years of experience learning game design and narrative writing, and can use JIRA and google sheets/docs for QA testing, GDD construction and project organization. Feel free to message me if your interested in working together!

Hello everyone!
I'm a game designer, writer and QA tester looking for a team for the upcoming game Jam. I have 2 years of experience learning game design and narrative writing, and can use JIRA and google sheets/docs for QA testing, GDD construction and project organization. Feel free to message me if your interested in working together!

The concept of the game is nice, and the sounds were pretty good

I think most of the work here were put into visuals rather then gameplay, which in my opinion wasen't the best.

I got into the boss fight for example, and had some noticable bugs, like the boss still being hittable after it's death. There is also the aspect of the boss defeated yet he keeps shooting afterwards.

The concept is nice, but I think the main issue is that the game is pretty messy at the moment.

I personally am not a big fan of rather idle games such as this....

Yet it means nothing since this is my personal opinion and the game itself actually has a great concept. The sounds were pleasant, the visuals were unique and I didn't run into any noticable bugs. The gameplay was also easy to pick up.

While I personally won't play this type of game on my free time, I think there are MILLIONS who might. You should definitely consider further developing this concept into a mobile game!

I personally found the game in terms of mechanics and gameplay to be a little messy.  When the difficulty is not high, the game just feels rather slow (and when the difficulty was high, I could barely even stop the ships and ended up losing).

The RNG aspects of the game were also not very organized. The things they changes (apart from the speed boost) felt like aspects that should come naturally as the game progresses.

Also, you should be really careful with how you use RNG to hinder the player. Using it to add difficult elements is fine, since it's still possible for the player to get better and move past them. But taking away 25 points for simply getting the number 4?  That's too harsh and just frustrating - There is nothing the player can do about it.

Overall it's pretty ok, but there are definitely things you can improve

For me personally, the game was rather confusing. I tried to understand how the system itself works considering the fact there are a lot of values to keep track of, but I didn't understand how they even come into play. I didn't understand how the life system even worked,.

Aesthetically speaking, the game looks nice, but gameplay wise it's very difficult, and in my opinion there should be some form of aid to the player.

This is the first game in this jam that I gave a perfect score to. I didn't find any realy problems, and it's a very impressive game to make in just 3 days. I didn't find any bugs, the gameplay was nice and did offer many explanations, the art was fitting, and the game itself was pretty fun.

This is one of the most original concepts I've seen so far, and I think that it can go very far whether it becomes a full game or just a side mechanic of a bigger project. 

The sound was nice, and the artstyle fit the atmosphere as well. I would say that I found it a little frustrating that there was no way to get dice back (at least not from what I've seen) and that most numbers were only 3, 12 and 13.

If you add a mechanic to get back dice, and add a bigger variety of numbers, the game would be so much better.

Great job overall :)

This game has a lot of effort put into it from all departments that worked on it. The music and sound effects were good, the art was very unique, and I didn't run into any noticable bugs or gameplay issues (apart from the slimes glitching a little when they were spawnning in large numbers, but it didn't affect gameplay).

That being said, the one issue that I personally have is that the game becomes very repetitive and there is nothing that really forces you to be careful. Sure, the enemies increase as well as the timer, but from what I've seen the enemies don't get stronger or get any additional variety. Seeing as how slimes appear to have a sort of wind-up attack, have you considered adding an enemy with a shield? The player might need to hit, dash away (which could force them to end up in a dangerous spot with other enemies) and they go back and kill it.

Or how about an enemy with an AOE damaging aura? They can limit free movement even more. Once I got enough upgrades I pretty much just bulldozed my way through since the slimes take a while to attack, and their numbers doesn't make that much of a difference.

However, the Jam itself was only 3 days and for it's purpose, the game has delivered more then needed with all elements working together good. 

If you do plan on improving the game, considering adding some more rougelike elements that make it difficult or require strategy, like a stamina bar on dashes, more enemies, maybe even random debuffs along with the buffs you gain at the end of each stage, and so on.

Great job :)

It's hard to rate this game since there are many missing features, like the lack of any sound or even a scoring system (At least not that I've seen).

I'm assuming that the dice roll concept was implemented with the number of enemies that spawn.

This game could be developed into something bigger and more detailed. I'd say adding sounds to player feedback would really help, and maybe add some sort of objective so the player would have something to move towards or aim to improve (A simple score at the top of the screen would be good).

The ldea was pretty nice, but it was really hard to understand how to pick up the game in terms of controls or objective. Sure, there were some drawn hints (some of which were a bit paculiar, as you had a sword icon for a ranged torch) but overall it took me a while to realize what I was even supposed to do.

The art was unique and the background music was good, but the lack of other sound effects made it feel a little lacking.

Overall it was pretty good :)

Hello :)
I'm a game designer/writer looking for a team for the upcoming jam. Please message me if your in need of a designer!

Hello :) 
I'm a game designer/writer looking to join a team for the upcoming jam! Please send me a message if you're in need of a designer!