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megabattleclems

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A member registered Aug 13, 2022 · View creator page →

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Aha you anticipated the issue ! For the bees it felt fair but for the loop sometimes most of the bunny was outside and it still got caught. That's something the player is going to get used to after a few games but for a game jam the best is to nudge the game in the player advantage 

Cool game but I think you could merge the tutorial the first levels because they are too easy anyways (you keep the first level maybe with more roads to be sure it's done easily,  and you add a small text for each one of the first levels to introduce concepts one by one). Because reading the how to play is boring and most of the rules can be understood easily. The game is overall too easy but it's always tough to balance a puzzle game during a game jam. It would have more potential with requirements other than just tiles (example: "this track needs a 6 tiles  long straight line" or "this track needs a zigzag made of 4 tiles" etc) and crossroads or bridges or others tiles (maybe spectators tile that needs to be inside a curve of the track etc)

The communist bunny is too cute <3 The part with bees is difficult but manageable, however I couldn't get past the red spiny thing. I think the game would benefit from a way smaller hitbox for loops. I feel like you should not get caught if 5 pixels of the bunny's ear are in the loop, you can either make the hit box smaller or the visual loop bigger

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Oops I closed the tab with the game so I  forgot my score but it was the 37th loop and the other score was something like  43xx.

There are many thing to say about the game, too make my comment shorter I'll talk more in details about the negative/the thing to change but I didn't dislike the game.

So the immediate thing to add is a DESCRIPTION for the game !

Something that explains how the game works, that there is a deck of card (is the deck shuffled after each loop ?), what each stat is (I didn't get what the speed was for, and all the stats are overwhelming), explain what [hold] [reveal] etc means.

Once that's done, a few suggestions for this game (or any future similar game, I understand that during a jam you can run out of time): 

- Round tile to ~3 digits, with a "k" suffix for big values, for example: "22.6", "348", "1.29k" (and maybe display the full value on hover but  don't think that information is very useful). Still keep the true value when you do the math but round the display value it's currently unreadable. 

- Reduce greatly the information shown, only a few variables are needed (maybe add the other behind a button or something but there are way to much variable on screen I don't know where to look

- Add a way to get access to the variable when choosing cards/items because otherwise it's difficult to know which one to choose

- maybe add a way to increases even more the game speed (up to x10 instead of x5 ?)

- and if you want to lean more towards deck building add a way to discard cards from the deck to keep only the one with the best synergies


In conclusion cool game :), and it's a really nice touch to have different images on cards instead of just having text

I like this genre, the execution was great and it's well polished so it's one of my favorite game for this jam. However a game last for too long, I think it would be better and more fast-paced on a 4x4 grid (although I played waaaay slower than what's shown in the gif so that may be the reason). And quality of life improvement could be that after let's 3s of inactivity the tiles that can be activated shake a little regularly instead of having to check manually the 25 tiles.

Cute game, even if there are some annoying issues that could be easily fixed: increase the contrast between the line and the background (make the line white or any bright color), use PNG images with a transparent background instead of a black background, and there's a bug that cancel your line I think it's when an animal spawn on it but I'm not sure. But good job overall !

Really awesome game but too short ! I loved both the gameplay and the artstyle, I played multiple games and I found the following bugs/missing features: 

- during the planning phase it is not possible to remove a die once placed when you misclick. if I place another die on top of it it seems that it replace it but actually I think there is a bug and it stacks them instead (later during the game it shows the previous die when hovered and the damages are mysteriously increased, which could be explained by the stacking of the previous die)

- sometimes I could cast spells even though I had enough mana, somtimes I could when I had not (the mana became negative)

- spells do not kill dice, it reduce the hp and if the die goes in the negative it can still attack and is removed only at the end of the turn

fro the balancing 2x shield bearer/knight + swap with berserk in the back is OP.  Archer and heal feel very weak (the mass heal is OK but the heal die is worthless, it heals very little and with low probability, it should either have higher probability or fully heal)

Also i didn't understand how the tools work

Anyways great game, even more impressive when you realized it was made in 4 days !

VERY impressed by the no-code node editor system although I found an exploit - more on that later. I like the graphics,  although the health bar should be smaller and directly above the virus to make clear what it is, at first I didn't notice it. Also the root of the tech tree should already be unlocked because I didn't notice (again '-_-) and I immediately tried to go to attack and defense and I couldn't get it and I assumed there was a bug (because I forgot to unlock the root -_-). But that didn't matter because I found an exploit to easily beat the game before I realized my mistake.

SPOILER + EPILEPTIC WARNING:

so the exploit is that it's possible to chain multiple paths. The simple example is to use the base node, an attack node and a defense node, and to connect all the combination of input/output. The result is a flashy unstoppable virus that spams attack and defense

thanks <3

well "of this caliber" ... it's not a very impressing caliber ... obviously choosing a prebuilt engine is the most efficient choice if you want to make a game, but I casually code a game engine prototype when I have spare time so during game jam I "put my money where my mouth is" and use it ! It's the best way to stress test it and learn (the hard way) what is missing. Thanks for your kind words !

Interesting experience for sure ! the sound design is simple but convey the weight of the rock, the artistic direction is great. gameplay-wise it feels weird to still be able to push the rock even when it is far away. Also the dialogs of the NPCs should appear above, because they overlapped with the dialog of the main character and I had to replay multiple times to get to read them fully (also who is "him" in the end? I didn't get it)

That's so trippy ... Very strange experience (not in a bad way) but quit difficult. Also I have a small screen and had to dezoom my browser to be able to play the game, you can probably fix it by reducing the default window size of the game on itch though. And I suggest adding a clear background behind the number question or at least improve the contrast because at first I didn't see the multiplication, it blends with the background

Cool game, it would be slightly better if it was possible to maintain a key pressed instead of spamming when going on a straight line. I've never seen this egg mechanic before it seems to be a good idea 

Great game but a few caveat: 

the button has different gameplay in the first levels and the rest of the game (at first it is permanent but then it requires a rock to be active)

it s not clear at first glance that the yellow thing cannot be collected unless you have a key (but the first level let you figure that out so it's not a big deal)

most importantly the physics do not work properly and can easily lead to soft lock, the game need a restart button !!!

That said Enjoyment is still a 5/5, I really liked it

btw it was not made with godot I used a custom game engine

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Cool idea,but not playable. A quick fix to make it playable with little effort could be to add a switch for each weather condition to turn them on / off to see the results

Thanks for the feedback, I edited the description to explain more clearly how to play, I unfortunately didn't have time to add a tutorial or to balance the game. Not sure I agree with the "good idea" part, I'd say decent idea if there was one or more additional side mechanic (it was planned at the beginning but I clearly overscoped). For the mid execution, well the ending does not work and the game is poorly held together (I overscoped) so I won't contradict you. And for the remark about the game being boring well I didn't implement all the side mechanics I wanted (I overscoped - yes i know I'm repeating myself) so the result have very little content, but it is a jam so you are not supposed to play for very long, so I guess it's more or less good enough

The first version was too difficult and didn't give enough time to explore the side mechanic so I greatly reduced the difficulty, I didn't have time to balance the game - I didn't even notice that the ending was broken :') 

Wow you guys are fast ! For the hit box I didn't think about the case of adjacent pillars, but the stationary camera will probably be enough  anyways.

The artsytle looks great and the gameplay mechanics are interesting but there are some issues that made me stop playing the game (unrelated to that when I tried playing the game multiple times the number of coins was not reset): there is a bug that made me respawn in the spikes and couldn't get out :( I kept dying and my only option was to quit the game (It happened in a level with stairs made of 3 pillar that you expand once to go from left to right and twice to go right to left). Also the camera movement is a bit weird, it should either stay locked in "levels"  or always follow the player but not a mix of the 2 (it could also "snap" to fixed positions within a level but its like dividing the level in sub-levels). the camera movement is really annoying in the level mentioned before (the one where I got locked in the spikes) because you have to click on a pillar to activate it, and when you're too fast and place your mouse on the pillar before the player arrives, when it does arrive the camera move and the mouse is not placed correctly. It is frustrating to control, especially on a 3-stages pillar that is only on stage 2. I think that would be solved with a fixed camera (and some "snap" points across the level for big levels) and/or making the hitbox of the pillars way bigger, it would improve the gameplay experience. Nice game though, I tried to collect all the coins :)

Wow what an underrated game, 3 * 5/5 for me, fit to the theme, short, fun, absurd, there's even a ending animation. Best game I've played so far.

It seems easy at first but it's not ! I kept replaying but my  highscore is only 17. The art style is quite ... minimalist xD.

Quite impressive for a first game, I didn't expect it to be 3d ! Maybe add some color to the electrode so it's easier to spot, because directions get confusing when you've been wandering around for a while. Also maybe it would be cool to have a way to know the distance and velocity of particles, I had difficulties making these estimations.

So there are some major issues that should be easy to fix: 1) the way key binding is implemented, it depends on he letter typed and not the actual physical key of the keyboard, so it's annoying to play with a keyboard  other than qwerty 2) The key to quit a scene is escape, but it is also the key used to quit full screen so it is very inconvenient to use. That said the game is ok, but could be greatly improved with minor changes, here are some suggestions: more forgiving hitbox when fishing, especially in the "corners" that gets you killed even if the sprites do not seem to overlap, show the current strength, and the required strength before climbig the mountain. Also the artsyle looks good but is not very consistent, half is hand drawn and half is pixel art.

Quite annoying to have to drag and drop the server to the rack 4 times in a row each time I think I'd prefer to have a system similar to the one when you purchase a square of space. Fortunately there is a "feature" that sometmes make a server sprite stuck between two tiles so it's easier to drag and drop it from there to adjacent tiles. I think I went tryhard mode a bit too much at some point there were no client anymore because the previous one were all happy (but it didn't last long). I still think I beat the game because there was no other square to buy and an no upgrades left

The art style looks great. The beginning has a "getting over it" vibe, but the game seems quite long (I didn't finish it I'm not very good at this kind of games) for a game jam, impressive !

I couldn't pick up objects :( but I think I found them all. It's a bit tricky to get to the motor.

It's a cool idea but I didn't get very far x_x. I think the big bullet would feel more powerful if after its first upgrade it could go through the first enemy before despawning, after the 2nd upgrade go through 2 enemies before despawning etc. Also I had difficulties maneuvering the vehicle with the keyboard, but I feel like controllers would feel more natural. And for a better user experience I suggest to find a way to put the UI next to the player to avoid having it dispatched everywhere. For example a health bar above the player (with the heart icon), and slightly above another bar (with the shroom icon) split in n sub-bars to show the progress for the bullet upgrade.

Wow this game is a banger !!! The mechanic is really cool and I love the art style, the only thing I can complain about is the difficulty, there is no need for fruit expiration time, I feel like managing the order of the delivery and the trajectory of the ship is already difficult enough.

Wow more fun that it seems ! You added a new dimension to the old dino game and it's not that easy ! Really polished, cool animation at the beginning, and if I could give a 6/5 for creativity I would (especially with the "for your life" genre, I found it very funny to hit "run for your life")

Interesting idea but too difficult, if you kill an enemy in the wrong spot you have to start again. A cool idea would be to be able to use the shockwave on dead enemies. There is an issue with enemies getting stuck inside platforms, and then being immune to any damage but still with the ability to fire bullets. I couldn't unstuck them even with the shockwave.  For the art style I think the robot is very cute :)

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Quite fun at first but then you realize that the n-body problem is really complex and the easiest and most reliable way to increase your population is to add only one planet, increase simulation speed and wait. Maybe add some events or something that prevent the game from becoming boring once your planet is set on orbit. Anyways for a game made during a jam it's fun and not too long so pretty good experience overall.

Interesting concept ! I really liked that you have to roll in the snow to get bigger. As mentioned by other players, it's too short. That's kind of expected for a game jam but exploring more puzzle where you have to both shrink and grow would have been cool.

The basket balls are supposed to be a malus lol and it seems to be an effective one ! The rotating part is definitely something we'll think about in the future (although the scroll wheel of my mouse is broken right now so I'll have to find another way to test it)

Yes I pushed the engine to its limit, with a washing machine having a weight of 200 times the weight of a basket ball or 100 times the weight of the pipe it was very likely to happen but it made everything a bit wobbly and I thought it was funny xD

Ahah I'm no artist but it is already difficult for me to be consistent in 2d so I imagine mixing 2d and 3d is not easy, especially in a week-end.

too bad lol. For the sliding part I added friction to solve the problem, maybe check out if you can assign materials to your objects and edit a friction parameter.

Really funny how you had an idea kind of similar to my game but with with a cute design, more polish, and an additional gameplay mechanic with a puzzle dimension (you even seem to have the same bug as me with the camera being too high preventing  the player to see the ground passed a certain height xD). Really cool game but also really difficult, I couldn't beat level 4, my castle was always toppled :(

The "legs" movements of the mech feels a bit weird ... but it completely compensated by the piston that packs a punch with its super juicy impact frame and feels very powerful ! Gameplay wise I struggled with the button being in the bottom right corner, and ended up dying before getting back in the mech after a repair. I think I'd prefer another key to control that but its probably a skill issue from my part -_- (also unrelated to the game but I love the art on the thumbnail)