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めがねポリン

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A member registered Nov 21, 2023 · View creator page →

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Had a bug with Demon's Maw showing up in my playable cards but not clickable/draggable for some reason. It would be useable in the next turn after showing up which was odd. Sometimes I could start my attack by pressing space but sometimes it it wouldn't work.

Had a lot of fun playing this and would love to play more! Easily the type of game I could get addicted to due to the different possibilities and synergies. 

Cute pixel art and silly sfx. I didn't get far enough to see a second town but the starting town was nice :)

Like others have said, checkpoints would be very helpful.

This was a lot of fun! Love how smooth the gameloop is and how the visuals and sfx complement each other. 

My favorite upgrade was the Magic Mushroom. Once I got that, the way the popping noises immediately multiplied was very satisfying!

I'm not usually a fan of platformer games but the puzzle mechanic made this one really interesting. It was challenging enough so that some levels had me scratching my head a little bit, but it had just the right amount of difficulty for me to figure out the solutions without taking too long. 

Really enjoyed the health decaying mechanic and thought the hints in the background were really neat! :)

Congrats on your first game jam entry! :)

I had to check the comment section here to figure out how to move due to trying WASD before arrow keys, but this was a pretty quick and fun play. This game definitely has room for potential with the card mechanics. 

Short and fun! Maxxed out the upgrades in no time. :)

For some reason, the timer broke on me and the best time was stuck on 0 seconds.

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Took me a bit to understand the gameloop but even after understanding it, I had a few issues:

- Sometimes two lootable objects would spawn next to each other and if I stood too close to both of them when looting, both of them would be looted. I'm not sure if I got loot from both of the objects or not.
- The enemy that flips a tile to shoot you was the single most frustrating enemy for me to deal with. A sfx when it flips a tile would help immensely. Most of my runs were ended because of that enemy alone and my last run that made me gave up had both that and a drone spawn at the same time which killed me upon entering a room with 2 health.
- This one isn't really an issue but unless I missed something I didn't really see the point of needing to wait for the extraction door to open up since we still have to move into the door to leave and nothing seems to happen while waiting.

Other than that, clean pixel art, nice upgrades, and clean movement. Roguelites are one of my favorite game genres. :)

This game is put together really well! The art and the SFX suit each other and the gameplay loop is very smooth.

My critiques are pretty much similar to what other people have said already. Auto-fire would would make the already nice movement feel better. An indicator of when the gun/body/legs stats were getting low would lengthen each play session as players would realize more quickly when they should repair their parts.

Overall, very solid and cohesive entry. :)

Got quite a few unused assets that didn't get to be used  in the submission. Planning on using those once we update the game in a more playable state. :)

First time I played I got to level 9, but the second time I played, I made it all the way up to level 156. I stopped playing seeing how endless it was and how crunchy my audio was becoming once the screen was filled with grey. xD

Around level 50 I no longer needed to shoot or move rods anymore since having a bigger neuron kept reactions going infinitely and enough cooling upgrades + reduced heat upgrades made it so reactions no longer produced heat. 

If this idea gets further developed, I would suggest having a cap on upgrade %s (if there weren't any already) and giving us a way to view our obtained upgrades. A cap would allow reactions to keep generating heat and keep the player from essentially afk farming energy. At one point, I had to avoid getting the Big Beautiful Neuron upgrade since already levelling up once or twice was more enough to make reactions continue endlessly.

Had fun watching things bounce for a while! :)

Congratulations on submitting your first entry! :D

Like another comment said before, the movement felt a little slippery. Other than that, I was a bit confused on how much health I had left at times or if the monsters even did damage. Some sort of in-game feedback or a better indicator of low health/being damaged would be a big help. For a first time entry though, this is pretty solid! :)

I let my artist friend know. Thanks for the comment! :)

Yup! Everything was digitally drawn on the computer! :)

Interesting concept for decay!

The dragging to catch fireflies felt a bit wonky since sometimes grabbing part of the plant would make it stretch faster but other times the plant would either not respond or move too slow. Perhaps highlighting or giving some sort of indication of draggable plant parts would help with figuring out what part of the plant is more easily stretched.

Found the idea of using what would normally be seen as equipable items, in most RPGs , as consumable attacks instead to be a fun experience! The core gameplay loop is very solid and cycles cleanly allowing for long play sessions if one so desires. I was surprised at controller support being an option and the game even having leaderboards!

This game has a lot of accessibility with all the different ways we can play and allowing for the game speed to be sped up!

It was interesting seeing how different items had different effects on different enemies. Adding an option to check how much loot we got from a single battle and/or being able to see what everything we gathered in a menu and/or at the inn would be very nice. I found myself wondering a lot of the time how much of each item I had left and if it would be worth to use the more stronger items  or keep holding onto them.

I'm glad you like the art!

I'm definitely looking forward to working on this some more when I have time and eventually complete it. :)

Thank you for the encouragement!

I'm hoping to complete the game when I've got time! ^^

I like the sprites and had fun with the RTS mechanics!

At first I was confused why my firefighters spontaneously disappeared from existence until I read the other replies here haha. Fires were overwhelming at the beginning until I got enough to build towers.

Had some difficulty figuring out where to click on the houses to put them out and it seemed like no matter how many times I clicked on them, the firefighter would just refuse to put the fire out and just watch the fire burn down the houses.

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Very cute cardboard eating roguelite :)

Had lots of fun and may have broken the game a little when I noticed I could eat the background and not wait for boxes to swap. xD

*Edited because I forgot the mention sometimes the geckos would go off screen and it'd take me a bit to notice some sneaky ones hiding in the corner lol

Cute art and nice music!

Pretty much like the others have been saying, the background made it difficult to focus on the notes due to the lack of contrast. I found myself really distracted by the bouncing as well. Perhaps making the background bounce a little more subtly may help with that?

Making the notes disappear after hitting them would also help let us know when we hit a note or if we missed it.

Creating a rhythm game in the allotted time period seems difficult though so good job for what you got done. :)

Congrats on your first GWJ jam! 

The visual effect for the eating animation made it difficult to figure out the hitbox alongside the extra mechanic of needing to bump enemies with a shield first before consuming. Either making the hitbox the same size as the animation or adjusting the effect to be as small as the hitbox but still visible may have helped.

Since this game uses the unreliable narrator wild card, you could  have the scientist also say something among the lines of "Don't use your shield when they approach you! They're friendly and just want to give you a hug. :)" This would help players figure out the consumption mechanics more quickly.

Don't stop practicing! :)

Thanks for the comment and letting me know. ^^

I figured out what the problem was post submission deadline so at the very least I can update that once the voting period's over! 

Congrats on your first GWJ entry! :)

The puzzles weren't too hard to solve despite me getting a bit turned around at times. (I just have a bad sense of direction). There were a few times where I wondered if I already solved a puzzle or not before wandering around and seeing something different. 

I feel like the game could really benefit from a sound effect and/or a visual indicator playing after each riddle gets solved.

The sound effects were very satisfying to me and the music gave a nice easy going vibe despite the timer running in the corner. Nice chill game :)

I didn't realize the 2nd level's added mechanic and lost a life by just consuming what was on the checklist only. Though that's partly on me for not paying attention. 

Glad you enjoyed the art! :)

Looking forward to updating things in the future!

Thank you for the encouragement! :)

I got stuff planned that I didn't get to implement in time so I hope it makes for easier implementation later. ^^

Really interesting concept and can honestly see this become addicting if it were endless. I didn't reach the end but I had fun. :)

Had a run where I ran into the old guy twice in a row with nothing to give him. xD

The hacking minigame was interesting and I like the portrait sprites!

Was a bit confusing to figure out without a tutorial but given the time limit, you guys got a lot of functionality done. :)



I like the 3D sprite aesthetic! 

I didn't trust that guy from the very beginning and was just waiting for him to show his true colors haha! Movement was a little confusing at first but I quickly figured it out so it wasn't problematic. Died early in my first playthrough early since I was against hurting the brainwashed NPCs but got the ending on my second playthrough. (Didn't realize the wife could heal you till the second playthrough as well).

Curious what about the other endings you planned out but didn't make it in time for game jam. :)

Thank you for the compliment! 

Yeah it's pretty much a walking simulator sadly.  I'll be updating it once the voting period's over. ^^;

I have a fix ready but yeah it involves updating the game so I'll just have to wait.

Thank you for your comment!

Yeah I had a feeling I made the same mistake I made from my last jam haha. Was in a rush and didn't have time to fix it before submission. Got a quick fix waiting for after jam at least! :)

Maybe I'll participate in a group for the next one. We'll see if the next theme is interesting enough for me. ^^;

Via website edit or via settings in Godot? I figured the problem is the settings I chose via website and the reason it looks so zoomed in is because of that. 

If I match the proper dimensions I started with on the website, it breaks the look horribly on my end. I figured it's better to have it too zoomed in than the framing broken all together that ruins the illusion of playing on a sketchpad. ^^;

Interesting concept but like the previous comment, the demon's speed  doesn't give us enough time to mess around with gardening too much. The biggest bug I encountered was when I threw the watering can into the water and if it hit the right edge, it would clip into the map and fall into the abyss.

Looking forward to your update after the jam! :)

Love the use of  picture collages in this! The music certainly set the mood going from something that seemed sort of innocent to revealing its true colors at the end. Perfectly captures how a lot of us doomscroll and "consume" content on a daily basis.

Well done and solid entry! :)

Thanks for the comment!

I've had a problem with this since the last game jam I participated in but actively looking forward to updating this once the voting period's over :)

Interesting premise. The animations were nice but the hitbox for biting felt too small essentially making the bite option feel useless and dashing was more preferred even though biting enemies was needed to purify the area.

With no  way to regain health, perhaps biting enemies could've let the player regain health, playthroughs can be quite short.

Other than the angel biting things, I don't see this fitting with the theme "consume" very well.

The graphics are really cute! I played all the way till wave 30 and let the final power up go crazy xD

Being able to unmix powerups and remove already made power ups from the frogs was definitely helpful. Being able to resell excess food would've been a nice touch. Had way too many ice apples at the end.

But was definitely worth grinding the waves to see what that final power up did. Laughed a bit when the whole screen just got covered. "Does too many things" is definitely an accurate description. Had lots of fun :)


Nice easy to understand gameplay loop. I ended up running out of throwables on my 3rd cycle and only had heals.

Had fun :)

Congrats on submitting! :)
I like the pixel art and background! Colorful but not too overwhelming. 

Like someone mentioned before, it's easy to cheese the level by moving to the very edge of the screen and bypassing all of the moving platforms. A barrier on the side might've prevented that.