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Melanated Game Kitchen

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A member registered Mar 06, 2022 · View creator page →

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Hi, this is Tim from MGK! I'm giving feedback to all the jammers for this jam. 

This is a interesting concept. The rolling character mixed with a directly close-range projectile attack works well. It reminds me of smash bros a bit with the layout and way you attack. The rolling character makes it feel kind of silly and fun to play with. tho also a movement challenge. 

Unfortunately, it really is just too hard. The enemy moves so fast and it’s tough to time your jump length with aiming the attack and a fast moving target. It would have been better if your attack was a mid to long range projectile that you could shoot at the enemy since it’s moving so quickly. 

As an exploration in designing a boss fight, I like that you have included “tells” for the enemy’s attacks. each attack pattern has a different color highlight to identify which attack is coming and how to react to it. That works effectively. 

Hi, this is Tim from MGK! I'm giving feedback to all the jammers for this jam. 

This is a cute game. The idea of “milking” the unicorns for rainbow juice like you would a cow for milk is certainly unique. I was confused at how to milk the cows at first and didn’t realize you have to first put them into your inventory and then take them to the milker, while also making sure that you have space in your inventory. oh, and you have to select the unicorn to milk them. It’s quite a few steps lol, but it works. I would look into finding ways to simplify that process a bit. 

This reminds me of Stardew Valley a bit, but here you’re raising a farm of unicorns, having to care for them, and then using them to produce juice for you to sell. 

There’s a good future gameplay loop here for A) caring for the unicorns, B) breeding unicorns, C) creating different types of unicorns, D) milking them and having them do other tasks around the farm, E) Selling the products you can make form the unicorns for money that you use to upgrade your farms and better care for the unicorns.

Hi, this is Tim from MGK! I'm giving feedback to all the jammers for this jam. 

The game isn’t possible to complete because it’s missing the exit but good exploration of stealth mechanics! I like that you have lights on the main character and the hunters because you can use the lights to see that a hunter is nearby before they see you. The rainbow effects on the dash is a nice detail. 

It would be great if the unicorn had a way to defend itself with it’s horn. Like maybe dashing into a hunter while they are looking in the other direction. Also, for patrol systems, it helps to have patrols pause during their routes so you can get a moment to reach before they reverse their route. in addition, having a safe space to observe a nearby patrol so you can learn their movement pattern is also helpful so you can decide how to approach your next move. Ideally for a stealth game, you’re able to observe the movements of your enemies and create a plan of how to maneuver around them.  

Hi, this is Tim from MGK! I'm giving feedback to all the jammers for this jam. 

Interesting concept with this balance between light and dark. I like the idea of having to balance these two energies or “currencies” through this infinite runner style gameplay. Right now, only the “light crystals” give you a speed boost but the “dark crystals” don’t do anything to you. that seems weird. They should both give you some type of benefit. 

I think the execution of this light vs dark energy needs a better usage. When you’re corrupted, going backwards is a decent punishment but it’s too easy to avoid dark crystals. and there seems to be no consequence for having too many light crystals in this version of the game. 

It would make more sense if you needed light crystals for something and needed dark crystals for something, thus you use the different crystals for different things that help you perform better. For example, light crystals give you “speed boost” energy to use and dark crystals give you “attack” or “horn” energy to use to break things, or something like that. and making the game score be based on the player’s speed, level time, number of crystals collected, etc would help that work.