Really creative and enjoyable entry... The art style is top notch, Great Job
MikaelStudios
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Hi VCD,
I understand your sentiment and I am going to break down your statement step by step
What if this is the dev's first game? We all learn via trial and error in our own way, so being this harsh is completely uncalled for.
Lets recontextualize this scenario in some different ways and tell me whether or not you still stand with that idea;
- Your child brings home their first crayon drawing claiming its theirs just for you to find out that its actually their older sibling's drawing
- Your spouse tries to cook their first food, just for you to find out they ordered in the food in MacDonalds and claimed it was theirs
in these scenarios similar to this lets break this down :
1. They didn't learn, it was NOT trail and error
2. They felt it was okay to deceive you with this
3. No satisfaction is gained from creating , only from the praises
4. If you were competing with such person would it feel fair ( you might be justifying this because of the quality, imagine if they found the repo to call of duty)
You can make argument that I could have been nicer, which I agree with
But there is a certain disappointment that comes with seeing programmers condone this idea
Also there is a rule that majority of the code has to be written during the game jam - which they deserve disqualification for (but I didn't bring that up)
Especially that last part about having to "rethink your game dev journey".
That is a honest feedback I gave to them, no hard feelings, because this is not a way to grow
No programming or game design knowledge or expertise were applied here
Plus, it's a game jam, and there is nothing wrong with using existing assets as long as the dev have the rights to use them and as long as they weren't stolen.
Yes you are right, I support the use of assets 200%
Please I am not coming after them using assets, its the lack of creativity applied in using such assets
I appreciate the effort put into the game, if there were new levels or unique elements, we wouldn’t be having this conversation.
Please consider where you stand—being overly nice might not help the team grow.
I apologize for being blunt, but I understand how challenging game development can be.
I’m looking forward to seeing what they create next.
Thanks!
I love the title art
Its interesting how you took an existing asset and just submitted it like that
The lack of creativity and the sheer laziness is appalling, you didn't even try to make new levels, just added a silly background there
Even left dev tools in a final game
You didn't even make the control system for mobile
You need to rethink your game dev journey if you really submitted this
Here is a video of the asset pack they used (they even made it worse by zooming in the camera):
This was a creative gameplay idea, leaned more into ordinary magic than black magic, the concept of chickens being the enemies was funny to me
Having the gameplay overplay the action was distracting, you could have set it side by side. Also it would have made the game more easier if the blocks moved after a second or two instead a continuous movement to give it that Tetris feel
Love the pixel art awesome entry
This is an awesome entry, the best I have played so far, with good and innovative mechanics, and appropriate
Would have made the slow-down option a button, or at least had a level to teach the play how to use it, cause the swipe-up was actually intuitive just difficult to remember as a first-time player.
You merged simple concepts and executed it well
Go ahead and publish this, awesome entry
First of all, creating an large world game as a solo developer for a game jam is hugely ambitious and impressive in itself.
The overall look and feel of the world you've created shows promise.
The visuals and environment design demonstrate your skills and have potential for further development.
However, there are certainly areas for improvement, especially in tying all the elements together into a cohesive gameplay experience:
I was often unsure of what I was supposed to be doing as a player or what the goals and objectives were meant to be. Some more direction and tutorials would help with onboarding new players.
The controls and mechanics could use more polish - I found myself falling off the map in certain areas as I tried to explore. Smoother controls and collision detection would enhance the experience.
Expanding and connecting the gameplay loops and different mechanics you want players to engage with will help tie the world together. Right now, it feels more like an environment to explore without clear purpose. Defining the core gameplay will make exploration more meaningful.
Overall, you've done fantastic work in building the foundation and showcasing your technical skills in this solo project. With more time to refine the mechanics, add gameplay loops, and polish the player experience, you'll have something special on your hands. Keep up the creativity and effort!
My highest score is 32, pretty fun
Very similar to a game called Chameleon Run https://play.google.com/store/search?q=chameleon+run&c=apps&hl=en&gl=US
Nice looking character, love the glow effects
Difficulty can be improved
I like the concept of your game! The skybox is cool, and the UI is awesome. I think you have a good foundation here.
Some feedback:
Spamming bullets: This can make the game too easy and repetitive. You could consider limiting the number of bullets that can be on the screen at once, or making the bullets do less damage if they are fired too quickly.
Simplistic gameplay: This is not necessarily a bad thing, but it could be improved by adding more variety to the enemies or the levels. You could also consider adding some power-ups or special abilities that would give the player more options.
No sound effects: This can make the game feel a bit empty and lifeless. Adding some sound effects would help to improve the overall immersion.
Destroy particles that are too large: This would help to keep the screen from getting cluttered and make it easier to see what is going on.
Cool skybox: The skybox is a nice touch and helps to set the scene.
The least challenging game I played this jam: This could be improved by making the enemies more difficult or by adding some more challenging levels.
No reason to not hold the shoot button: You could consider making the shoot button automatic, as is the case in most other bullet hell games. This would free up the player's hands to focus on dodging enemy fire or adding some ammo.
Awesome UI: The UI is well-designed and easy to use.
Y position of some objects is offset wrongly: This can make it difficult to hit some enemies or objects. You could consider adjusting the y position of these objects so that they are easier to hit.
Overall, I think the game has some potential, but it could be improved with some additional work. I hope this feedback is helpful!
You adhere to the theme, a pretty ambitious plan to make a racing game in a week
It plays nice, I do get stuck sometimes
Noticed that the economy system is missing so I can't really progress even though I got teased to get new cars and unlock levels
Awesome art, especially the splash screen
I don't really have much to say about the gameplay its serviceable and good
Love the fact that I can sideswipe the AI car to spin them around
Nitpicks:
- Buttons could be bigger
- Checkpoints debug boxes could have been disabled for the release build
Solid Entry
A very good and smooth experience, you went for a small scope and had a great execution
Gameplay was simple to understand and the powerup was fun, wished I had more of that
Couple of things you can improve on:
Gameplay:
- The second jump is affected by gravity that means when the character is falling down and I use my second jump, the jump is slower compared to if I haven't reached the peak of the first jump
- When it comes to jumping in platformer games, there are many ways to make it better with concepts like Coyote Time, Jump Buffering, Faster Fall, Edge Climb etc, you can research these topics and enter a rabbit hole of perfecting platformer jump, but that doesn't take away how smooth and responsive your controls felt
- You could have juiced up the gameplay but adding particle effects when you jumped, landed and destroyed enemies, and the sound effects you implemented did a good job of providing feedback
Art:
- Really pretty art kudos to the artists, but the character felt less detailed compared to the environment and you also had a mix of enemy characters that didn't match the art style
- Loved the flag in each stage, I wish you went for a more moving looping background with a parallax effect to overall increase the quality of the experience
- In level 1, the green platforms and the green background somewhat made it hard to distinguish the two, you could have considered the contrast or just slapped an outline on the platforms
- Can I appreciate how clean the UI looks
Nitpicks:
- If you are going to use an AI-generated voice, at least make it sound African and anyone in the team could have voiced it
- Not a big fan of long expose before the gameplay, but I am also guilty of that crime
Love the opening sequence, probably a bit too long that I forgot what it was about
I was expecting a horror game just to find a platformer, that's how spooky it felt
Great vibe; awesome use of ambient sounds, music, colours and particle effects
The different levels were great platforming challenges
The platformer needed tighter controls
One thing I noticed was you needed to remove your finger from the jump button to make it jump; it should have happened instantly (messed up my jumping aim)
This is a top-class game, with smooth controls and a pretty evil theme
I would say probably too evil, you got probably hit zombies or other cars
The only jank I saw was when you rolled over people, the car would have a hard time moving afterwards (P.S love the way time slows for a bit when you hit someone)
From a concept standpoint, the game is pretty awesome
You are a zombie destroying other humans, which is probably very creative
The gameplay is smooth and straightforward with a lot of tapping to kill
Progression of enemies tells a story of how you are a zombie wreaking havoc
Improvements and Suggestions;
Enemies don't deal constant damage which is weird but works well balancing
Instead of shooting bullets what about you spawn other zombies
You can have other abilities like bombs, missiles
The Graphics is readable but can be improved by adjusting the lighting and a few colour changes
A short simple awesome experience
I love the African reference
Great lighting for mobile, awesome effects and soundtracks
Nice and minimalist UI that was consistent all through
The most fun part of the game was the boss battles which had awesome animations
The boss battles felt like they needed two fingers on the screen for me to be effective to defeat them
This is a solid entry, awesome job
Lovely graphics with well-baked lights
Quality polishing and player feedback with the camera shake and damage particles and enemy knockback
Good difficulty curve with enemy variety
Not much to say than a simple concept executed well
Good entry, would love to see an upgrade shop in the future to add more depth to the gameplay
Lovely concept, I liked the story and theming here, very educational
the game plays well, has nice controls, lovely graphics
The difficulty progression is decent, at some point, it was very difficult to hit all of them
The icons were pretty self-explanatory on what they do, so great job on that
Wished the earth became blacker as it loses health
And the missiles mechanic is fun to pull off

































Very lovely game, wish I was able to upgrade the size of the grid