Appreciate it! I don't why I invested so much time on the elevator, haha, but I'm glad it came out okay.
Missing Middle Games
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Fun take on the twin stick shooter genre! There was quite a bit of variety and just a lot of game here with all the different enemy types and different abilities you could copy, and so many different waves to battle. The visuals looked nice with all the particle effects and the different robot designs. I also thought the game feel was pretty good with the way you made the enemies flash and such. A few more sound effects for things like reloading and projectiles hitting would be welcome additions if you continue to polish this further. Great job!
Bizarre and interesting take on on the theme, both in terms of the gameplay mechanics and the visual style. I liked the idea of having a vision cone that also made the guys invincible when you could see them, and having to use traps to get them while looking away. Since there was really only the one trap, I feel like maybe it should have just been bound to the left click button at all times? That would probably make people less confused starting out. But I'm guessing you had planned to have more stuff in the store and just didn't get to it in time before the end of the jam, so understandable.
Nice job!
Fun idea and approach to the theme here! Probably the most unique of the "you're invincible, protect the thing" concepts I've seen in the jam.
The gameplay was fun, but I did find that the best approach was just to get right underneath the heart and swing my weapon around at anything approaching, so that being the optimal strategy caused there to be less movement than I think you probably envisioned? I also agree with those saying the flying soda bottles were really fast and hard to react to in time. I got to the final boss, but when I jumped up to try to save the heart, I kept hitting the bottom of it and falling back down and the heart died too fast for me to figure out the fight.
I really liked the visuals and art direction here. The main menu was awesome for the concept and everything had a wacky Super Meat Boy type of vibe that really worked well. Awesome job on that aspect. If you work on this any further, some more particle effects, screenshake, etc when you take down the food would be welcome upgrades to the overall look.
Great work!
Enjoyed your game quite a bit. The gameplay felt tuned very well, and the feedback to the player was good. Every upgrade was balanced and felt meaningful. Cute little story. Cool thematic "invincibility" mechanic that gradually made it easier if you were struggling, though I felt it would have been a fun challenge even without that. (Maybe in a "hard mode" for a future version?)
I did notice that only the first enemy had on death sounds, guess they were bugged or didn't quite get into the game for the later enemies?
Speaking of which, it was great how more enemy types were added as the game went on, added variety and challenge.
Great job!
I absolutely love hard science fiction stuff like this, and the incredibly tactile attention to detail regarding how you operate the cockpit and control your ship was right on the money here. The vibes are perfect, the dialogue is great, and everything looks and sounds exactly like what I'd want from this sort of game.
But like other commenters, I did have a lot of trouble figuring out what to do and how to do it. I eventually managed to find the red access port and get the data, but I couldn't seem to figure out what else I was supposed to grab with the arm after that, or get it to really grab anything at all, after about 15 minutes of trying, so I eventually gave up. Really cool about the anchor activating and having to turn off the ship to avoid getting fried though.
Huge amounts of potential here if you can communicate to the player a little more effectively what's expected and/or fix bugs preventing it from happening. In any case, fine work!
P.S. For a full version, being able to reverse thrusters would be really nice.
I really liked the Egyptian mythology theme. Very nice atmosphere and vibe here, and the opening cutscene was excellent for setting the tone, as were all the spirits and their dialogue.
I agree with others saying that it would be nice to have something more to add to the challenge of going around collecting the orbs. I did like that you didn't hold the player's hand on their locations though, and I managed to find them all and get to the ending.
The environment did a good job of having a sense of place and a striking visual style.
Nice work!
Interesting concept you have here! The arena fights were fun with comboing the different spells, and it was pretty unique allowing the player to ramp up the number of enemies and the difficulty by spending score themselves, with the incentive of making the numbers go up and doing the incremental game exponential growth thing. I will say it was kind of hard to tell what I was supposed to click on with the shop menu at first, but I did figure it out. Might be nice to make it a little more clear what's a button and what's an icon though!
Nice work overall!
Keepie uppie haha. It's a simple concept, but well-executed gameplay here. Reminds me of playing the flea games in Silksong. The dash was a nice way to compensate for the farther bounces and add to the skill ceiling, and the ball pulsing invisible toward the end was a good wrinkle. Everything controlled well. I wouldn't have minded some more player feedback: Particle effects, a little screen shake, more sounds, etc. Still fun though, nicely done.
Cool, love me a tower defense game! The art looked nice here, the towers especially looked really good.
I liked the idea of having to repeat the pattern to build the tower, but I will say the fact that it looked similar to the mouse hover animation kept throwing me off and keeping me from seeing the pattern properly, which made it frustrating that it took my souls when I failed.
Also liked the decision to have to click to pick up the souls. It would be even better with juicier particle/sound effects to make it more satisfying. The regular level-ups added another layer of growth/advancement for the player.
Anyway, this kind of macromanagement busywork might bother some people but I always like the mechanical skill ceiling it adds to games like this. Rewards APM.
I do have to mention that the frame rate really started cratering once there were a lot of enemies and towers on the map. Not sure if that's a memory leak where you're not freeing some nodes properly, or if it's just Godot struggling to handle the sheer number of nodes you're adding into the tree, or something else. If it's the latter you could try having a preexisting pool of deactivated enemies/projectiles that you draw from and return them to when they "die". (Reset the position to somewhere way off screen, turn off the processing until called on again, that sort of thing.)
Anyway had a lot of fun building up my base and destroying enemies, great work!
One of my personal favorites so far that I've played! Loved that it was a fully self-contained experience with a complete story, two levels, and a boss. The art was adorable and the amount of care and attention put into the animations for the protagonist was obvious. Loved how you had an animation for everything, including "unnecessary" stuff like looking up, crouching, or her tapping her foot during dialogue. Really gave a sense of professionalism and polish to the whole thing.
The platformer mechanics, while fairly basic, I think were well-executed, and I thought the challenge level was just right for a game jam. I had no problems with the controls or movement and the level design was solid. Liked the little bit of enemy design with the scarecrows and ghosts.
The theme I thought was definitely there in the thematic elements of the narrative, and just a little bit in the gameplay with the invincibility period after getting hit and during the last boss.
I feel like you invested your time wisely by focusing on the animations, level design, and narrative first and foremost, but as far as feedback for further improvements if you do more on this project, I'm sure you already know this, but nicer tiles/background art would make a big difference. I did also run into some issues when hit by the ghosts including once getting softlocked and having to restart the level.
In any case, great work!
Cool game! I really liked the pixel art, the bear especially is well-animated and looks great. It was fun running around slashing the hunters and dodging stuff, and I thought the red arrow did a good job of showing you where your attack would go. I did find myself wishing that going Enraged would make you invincible, would fit the theme well and add some extra fun to the gameplay, even though I know it would make the game a lot easier.
Best-looking game I've played so far this jam, really an incredible job on the visuals. Both in using the engine very well and in the art assets if you made them yourselves. Music and sounds were also very nice and fitting.
The gameplay I thought was more of a mixed bag from my perspective. Incredibly ambitious to attempt a full 3D platformer like this, so high marks for shooting high, and sometimes I really liked it, but I often did find it frustrating. I was able to complete the first level without too many frustrations, and I do like hard games, so I didn't mind having to re-try a lot as I got toward the end and the difficulty ramped up. The second level, I tried dozens of times to get past the first banana and just couldn't figure it out, most of the time I'd die on the first set of spikes because the banana invincibility ran out so fast, but even when I managed to jump off it in time, I couldn't figure out where to jump to next and would just fall in the water and die. Eventually I had to give up. I feel like I was maybe missing something, but when I tried to look around while making the jumps I couldn't figure it out.
The third level was a lot better again, but when I got to the section with the two fists slamming together, I could get past the falling balls and the twin bananas, but the next platforming section I kept running into stalactites and falling to my death. Again, a couple dozen tries or so and I had to give up, but the level was really cool up to that point.
Aside from that, I'd also suggest lowering the camera sensitivity for controllers a bit, as it was extremely twitchy. And the grapple hook tail mechanic, while cool, seemed very dependent on how you entered into the jump and hard to predict where the monkey would go, so could maybe use some fine-tuning there as well.
With all of that said, I think this might be the most ambitious game I've played in this jam, and I think it is amazing the amount of great-looking content and interesting mechanics you were able to put into this thing. I'm guessing you just ran out of time to really polish up the level design and mechanics, which I totally get. You also hit the theme really well so high marks for that.
Incredible work!
I've seen a few of these "defend the point" takes on the invincible theme at this point, and this one was pretty good! Obviously more of a prototype considering the enemies were still cubes and all, but that's fine. Was cool how you implemented multiple weapons and it was definitely challenging and a solid gameplay loop. Nice work!
Nice entry, really enjoyed this one! Nice take on the theme, haven't seen anything exactly like it, and it felt like a good twist on the survivor-like/twin stick shooter concepts.
I thought the difficulty felt pretty good for me, it started out easy but the last couple of waves got very frantic and I almost lost a few times. Could vary depending on what blessings you choose I suppose. The art looked good and there was plenty of player feedback to juice things up. Nice selections on the chiptunes and sound effects too.
I would have liked to see some kind of level up mechanic or the ability to add on a new blessing or some kind of character advancement mid-run. Maybe something to consider for a future version if you keep going with it!
Anyway, definitely one of the more fun and polished entries I've played, and it's always nice when the length and difficulty feel just right for a jam game. Great work!
I'll admit I propped the corner of my phone on my mouse button to hold it down while I walked off to get food, then came back when the 30 minutes were almost up. Stand smarter, not harder, or something. While I can't say I found the first Stand-type gameplay particularly enjoyable and thrilling, the presentation was great, and props for commitment to the bit. Are you another dunkey viewer, perhaps?
Nicely done... I think??
This was a lot more difficult than I expected! Took a lot of retries but eventually I managed it. Was surprised when the helicopter started showing up.
The presentation was great here, everything looked/sounded fantastic. Very satisfying ramming through cars, satisfying weight to it and for most of the game, it knocked you off course just the right amount to add challenge without being too hard to compensate. Driver's commentary was very funny too.
I agree with others that it took me awhile to figure out the rage/slow-mo meters and some pop-ups like "RAGE READY" would be helpful for the player. It also might be nice if in the later parts of the meter, hitting cars would knock you off course a bit less because it does become almost impossible to control and very luck-based when things get more hectic in later stages.
Other than that no real complaints, great interpretation of the theme and a fun and entertaining game.
Phenomenal atmosphere you've achieved here, the water looks great, the soundscape is amazing, and everything looks/sounds just right for what you were trying to accomplish.
I liked the idea of more-realistic sailboat controls in theory, but I agree with others saying they had a lot of issues with them in practice. The main thing that I found frustrating was that there was something weird with the character being positioned to one side or the other of the sail and the camera would often getting stuck behind the, mainsheet, I guess it is? Whatever the line is called that controls the angle of the sail. It often felt like I was fighting the camera moreso than the sailboat or the wind. When that happened I couldn't see the radio or much of anything unfortunately.
In any case the story hook and atmosphere grabbed me so much that I persisted and eventually got a little bit of a hang of it and was able to get to the ending, but it always did feel a bit janky trying to get the ship moving and pointed in the right direction.
Basically loved everything but the controls/camera issues and I thought it was a memorable and poignant and scary game despite my struggles. So great work on all of those things!
Thanks for all the great feedback and for playing! Glad you liked it. The idea of an LOS cone is a good one. Or perhaps some dark areas where you can strap a flashlight to the wheelchair and only see what's in front that way, i.e. Silent Hill? Either way could be cool! Unfortunately in the game jam version it's very easy to accidentally get stuck if you just keep ramming into things. I should have caught that before release, I broke something while tinkering with the wheelchair physics at the last minute. I've since fixed it but obviously can't upload a new build until the jam is over :)
I spent way too long trying to kill the mosquitoes at the beginning before eventually beating the game and figuring out why they were invincible, haha. Clever, clever. It did feel pretty strange that the first big boss guy died so fast though because of that.
The attack animation was good and it was easy to tell where you were going to hit, and the player character controlled well enough, but as I'm sure you already know, having walk cycles/jump animations/etc would make everything feel a lot better. Upward / downward slashes would also be really nice for some of these combat situations. Just food for thought if you keep going with this; lot of potential here!
The monsters looked phenomenal, really grotesque and disgusting in a good way. It was fun getting to choose upgrades and the ending was great.
I liked this very much! Everything was clean and intuitive and worked well. The art was lovely and the tactility of the minigames to grind ingredients and cook the potions felt great.
I would have liked to see something more to do during lulls when you're out of potions to cook / ingredients to grind, but as somebody who has worked on games with similar systems in Godot before, I know how it takes so much more time and work to get these mechanics working properly than you'd think, the back end of inventory/crafting systems and such is very time-consuming. Maybe something for a full version if you pursue it!
In any case I definitely think you have something cooking here, no pun intended, and I think a fully-developed version with more features and polish could be really great! Nice work!
Surprisingly challenging for a game where you can turn invincible for significant periods of time! Not in a bad way though, it felt very appropriate to this kind of game and definitely rewarded player skill / studying enemy movement patterns. I loved that it was a literal GB game, very nostalgic, and the pixel art and audio were perfect for that vibe. Very cool little game, nice work!
Love how it's basically a tiny RTS, complete with juggling macro and micro. Crazy ridiculous concept that made me laugh too. The animation when the tardigrade turns to look at you angrily is absolutely perfect. I would like if the game was a bit more descriptive about what stuff does with tooltips and such, but I got the hang of it through trial and error. Was really fun bouncing my units off the tardigrade and shooting it to knock it all over the place and away from my base. Fine work!
Wow, there's a lot of game here! I know you said you used asset packs on the game page, but you did a good job of combining them all into a really coherent look and sound that's strong aesthetically, and that takes skill. Really nice feedback on the jumping. The puzzles were satisfying to complete, a nice different take on the portal dynamic where you have to find something that will kill you. Really hits the theme well. The only minor nitpick I ran into is sometimes I'd run into a collider or otherwise somehow get stuck on the floor and have to jump to get past it, but it doesn't actually stop me from finishing the game or anything, so it wasn't a big deal. In any case, great work!
Nice, I feel like this deserves more ratings. Amusing punny spin on the theme, and a nice little runner game. Love that it's a Wilhelm Scream type sound effect when you ram the guy.
Weirdly, I feel like I actually would have liked it more if you just restarted the level any time you ran into a flaming barrel, rather than having to lose all your momentum and fall so far behind. Just a minor nitpick though.
It felt good smashing stuff and trying to keep your combo going long enough to reach the guy, and I liked the 3D models and environment. Feels like with a bit more polish and refinement and a different control scheme, this is something that could go right onto mobile. Well done!
Really liked this one! A proper little FPS game. I'm amazed you managed to implement so many movement mechanics like wall running, diving, grappling hook, etc. Reminds me of the indie FPS games by Greylock Studios. The gunplay / game feel was pretty on point, guns felt satisfying to shoot, and exploding the roaches felt good. I think some mild improvements like hit markers (briefly flashing a marker on the crosshair when you hit) and on-hit animation reactions from the enemies would be nice further improvements.
For some reason I couldn't get the machine gun to work, I don't know if I just didn't find it or it was bugged or what happened? The pistol and shotgun were great though.
Loved the rage mode to hit on the theme, very satisfying running around one-punching bugs.
Overall, very nice work, I had a lot of fun fighting my way to the bug boss and beating it!
Very interesting game. At first it felt like it would just be an indie horror title where it's mainly about the jump scares and running away from something creepy. I'll admit I found it a bit frustrating dying repeatedly and hearing the scream sound before I figured out the geometry of the place well enough, but I made it through that section. Then afterward it morphs into something very different, very "games as art" and introspective and even weirder than the initial section. I liked that later part more without the pressure of getting chased around, but I understand the pressure of feeling like that was something you were trying to express and was important to the piece. Overall I really liked it, super creative and interesting.
Also, wow, you made a lot of level geometry and content for this. Highly impressive.



