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MisterIXI

69
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A member registered Sep 18, 2018 · View creator page →

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Very fun game, I felt like the balance was pretty off and spamming knights was the strongest play, but it might be a skill issue... Also when you get further in, the enemies just straight up one shotting your castle feels pretty brutal, but I guess that's what you get later in the game.

I really enjoyed the loop train mechanic though, I only wished that was easier to click or maybe have a hotkey for it. Great entry!

Insanely polished and very cool game! The only thing that bothered me is that when you only have something breakable left and then break it, the run does not end. And you can either just wait or stuff the shopping cart full to intentially lose. Felt kinda mean, as I didn't want to "waste my money" so I waited for the time out.

Great entry!

I did not see a number pop up, but I might've left the dialog range in the last text box that did not have the _, since that indicated to me it finished. Maybe I canceled it before it wanted to "finish" the last textbox?

Yeah I can imagine with the text speed, it seems faster than average. I mean it is very freeing being able to move around while it is talking and not being statically locked, but that also made me restart a few of the dialogs accidentally. I might've been a little to high energy for the texts :^)

I've actually seen a few of the secret paths at the start and realised too late after finishing a few levels. I then figured I'll grab them later in another quick run through after reading one. I've read through one of them were you drop down on the right, but the end screen did not award it to me, so I got 0/7. Maybe I was not supposed to die there, but thought I couldn't get out.

Very neat concept. Despite the unfinished-nes of the game, it is already interesting to complete the laps. Switching to the other mode felt better than expected. Although I was slightly sad that the mapa seemed to be just completely separate for each lap. I think having a shared map which gets a new twist each lap could be something interesting to explore.

Oh wow, gotta be honest: First I were like "well, seems like your average 2D platformer entry alright"

But the clone mechanic was pretty fun, especially when I realized that they were influenced by moving platforms and could touch each other. Had me rethink my approach in two levels. Really fun little puzzles. The little character is also very cute!

Also the introduction into the mechanic felt very natural and logical to me, tutorials are so hard to get right in gamejams imo.

My three minor complaints were just: 

- Having a restart button would be nice (unless I missed it), so you don't have to seek out or wait for them when you want to restart.
- In the final level you could not really see what was happening up top, and I solved it by just jumping on all buttons hoping to figure it out via platforming. Made it feel like I was doing something I was not supposed to.
- Having a way to advance the dialog manually would've been appreciated, as it was a tad bit slow for me, but other probably appreciate having more time to read.

The overall execution is very nice though, lovely entry and especially complete with an ending and throughline :D

Interesting concept. I feel like a few QoL features would've made it easier to "live with" some bugs. When trying to make a bigger circle, I had to wait quite a long time until something happened for me to do. A possbile speedup button might've helped. But "ironing out the wrinkles" was also my favourite part of it :D

And I felt like decreasing could make this into an interesting morphing game where you might have to "sacrifice" size to get some points inside the circle. 

I think the balance was right, as it was grating, but I did not mute the game. If it was too much I think I would've just muted everything :^)

Wow, creative game. My ears did not really enjoy his voice, but I suppose that might be the point. Very fun escalating mechanics and fitting to the theme.

Great gameaux!

Cute little rythm game. It seemed like the beats did not quite match for my setup, but it was fun nonetheless!

Wow, nice game. It's really fun. And good that you put in a CPU enemy, as I don't have someone to locally play this with right now. I can imagine this getting pretty intense with a human opponent.

The collision with the ball and getting stunned felt kind of janky at times, but overall I liked the mechanic of being punished when missing the deflect. Also stunning the enemy to hit it in the goal felt very nice.

Cool entry!

Thank you! Yeah we've argued about having an always present indicator and ultimately decided against it. In hindsight we should probably have kept it, or figured out a way we all agreed with.

I think for a future its best to just add a toggle for it, that might be the best of both worlds.

Thanks for the feedback!

Wow very polished game, I love all the animations and bounciness in the menues.

The mechanic is really fun, even with me having some infinite combo killing the enemies on the first few rolls I do each combat. But that was just a kind of power fantasy I crave in such games, since I'm so bad at them xD

Great game!

Wow, I just played this demo, and I LOVE the flow of the game. I think the biggest part in that is the adaptive music system, since it seems to try to match engaging with enemies and such. When you stroll toward an enemy and combo them perfectly, while the additional instrument kicks in on the first hit you do is just phenomenal.

One thing I noticed was that I sometimes thought I could jump up a ledge on the bottom of my character even though it was a wall. It is much more obvious when the side or bottom of the wall is visible. Maybe there's a way to indicate this better.

Another is sometimes when I tried to punch, it did not work. And I was not entirely sure why, so there is definitely potential for more clarity there as well.

Did you do the music yourself? Since you mention wanting "real artists and musicians" to work on it, but I really vibed with the track in the demo.

Thanks. Yeah we didn't have much time to polish up the game feel, finishing the main story path took longer than expected.

For the padlock you can just click anywhere to the side of the lock to "click out" and leave it. I just assumed that it'd be intuitive, but a friend also got stuck on the lock. So there should've been some indication on where/how to exit the lock.

Thanks for the Feedback :)

Hoooooly, that is a stylish game. I love the mix of music, speed lines and overall game feel. Did you make the music yourself? (since the credits didn't make it in)

This is one of my favourite game jam game I've ever played. Awesome job!

Thank you!

Pressing space in the driving section should've flipped you over, though I've noticed with someone playtesting that not working for some reason, so it might've not worked for you either.

The mouse sensitivity thing is unfortunate, since we added a mouse slider that is supposed to appear in the settings menu once you're in the FPS level, but due to a wrong reference it doesn't get enabled at all in the jam build. And we noticed that too late.

Good to hear you still had fun besides that :)

Very simple, but very clean game. I really liked the feel of the sword and enemies. My main complaint would be the seeming absent of invincibility frames or the like. I tried to squeeze by enemies sometimes with full health and they'd just dribble me against the wall, instantly killing me D:

Nice entry, especially for a first solo project. :D

Thank you!

Yeah we had a few ideas for the final, but we kinda ran out of time, so we had to make do.

Very cool game. I'll be honest, I at first clicked on the guide option in the menu and immediately noped out of it due to the wall of text. And initially I had a hard time understanding the game and the importance of different mechanics. But after trying and failing three times I figured out how to play it, and it is really fun. 

Great implementation of such a turn based strategy game. 

I really like the vibe the game gives off. The sound really fit with the art. 

But the balancing makes it really frustrating and hard to play.

My Highscore =D

Das spiel endet tatsächlich ziemlich abrupt, und wenn bei dir der Startbildschirm erschienen ist, ists wahrscheinlich der bug dass der Endscreen kommt während du in nem Unterbildschirm bist. Das müsste entweder gewonnen oder verloren sein dann.

Tatsächlich hat Chocolandtv einen Run aufgenommen und als "Trailer" eingestellt. Aber ich hab gerade gemerkt dass man das nur sieht wenn man bei den BeansJam Submissions über unserem Thumbnail hovered...

Hier ist er auf jeden Fall.


Außerdem ist das WebGL build auch die V1.1. Wir haben schon ne 1.2 als download build hochgeladen, aber wollten nicht zu sehr die Bewertungen damit beeinflussen. Damit könntest du es auch selbst probieren, da müsste der Fehler behoben sein.^^

Danke!

An motion sickness haben wir tatsächlich gar nicht gedacht. :o Also ein regler für maus geschwindigkeit wolltenwir noch einfügen, hatten aber keine Zeit mehr. Dass man nach rätseln oft die kamera rumreißt ist uns aufgefallen und dachten gar nicht dass es wirklich ein problem ist, und haben das quasi als "polish" weit hinten angestellt.

Aber klingt als müsste man sich da drüber auch gedanken machen, vor allem wenn es leicht zu lösen wäre. Vielen dank für das Feedback auf jeden Fall :)

Die fertige Version ist auf jeden Fall ganz gut geworden. Der einbrecher ist bei mir zwar regelmäßig gegens regal gelatscht, und die UI hat sich etwas aus dem Fenster skaliert.  Aber ansonsten wars gut spielbar und die Dialoge waren witzig. :D

Kleiner Tipp an rande für ein WebGL spiel: man muss auf der Itch seite den Viewport einstellen dass das spiel nicht so eingeengt ist. im fullscreen schien es 720p zu sein, da stelle ich bei nem unity spiel immer 1280x780px ein (wegen dem balken unten). Dann muss man auch nicht zwingend fullscreen machen um das ganze spiel zu sehen.

Damn, ich dachte mit 75 Mitstreitern reicht es. Aber die Welt ist wie immer ungerecht!

Manche kanten waren leider etwas hakelig, vor allem mit der kamera zusammen. Aber hat insgesamt echt stimmung gemacht. 

Sehr cool. Man ist echt beschäftigt sich alles anzuschauen und die vielen Details sich anzusehen.

Das Rätsel fällt zwar ziemlich leicht aus, aber ist trotzdem witzig sich die Sachen zu merken um dann richtig zu ermitteln. 

Die Überraschung am Schluss ist ja mega cool. War witzig als ich das spiel nach meinem gruppenkollegen ausprobiert hab. :D 
Gute Arbeit!

Thank you!

Ribbit :D

Yeah we already planned to mark the blocks the ai can get to from the start so a player can easily "debug" their map. But yeah... 48h are damn short.

We also had a lot more planned with the streamer, but we probably were a little too ambitious with the concept for the team size and time we had.

Glad you still had fun! :)

Yeah after getting more feedback I realize that I probably set the threshold too high. I figured people would get it by just running around.

You "dance" by just pressing a lot of buttons quickly (WASD + Space). With a lower threshold one could probably figure it out easier, but as I said, some here in the comments and a few friends had serious problems figuring it out. Good to know for future games.


But I'm glad you had fun. Thanks for the feedback!

Damn, yeah it seems like it was too unclear. It is actually just button spamming (WASD + Space)
I think I set the  threshold too high, which didn't make it obvious enough :x

To expand on the previous comment: Itch.io has a karma system that tracks the rating and comments on other people's games and gives your game priority in the random order. (you can see your relative karma by "sort by karma" on the submissions page)

Here is a thread about it https://itch.io/t/527869/karma-system-for-the-game-jams

And of course, if you leave feedback some people might check out your game directly since it's linked under your comments within the jam.

I love the core idea. The building process was really fiddly though, often the parts would just fly out when I tried grabbing them, requiring me to reset the building entirely. Which got worse the more parts I had access to.

Also there is little feedback to what is actually happening during the game phase, which makes it hard to plan what to account for.

But it was really fun building something, seeing where it breaks and adjusting the next design.

Overall, a fun entry, I liked it! :)

I love the implementation of the tape. Really neat, and in a way I haven't seen before. Nice work!

Thank you very much!

Yeah the ladder was part of a later puzzle, due to time constraints we didn't manage to make it work nicely and had to cut the puzzle with it.

Thanks :)

Interesting game, a shame that I had to translate the story myself, it sounded really nice.

One feature I'd wish the most would be to be able to hold the mouse button down, so that I wouldn't have to keep clicking.

Lovely story and atmosphere. And interesting game idea. Although hard to control initially, the level layout helped to figure out how to move and progress quite quickly. I finished on my second attempt with the secret.

When I failed the time limit on the first run the clock ticking sound really clashed with the atmosphere and music imo. Maybe something more subtle would've fit better.

But overall it is a great game, especially for a first solo entry!