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moonshell31

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A member registered Jun 04, 2020 · View creator page →

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Every cereal brand has 2 different options for toys, and which one you get is a coin toss. Each bar represents the market price for that toy. I was gonna lean more into that side of things but ended up running out of time lol. 

This is super well done, congrats on submitting your first game Clear Spark Studios!

Wow, incredible. I give it a standing ovation. This is seriously polished, and has such a cool aesthetic to it. I'm dying to know how you made the background. 

Thank you for the feedback! There was a lot we wanted to add but didn't have time for. I agree, in the final hours of the jam when we were playtesting I felt like the player didn't have much, I don't know... direction? But I couldn't put my finger on how exactly to resolve that feeling. I definitely think your suggestions would help with that feeling.

You should be able to download it now, sorry about that! For some reason, the default upload settings were to hide it from being downloaded 😒

You should be able to download it now, sorry about that! For some reason, the default upload settings were to hide it from being downloaded 😒

You should be able to download it now, sorry about that! For some reason, the default upload settings were to hide it from being downloaded 😒

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You should be able to download it now, sorry about that! For some reason, the default upload settings were to hide it from being downloaded 😒

so fire!! 🔥🔥🔥

Same! (⓿_⓿)

RHIT-jam-2025 community · Created a new topic We're done!!

Honestly, submitting an hour and a half before the deadline is quite solid by gamejam standards. 

My initial thoughts on how it went:

  • I wish the game looked better
  • I wish I had spent more time playtesting
  • I wish I hadn't said "good enough" so much
  • Despite all that, it's lowkey really fun (not to pat myself on the back)
  • I'm really looking forward to playing everyone else's games!

That's a cool idea! I made a similar game last fall, about a worm that splits in half, where you control each half at the same time. Puzzle level design is so fun, I sometimes go back and make more levels for it when I'm bored. Looking forward to playing it!

Thank you! Readability is really important, I usually forget to consider it. I think we're running into readability problems with our current game art, so I'll have to figure out how to fix that.

How well does it loop? Whenever I try composing something for a game it sounds really grating to hear en löop forever. Do you have any strategies to avoid that?

Mine is coffee and an apple. Not sure why, but atleast since highschool when I really need to get something done, I'll get up early in the morning, have a coffee and an apple, and then I can focus real well. Usually I'm listening to either breakcore, brown noise, or Chopin (of "Nocturne in E-flat" fame).


Progress wise, it's not going great right now. I'm sure we'll have a game by the end of it, but the game could have been much better if I had more energy the past 2 days. I've been looking forward to this all quarter, but for some reason I couldn't quite get into the groove like I have in past game jams.

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But every time, it doesn't quite feel right. I never can quite get it to look and feel how I want (or even get close, for that matter). Is it a matter of experience? Or am I approaching visual design from the wrong angle?

In my last game jam, I was really happy with how it ended up looking visually. Nothing we did was technically very challenging, but the choices we made worked well. Most of that is thanks to my partner, he came up with and implemented a ton of the ideas that I didn't know how to do at the time (or even know were possible, he worked some magic on the lighting and color grading). I hope this time I can make this game look good too.



What are some of the things you consider when thinking about visual design? 

For me personally, I usually I try to imagine a few seconds of the game running in as much detail as possible- imagining the buttons you press, how the characters respond, how the camera moves, etc etc. Then I try to break that down into its individual aspects (like below).

  • perspective (top down, profile, 3rd person, 1st person, etc), whether to use a perspective/orthographic camera,
  • how simple/complex the shapes are,
  • color choice (warm/cold, vibrant/muted, dark/light)
  • lighting/no lighting
  • how stiff/fluid the movement should "feel" (this is more of a gameplay design consideration, but I tend to think about them in tandem)

 From there, I try to make a basic scene, working from the easiest to implement to hardest to implement. Usually in the middle I'll do some gameplay programming to make sure the aesthetic fits the "feeling" of the game, and to make sure the mechanics I have in mind are feasible. If not, I'll go back and reimagine the game without the scrapped mechanics

looks dope! very muck core

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Solid! The level design is pretty good, though the physics is a little glitchy. I found I would have the right solution in mind, but the physics engine would need a little rangling to actually do it, so I would try a bunch of other potential solutions first. The music is nice as well, it's not super grating when looped. I used the same theme in a similar way, so it was interesting seeing the different ways we approached level design

Peak, you should make this into a full game

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no way

 that was actually my main inspiration for the design. I didnt know you could split the blocks though?

Dope!!!

basedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbasedbased

I didn't realize I was making a sokoban game, but alas you are correct. Thank you for playing!

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I love this! I lost track of time and ended up playing for 45 minutes. I must admit I wasn't able to beat it, I only got to the 5th room. 

The combat is really well balanced (if a bit on the hard side), and the gameplay loop is naturally fun. The tutorial is just the right length, leaving you to figure out strategies and get comfortable with the character. The difficulty scales at just about the right pace. Just when you think "man, this sucks, this is so hard", you figure out some new strategy, you understand the enemy's AI more, and then you go back to thinking "man I'm a god, this game is easy", just to get hit like a truck by the next room.

The combat itself is super fun. It feels amazing to time your block perfectly and retaliate. Usually in action games, I never end up blocking (cause its either not useful or not satisfying to use), but I was blocking a lot in this game. Later on I tried a strategy of dashing in, going for a quick hit, and then getting out before they can hit back. Your time between attacks, which seemed so slow before, isn't really a problem, and the enemies can't really hit you either cause you're too fast, too cat-like. But, the enemies like to keep just enough distance so that when you dash at them, you go just a bit too far past them to hit, so there's a lot of strategy involved in how you set yourself up for an attack. I would love to know how you did the AI especially, the way the enemies coordinate to attack at the same time is so cool!

This is my favorite game I've played in the jam so far. You should consider building this out into a full game, I would definitely play it if you did.

I love this! Your art style is so adorable

Great! I love Ultrakill, so I was super happy to see the slide here. The shop is a little confusing to use. Super fun, unique, good art. 

Came here to say the same, a coyote timer would really help

Pretty fun! I like the brutalist aesthetic. You and I used the same prompt, but took it in different ways. Were there any mechanics you wanted to add but couldn't?

The art is so good!!! This would be such a great introduction to a game, after playing I'm super intrigued. I can see that you're trying to tease out some kind of story, and I'm here for it. Followed, cause I know you'll make more great stuff in the future

The art is so good!!! This would be such a great introduction to a game, after playing I'm super intrigued. I can see that you're trying to tease out some kind of story, and I'm here for it. Followed, cause I know you'll make more great stuff in the future

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Great! Love it! It would be more fun items were more frequent, cause rn its too hard for me

Very interesting! It's kind of confusing at first, but really fun overall!

Can you enable fullscreen mode, or provide a download link? I can't seem to play the game, the initial screen is too zoomed in

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Getting this error "Is the .pck file missing?" when I try to run it

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yeah sure im down

my discord is moonshell31

rip, the assets for the game were really good looking, wish I could've seen the completed version. 

I don't think there is enough to go on in the world to expect somebody to solve them. Puzzle games are a delicate balance, and I think you were just barely off. 

Thanks for playing our game! All of those issues could have been fixed, and I thought about fixing them on the 27th, but I figured I didn't have enough time. I should have integrated a variable window size, and I should have spent more time in the beginning tooling the controls to make it feel good to play. I added in a mechanic where if you hold the jump button you stay in the air longer, but I guess I didn't tune it correctly. Thanks for spending the time to play it!