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Dr. Bean

156
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A member registered Oct 30, 2024 · View creator page →

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I had a lot of fun with this game! The core gameplay loop is solid, with each phase feeding into the next for a constant sense of momentum. It's really satisfying getting to organize everything with a purpose!

I have no major critiques, just some nitpicks centering around polish for the basic mechanics. Hitboxes for the shelves are a bit wonky, instability as a mechanic is a bit opaque, and the UI elements at the top of the screen are too plain, especially give how creative the rest of the UI is. To be clear, I really enjoyed the experience! These critiques are all minor, but I hope they're helpful nonetheless!

Also, the game as a whole reminded me of a lot of the letter sorting minigame from Wind Waker. Was this perhaps part of the inspiration?

Really charming game! Each of the two sections was short but sweet. I would have preferred more control over the character in the restaurant section (i.e., movement with arrow keys), but the current implementation works fine, and I'm sure it was a bit easier to develop. :)

I also loved the watercolor background in the platformer section! What a creative way to get a distinct visual feel.

I love the theming here! "Anthropomorphic fish mall" is a very unique setting and definitely qualifies as a strange place, lol. The dancing minigame is a really inspired way to add gameplay to the scene, but I wish the mechanic had been developed a bit further. The note patterns are overly simplistic and are not always on-beat with the music... Still, with a bit more polish on the dancing minigame and more elements to characterize the world (more characters, dialogue, etc.) this could be something really special!

What a unique and interesting idea! The ambient sounds really make each location feel distinct and alive, and the mechanics, while simple, work well! Great job!

While there's not much gameplay on display here, the presentation and general mechanics are really solid! I especially enjoyed the planetarium music. I hope you keep working on this project!

Thanks! Yeah, I wish I had fine-tuned the movement a little more before I designed the world around it... I'm glad you still had fun with it though!

Very cool concept, and fun to play! I like the idea of combining tower defense and RTS elements. The core gameplay loop is satisfying, especially at the beginning. However, the mechanics do start to break down in the late game, as resources become plentiful and the spawn cap becomes the limiting factor. There are also some basic quality of life features missing, such as being able to place multiple buildings at once (e.g., using shift-click) or having hotkeys for building placement. Regardless, I really enjoyed my time with this game and hope you guys keep cooking!

Thanks!

The basic mechanics are functional, but the game is missing some general polish... Things like unresponsive hitboxes for the coins, inconsistent camera movement, getting stuck on slopes, etc. add up and detract from the overall experience. Still, I imagine you were constrained by the game jam's timeline, especially as a solo developer. What you've completed here is still impressive, and I hope you learned a lot in the process!

Thanks! I'm glad you enjoyed it!

There are some good bones here, but the game could definitely use a bit of polish and some clearer direction. I was having trouble determining when I needed to click to catch the fish. Eventually, spamming click became the best option, but this causes a lot of buggy behavior after catching the fish...

I like the basic concept though. With a bit more work, this could be something special!

A simple concept but well executed! The music doesn't really fit with the gameplay, but I'm assuming you realized this since you added a mute button. Great work!

Wow! Super interesting concept! I spent WAY too long decoding "pancake syrup pancake chocolate", lol. I'm assuming it was intentional that not all words are in the translator, right? It was confusing at first, but once I realized that the letters could be translated 1:1, it was really fun trying to actually learn the language, not just the words.

I think it was a good choice not enforcing a timer, as it can take a LONG time to translate. This combined with the soothing, instrumental music set a very relaxing vibe that was perfect for the gameplay!

I still would have liked to see more to the gameplay, but the basic concept was executed well, and I enjoyed my time with it! Great work!

Thanks so much for the detailed feedback! I was really happy with how the climbing glove turned out, and I'm glad you enjoyed it! I agree that fine-tuning the movement and giving more guidance to the player would have helped. I learned a lot about basic platforming mechanics that I'm excited to take forward to a new project!

Very charming and a lot of fun to play! The backgrounds are so creative and the functional leaderboard was icing on the cake! Great work!

Thanks for playing! Yeah, I agree that the movement is too slow, and it's definitely something I'll keep in mind next time I make a platformer!

Do I win yet?

Strikes a good balance between relaxing and anxiety-inducing, lol. It took me a while to figure out exactly how the combo system was working, but once I did, I had a lot of fun figuring out how to optimize my resource collection. Great work!

Thanks so much for the praise and feedback! It's good to hear that you enjoyed the game even with its rough edges! Still, your critiques are totally valid, and I'll definitely pay more attention to movement feel and player direction in future projects.

This was a very neat game! The gravity switching layered on top of the perspective shifts made for some really interesting puzzles. Cubey controls well, and the visuals, while simple, work great for the concept.

My biggest critique is that its too easy to soft lock on puzzles involving the boxes if they accidentally get pushed into a corner. Maybe adding a way to pull the boxes would help with this? Additionally, platforming in the perspective shift could also be finnicky, especially when the platforms were small. Putting a shadow underneath the player would go a long way in helping it feel more intuitive.

All in all though, these critiques are mostly nitpicks. I was able to make it to the end of the game and had fun puzzling out the later levels. Great work!

Really fun game! Some people have already mentioned it, but the flip mechanic seems a bit underdeveloped. Because you can flip indefinitely to get whatever result that you want, it just makes turns more tedious without adding any risk or strategic depth... Still, even with that oddity the combat is fun and the visuals and theming add a lot too the experience!

Great game! I like the idea of balancing different buffs and debuffs to solve puzzles, but I do think it's a bit too random as is. For example, it was too easy to get stuck in the cave if I got too many debuffs and couldn't get enough movement to pass the spikes AND grow enough to push the button... Still, there's a lot of charm here, and I hope you're proud of what you were able to get done. This is really impressive for a first game!

This game broke my brain in the best ways, lol. There were a few sections where progression wasn't immediately clear, but I think that's ok for a puzzle/exploration game like this. Great work!

There's a solid core here, and I had a lot of fun with this game! However, I do think there's a lot of room for improvement too:

  • None of the levels feel very distinct, aside from the resource distribution. It would be cool to see more environmental features that the player can interact with to make mining more interesting in each of the levels.
  • The mining area upgrade feels WAY too powerful and the sound when using it at the higher levels is absolutely horrendous.
  • Consider adding a magnet upgrade so that less of the late game is spent retracing steps to collect gems.

To be clear, I still really enjoyed this game and I think you did a great job with it!

Thanks! Yeah, I agree that the controls are a bit too slow. It's definitely something I'll be aware of for future projects.

Thanks for the feedback! Sorry you got stuck after the feather. Were you using the climbing ability and double jump together?

I like your suggestion of adding some subtle indicators on how to progress. It's definitely something I'll keep in mind for future projects!

Great job on this! The "hook fire" mechanic was a good way to combine offense with maneuverability. I did have some frustrations with the aiming reticle being misaligned (you shoot at the top left corner, not the center, which is most noticeable when shooting horizontally), but I was able to adjust without too much difficulty. I hope you keep making games!

Short and sweet! The triangulation puzzle was a clever way to space out the gameplay sections and make them feel like they contributed toward a larger goal. My main critique is with the gameplay sections themselves. They were a bit too simple for my tastes. Still, for a week-long game jam this is great!

Thanks for playing! I hope you had fun with the climbing glove at least. I was really happy with how it mixed up the platforming.

Thanks! And yeah, I had intended for the movement to feel methodical, but I do think I overdid it a tad. I hope you still enjoyed it!

Wow! The artwork was beautiful and really drew me into the setting. The story is mysterious but it does come on a little heavy. There's so much potential for environmental storytelling with your art style that I wonder if it could do a better job carrying the exposition. Just a thought! The dialogue was still well written.

Very relaxing and entertaining! There's nothing too crazy going on here, but it's still a fun experience.

Kudos for submitting the tech demo, even if the game is unfinished. The bones here seem solid, and I hope you continue working on it!

Very VERY cool submission! It took me a while before what was going on really "clicked" with me, but the "aha!" moment when it did was glorious! I really appreciate that you respect the player's intelligence enough to not give away the gimmick immediately and instead place just enough hints throughout the world so that they can piece it together. All in all, fantastic experience!

Thanks so much for the feedback! I'll be the first to admit that controls are a bit too floaty and the level design is a bit too tight. Still, it sounds like you had exactly the experience I had hoped for and made it all the way to the end! This project was a big learning experience for me more than anything else, but despite its rough edges, it's comforting knowing that the overall vision still made it through to some of the players :)

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Wow! This was a really cool experience! It was a little tricky getting a handle on the physics, but once I started to understand them it was a blast launching multiple probes in sequence and slowly monitoring/adjusting their flight paths. It's so satisfying when multiple launches all hit their destination in tandem!

My biggest suggestion is to consider reworking the orbital mechanics somewhat. I don't know quite how to describe it, but something's a little off about how they're implemented. Launched ships respond too quickly to changes in thrust, and the new thrust vectors don't always respect the star's gravity like I'd expect. I imagine this is pretty difficult to get just right, especially under the time constraints of a game jam, but I thought it was at least worth noting. Still, fantastic game! I had a lot of fun with it.

Very atmospheric! The fishing minigame gets a bit repetitive, but the game is short, so it doesn't overstay its welcome. I enjoyed my time with this one!

The frantic music really sets the vibe for this game, lol. "Strange places" is a bit of a stretch here, but the overall theme of feeling burned out by mundane tasks is incorporated very well. Great work!

Very charming aesthetic and theming! The main character is very likeable, but the gameplay is a bit awkward at times. The grappling was both demanding and punishing, and layering a screen distortion effect on top of that was a bit much. Still, with some tweaking and refinement of the mechanics, I think there could be something special here!

Yeah, that's fair. Sorry that the difficulty kept you from finishing. I'll definitely keep that in mind for future projects. Thanks again for the feedback!