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Mulberg

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A member registered Oct 10, 2018 · View creator page →

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Well done! Cool platformer, very nice pixel art and animations, smooth controls! As some already mentioned, huge Celeste vibes =) 

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I love the art-style and the overall vibe! Fun game, and great implementation of the jam's theme!

The only feedback/suggestion I have is maybe make the map a grid and mark the already explored spots. On the other hand, though, maybe it would make it less intriguing . 

Anyway, great job!

Love the voice acting and music!

Thank you 😊 

And thanks for playing!

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I'd also add that the cover image here doesn't do good for discoverability. Even a zoomed in screenshot from the game would present the game better, IMO.

The game definitely deserves more views.  

I love a good puzzle game! Great job! 

The game plays well with the theme. And I like the visual design, including the retro-shader effect.

 Also, making the levels skippable is a nice touch (especially for a game-jam entry)

Fun game! I managed to win! Acapella was great too! 

Some feedback:

  • I found an infinite money glitch: you can send seemingly infinite number of heroes with no items to just win some money for free. I saved about 8000 gold that way and then just made one overpowered hero. 
  • I'd slow down the things that happen during the expedition: currently the event happen so fast I couldn't read them so I kinda missed half of the fun.
  • Instead of making all the checks automatically, you could give the player an option to roll the dice manually and maybe even select between different events from time to time (so the player can choose between less risky or more rewarding action)

I loved the game and the art style! Superb! The UI is also great (aside from the lane selection, as some already noted)

My feedback would be that for a game jam entry it was too many things to understand an once. For example, only by the end of my third run I noticed there are some items available. 

The core gameplay loop was also little confusing: I couldn't tell if I send enough of my forces to the lane to defeat the enemies, and at what point and for what I get the scull points and magic points. And if my troops get to the end of the lane they just stand there aimlessly. 

1250 km! One of the most fun and original games on the jam, IMO! 

Thanks! 

I'm particularly proud about that "boss in the background" thing. This idea came to me the last moment, but was super easy to implement (just an animation + trigger event). The goal was to foreshadow that the boss fight is coming and to keep the player going. 

Thank you! 😊 

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I also couldn't get much further than the wall slide part - couldn't figure out how to jump off the walls unfortunately. 

But the visual style, music, and overall direction is great! And especially nice usage of small size pixel-art.

Well that was fart, I mean fun!

Art, animation, sound design - everything top notch! 

Remined me of good ol' days of Flash games... Simpler times...

Thank you! =) 

Thank you! And thank for playing!

The boss fight was rushed and I intentionally made it easy so people can play to the end. I found that for the game jam not everyone has patience to struggle through. Anyway, thanks for the feedback! :) 

My guess is that it is something to do with the physics and CharacterBody2D specifically. Maybe I update the velocity incorrectly or something. 

Anyway. Thanks for finding an interesting bug. And thanks for playing!

For the full screen there are some project settings under the Window (I think). I can't remember exactly right now. But yes, it should be a simple settings toggle. 

Curious! So, by our of bounds and soft-lock you mean you managed get through the walls somehow? 

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Thanks for the feedback! 

> how you created the effect of the texture of the anchor rope expanding as the rope grows

I used a Line2D node with the following parameters:

Fun game! 

I wish the enemies would climb the mountain without real physics involved - otherwise they mostly kept getting stuck at the bottom without me having to do anything at all. 

I loved the acapella music and sound, and also the visual design. 

The gameplay, however, solely relies on just a single random number - there's virtually no player decision involved. An easy fix would be to to use something like a poker-dice game from Witcher 1 for example: it's still dice and chance based, but the player may take some calculated risk and make choices. 

Otherwise, a solid game jam entry! 

Good game, I enjoyed playing it. 

A few gameplay ideas: 

- make some of the enemies just walk around randomly rather that flocking onto the player nonstop

- Add some obstacles in the middle of the game field. That could be fun, especially since some of the characters can occasionally stuck and be left behind

Fun game! Hard to master though. I managed to convert about 26 people before I gave up.

Spaaaace.... Asteroooids.... 

I love the art style and the acapella sounds! I wish the music was also made acapella.

I love that the members of the expedition party not just tag along but actually represent the "lives" the player has. 

I couldn't rich the top, though. Too hard =) 

The visuals are very good! And the whole atmosphere reminded me Red Matter VR game. 

However, I also stuck not knowing what exactly I need to do. I clicked around, skimmed through some dialogs, but other than that couldn't get anywhere. 

One note from the accessibility part: the UI and text doesn't scale, so it looks tiny on a 4K screen. 

I got to the end of the game, and yes, there's very little gameplay wise, but the visuals and the atmosphere is superb! Very spooky. Any minute now I was expecting some gigantic ancient monster appear from under the ocean. I can easily see this game to be developed into either a narrative experience, or maybe a horror survival game (like Subnautica but scarier).

Great job!

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Congrats with the first submission! 

The game finally run on Windows after the update.

The art-style is gorgeous and the amount of work you put in the concept art and modeling in just a week is unbelievable! 

I think the weakest spot is the movement. Specifically 2 things: 

- the jumping: the character feels too heavy. Considering that the game has lot's of platforming the short and fast jumps are frustrating to deal with. And since your character is also a bird, you could play on that theme and make it glide down a little instead of just dropping on the ground. 

-  there were lot's of "invisible walls" or blocks the character get stuck. For instance the middle of the leaves or the stone platforms on the ground. Maybe it has something to do with the character's collision shape IDK

I loved the game idea and card design! I thing both the "Expedition" and "Side Effects Includes" themes are well covered. 

One thing I'd explore more is how to add more risk/reward into the actions. For instance, most of the times ending the turn and just keep drawing cards doesn't give the player any penalty. It could be something like: "take the card, but lose one HP" or "every time you skip your turn, an extra enemy appear on the field" - anything that would make the player thing "is this action worth it now?".  

Also, each turn the player can do too many things at once. In many tabletop card games you need to pick one (or a few) actions from several possible. Take "Ticket to Ride" for example: you can either draw new cards and risk letting your opponent block your train in the meantime, or you can build a train but eventually run out of cards in the worst possible moment. 

Congrats with the first submission!

I love the concept of having different characters having different abilities. The visual style is simple but suitable for that game. And after a few seconds of experimentations it was clear what abilities each character has. 

Some constructive feedback:

- The "Game over" happens too suddenly and (in my case) off screen. After 3 play sessions I still could not understand what went wrong. Maybe you could add some kind simple intro levels where introduce each character separately and explain the winning and losing conditions. 

- The game doesn't support full-screen. That could be an easy fix, but it's a big thing in terms of accessibility. 

- Bug: After the first "Game over" the camera stuck on a single (purple) character. Switching between characters didn't work.

Congrats with the first submission!

I love the concept of having different characters having different abilities. The visual style is simple but suitable for that game. And after a few seconds of experimentations it was clear what abilities each character has. 

Some constructive feedback:

- The "Game over" happens too suddenly and (in my case) off screen. After 3 play sessions I still could not understand what went wrong. Maybe you could add some kind simple intro levels where introduce each character separately and explain the winning and losing conditions. 

- The game doesn't support full-screen. That could be an easy fix, but it's a big thing in terms of accessibility. 

- Bug: After the first "Game over" the camera stuck on a single (purple) character. Switching between characters didn't work.

I love the sounds and music, and overall vibes - very calming. Great job overall! 

Exploring the map was also fun! I wish, however, if the controls were more snappy and movement faster, because I had to do a lot of backtracking.
The jumping mechanics is fun too, (I even experimented with how long I can hold the jump and what's gonna happen); but it would be nice though to have some kind of clue of how much the jump is charged and how far we can jump now, otherwise it's always guessing and I had to make a few attempts when charging my jump "just not quite enough". 

Thank you! 😊 

❤️ Thank you! That's so nice to hear!

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Thank you!

All these positive feedback makes me thinking that maybe I need to implement a longer and more polished version of this game eventually.

Thanks for the feedback!

> ...felt stupid

You shouldn't have. It was my job as a game designer to make it more obvious. The whole boss fight was rushed, to be honest, and implemented at the very end of the jam, so I cut lots of corners. 

Thank you ❤️ 

Hi! Thanks for the feedback!

Yeah, I see now that the faster movement would be more fun. 

Thank you!