Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

neolog

110
Posts
1
Topics
15
Followers
13
Following
A member registered Aug 01, 2020 · View creator page →

Creator of

Recent community posts

This was very impressive, probably one of my favorites of the jam. For me, the difficulty was spot on, but for a lot of people the expectation is for a jam game to be immediately accessible, which is completely understandable yet also basically impossible for a game like this imo.

I do think this could use some UI/QoL improvements though. Most importantly, I wasn't able to actually use the notetaking feature properly, because every time I tried to type the letter S it would skip the question. Beyond that, I think it would be helpful to be able to review previous questions. Also, you could probably add a couple more puzzles with multiple character answers? They don't even have to be difficult (maybe just split up the word for each political party into two different symbols or something), I just think it would enforce better understanding and significantly reduce the efficacy of just brute forcing all the answers.

Regardless, this is genuinely very good. If you were to expand this into a larger story, I'd be very interested in playing it. Good job!

(2 edits)

I'd like to solve this all the way through legitimately, but every time I try to enter an S into a text box for a possible answer, it skips the question.

Edit: Also, I think the timer is resetting every time I press any button onscreen?

(1 edit)

This was a really fun little game! Honestly really underrated, I would love to see more of this. It's really hard to strike a balance between fun puzzles and fast gameplay, and I think you did a pretty good job here! I think the game as a whole would definitely benefit from some more difficult or long form puzzles, but within the constraints of the jam I think this is very impressive.

Yes, for some levels that was intended. I didn’t do a great job of enforcing intended solutions though, because I didn’t have time for any playtesting. Thanks for playing!

I can see what you mean; the mechanics are probably too open ended to enforce specific solutions like in a typical sokoban. Thanks for taking the time to write such insightful feedback!

It's definitely intended to be a puzzle game, but I think the fighting game comments had some similar issues that you did that made it come off more like a fighting game. Either way, this is some very insightful feedback, thank you so much!

(1 edit)

Thanks for the feedback, I really enjoyed So-Kaboom! When you say they lacked focus, do you mean you felt puzzles didn't develop the mechanics in insightful ways or that they just weren't very interesting? I'd love to improve my own puzzle design, so any honest criticism would help.

Remember, there have been reports of boxers passing out when seeing ghosts. What do you think would happen if a ghost went to a boxer?

Very interesting game! I think I would've appreciated some more difficult levels, but I understand that can be hard to achieve within the time constraints. Regardless, I don't think I've played a game with a similar mechanic, so I'd be very interested in a full release with some more tricky puzzles. Also, an undo button would have been a nice quality of life feature.

Probably my favorite sokoban of the jam! I think from a pure puzzle design perspective, you did a really good job with the difficulty curve while still making sure players are introduced to new mechanics or interactions to keep them engaged. I really aspire to reach this level of design. Also, even though the game is very clearly inspired by N step steve, I think your set of mechanics is unique enough to have a completely separate identity.

I liked this! All the different items were pretty easy to understand, and you did a great job of setting up and delivering on some story. I think sometimes it was hard to understand what you wanted, though, especially when it came to things you didn't want to be on fire (the chairs), so maybe just add the ability to hover over those and get a desired state. I also would've appreciated a fast-forward or 2x speed button. Beyond those minor gripes, this was a great little puzzle game!

Very fun little sokoban, got a lot of patrick's parabox vibes! The main mechanic is a bit hard to parse initially, but I really enjoyed messing around with it once I figured it out. I know how hard puzzle design can be within the time limit, and I think you did a really good job balancing the difficult curve.

This is a really fun concept, I can see a lot of potential! I'd definitely be interested in seeing a more complete version of this if you want to work on it after the jam ends.

Really fun deckbuilder! Pretty unique concept as well, I would be very interested in seeing a more complete version with a post jam patch. Only minor complaints are that I would've appreciated some indication of how many levels there were in total, and I feel like the perfect countdown should also give you more than just 1 health back. Those are just minor nitpicks though, this was really good for a jam this short!

I could play hours of this, no notes.

(1 edit)

Really cute little game! I really enjoyed the music and the art, and I think it was a pretty creative take on the theme! I do think having so much time pressure on each day made it hard to really sit and think about each decision like you might in Reigns, and by the later days I was only really looking at the arrows because they were going by so fast. This also meant that it was harder for me to buy into the story or even see any consequences to my actions (cards that happen because I made certain choices earlier) besides whether my provisions were going up or down. Overall though, this was very fun!

This was really beautiful, I can tell it means a lot to you. I genuinely believe we need more games (experiences? vignettes?) like this. Thank you for making it.

(1 edit)

Really feels the most like a metroidvania of all the games I've played, I have no idea how you guys managed to pull this off within the time limit. I can see this being a full steam release as is!

Ah ok I see what you mean. That’s not a softlock but it is meant to be a later game area so I can see how it would be confusing if you don’t know everything yet. I’ll keep that in mind, thanks!

Hey, thanks for the feedback! I’m sorry to hear that you were getting softlocked. Out of curiosity, where exactly was that? I’m not sure where it’s possible to get softlocked with only the red and green, so it would be helpful to know so I can fix that. Thanks!

This was probably my favorite game in the entire jam. The puzzle design is so good and it has the most backtracking and interesting exploration I've played out of all the submissions so far. I haven't finished it yet, but I definitely plan to! I would've maybe appreciated some QoL features, like a button to let me go back to a checkpoint faster, but it's not really that big of a deal. Also, I'm not sure how intended this was, but the shield block's hitbox being slightly bigger made it possible to use it as a ledge on some levels. Either way, I would love to see a post jam release!

I don't think I've ever played a game that controls anything like this (in a good way). The combat feels really good, and if you were to add couple more moves I could see myself really getting into it. I would agree with some of the other criticisms of the mouse sensitivity, but controlling the camera with the keyboard felt good. I'd be really interested to see if you do anything else with this!

V guvax lbh nyernql pbyyrpgrq vg, lbh whfg guerj bar vagb gur sbhagnva. V fubhyq cebonoyl znxr gung zber pyrne.

I can’t add them immediately as this was a jam game and there is a voting period, but I’ll get them in there eventually!

The central mechanic itself is really interesting, and I can 100% see the potential in the puzzle design, but I think the controls could probably use some work. As a first game, I think this is very impressive and I could see myself playing a more polished version, but I was having trouble actually executing  what I was trying to do. Good job regardless!

The audio and graphics were inspired, they immediately got me interested in the game. I would've appreciated the ability to just move toward where my mouse was, but I can see how it would work a lot better on a controller. Either way, I'd love to see more of this project because of how great the sensory experience was, if nothing else.

This was really great! The short amount I did finish felt really polished and it was crazy how much you guys were able to pull off, but it is frustrating that I won't be able to save and come back to it later. Also, it might have helped to have some sort of indicator for the items so they could be more easily identified.

If you get very stuck getting any gems, I made a walkthrough video where I get them all:

(1 edit)

u the goat

If you're sure you're softlocked, you can hold R for five seconds to reset back to spawn without losing gems and coins.

hint (rot13): Lbh zvtug arrq n qvssrerag lryybj oybpx. Ybbx nebhaq naq frr vs lbh pna oevat bar bire.

I believe you should be fine

I’ll get this fixed, thanks for letting me know!

Also, the puzzle you got stuck on is still possible if I’m understanding you correctly (with the RGB gems though).

Hey, I’m sorry you got softlocked. I was planning on adding a button to let you reset back to the start. I’m at work right now, but I’ll add that (plus an actual ending!) by tomorrow/later tonight.

Fbeel, guvf jnf na rneyvre ohvyq naq V qvqa'g rkcrpg nalbar gb svavfu fb snfg, vg frrzf yvxr V znqr gur tnzr choyvp gbb rneyl. Gur pbzcyrgrq irefvba fubhyq or chfurq ol gbzbeebj. Gunax lbh fb zhpu sbe cynlvat gubhtu!

it's true what they say, bananas really are tricky.

Very slick platformer, I especially enjoyed building up and using momentum.

i played this so long my fps started visibly dropping because of how many people (and horses) were chasing me

Very fun little metroidvania type game. I think I entered the conveyor area without the water area's ability, so I got stuck here and couldn't figure out how to get back, but everything else I played was really well thought out. I think you could've given us the ability to maybe go back to previously discovered checkpoints to avoid any softlocks, but I understand that it can be hard to playtest a game like this properly in a jam. Anyway, great job!