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OffByTwoDev

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A member registered 92 days ago · View creator page →

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Thanks so much :))

Yeah I agree, I definitely rushed the laser placement! Thanks for the feedback :)

It took a little while! It wasn't too bad though using LaTeX (I used a newspaper template). Thanks for playing :)

Hey, thanks so much for the feedback, I think there was a bug :/ sorry about that!

Thanks so much! I think for the next jam I might try to leave a little more time to add some lore. Thanks for the feedback!

Thanks for playing :) Yeah I think it would've been more intuitive to be able to disable the lasers (as you can disable the other objects too). With the remapping, was it both the controller and keyboard screens that didn't work? Or only one of them?

Hey! Thanks so much for playing :) Yeah there was a bug and it broke the lasers on the web version :/ sorry!

Such a cute game! Only one (very small) thing: I personally wouldn't bind space to both jump and skipping the intro UI box (the one that shows you about the new pastry for the level) - it was easy to accidentally skip that whilst trying to start the level.


Really really good game!

Cool idea! I loved the art. I was a bit confused with what was going on. A tutorial (either in-game or just on the itch page) would help. Also I would recommend having a look at Godot's stretch options so that the game is still playable in small windows. I think I got the game into a bit of a broken state as I managed to get a lot of money!



Also, massive ++ for controller support!

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This is such a cute game! I loved the sound effects :) And the overall idea was really on theme and well executed!

One bug I found was that the same item could be picked up multiple times. In order to add more difficulty, you could not tell the player which room some of the objects are in. Or you could only allow the player to look at their task list when outside of the house (so they'd have to remember what they need to steal). Just some ideas though!

Overall I really liked this game :)

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Apparently I suck at driving lol... I ended up with -$32. Super super fun game! The driving felt smooth but challenging, I liked the artstyle and audio. My only point would be about visibility: maybe you could zoom the camera out at high speeds, or place the camera slightly ahead of the vehicle's path (I think there's some plugins for this e.g. Phantom Camera). Also controller support would be an added bonus.

Really fun overall! Very very solid entry, I really enjoyed playing! It was a nice length for a game jam game too :)

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Cool game! The music was really fun, and the artstyle / animations were nice too! I think it could benefit from a bit more variety, e.g. different enemies with larger vision cone. Also binding some controller controls would help accessibility. Overall though, a fun game!

Oh also, the audio was a bit quiet

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This was a really really fun game! Genuinely one of the most impressive game jam games I've ever seen! To have done all of this in 9 days is awesome. Lots of content, and the puzzles overall were fun. The bits I liked were:

  • Artstyle & cutscenes
  • Speedrun timer is a great addition
  • Controls were intuitive
  • Puzzles were a good difficulty
  • Felt like a cohesive full game experience (which is probably the most difficult thing to do in a game jam!)

Some point for improvement would be:

  • The black tutorial text was hard to read when it was on a dark background: you could use a white outline to help - or make sure to always have the text on a white background (e.g. it could be placed within the level itself)
  • It felt unintuitive that the player couldn't push the objects (even just a little bit) - it took me a while to understand how the physics worked (e.g. that most objects can be moved, just only by the drawings)
  • The game window felt a bit cramped and some of the tutorialisation bits happened off screen (e.g. the first roll-the-circle-down-the-hill puzzle)

Sorry thats a lot of text! Its a really really really good game I just wanted to point out some simple ways it could feel even more amazing to play :) But they are very small points really. This is (easily) one of my favourite entries this jam :) Well done on such an amazing game!

What an amazing game! I really like the graphics and game loop. And I think the difficulty curve is really good for a game jam game. It was fun trying to strategise a little on how to get to the cows without spawning in loads of farmers.
Also a technical question: how did you get the leaderboard to work?

Oh also, massive ++ from me for using a cool font :)

I loved this game! Really cool mechanic, lovely artstyle and its super on theme!

  • I tried to leave via the ladder but it didn't work? I pressed E when next to it but I couldn't leave so I always got caught after the 1st night
  • The hitboxes of the graves being larger than their sprites was a little annoying to navigate

Other than that, really really solid entry!

Fun game! I liked the overall mechanic :) Sometimes it was hard to see where the enemies were (sometimes they'd clip behind other sprites) and having a few more enemies might help make it easier to reach the goal of 50 money. But overall a really solid game jam entry!

Really cool game! Overall I thought this was a fantastic entry. Some things I liked:

  • Artstyle & audio
  • The mechanics were simple & easy to pick up
  • Good level of difficulty (so it was super fun)

Some ideas for improvements (there's not many!):

  • It was a little confusing having the entrances and exits both be marked with the same "extract here" sprite
  • Sometimes I felt the player hitbox was a little too big and/or the doors were too small. Perhaps making the player hitbox something more rounded (if it isn't already) could held the player push past objects easier without losing the mechanic of trying to avoid objects

That being said this was really really fun and an amazing game!

Amazing artstyle and a really cool idea! The menu & credits were really nice, and I liked the music too :) Some suggestions:

  • It was hard to know where my mouse was pointed. Maybe have a small dot as a cross hair in the center of the screen so the player knows where they're clicking
  • I found it difficult to catch a thief in time, especially if they stole something nearby to the exit. Maybe instead of having to click the walkie-talkie you could also e.g. press space? That might help the player be quicker

P.S. the music and sound effects were amazing!

I tried to play the game on my phone (safari on iOS, but it crashes on the screen where it says "the button will become clickable when..."). Luckily it worked on my laptop (firefox)  because this is such an amazing game! Really really cool idea and very well executed. The hand drawn animations / artstyle are really cool, and the overall story is engaging. Using the webcam is super original and made for a very fun experience. If this was a full game on itch I would 100% play it. Some things I noticed:

  • Sometimes it was hard to know where I was / which door was the one I had just come in through. Personally I would give the floor plan to the player in the foyer so they have it earlier
  • Near the end of the demo, when the character says "I'm going to check the locked door one more time" - I hadn't actually seen that door before so I was a bit confused until I checked the rooms again. I think this could be solved by changing the room's layout to be Exit | cuckoo clock & monkeys | locked door | open door to the room with the deer (reading from left to right). This would force the player to see the locked door before entering the deer / puzzle room. This is just an idea though ofc!

I like the artstyle, and there being lots of mechanics (sprinting, vents, vaulting) is impressive for a short game jam :) A reset button would've been a massive plus, also mapping some controller inputs might be a good idea (I think the game might feel a little more intuitive to play on controller)

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My favourite game I've played so far! Really really really fun

Some things I particularly liked:

  •  Controller support
  • Artstyle was amazing
  • The number of levels you made is seriously impressive, especially considering they are all well-designed and thought out
  • Controls were intuitive
  • Story is really cute

Some things I thought could be improved:

  • Sometimes the goose would jitter a little when moving; if you don't already have physics interpolation on that might help
  • At points I thought the goose's hitbox could be made a little less tall to avoid hitting my head (but of course its hard to balance difficulty vs frustration)
  • I think a speedrun timer would be a really good addition
  • It would be nice to be able to navigate the menus with controller (you just need one of the buttons to call `grab_focus()` when you make the menu visible; godot automatically handles the rest)

This is such a creative idea to be inspired by the Paris heist! I liked the concept a lot

Some things I found cool

  • Artstyle was super fun
  • The concept behind each minigame was really good
  • Music fit the vibe well

Some things I think could be improved:

  • Saw minigame could be a bit more forgiving; it was really difficult
  • I bodged the parallel parking by just going fullspeed and ramming into the parking space and it let me continue
  • I agree with ab_plus that it would be best to allow players to select the minigames from a menu screen

Really solid entry! btw I was on firefox and the game worked perfectly :)

Some things I liked:

  • I liked that you bound both arrows and WASD
  • Overall feels very professional (loading screen, using the GWJ logo, fonts are very clean and high res  - and really well chosen for the game! - UI is readable and doesn't get in the way of the game)
  • Nice playtime / length for a game jam game
  • Nice sound effects
  • I like that you used the launch in a new window option :)

Some things I thought could be improved:

  • Add in controller support (even just mapping the d-pad and left joystick to movement would help)
  • It felt like how quickly I won  was largely up to how lucky I was with finding targets with lots of money. Maybe there could be some way to deduce who was rich by looking at their movements, or the event log (just an idea, it might not be that good!)

I love the outline / cell shaded kindof look! And the idea of having to steal stuff to pass an exam was super creative!

Things I liked:

  • Outline shader / artstyle
  • I like the short length of the game (I think 2 minutes is a good challenge)
  • Stealth mechanic
  • Slowdown debuff from the ill student

Some suggestions:

  • Would be nice to have a fullscreen button (you can use itch's in built one if you like)
  • Mouse capture was a little fiddly to get working: maybe just force the mouse to be captured when the player clicks the start button / clicks on the screen
  • Controller support

I really like the artstyle & overall idea! Some things I liked:

  • Music
  • Overall gameloop & shop
  • Story & characters

Some things I thought could be improved:

  • Some of the sound effects would be less repetitive if they were randomised (e.g. the jump sound effect) - e.g. you could use an AudioStreamRandomizer with 1-2 semitones of randomisation
  • I thought the game was a little difficult as I lost all my progress when dying

Thanks for the feedback! This was my first jam trying to make the models and textures myself.

Thank you so much!

Thanks!

Thanks, will do!

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I was so close :(


fun game! and nice sound effects :) it felt a little impossible when it got faster than the paddle movement speed, but I think thats probably part of the fun of pong!

Hey there, I've just uploaded a desktop macOS version of the game. If you'd still like to have a play through the game, you could have a go at downloading that and see if it works better for you. Either way thanks so much for checking out the game :)

Hey there, I just added controller support to the web version. If you would be up for it, a quick test to see if it works and is implemented well would be greatly appreciated :)

Hi! I've just uploaded a desktop macOS version of the game. The desktop versions look to have much better performance and less stuttering.

If you'd like to give that a go, you can download it from the game page.

Once you've downloaded it, the instructions here will tell you what to do (since its just a jam game, I haven't signed or notarized the exe, so your mac will warn you about running it): https://docs.godotengine.org/en/latest/tutorials/export/running_on_macos.html#ap...

Thanks so much for checking out the game, and sorry for taking a while to upload a macOS version!

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Hey there :) Sorry for taking a while to get back to you! I have just uploaded a macOS version of the game, so if you'd like to play you could give that a go. You can follow the instructions here once you've downloaded it: https://docs.godotengine.org/en/latest/tutorials/export/running_on_macos.html#app-is-signed-including-ad-hoc-signatures-but-not-notarized

I don't have a mac unfortunately so I haven't tested it, but generally the desktop builds do have much less stuttering than the web build.

I've also added controller support :)

Either way, thanks so much for checking out my game!

Hey! I'm really sorry it doesn't work on macos web. Once the jam is over, I'm going to upload some fixes, and I'll also upload a macOS version at the same time. Hopefully that works. If not, I'll dig deeper into what's happening at the start of that level to see if there's something else going on.


Thanks so much for playing, and I'll try to reply to this thread when I've pushed a macOS build

Thanks so much! I think in part the game feels short because there isn't much substance or detail to each level... maybe if I added in some more detailing and dialogue / puzzles to each room it would feel a little more alive and players would have more of a reason to look around? Then the game might feel longer. Or of course I could just add in more levels.

Thanks for the feedback :)