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OfficialChaser8

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A member registered Apr 21, 2023 · View creator page →

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Yeah for sure, sorry i didnt make that clear. This section kinda highlights two things that i found a little frustrating: 1, the floating mechanic is good, but it is pretty delayed which makes it feel unfair at times, and in this section in particular i kept dying cuz of that. And 2, idk if it was just this section of levels, but the gravity felt really low, making those wall jumps really difficult and tedious. For that second thing, I would say just try not to design the wall jumps so they are just far enough apart that the player needs to also hold the direction they are wall jumping. In my (personal) opinion, its much more satisfying when the wall jump pushback force is just enough so the player gets to the other wall, making it so all they have to do is hit space. The way it was designed there - i had to constantly shift between holding a and d while wall jumping - which is fine - but it became more frustrating when there was also so much gravity pulling me down the wall. Sorry, its pretty hard to explain all of this in a comment, but yeah, those were my main things.

This might be my favorite game of the jam. The rules of each animal are relatively simple but when combining them you guys were able to create such unique and engaging puzzles. Kinda reminds me a bit of a board game i played called "dimension" if you guys have heard of that. The concept is genius, and for things to improve, i would just say the drag and drop is a little janky and not always perfectly responsive, and also, sometimes the numbers on the animals overlap with the raft too much which makes it a little hard to see. Finally I would say balance wise, the game was pretty good, but sometimes in the middle section of levels, I would take like 15 minutes to do one puzzle and then 1 minute to do the next, which felt a little weird (it might just be that I think in a different way or smthn). Overall, this is easily one of the best concepts for a game jam game I've ever seen - its addicting, and endlessly expandable if you wanted to add even more animals, rules, and layouts. Great work!!

It's a really cool concept i just think the difficulty is way to much to start. The speed you start at feels like the speed you should be at after like 5 minutes of playing. I think you could improve the gameplay by making the beginning a lot easier and ramping up the difficulty in a smooth way that makes it feel fair to the player. This could also help your game be playable by a larger audience, bc as of now the only way to make it somewhat far in the game is to have extremely good reaction time and sense of where the numbers are on the keyboard. But again, I thought the idea was still pretty cool and enjoyable, and with a better difficulty curve I know this game can be even greater :) Good job!

Wow, thank you so much! Glad you liked it.

Cool game, I really liked the squash and stretch you added to the player. Some of the controls felt a bit finnicky, and the art felt kinda lacking detail, but regardless, it was a game that kept me engaged, nice work :)

I liked your take on the theme, this game was very hectic but actually pretty fun! At the end of the game though, idk what happened i was just stuck with the timer run out and no more stuff to sort, idk if that means i lost? But still, the concept and limitation usage of the game was clever!

This was cool, I definitely see your guys' connection to the limitation! As far as gameplay goes though, it was pretty frustrating, as the controls could have probably been introduced in a better way rather than a tutorial page, and it was frustrating that I didn't know which objects I could scale up and down, I feel like some sort of visual indicator or highlight could help with that. Also I agree that the lose sound effect was annoying, I just shut off my audio completely so I didn't have to listen to it blare over and over. Overall, I think this idea is good, it just needs more clarity in terms of controls and a little more polish art wise with correct pixel scaling and maybe some colors. Still though, be proud of yourselves for getting a game turned in for the jam!

Really cool game, it reminded me a lot of playing pinball at an arcade - it's hectic, fast-paced, and you even added multi ball and extra life things too haha. My only complaint for this game is more of a complaint for these pinball arcade games in general, being that sometimes the way the ball bounces can feel unfair at times, but again, that's more so the case with this genre in general. I guess also I could say if you were to add to the game, it would have been nice if the properties of each block were more clearly communicated to the player. But really, this is a very solid entry, great work !

I like the vibe of this game! Visuals are cool, but yeah, the fighting needs to give more feedback, right now when I punch the player still stays in an idle state, and there isn't any sort of hit flash/screen shake to emphasize my actions of attacking or getting hurt. Still a pretty cool game tho.

Yeah about the knockback, I added a jitter variable in code so it the water doesn’t always push you directly straight back. I thought this would make the gameplay more clumsy, but it seems like it just made it more frustrating. It’s definitely something we want to fix in the future. Also glad you noticed our “wild” implementation :) Thanks for the feedback!

Yoo this is actually kinda cool, I would encourage you to work on this further because I think with a proper game loop this could be a really captivating game. The singing mechanic works pretty well also, it's definitely a good base :)

Nice and polished 3d game jam game, I love it! Sometimes it was frustrating when trying to attack enemies because the attack hitbox would vary for each bobber man (like especially the green one with it being on the sides, it was something I had to get used to), but I wouldn't say get rid of it, I just think there could have been more of a visual indicator there. Also the game is very challenging, but I like it! Great job overall :)

Cool game! The rule switch ups were cool and I liked how the stars were scattered so it forced you to really explore the whole map. My main concerns were regarding the map itself, I couldn't tell what was the foreground and what was the background which left me trying to jump on things with no collision shape. Also, for the star boss thing, I thought it was a clever and "unpredictable rule", but I think it was lacking some sort of feedback when you get hit by it, like a hit flash, sound, or screen shake, something to let the player know they just lost some health. Overall though, pretty solid for a game jam game, you get pretty right to the point and have some clever connections to the theme.

I liked the art style and the different abilities the mushrooms gave you, very cool! As far as gameplay, it did feel a bit tedious going back and forth to get mushrooms then build the house, it would have been cool if you could have unlocked workers or something once you had reached a certain point in the game to speed up the process, because as it stands, the game kinda felt like the starting point of a tycoon or simulator type of game. i know its a game jam tho, and you don't have all the time in the world, so i get it. neat game tho, overall.

So awesome that this is you're first jam, good job on getting a game submitted!! The art was cool but at times the trees and other stuff looked like they were floating, which kinda threw me off. Also have to agree with what GalaxyMom said, its kinda just a walking game rn with no real incentive for doing anything except finding the collectible item thing. It's also cool that you learned about tilesets and tilemaplayers and that stuff in godot for this jam, as that was something I learned more about too with my game :) Still tho, be proud of what you made and if you need any help or advice regarding any future godot projects, you can always hit me up on discord (my user is officialchaser). 

Cool narrative game, I made sure to get all the endings. I liked the story line but having to go back through all of the dialogue to get the good ending was a bit tedious at times. Also the hitboxes while moving felt weird, I kept running in to stuff when it looked like there was nothing there. You should be proud though for making a game for your first ever jam! You kept me playing all the way through :)

Fun! I liked your use of the limitation and the combat was kinda satisfying. One thing that stuck out to me as far as a way to improve this game is to make the level procedurally generated, as far as enemy spawn locations and map layout goes. I think it would add a lot of variability and replayablility to the game, because after a while it got repetitive taking the same route to kill enemies every time. Also, one of the round modifiers - the slo-mo one - was way to slow and way to easy, but I liked a lot of the other modifiers in the game. Finally, I would say presentation wise, it was ok but again the fact that the same screen with the same colors and background was present every round became dull after a while. I want to applaud you for your effort though, this is a cool game that had all my attention to the very end, and the concept is interesting!

The ending was very fitting haha. Fun game tho, I must say however the audio was being kinda weird whenever I tried opening the manual, like the narrator voice would kinda get choppy for a second. That could just be the web build being weird tho. Nice work :)

This was really fun to play late at night bc the vibe of the game is so eerie but so good! I liked how you made the different roles for the little guys, but I wish there were a few more enemy types, after a while the combat became kinda stale. Also I know some games try to go for a more slower-paced style but sometimes the pauses in gameplay when I was just waiting just left me kinda bored. However, the ending and how the colors change is also a really nice touch though, along with the sound design. Nice work!

Glad you liked it, and yeah Crazed has always been a really talented music composer haha. For the unpredictable rules, they were supposed to be the card things, like "darkness" and "double trouble" to name a few, that you see at the end of every day. Sorry if that wasn't clear enough, but I appreciate the feedback.

Is this sorta what you are referring to? I think that is an issue more so on the itch page side of things as opposed to the actual game. If so, I would just recommend fullscreening or downloading the game, that should fix the problem (if that's what it was).

Thanks for the feedback, that was something we definitely tried to experiment with, like with the "lose a key" rule it forced you to use the knockback more often for movement. But I get it, the knockback can be annoying some times, I would say we never really found the sweet spot between funnily uncontrollable and fun gameplay. Glad you liked it though.

That's awesome that you made the art and music as well as programmed this game in just 3 days! The melee was actually pretty fun, but I didn't feel the effects of my unpredictable rule choices as much as I wanted to, and art wise I felt like the polish wasn't entirely there (no player or enemy animations, and the scenes felt kinda empty). I totally get it though, having only 3 days and making a game all by yourself is a TON of work. But yeah, be proud of yourself for this game still :)

I didn't realize what I was getting into when playing this game---it's hard! I loved the foddian like aspects of your game, it kept me hooked for a solid 20 minutes lol I kept falling all the way down. It would have been nice if you just displayed the new controls rather than made me find them on the keyboard myself, that part felt a little tedious. Also the variable jump height character was cool but definitely needs refinement. But really, you guys should be proud of this game, it definitely is entertaining haha.

I have to agree with what everyone said about the graphics and atmosphere in general, very calming, I liked it! I just felt pretty confused while playing, and when I got to pick new upgrades or plants or whatever I wish there was some text or more clear visuals telling me what stuff did. Also the swan animation was a nice touch but I felt like it took a bit too long - like I thought my game froze or something. Overall though, nice work

Wow! Awesome work! I love how detailed the map is and my high score was $2300 or something like that haha. For things to improve: I would say the player controls didn't feel quite right---it seemed like you were going for a more uncontrolled movement style, but the acceleration and deceleration just felt a bit off to me for whatever reason. Still though, I'm very impressed you guys were able to cooperate and make something cool with such a large team!

haha fun little game i like how you ramped up the intensity, and the game is pretty replayable. I felt like the sprite flipping based on where you were pointing your gun didn't work perfectly, but nonetheless i had a lot of fun playing and i encourage you to keep going with game dev !

w game! for something to improve - i feel like you only needed the throwing mechanic for the last puzzle, and the others it felt unnecessary. so if you make more levels I would encourage you to design more levels like the last one which used the throwing the hat thing really creatively. 

I just randomly found this game and it's really nice!! Some of the puzzles really got me thinking and I loved watching the character run through the level to get all of the stars it was very satisfying :)

Dangg that's better than my best ever score nice job! Also glad you liked it :)

Loved the art and music, super cute! Here's some pointers I got for your game:

  • The movement: I feel like you could make your game's movement even better by adding slight acceleration and deceleration to the movement logic, this would help the player's movement feel more fluid and less rigid (if you used the right amount)
  • I feel like the art was really cool, but there's a few things that I felt were kind of absent. One was wind particles moving up to emphasize more that the player is falling, and it would have been cool to see the player have a falling animation that looped (maybe even just like a 2 frame animation) rather than one frame throughout. I still want to note with that though, I thought it was nice that you kind of subtly swayed the player up and down a little to try to sell that falling effect.
  • Final thing, kind of random but I felt like the sound effect for the clinging on the side of the wall didn't really match with the action, it just felt a bit off, idk that could be personal preference

Overall loved how your game turned out really, nice work!!

Wow... I love the gameplay and art, very simple but very satisfying! Music pairs along with everything very well too. My one critique is it feels like eventually you get to a certain point where the enemy spawn rate just skyrockets and you can't do much about it. My high score was 51. Overall, very well put together entry!

Cool entry! I enjoyed your little intro cutscene at the beginning and the music was pretty neat too. Some pointers:

  • Felt like the atmosphere of the game could have been improved with a background rather than just a solid purple color. You could have added to the atmosphere also by adding more tiles to the tile set, it felt like while platforming there wasn't that many
  • The charging of the gun was a nice idea, and I think you could improve it by adding a bar above the player to show how close they are to fully charging the gun
  • I noticed your cutscene firstly was a bit long, causing me to wait to finally be able to play. I also noticed about the cutscene that it seemed very polished compared to the rest of the gameplay, my suggestion would be to focus more on polishing the environment the player is in, as well as the player mechanics.

Overall though I enjoyed your game and the story, and played it for a good bit, nice job :)

Thanks for playing and sorry I made the win condition a bit hard to reach, I'm thinking that I'll lower it considering the feedback the game has received.

Thanks for the feedback! I about buying the upgrades, it is intentional that it only lasts for the first minigame (I added that info in the description just now). Also the main reason I made the goal $15,000 because I thought it was very challenging but also doable, and I wanted the player to play a lot of times and learn to eventually reach that mark. Sorry if it was too high. But thank you for all the input you provided, it helps a lot.

Wowwwwww you guys absolutely cooked on this!! The music was absolutely fire, I literally would at some points just sit on the same screen so i could listen and vibe to the music lol. The art was incredible too and I loved the hanger game mechanic! I can tell you guys are very seasoned with game jams and playing this gives me so much motivation to keep going with game development. 

My critique for the game I guess is that to me, one of the jumps to get one of the coins just felt impossible, like I thought I was missing something, bc I spent like 15 mins trying to get it and eventually just gave up and tried to find another coin instead. Maybe I'm just bad at the game idk. Also it would be nice if I could see the controls in the description too.

Overall, just superb job is all I can say.

Really enjoyed the presentation of your game!! Also thought it was pretty fun to go around sucking people's blood lol. I wish though that the people who's blood you were sucking made some attempt to run away, so the game would force you to be moving around constantly. But for real, nice work!

Fun game! I really enjoyed your take on the theme, and also found it pretty fun to try to shoot down all of the enemy ai! My one pointer for you is that the SFX are like really loud, even when I turn my headset down, and they are much louder then the BG audio which made the audio for me sound a bit clunky.  Overall nice job though!!

Wow this game is for sure a hidden gem in the jam! I loved all the features and mechanics you added - and just little things like showing the stats of your next enemy, and comparing items you have on with new ones you might buy, those small details really go a long way! I also loved all of the art but just like some other people said, I do wish the characters had a little more movement during fights. Overall your team should be very proud, this game has a really nice concept and execution of that concept!