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OneThatEatYou

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A member registered Aug 17, 2018 · View creator page →

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Basically the embodiment of the Gameboy soul. Both graphics and sound design complements each other. Gameplay is simple but have enough variety to keep me interested. Level design is also well done since I'm able to smoothly progress through the objective. It's cool how you have the stars create paths between planets. The warp feature also comes in handy by cutting away the boring backtracking. Checkpoints are very lenient and kept me trying.

One thing that can be improved would be to reduce the time spent in dialogue by not 'hiding' it every single time. Leaving the villages without a music track makes them feel a bit more deserted than they actually are, but I see that you're planning to work on that post-jam. Not sure about the others, but the difficulty of the last planet is a little high for me. It took me a few tries to clear.

Great job creating such a complete experience in just the duration of the jam!

Great use of colour. It is clear to me that blue objects are hazards very early on in the game. The graphics and intro animation is charming. Sound design is very Gameboy-ish, but can sometimes be too harsh for me.

The jump feels too high and 'floaty' to me. It is also difficult to know where I'm landing or plan ahead since the screen is fixed to the player, though this is also due to the screen size restriction. Like many mentioned, having the game restart when dying is a bit punishing, but it's understandable with the time constrain.

Good work on it!

Wonderful game that feels very complete. Though the monsters behave very similarly, there is a large variety of them, keeping me hooked throughout. The difficulty is also perfect for a game jam, with frequent level ups. The cool final boss seals up the game nicely. Having a working setting menu is just another sign of polish.

Other than the odd screen size, one tiny pain point would be the inability to cancel my attack once it is selected. If I am to nitpick, player movement can be made smoother when holding down a directional key.

Still a very well made game. Great job!

Thanks for trying it out!

At the moment, I’m too busy with my other projects/work, but I would love to revisit this idea sometime in the future.

The art and animation is well done, making the scene feel lively. Having 9 different skills available is also impressive.

As others have mentioned, I found myself sliding my finger along the number keys to spam the skills since optimizing 9 skills at once is pretty impossible for me. It is also kinda difficult to tell the effect of the skills, but having no penalty for misusing them allowed me to experiment for a bit.

I read that it's your team's first submitted game jam. Congrats on that! The quality of this game is much more than what I my first submission. Great job and good luck on your future works!

A short yet very creative and enjoyable experience. I've been having a hard time working on the camera for another game, so I hope Lakitu's work got properly appreciated and compensated.

Usually, I would give some idea/suggestion for the game, but I honestly couldn't think of anything other than allowing the player to go up without moving forward. You've made me laugh, and there's nothing I can complain about.

Great job creating all those interesting mechanics out of just 3 blocks, and utilizing them in unique ways to create the levels. The difficulty curve is also pretty well done.

I personally think that there is a bit of guesswork involved when lining up the jump platforms. I would suggest keeping the blocks when the player dies and allow them to adjust the positions instead of resetting everything.

Still, I think the game is well done and worth giving it a try!

A moderately unsettling idea that plays like a fever dream. While it's not something I expect to play, the atmosphere of this game really stood out even with the basic art and music.

From a gameplay perspective, I see no reason for the player to have an inventory since there is no reason to store anything. Every time bread and water is purchased, I would just pour them all out on the field. Same case for milk and meat, which gets sold immediately. I think more can be done on this front to make the player balance between storing and selling them.

Great work on the game. I just hope it doesn't come to haunt me in the following days.

Thanks for sharing! I can more or less understand how it works now, but it's still interesting that you managed thought of getting the nice swirl effect just from these 2 variables. Might try to recreate it myself in Unity and stash it under my bed.

Probably the most polished and satisfying game I've tried in this jam. The art style is charming and gameplay is filled with juicy particles. No idea how it's created, but the procedural(?) background is super cool.

While I love the execution, I'm a bit skeptical about the idea where you essentially level down. What's pushing you to try again if its reward is less satisfaction? I can totally see this as a 'challenge mode' of sorts though.

Anyways, great job on the game. Your team's talent and experience is definitely showing!

I like the idea and execution. Who doesn't want to become an NPC with a pet rat who lost his pants down the river. The writing is well done, with the art and music being consistent with the whole setting.

The main issue I have is that there is no way of knowing how well I've done. Many of the choices would be memorable for me, so it's hard to tell if I should go for a funny or helpful one. Having the player come back, being able to gain feedback by viewing from some kind of forum, or simply just having a number go up or down would be useful.

Great job on the game and hope to see you in the sequel!

I haven't played any JRPGs in some time, so this feels like a palette cleanser for me. Even though it's obvious as of what to do, I appreciate the small bits of exploration before the fight began.

The tutorial mentioned about being able to use items outside of battles, but there never was a chance to do that. The battles against the army is also a bit too repetitive for me. It would feels much better if you are able to 1-shot some of the monsters in the last group encounter. It is also hard to know what to expect since the new monsters are always a threat, unlike a many (modern) JRPG where the new monster usually appear alone to allow the player to learn it's patterns in a somewhat safe environment.

You did managed to get me to use everything I have during the battles, which is a good sign of balance. Most of the assets may be premade, but I can definitely feel that you're familiar with the engine and is able to make full use of them. Great job on the submission!

While I did not complete the game, I can tell that a lot of effort is put creating levels and thinking of different ways to utilize the same mechanics.

Here are some feedback that I would like to give:
- Abilities are almost always given at the start of the game. This kind of makes it redundant to collect it at the beginning of the level.
- The swap ability essentially just gives access to both character's ability at all times, which is the same as giving the robber a gun and making the cop more agile. More variety of levels can be created if you 'lock' the players during certain parts (e.g. the cop must stay on the button for it to activate)
- Might be just me, but there are too many buttons required for the controls. I think that having movement keys + 2 secondary keys is the limit of what I can comfortably control.

Hope I'm not being too harsh here. I like how the screen automatically swaps when you press a button, and that the tutorial is nicely integrated into the game, with nice button prompts. Great job on the jam!

As someone who's doing an internship in a tech company, I can confirm that this is what I go through everyday.

One of the things that can be improved is the feedback of attacks. It's not always easy to tell if your attacks are hitting, and having some visual/sound effects when it does hit will help a lot with the impact. Also, I can't tell the differences between the attacks. Is there a reason not to equip the newest hat?

Other than that, I think it's a short and creative game. Great job on it!

Great spin to the theme! Took me some time to learn the controls of some of the minigames, but I think they are executed creatively. Managed to get a score of 33.

The difficulty curve feels pretty good to me once I've understood how to play it. It is also clear when I cleared/failed a minigame. There is ample sound effects to make actions feel responsive. The graphics are conveys information clearly most of the time and does not feel out of place.

This overlaps with other comments, but some troubles I've encountered are:

- 'Don't shoot XXX' made me think that I should not do anything. I couldn't really tell that one of them is a messenger since they are only shown for a second.

- Didn't know I could move during 'Read between the line' since arrow keys are not included in the controls at the bottom right of the screen. Also, the person who added hippopotamus to the list is a sadist.

- None of the minigames except the apple one requires repeatedly tapping keys, so it took me a few tries to understand what I should do. It is also possible to use both the 'A' and 'Left Arrow' keys to blast the doctor away.

Overall, it's still a really fun and enjoyable game. Good job developing it!

Great twist to an already established game. I had an enjoyable time playing it.

The ample sound effect really made every move responsive and satisfying. Having the music change when entering the VIP room is also a great touch and sets the tone of the incoming boss fight. Being able to see what cards are in the deck at any time is a very useful feature. The wacky cards made it more interesting and made replaying the game feel less repetitive. Might be just a coincidence, but if you made the winning particle effect reflect on the suits of my hand, that's really cool.

Other than that the art, I can't think of anything else that I can criticize on. Good job on the game!

This is much more entertaining than I've expected. It's an interesting mashup of genres. I'm surprised that you even have time to polish them all.

The room transitions during the first scene is cool. I really liked how the lights fade on the path to the bear sign. I would have been so lost otherwise. The boss cutscene is very well-made. Really impressive to have voice-overs too. Both the 3d and 2d arts looks great, and the music/sound design is balanced and only adds to the experience.

The only criticism I have is that during the run to the bus stop, it can be a little hard to gasp the distance between barrels since the camera is a little low, but that's only a tiny part of the game and is easily overshadowed by all the great parts of it. Good work on it!

A really interesting take on car games. I wouldn't have even thought of a car RPG/DnD. It definitely stood out from the other games that I've played. It is also cool to have some customization options at the start of the game.


Here are some criticisms that I have:

- The usefulness of car parts are not clear. I'm not sure if I need to equip them or if they stack.

- A assume that the icons at the bottom of the screen represent the stats, but I don't really understand how it affects the progress

- Being able to see the amount of gas I have when the dialogue box is open will be useful


You don't have to tell me if you didn't want to, but are the images AI generated?  The style seems pretty varied and a bit non-sensical at times, but they do look great and fit the aesthetics regardless. Great job on the game!

Really impressed by the amount of polish you've managed to stuff into this game. Every move feels very responsive with the screen shake and post processing, and the whole game feels alive even though its just about sliding cards around. I also like how it isn't overwhelming at first and gradually  ramps up. There's also the fact that cards comes in deck, making it possible to plan for what might come next. Great work on the game!

Nice job on the game! I had a great time playing it. The art is very well done and attention catching. I can almost smell the bread through the screen. The story may be cliché, but the whole bread premise made it feel fresh for sure.

The gameplay element is quite interesting and fits the casual atmosphere of the game well. There's a few minor bugs like how the clues I've found will trigger the wrong set of response from the bread on trial, but I didn't encounter any major ones and was able to experience the game fully.

Mechanics-wise, I think it's pretty cool to have the player slow down when reloading. It made me pay more attention to when I am doing it. Having different enemy hold different weapons is also really neat. The use of a story board for the intro is a great addition.

The levels are too difficult for me since the player dies after at most 2 hits. I was not able to go pass stage 2. I felt that the controls can also be streamlined. Most of my death happens when I am reloading, and it feels a bit clunky to have to press another button ('q') to cancel the reload. Personally, I would remove 'q'  and just make the player stop reloading when 'r' is pressed while reloading. You can also make the player stop reloading immediately when the shoot button is pressed.

Overall, I think it is a good start. Great job on the jam and good luck on your future projects!

It's a fun little game that I enjoyed playing till the end.


The art is absolutely charming. I can see a lot of animation going on at any given time, making the scene feel much more alive when I'm thinking about my moves. Moving the screen according to mouse position is also a nice little polish. The game mechanics and actions are well thought out and made me rethink my solution after every turn. Together with the randomness of available actions, there really isn't one reliable winning strategy for every turn.

One main issue I have is that while the actions are being executed. It can be hard to track what's going on since 3 things are happens at once (player animation, enemy animation, actions bubble puffing) and they are all happening at different part of the screen. The font can also be a unnecessarily hard to read when it is a mix of upper and lower case letters. I found a bug when fighting the witch. When the opponent have 'deal 2 dmg' in a streak, I have 'parry' in a streak, the parry only works for the first action.

Still, it is a nice game worth playing. Great job on it!

Thanks for noticing our camerawork. I personally think that it was one of the most troublesome thing to tweak in the whole game. We noticed the issue around 1 or 2 weeks into the jam and tested out a few solutions before settling on the current one. 

We used the ProCamera2D package to handle it, but are seriously considering using cinemachine since it is better integrated with Unity’s pixel perfect extension. Either way, I think it’s worth the time experimenting with it. All the best on your future projects!

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I really like the simplicity and clean-looking artstyle. I genuinely think that it's just a different style to our submission and aren't comparable in that regard. The way that you used different colour to represent different types of object makes it really clear which ones are dangerous and which are safe. (I'm NOT my team's artist, just to be clear)

Gameplay-wise, the controls feels responsive, double jumps and dashes feels impactful, and the level design made great use of all the available abilities, requiring me to mix and match them in different ways. The difficulty curve is very well done and all of my deaths felt fair. I especially liked the part where the player gets launched into the spikes for not getting off early.

One criticism I can give is that the checkpoints can sometimes be a little far apart. Occasionally, it feels like I'm not able to jump right into action after respawning, due to the wait on the rocket platform, and to be honest, I couldn't think of any way of preventing that. I would personally also prefer the camera to lean more towards the direction of the rocket so that I have more time to prepare. These are just nitpicks though, since I'm able to clear the game without any issues and enjoyed the experience throughout. Great job on the game!

Hey there, great job on finishing the jam! I can see how much effort you've put in. I can see that you have a detailed settings menu, a save/load system, and a minimap implemented, which is very impressive.

There's quite a lot of things that I can comment on, but I'll focus on just the visuals. I like the charm of the doodle-style graphics that you used for the chicken and flies. The colour of the chicken is much brighter compared to the other sprites, which makes it much easier to spot where I am on the screen.

I find it difficult to differentiate between the foreground and background objects (i.e. what objects  the player can touch). This is especially an issue around the part with background. I wouldn't know that the brown box is blocking me unless I touched it. 

My suggestion is that you should take some time to look at your favorite games and study one of their levels. Observe how you can immediately know where the walls are, which objects are in the  background, which objects are collectible, which objects can hurt you, etc., and try to apply that knowledge to your next game.

I hope it didn't came out rude or discouraging. I think you're on the right path with your passion and creativity. Don't stop developing and experimenting. All the best on your future projects!

Really enjoyed my time with this game! The intro section hooked me right up and the final jump to the ending is very satisfying. The controls feel polished and easy to learn. The small and simple map size  prevented me from getting lost and made the flow of the game feel smoother. I like the use of light rays and green plants that pops right out in the dull, earthly environment. The water reflection shader is pretty cool too.

One small criticism I have is that the bats and falling rocks blends a little too well in the environment and is a little hard to spot, though it didn't really frustrate me since the game is short. If I am to nitpick, I would also suggest that the waterfall audio source to not be fully 3d so that the sound does not immediately 'snaps' to my other ear when passing through it.

Great job on the game!

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The basic controls are simple but feels great. Movement and jump is really snappy and responsive. One of the main pitfall for a jam game is making the game too difficult, but that's not the case in this game. It's just that the map is really big. Didn't played it for as long as many of the other commenters did, but since multiple different sets of tiles are used, the levels feels pretty different to each other. The secret paths are also cool, but I think they're a bit too random for me.

Overall, I think it's a solid baseline for an adventure-platformer metriodvania. Good luck on your next one!

The gameplay is feels really polished and well balanced, except for the slippery bomb and slightly inconsistent wall jump. Controls are easy to learn and the platforming feels generous with the coyote time and jump buffer. Everything you do feels responsive thanks to the animation, particles and sound effect. The minimap is also a nice feature, though I still couldn't find the second recipe. Environmental art can still be improved, but I like how the scenery changes depending on the area you're in.


Some issues I encountered:

- Falling red spikes can 'slide' down a slope and damage you

- I don't really like how enemy's bombs have a hitbox even before detonating

- 'Lifetime' of the bomb blast is a little too long that I sometimes get hurt walking into it

- Had a weird bug when entering the uppermost lava area that made the player start swimming the moment the area is entered. Issue was gone after I respawned.


This is one of my favorite submission yet, mostly because I would not have expected a crafting element in a metriodvania. The generous heals and checkpoints made it a lot less punishing and encourage me to try again. A very great job to all involved!

That makes much more sense now and is a great mechanic. Maybe having the player hit the 'mana pole' to restore mana will help link blue objects with hittable mana source? That's just a suggestion though, so no need to think too much about it.

Graphics and animation is really well done, with some satisfying squishing and great use of bloom. Levels are nicely designed to 'tease' player with initially unreachable collectibles and the use of sloped platforms to impose a one-way cliff is very natural. It's also really impressive that you have the time to be able to implement a minimap system, which is a real helpful feature.

It took me a bit of fidgeting to actually know how to use the seed form, but it's cool how many more paths it opened up. I find it difficult to know where I'm supposed to go most of the time after the first boss. To me, I think that it lacks a 'critical path', making it feel like I'm just taking detours, rather than knowing that I'm on the intended path. Coyote time will also help a lot with some of the tight jumps. Doors are also hard to spot, but the minimap helped with it.

Still, I think it's a fun game revolving around a cool spear platforming mechanic that's worth exploring and experimenting with. Great submission!

Both the combat and the platforming needs some time to get used to, but the gameplay is as metriod/castlevania-like as it could possibly be, promoting backtracking and freedom to explore. The intro is also very well made. I also like how the environment changes as you progress.

I can see that coyote time was implemented, which is neat. I would recommend adding jump buffer too so that it's easier to dodge consecutive projectiles. Being forced to use the spear in a safe environment is very helpful, but as many have mentioned, a longer 'lifetime' would be preferable.


I'm not sure what to do when I run out of mana against the second boss and stopped there, so never got to try out the air dash and am probably missing a lot of content, but I can tell that a lot of care was put into the levels and enemy design. Great job on the submission!

It took me some time to get used to the controls, but it is a really enjoyable game. Gameplay-wise, very mistake I made feels fair. The levels are all unique and have their own twist to them. I especially liked how the new mechanics are introduced by making the player try it, rather than explicitly explaining it.

The mix between horror and comedy makes it a really fun experience. Using 3D sound to make the voice seem like it's coming from the tv is a nice touch. The atmosphere is also really well done, with the dust particles in the third room adding to it.

Great work on it!

The sound design is really well balanced. I like that you used some nice calm ambient sound effect instead of music. The gameplay is simple but well executed and kept me entertained throughout. Having the time of the day change every time I fished something up is a real cool feature, not to mention that the ending is really cool too.

One issue I want to point out is that it becomes difficult to know if the bait is moving when there is nothing else in the screen. I would suggest having a steeper colour gradient from the top to the bottom of the sea so that the it is more obvious when the depth changes.

Great work!

One of my favorite submission in this jam. The art is charming and levels are really unique. I'm not a big fan of puzzle games, so I did not go far, but I enjoyed the experience a lot and made me think more than I want to. Sound effects are simple but fits the aesthetics well. The undo feature is really handy.

Just a random question though, is there any reason that the tiles are shaped like a k?

The amount of polish seen in the game is insane. Pretty much every button press gives some kind of feedback, both visually and though audio. I really like how the cats actually attempt to move even if it could not. The pops after my deaths are real satisfying too. Levels are nicely done. Even though I did not get very far, I somehow did not feel frustrated at all. Needless to say, the art and audio balancing are very well done.

One main gameplay feature that particularly stood out to me is the fact that the player moves before the ghost, rather than after it. This small difference caused my brain to short-circuit more often than I want to admit. It really made me think how different puzzles can be just by changing one small thing.

The graphics are charming and gameplay is simple, but I think it lacks any challenge. The player's only job is to press spacebar and keep the player near the middle of the screen. The occasional switch to space only made it easier. 

One suggestion would be to have some hazards mixed in the coloured balls so that the player needs to dodge them too. Another possible addition is to have a few more environments other than just space to add more variation. For example, a Mars environment might increase gravity, a windy environment might blow the player towards one direction, etc. I would also personally prefer the functional gravity balls to look different to the usual score balls to make them easier to be distinguished.

On the bright side, the game isn't bad either. It may be simple, but it's still a stable and bug-free game. Great job on it!

I really enjoyed the game. The mechanics are simple and easy to learn. Having the enemies vulnerable to their own colors helped simplify it. Having the potions be effective against the player is also an interesting way to balance the game. It's also impressive to see pathfinding implemented for a game jam.

Great work!

The presentation is definitely the highlight of the game. The way the game flows from the tutorial/testing stage to the main part of the game is seamless and very well executed. I find it interesting that this game requires no knowledge of the rules to play it since everyone knows how to play Pong. I like how every time the ball hits something, there's some screenshakes and particles that makes it satisfying.

One criticism I can give is that the main menu BGM is too intense for my ears. I would personally prefer to have the screeching toned down a little.

Still, well done on the game!

I like the graphics quite a lot. It's simple and easy to tell what kills you and what doesn't. It's also really cool to have a cutscene stage, though I'm not too sure what is happening there. There is an impressive number of levels. Some of the levels can get frustrating to clear, but the difficulty curve is well done. The levels are also way less repetitive than I'll expect.

One thing I'm curious about is the reason for having an additional input to dash, rather than making the player dash on contact. It feels a little strange to have a specific key dedicated to something that is not accessible most of the time.

I would also suggest zipping the .exe and .pck files into a zip file and upload that instead for  convenience.

Regardless, great submission!