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Origmalami

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A member registered Dec 16, 2019 · View creator page →

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then i will watch your career with great interest >:) I had an inverse problem with difficulty scaling in my first game jam game, where the game got easier the more times you died.

I wish it had more puzzle elements instead of being a collect-a-thon. Maybe making you travel back to previous areas, slowly collecting parts of a bigger code? I also think the sky area with disappearing platforms was a bit empty and not as strange as the other two. But the concept of the codes were fun to interact with! It reminded me of that minecraft april fools update where you could go to new dimensions by throwing a written book in a portal.

I hope you check out my game as well! https://itch.io/jam/brackeys-15/rate/4313365

Done and rated! Here's mine: https://itch.io/jam/brackeys-15/rate/4313365

So this might be a stretch, but you're an agent of despair in a body? It's why the dot counter goes down when you collect them, you're collecting hope. You start on a buttoned shirt,  move up to the head, enter an 'eye' with rods and cones. If you go down, there's floor or legs? but it's external so of course there's no manifestation of hope outside the head. Maybe I'm reading into it too much tho... I had fun!

I'm very proud of our comedy puzzle game about assembling weird floor plans. I'd be happy to play & rate MonoChroma too!

https://itch.io/jam/brackeys-15/rate/4313365

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Greetings, fellow real estate-related jam game maker. Your artist has an excellent eye for color theory!

done and commented! Here's mine: https://itch.io/jam/brackeys-15/rate/4313365

a fun lil ten minutes! All the areas felt distinct from each other, and the collectibles contained nice busts of humor. It read my mind a few times too; I saw the m64 star, I made the sound it made out loud, and it made the same sound when I collected it. Perfection. Not sure what the giant person in the distance going 'I see you...' was all about, but I don't think I'm supposed to. I wish it had walking/jumping sounds!

Done and feedback'd! here's mine: https://itch.io/jam/brackeys-15/rate/4313365

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I GOT BOTH (?) ENDINGS. It is a strange place. This is no place for humanity. Water the plant? The very ground is radioactive. You reach it only through the fallen leaves of it's comrades. The storm throws watchtower upon watchtower from the heavens, I persevere. HEALTH? THIRD? irrelevant. I worship the default cube. Was there any hope? nothing lies beyond the obelisk. What happened to the map makers? It's like dark souls lore. Needs a walking sound. 10/10

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I loved the unique visual/music style, it felt very weirdcore internet. The concept of a sokopon where you're also fighting/killing enemies is very cool! Unfortunately, I agree with broken_joysticks when it came to the 'boss battle'. The enemies shouldn't have collision with the player. Too many times I got stuck between two or three and it would be over immediately, or one would spawn on top of me & I'd get stuck, or I'd get stuck on a sheep that got stuck on nothing. And what's the point of the second health bar if nothing changes but the music? I couldn't finish it. I loved everything else besides the boss level though! my favorite character (besides chinchilla) was this lil ghost lady cuz she never posed a threat to anyone but herself like a true girlfail ♥

rated! here's mine: https://itch.io/jam/brackeys-15/rate/4313365

Thanks! We'd planned on introducing weirder rooms in later levels (ritual room, observatory, indoor pool), but were short on time & decided to go for a more mildly off-putting type of strange

really cool mechanic! I loved figuring out what room my ship was in, very intuitive! I got stuck on finding the rocket for awhile, but I was entertained while I searched. There's a very satisfying skill curve. I started out completely floundering, and by the end I was like 'oh, another blue-purple-grey room. If this door leads to 4-long grey-blue room then I'm set'. 

The one thing that tripped me up was the sticks. I thought for sure it had to be referencing exorcising poltergeists with a cross, so I made a beeline to the bottom right purple zone.

This fits the theme very well! The whole place felt surreal and ominous, and I was left thinking about what it all means. Gives me big ANDY LAND vibes when he makes those dark birthday videos. I wish a bit more time was spent on modelling the environments, like properly modeling the trees, but the vibe was conveyed well enough regardless.

Excellent atmosphere. Every island has a wonderful charm to it. The only complaint I have for the visuals is the paper island, since the filter kinda hurt my eyes. But everything else felt so surreal and I loved it. My real struggle with the game was the bugs, as I got stuck three separate times and had to reset the game. First, I parked my boat too far away from the dock and couldn't get back in. Second, I somehow missed the box that initiates the dialogue for the last conversation, and was just rowing for minutes aimlessly. Third, when I arrived at the paper island, I dismounted and somehow ended up in a dev room where the paper character (papi?) was sitting on a gray square and couldn't be interacted with. I liked the end conversation, but it was definitely hampered by having to reset so many times. Apparently you can modify the files to fix bugs for the first 48 hours of the rating period. If you have time today, you should iron out those bugs so others might not run into the same problems as me.

I loved the character designs! The protagonist has such endearing dopey movement, and the clowns shops feel like they could have an interesting story behind them. Between the movement, the screen effects, and the dizzying shifts of camera while jumping between planets, I felt fully immersed in the drunk persona. I did have to restart at one point because I got stuck on a planet with gravity that was too strong for me to push off of, but maybe a comet would have come close enough to grab me at some point. In terms of difficulty, I think the drunk meter was too easy to keep full. Was I imagining it, or do the drunken effects get better as I got more sober?

A fun platformer with very tight controls! The music's bumpin, the visuals are very creative, and am particularly fond of the player's idle arm swing. I wish there was a punishment for losing all your hearts. At one point I softlocked by getting stuck between two spiky enemies who kept pushing me into a corner, and I had to restart the game. I hope you guys come back post-jam and add more levels! I would love to see the project fully realized!

It's a very interesting concept, and I loved the music and simple design of the pillar and steps, but without a bigger reward for getting across a wider ravine, I found myself choosing to reset the game rather than running the long difficult gauntlet. Maybe completing the parkour after a certain number of deaths gives you a medal? Maybe after 10 deaths, a checkpoint gets unlocked? There's definitely cool stuff you could do with this idea.

A neat concept! I would have loved to see some sort of difficulty curve, like the projectiles getting faster, and more sounds. I had fun though. Good job submitting! I got a high score of 1872.

fish wavedash

I thought the visuals were very cool (and impressive, to be made with no tileset) and there was so much character put into everything. The first room made it seem like it was gonna be a standard point-and-click adventure game, so the monster room confused me at first. Making the second glass crunch trigger the monster was a good decision, but it took a few tries to realize what was going on. Maybe add an audio queue on the first crunch, like the monster growling  so the player associates the monster with the glass. After that, the greenroom puzzle was a little hard to get but not frustrating! I think the only thing it needed was sound queues. In the last room, I only noticed the paper in the corner AFTER trial-and-erroring the sequence. It could have been a me issue tho, i am pretty blind.

Overall this was a neat premise and a good execution. I had fun with this one! 

Thanks! It was something we considered, but ultimately decided that keyboard controls would have simplified the interactivity a bit too much. Perhaps in post-jam we'll have a setting to enable it.

fun lil game! i felt the motion blur was a bit excessive, and perhaps the flashlight shouldn't be an opaque cone, but I like the concept that the flashlight burns vampires. for a first game, I enjoyed it!

Can't seem to play it. Did you forget the .exe file?

Cool mechanic! I would have loved to see the disabling rock iterated on more. inverted magic blocks that become solid when the rock touches them? Give the knight a magnet that pulls the rock toward them? Oh, and i was only able to beat it using cheese. Pressing tab on a door while the rock is out still sends you to the next level. 

I beat it! love the egg lad! my QUALMS:

-driving normal slow and boring

-gotta fight the camera all the time

-missing jumps is too punishing

-bonking can easily bounce u off edges, no chance to save urself

MY LOVES:

-driving fast fun

-BONK

-level 2 was the highlight.

-MOST of the boost pads

-the shadow is almost directly below the player. This helps tremendously with certain jumps.

-the speed mechanic

my SUGGESTIONS:

-get rid of the non-run version! This might require some levels to be redesigned, but the control it gives also seriously slows down the pacing. I'd balance this with giving the egg more control at slower speeds?

-add more borders. Often I found it very frustrating to die to very simple mistakes. Often I'd overshoot by just a little and tumble into the bottomless pits. Some chain-link fences would do nicely.

-add detail to the ground. The human eye determines speed and direction using the context of it's environment. The reflective surfaces made it hard to tell which way I was drifting.

CONCLUSION:

fun sound design, needs a few tweaks, but overall very original concept.

really fun movement, and very much enjoyed the cozy scenery juxtaposed with the soundtrack, however got frustrated on level 3. The camera seemed a bit too zoomed in to react with certain objects, such as the top flower in the first area, and the holes might need some indicators, especially since the previous level was encouraging falling down holes with reckless abandon. With some level tuning, this could be a full release and I wouldn't be fooled!

Very responsive !

Thanks for the comment! Many are saying the indicator for the controls are too vague, I'll have to clean it up for the post-jam version. E is to throw and the mouse is to aim

Press e while standing next to a plug! I do see how the arrow looks like its pointing at LMB and not the whole mouse though. I'll update the itch page with controls, thanks for the feedback!

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screenshot looks cool but how do i run it?

It took a minute to figure out, but I got it! The difficulty curve is crazy, I lost when the opponent did 8 damage in 1 attack??? It got a bit stale when there wasn't any music or anything :/ but overall is a neat concept!

This one's concept is funny. The flashlight's kinda useless tho since I can tell an invisible guy's there by the red glow on the floor

Cool concept, kinda reminds me of Peglin! more level variety would be cool imo.

fascinating... though this doesn't feel like a simulation of any school I've been to. Am I missing something? What are the entities?

can't get past the second egg :/ don't really know what im doing wrong, but the visuals are some of the coolest ive seen in a game jam!!

thanks for the feedback! I will add a tutorial.