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osje44

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A member registered Aug 27, 2019 · View creator page →

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Het zijn inderdaad maar een handje vol secties die ik hergebruik. Echte random generatie had gekunnen als ik de gameplay eerder "doorhad". M'n originele concepten waren heel anders en die levels was ik best wat tijd mee kwijt, dus toen ik hierop belandde had ik niet heel veel tijd meer over...

First player experience was een beetje pijnlijk. Ging bij mij beetje als volgt:

  1. Realizeer me dat ik maar op 50% warmte zit dus ga dichterbij het vuur zitten
  2. Balk gaat niet omhoog, dus oke dit gaat om het vuurtje niet om mij
  3. Zie vrij snel het blok hout en pak hem instinctief op met E (mogelijk deed ik eerst left/right click)
  4. Loop terug naar vuurtje en probeer van alles (behalve G...) om met het vuur te interacten om het hout op te stoken
  5. Ga dood
  6. Lees controls nog eens en zie dat G is om te droppen. Aha, blijkbaar moet je het hout droppen en kan je niet "interacten" met het vuur zoals ik dacht
  7. Probeer opnieuw en dit werkt wel
  8. Paar blokken succesvol in het vuur gegooid
  9. Nu vries ik wel dood tijdens een grote excursie, aangezien ik eerder dacht dat ik zelf geen "health-bar" had en alleen het vuurtje er een had

M'n punt is dat ik ook wel weet dat je dit hebt aangekaart in je "How to play", maar het voelde allemaal niet intuitief toen ik begon met spelen. Wat ik zou aanraden:

Of je wil wel UI, en dan doe je dat ook voor de warmte van de speler zelf

Of je wil geen UI en je zorgt dat aan de hand van de grootte van het vuurtje je ziet of je nieuw hout nodig hebt. (Als je namelijk op pad bent maakt de hitte van je vuurkorf toch niet uit, dus waarom is ie dan op het scherm?)

Het idee vind ik echt heel tof (dacht hier zelf eerst ook aan toen ik thema hoorde) maar ik vind de gameplay toch een beetje tegenvallen. Het is wel leuk om met je camera steeds te schieten om te kijken wat er nou eigenlijk zit, maar ik zat dag 2 echt heel lang als kip zonder kop rond te rennen omdat het kattenspoor naar mijn idee soms ineens stopte, zonder dier aan het eind. Ik weet niet waar dit precies aan lag, maar als ik een spoor zie wat eindigt zou ik verwachten dat er iets zit op die plek, dus het feit dat dat niet is voelde een beetje raar. 

Introductie van het monster was wel heel gaaf, maar het was niet echt duidelijk of het nou wel of niet mogelijk was om er van weg te rennen.

Haha, ja eerst had ik het andersom maar dat voelde ook raar om dan op het scherm alles bijvoorbeeld rood te hebben en het juist fout te hebben.

Volledig met je eens op beide puntjes. De muren had ik vrij laat pas aan gedacht om te polishen en motivatie was inderdaad niet heel hoog meer. En inderdaad ik nog wel wat verschillende dingen geprobeert qua mechanics, zoals het maken van sneeuwpoppen of combineren van verschillende doelen, maar viel vaak toch best tegen. 

Haha, no thats a bug. And the most common feedback ive gotten so far. The solution was in the blue rectangles that count down

The looping behaviour was so seamless. Often with these time-loop games it can break the flow but this was very well done!

Yeah solo dev can be difficult. I guess my priority was gameplay first, art last so that would explain it :)

I really like how you have to anticipate the movement of the enemies instead of just mindlessly circling them! Very smart design choice

I like the creepy vibes you have got going on. Would be nice if there was a bit more to the platforming gameplay going on.

If you're interested I can tell you how I managed to make my player recording system for my game within only a couple of hours :)

Great puzzles with an amazing theme. And then all of it super polished even!

The visuals on this game are crazy good! Absolutely love the end-fight gun twirl animation with the crunchy sound bite

The narration really and the soundtrack really made this a fun game! I was surprised to hear your voice in the game as I didn't check beforehand who made it. 

Congrats on proving that not all video games are bad :P

This game was absolutely amazing! I really did not expect a simple scrappy image editing software to make laugh and to make me sad. I probably spent way too much time on the last level but it was definitely worth it!

Also, the fact that your review system actually makes sense instead of just giving a random response is amazing. (and who the hell doesn't want a giant meteor in the back of their superhero image?!)

What is this witchcraft! how did you get the tree to look so good where the leaves meet the trunk?!

Usually not a big fan of box-pushing puzzles, but this was a pretty fun one once the looping mechanic was introduced!

Pretty good game! Could still use a bit more 'game juice' and some more clarity such as the upgrade cost, but overall was still enjoyable

Hahaha, at least you're honest in the fact that "there is no chance i get featured".

Was there even any button that did something, except for the 'Play' button?

Also, how much effort would it have been to type 'Quit' in the second button? XD

Anyways, hope you still had fun putting this stuff together

I get what kind of game you were going for and definitely could be interesting. I was a bit confused when the level layout changed all of a sudden.

And if you're planning on joining another jam remember to keep the scope small!

Why would you rate something you can't play...?

Very cool vibes going on here! I just wish there was some actual gameplay

Glad you liked it! Is indeed very satisfying when you start blazing through the stages. I had to scrap a lot of levels because they just weren't fun on repeat

Indeed, I knew going in that time loop was going to be common so I tried to set it apart from the standard time loop puzzle platformers I had already seen in the past.

And 33 is not bad on first playthrough. So far the best I've seen is 18 in case you wanna prove yourself ;)

Hate to break it to you... but you need better friends :P

jk

my bad, i thought i pressed submit. Just did it now :)

I wish I understood how to break free from the loop, but I don't see any obvious things to try out.

I really dig the vibe the game was going for however

Art style is very cool! but I honestly had no idea what I was doing even though there was a checklist

Pretty fun game! I was wondering why the different coloured bullets still killed the other 2 colours of enemies, but it seem the right bullet just does more damage. Would be cool if there was a bit more enemy variety besides just the shape and colour of them. 

And the difficulty spike at some point was just insane, not sure how I could have gotten past such a big wave all of a sudden

Interesting spin on the classic snake genre. I did not really feel the 'loop' theme that much, but it was still an enjoyable game.

I indeed meant stiff as in static / unchanging. But of course 4 days is never enough time to do all you want. I had the exact same struggles with the limited time I had available

Was about to say the same thing. Every time a game jam game puts me back to the start I just stop playing (unless it's short and arcade-like)

(1 edit)

Did you just make Itch.io call your game "Amazing Game"? XD

Anyways. I really like the concept, I just feel the game needs a bit more juice. 

And no more slightly darker red areas that even kill the boomerang and send you back to the main menu! :(

The looping over the edges was mind bending at first, but definitely cool once you get the hang of it. Left-right for me immediately clicked, but the top bottom looping I definitely jumped to my death a couple of times because I misjudged.

Definitely a fun game!

ow right, it was a bit annoying to get stuck in the corners where I had to time my movements to get out but luckily there was a retry button :)

That's a pretty cool take on the looping concept. I had a lot of fun, but regardless I still like to make some suggestions:

1. The enemy variety is very low, which means at some point you're just circling the drummer with a huge group following you and there is not much else you need to do

2. The different notes you play (normal / muted / bend) really should have been special attacks! using the mute notes as a slow and the bend as some kind of explosive note would have added a ton of spice to the gameplay

3. Some tooltips showed up for a split second that I could not read but it seemed useful to know...

4. The drumming track felt a bit stiff

All in all, great submission!

Make sure to consider the filesize of a gamejam game. I'm typing this up while waiting for the install and unzip, because this is the biggest file so far in the jam I've seen.

After booting it up I realise that it's likely these fancy assets that made the game so big, but I don't know if they are adding much to be honest. Having a more simple artstyle would have made the different assets you have clash a lot less with each other. 

Also, a crosshair would have been really nice. Especially since I originally thought I couldn't pick up the key, but that was only because I clicked on the pillar instead...

Good luck next time with making and building your game!

Quick tip I would give, maybe don't make a roguelike as your first ever game. It seems simple until you start having more and more interconnected systems with all of the upgrade choices, and UI, and other nasty things.

Hope you still had fun making this one :)

I really like the concept you've got going! However, I did feel a bit cheated when some of my shots didn't connect with the enemy while clearly passing through it which definitely sounds like a bug.

Other then that I would suggest making each round just a bit different to spice things up. Maybe have some different guns for each run instead of the health/speed/power upgrades you had now. At some point you could even transition into having to fight 2 last iterations.

Oww. I just now read Coatline's comment and realise it's not a bug but a feature that the enemy was invulnerable. Please communicate things like that clearly to the player! A simple shield bubble or some sfx of bullets bouncing of metal could have made it clear that my shots weren't doing anything.

The timeloop mechanic was pretty interesting when it was actually being used, but the levels before that I was confused as to why it was even a mechanic to begin with.

I also feel like the building was pretty clunky. Right click should have been the hotkey for destroying a path. I think the building options could have easily been on the left side of the screen, with maybe short descriptions upon hovering. 

I did get a bit confused by the time freeze mechanic, and that is also when the game crashed for me which made me give up.

Thanks! glad you figured it out in the end. I know I could have made it more obvious to the player, but it's also fine to be searching for solutions yourself from time to time right?