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patrickbutsmart

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A member registered Dec 09, 2023 · View creator page →

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fun game, only main issues being that the star sound effect feels a bit sharp after a while and the cooldown on pressing/holding left mouse button feels weird to exist

forgot about everything else I was going to say but mouse did feel a bit too sensitive.

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fun game, quite creative and I like Most of the levels (at least up to where I stopped). When using the abilities it feels like it would make more sense if you used the ability of the one you were currently on then switched over what item you were. definitely would recommend having space for jump being an option. the bottom of the spikes hurting you feels weird given that it looks harmless. but overall sill a fun game and I liked the art style

apart from the boss fight feeling a bit tedious the game was quite solid. I would say more but I forget and you were watching me play anyways so you should have fair Idea on what I forgot.

took me a while to figure out what I was meant to do, the game is quite unique but the game does feel stale after a while. the art is good and audio is at a good volume and feels good. The viewport looked weird in browser, Maybe if you had a full screen button or changed the width/height  it would be slightly better.

the game is fun and I like the art/audio of the game. the whole point of the bomb feels like it is just to catch players off guard when swapping which feels unfair.  The fact you take damage if you jump over bombs also feels unintuitive. I also didn't really realize you could run across bananas. I don't really see how the game fits the theme but apart from that the game was still quite enjoyable 

the game is fun but not being able to kill the majority of enemies that just linger in the screen doesn't feel great. the settings menu feel a bit odd. The looping aspect also just feels more akin to another procedurally generated level rather than doing another loop again

I am glad that you seemed to enjoy it and thanks for the feedback. If the surprise in the writing is what I think it is (which I would be impressed if so as it is quite awkward to get to), then that was added after I thought the game was completely done. The doors is something I somehow completely overlooked Fortunately once you are hovering over a number you can figure out that it is the clickable part but somehow the doors was oversight. I think I mentioned in a previous reply but faster skip although would have been awkward to implement in a way to where the game still makes sense, would have been a very nice feature

Thanks for the feedback. Especially compared to the shovel jam game this is a lot less interactive, (as u could press basically any button in that game). 

Given that the narrator had to remember your choices from previous rounds (idk if rounds is the right word), the amount of interactivity for any one part is quite limited due to scope. 

Glad you think the mspaint vibes fits in with the game. The mic is very much low quality (literally just from a headset). I used a discord bot to record the audio which helps a bit with compression (cuz discord has compression). That being said the muffled is probably less the mic's fault and more mine

I am glad to hear that you seemed to enjoyed it. Even if the choices don't matter in the way you'd expect

I played 4  rounds first word was womaned and their was no w that appeared, next word was seism and somehow no s appeared third one I forget the word but started with c and no c appeared and my last one started with p but no p  appeared. The game feels like it could be fun but please add a check to make sure the letter you are starting with isn't going to be impossible. The audio and visuals were nice. As much as making words can be fun It was hard to enjoy due to the lack of potential in actually winning. I did play a 5th round when writing this (technically only played 3 before writing this) to make sure I was rating the audio fairly and did finally get the letter I needed to appear. If you add a bag basically telling you what letters are left for you to pull and ensured that the letter needed appears at least once, then this game could be good fun and even have some strategic dept to it.

I believe I understand what you mean fairly well. I don't think the game would work nearly as well if you had some idea on what to expect (even if in retrospect the title makes some sense).  the not knowing what to expect helped excuse the bad art style potentially to the point where polished art would feel out of place. The concept required voice acting but since majority of games don't have a narrator/voice acting it definitely seemed to have been more appreciated than it potentially deserved. I appreciate you telling me where you believe where the game done good.

it is a neat idea but it is hard to tell what is happening at first. a formal menu or something would go along way as it didn't make a lot of sense why you start the game needing to press n to start a new game. It would be nice if the levels were guaranteed to not just trap you immediately, a lot of the levels seem to have stuff below where the player can see and often times where the loops are and the size of the belt make a lot of the level feel meaningless especially if only 1 loop is possible. I'd recommend having more carefully designed levels rather than procedurally generated ones (which I presume is the case for the levels) as it could drastically increase enjoyment if the levels feel satisfying.

fairly good game. The audio was at a good volume. I understand the going home part for narrative reasons and to make it fit the theme however its whole purpose seems to be to just limit the player, I think it would make sense if it was a scenario where you had to make x amount of money in x amount of days in which case it can add to the game but as it is, the game would feel better if you didn't have to go back to the house each day and it wouldn't really sacrifice the narrative if there just wasn't days as it isn't something the player would think of. would also be nice if buttons could also work for movement  as clicking becomes annoying after a while. I also done the 7 vases and was going to do the last challenge but the antidote got stolen and no way of getting thyme it seems  so gave up.

simple game. the art style does what it need to do. It does lack challenge though (Except for level 12 which isn't possible unless there is a mechanic we aren't told about). If you manage to introduce challenge or even just explore the concept more It could become a lot more entertaining. 

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I like the idea, played it after seeing your devlog on it. game was quite enjoyable would have been cool if you further explore the concept. for the top right room I presumed you had to loop the 2 reds without looping the green I accidentally looped the green but it still counted not sure if that is intentional or not. for the boss fight when the enemies are out the guy is faded and it is clear u can't damage him however it took me a while before realizing the same was true when the fire was out and that damage boosting was doing nothing. I understand how everything else sets it self up to loop at the end but what happens to the rat. Is there just an infinite amount and are they all liars?

it could be cool if this was gamified somehow. It is good that you added audio but I don't know if the sound effect fits with what is being done. I did notice that if you press an option then a different option it wouldn't update the sprite but it would change the answer depending on what it was (for example clicking the normal cheerio then either of the other 2 will result in cheerio being picked but either of the other 2 then cheerio will also result in cheerio)

the idea was nice. I think the hoop effecting when you move as well as when you jump makes it a bit awkward and doesn't feel nice especially if you need to micro-adjust. when you were told that the upward hoop was available that was good but there wasn't really anything telling you about most of the other features when you unlocked them or when you had them. I liked the scenery but the inconsistency with the character size between levels didn't feel great. I think if yous fixed a few problems and maybe added a qol feature where you could aim diagonally without moving by maybe even just having jump be based on release and when you press it it acts as the initiator ( I can't really think properly of how to word that so apologies), I think this game could engage the player more and would also allow for more challenging levels without said levels feeling unfair (which some levels felt like they were bordering on). I am aware the game was made in 4 days and that this comment is critiquing alot, but I hope this comment is useful if yous decide to expand this game.

cool concept. the bullets following the player near one of the flags felt unfair granted it would have probably been fine if the progress of the flag stayed. the one in the top left where you just have to trial and error until you reach the end without dying felt tedious. the other one was alright and could have probably been used as a tutorial. I think if you turned it into more of a neat puzzle game it could be interesting. I understand that the point of the boss fight was to shoot a few times and just die but there wasn't really a challenge to where you were likely to die and so either way if you chose to just keep rapidly dying or not it would feel kind of repetitive. the music was nice but the menu sound effect felt very sharp at default volume.

really like the artstyle and the visuals in this game. It is a cute idea however most of the levels don't  really feel like loop holes. still quite enjoyable though

nice idea. the main problem is just that the game is  quite buggy. it is unfortunately hard to be specific. not all the bugs necessarily gave a bad impression on its own and some of them may have been quite fun but combined as a whole it did take away from the experience.

liked the game. the movement felt a bit awkward and apart from it being short there isn't much to critique.

I like the idea and was enjoyable but did only do a few levels. the fair criticism (that isn't just ah too much words, given that that is kinda the point of the game) is that the music seemed a bit loud. apart from that game seems like it achieved what it sought out to.

nice game, interesting to have a that level again concept but as a puzzle and not a platformer. I loved the quality of life features

I like the literally take of a loophole, the cutscene for dying and the starting cutscene did feel like a bit though. would be cool if you could loop multiple enemies at once. feels a bit awkward when an enemy can hit you if you are far away. I do still think the game was entertaining though

no need to be sorry, the game did not annoy me and if my comment gave that impression then that's on me. out of curiousity is the pit possible to jump over?

you did (I presume). Just so happens that other people also came up with it. there are gonna be ideas or types of ideas that are quite popular every year. Guess it would be cool to see how games with a similar idea to yours differ in approach/execution

I realised it was a bug that is easily fixed which is why I made sure to reference it incase you were unaware. I actually done quite a few rounds before noticing the price increasing because the 20 was just working

the game felt  a bit short but was still very fun. although the idea is a popular one but I think the execution of the idea was done quite well to where the creativity was still relatively high. nice art style.

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I liked the art style. the idea is simple but very creative. Main problem is that there  doesn't seem to be much point in using anything but 2 walls per turn (although the game says you need to spend more. if you spend 20 on 2 walls, you don't need to). If there was more strategy involved like maybe if there was a limit on how many of each items you can have based on the level you are on that slowly steers you toward more convoluted setups or strategies this could potentially be a very fun game.

glad you like it.

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I do not understand how you are meant to get over the pit if it is even possible. I even backward jumped to get more speed. now that I realize your name is trolldog, I am guessing it was a troll. either  way I don't really understand how the game fits the theme. the artstyle was nice but I didn't really like the text font. also would be nice if you could see the second jump before you needed to jump.

it is a novel idea but it feels like a lot to just purely do the same thing over and over again. I understand that that is the point but it does leak into the enjoyability of the game. If you made it so it gets more interesting after each round it could be more enjoyable. There is also just the urge to fling everything and just hope it scans. almost forgot but the text was kinda messed up ( i also did reach quota) it continued to be like that for the other days I played aswell. that being said it is clear there was alot of work put into this  and I did find the artstyle interesting

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a nice interpretation on the theme. The "goated" did catch me off guard at first as it seemed a bit loud. the fact that if you don't respond for a few in a row the one stops messaging is a nice touch but apart from that it doesn't feel like what I answer actually matter which although makes somewhat since given the ending it would be nice if there was some immediate feedback based on what you answered (it would also help the game feel more like a game). still a cute game though. I do also like the phone interface. the first playthrough did feel like a nice quiz on if you know how to respond but having more time would have been nice

it feels like a more open world version of the that level again concept a lot of people are doing however part of the levels can get annoying (for example: the apple thing). with a bit of music and more generous level design this could become a very fun game.

yeh I only had that as an afterthought at some point. in hindsight would have also been very easy to fix. will know for next time

no problem the reason I apologised at the start was because I knew I had a bit to say yet I didn't know how long the comment was gonna end up being. I don't use RPGMaker but once I found it out I did presume it was defaults

probably makes more sense to comment in that games page but I appreciate  it nonetheless. thanks

no need to apologize for your game jam game having bugs ( I don't actually remember any bugs either), the main reason for the feedback is to make sure  you are atleast aware of it.

I didn't get past the first level(unless it is one continuous level where each jump is the level), only got as far as when the platforms are moving up and down as the game won't let me jump when the platform is going down and it won't let me make the jump from the 1st to 2nd one if the thing is still going up. Having to do the same thing over and over again due to failing a jump since you can't jump on downward moving platforms felt very harsh and checkpoints would go along way. would also be nice (and would fix the problem with the downward moving platforms) if you kept momentum of the platform when on the platform.