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philmakesgarbage

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A member registered Dec 29, 2023 · View creator page →

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I'm sorry I didn't get to your game during the rating period! I just ran out of time at the end. But I'm here, I played it anyway, and I'm glad I did! This was a really fun game! I loved the mechanic, super creative, and the lore to go with it was a nice touch. Only thing I would say is the jump is huge and the movespeed is pretty high - but all the levels are like, tight corridors? I don't think they fit very well together, especially with unforgiving spike hitboxes everywhere haha. I think the high movespeed and punchy jump arc also made the A and D platforms really hard to use effectively. I'm sure there are ways to iron those issues out, either through level design, or re-working the placement mechanic or the character movement or something. I think the idea of the vertical platforms is really cool, so I would hate to see them removed! I loved this game, the concept was really neat, the art was super well done for just such a short time, the little tutorial graffiti was perfect, and even the music fit the theming. Really nice job, I'm super impressed!

Very nice short little game. I liked the ending a lot! My only complaint is that the text would overlap sometimes, and I would have liked to be able to push a button while it was slowly scrolling to make the rest of it appear right away. Sorry I did not have time to get to this one during the rating period, but thank you for posting it!

Hi! First off I must say I am sorry I did not get to play your game during the rating period, but I am here nevertheless to offer my feedback :) Your combat system is very detailed and has a lot of tools! But I don't feel like there was ever much of an excuse to use those tools. Only the fireballs were really useful, and even my regular attacks felt like they were too short so I barely swung my sword at all. The levels were very flat and open, so all the combat kind of felt the same. You've done a really great job on this first game, with things like a system for earning xp and levelling up, feedback to the player about getting damaged, a boss fight (so cool!), all the movement mechanics are not easy to get right either! That's a lot of systems working together in a short amount of time, which is really impressive. I think I'd like you to consider whether or not you really need all those systems, and figure out what purpose each one will have in the game. Do you really need an up dash if the player already has a great double jump? Maybe try taking one out and seeing if it makes the gameplay better or worse. Thanks for posting, and congrats on your first game jam!

Played and rated, I believe I got this in before the deadline :)

Hey fun game, sorry I did not have enough time to play through it as much as I wanted. I loved the humor in this game! I wish you had let me ragdoll for a little longer before fading out because that was hilarious. I agree that the intro was a little longer than necessary but it wasn't too bad in my opinion. The world sort of reminded me of lego island, and the tasks were hilarious. I think my favorite part was when the homeless guy sent me into orbit haha. Brilliant game, incredible first entry, loved it.

Ahhhhh ok there wasn't an indication that it had copied so I didn't think to check that. I'll take another look :)

Thanks for that in-depth description, actually that's a very clever solution.

That's actually a really clever solution, thanks for the reply :)

Thank you! Played and rated.

Played and rated. There was a post a while back I saw about laundry that feels relevant:

Washing: 35 minutes

Drying: 1 hour

Folding and putting away: 3-5 business days

Oh man this was actually really hard! Super great execution of an interesting idea. I absolutely detest the modern scrollpocalypse so this felt particularly poignant for me haha. The only thing I felt was a little jank was actually getting the clothes in the drawer, I felt like sometimes I should have gotten them to go and they didn't, or I accidentally closed the drawer instead lol. Very nice job taking a simple concept and actually making it really fun and exciting!

Played and rated 👍

I read some more comments and tried this out again - it looks like you can't start a battle unless you have 10 cards, but you can't remove from your deck until you have at least 13 in it. So, I guess you can remove some cards, but this still seems a little weird to me.

I could not figure out how to use the cards I bought until I came back to this page and saw the screenshot. No idea where to pick them up, and the doorbell was so quiet I didn't even notice it the first time haha. Even without that, though, this game was super polished. I loved the snappy feeling of playing the cards, everything just worked. It felt like a commercial-quality deckbuilder at that point. I was disappointed that there was no way to remove cards from my deck once they were in there, that seems like just an oversight. Overall, I'm super impressed, this might be my new favorite game of the jam, even though it was super short.

Thanks for posting! I actually had already played and rated your game early on in the jam, I think it was a super cool concept if I remember right.

Played and rated. Cool idea :)

Really loved the concept, looks like you only had 3 days to work on this? Incredible for really only a little time. I think the puzzles got a little too hard too quickly, the one with the one turret and the laser was very punishing because the hitboxes were so unforgiving. Obviously the invisible enemies were no fun, but there were some interesting and fun challenges along the way. I think this has a lot of potential as a little puzzle platformer game if you have more time to work on it. Nice job!

Played and rated, thank you!

This is almost more of an art piece than a game. I have always loved games that blur that line. I enjoyed the self-reflection, and it was nice to just experience the game, and not feel like there was any urgency or anything pressing to get to. Sort of like a playable cutscene but no consequences for failure. I appreciated the actual composition in the piano part, I'm assuming that is original? I thought it was a little unrealistic that Martîn would tune his piano by himself... unless he's spent the last 36 years being a professional piano tuner? haha. Very nice vibe for this game, the art is, of course, spectacular. I would have liked it to be a little longer, but it's a game jam so no judgement there :)

Very creative! Played and rated, thanks!

I know a lot of people have said this, but this is a really interesting surprise to see a level editor in a game jam. I really liked the idea of being able to export and import levels, but I couldn't seem to get it to work, even on the downloaded version. Maybe you did not have time to implement the export functionality? I'd also consider just using right click for erase, it's much easier than going back up to the top to select the eraser. As far as a few bugs, I noticed when you push space while playing, it spawns the scene an additional time, but the original is still playing behind it. Also the enemies aren't affected by gravity, if you put them in the air they just hang out haha!

It's super cool that you were able to make this work in such a short time, impressive, nice work!

Thanks, you posted already on the first page <3

Played and rated, thanks for posting!!

Hey nice work on this map! Thanks for putting the arrow in at the start, that was super helpful. I enjoyed this game, despite some of the issues with the player stopping randomly, or the bug where you can't pay the blacksmith. It definitely has some potential. I thought the map design was interesting, and I loved having a mini-map. Did you make that yourself? Or was there some plugin you used?

Oh I don't want you to get the wrong idea, I definitely made it to the top ;) But those last few jumps are suuuuuuper scary haha!

Played and rated, thanks!!

Love the vibe of this game. Bird restaurant, funny birds, silly characters, it's got it all. I'm afraid I took the "you don't even know the power of selling drinks" comment to another level though.. I accidentally discovered that if you were carrying something already the first time you talk to a customer you just give it to them right away, and well, the bonus for doing something quickly is much nicer than for getting the order right, so my restaurant very quickly became a bird-juice-ambush-zone where every customer immediately got an apple juice upon arriving and I doubled my money on every beverage. Contrast that with many of the fish dishes that lose money vs their cost if your customer gets upset at all, and it's very similar to real life - all the money is in the drinks xD Really fun game, really demanding and difficult at times if you don't just turn into a juice bar haha.

I actually went back and played this again (because my kid saw the duck and wanted to try it haha), and I had another thought... I think I didn't really understand which moves to use because there were not that many fights. If I had to fight 2-3 guys with only the first two moves, maybe I would have figured it out a little better, and then been ready for another move to add on to that. By the time I got to the second fight not only is it a different kind of enemy, but now I have twice as many moves to try out on it. I think it got overwhelming very quickly, so once I found a move that was effective I would just stick with that over and over again. Anyway, it was a great game and my kid laughed really hard watching the little guy run around xD

Thanks for playing and thanks for the feedback! I am not sure if something was wrong or if you've discovered some bugs, because the game does pause on the upgrade screen. And the vacuum does play a sound effect when it sucks - I recorded my actual vacuum cleaner but I had to modify it quite a bit to make a sound effect that wasn't just super annoying haha. If you're not hearing it then maybe there is something wrong. I'm sorry! One thing I know is an issue is when you get to the trash can the level up menu does not pause your invincibility timer, so if you get hit while going into the menu, you'll get hit one more time after you leave. But I am pretty sure you shouldn't get hit while you have it pulled up. If you can reproduce any of these issues I'd like some more information so that I can fix them later!

Not all games have to have an ending, sometimes the journey is enough :) Thanks for sharing, played and rated!

Hey so this is an incredible project. I hope you have learned a lot from it. From playing it, I can see that you are totally capable of making your vision come to life, but it seems like your idea was just too ambitious for the limited time frame you had. This is my first game jam also, and I made a big effort to make the smallest game I possibly could - and I still wasn't able to fit everything that I wanted into it. I'm impressed that you were able to get as much done as you did in the time, though! I'm curious if you used a dynamic tilemap for the stone tiles, or if they're all just individual objects.

Thank you! I made some changes at the last minute that made the health pickups spawn much more rarely - if I had time to playtest some more I would have definitely made them collectable with the vacuum also, that just makes sense intuitively. I love the idea of some kind of blast or push you can use when your vacuum is full, or being able to jettison some of what you've collected to do that seems like a cool idea. It would also make it feel a little more fair to the player since you can really get surrounded and have no escape at times. Thanks for the feedback!

Thanks for playing! You've hit on my two biggest regrets from this game - I originally wanted to add different secondary weapons but that had to get cut unfortunately. I didn't really understand at the time that those are a big part of what make this genre fun! And not having any feedback about damaging tougher enemies was also a big miss for me. I had gotten used to playing it from testing so I did not prioritize that like I should have. Thanks for your feedback, I appreciate your time playing my game :)

I really wish I had prioritized some sort of indication about enemies getting damaged, but I ran out of time. The bigger ones just had more health, that's all. If they dropped to zero they would stop for a short time - the original idea was they would restart with a little bit more health so you had to "down" them and then hit them again to suck them up, but things got kind of overwhelming so I left in the down mechanic and then just didn't give them any more health when they started back up. This meant there really wasn't any way of knowing how much hp the enemies had or at what point they could be sucked up. That would definitely be my #1 item to fix in retrospect, but I just ran out of time honestly.

And I don't remember where I heard the idea about debug commands, I think someone mentioned it on discord and I had the same thought, "how didn't I think of that?" haha. Thanks for your feedback :)

Thanks! I enjoyed yours as well, played and rated :D

Yoooo this is a really polished experience! I love the combination of your player running around fighting and also building a little tower defense base, that was really a clever idea. Sound effects are great, the camera has some punch to it, killing each enemy feels food. Also really well done on making a bunch of unique enemy types, that made each new wave different and fun. The concept of buying upgrades for time was a cool take on the jam theme.

Anything worth doing is worth doing badly. That's where my username comes from, as a constant reminder that the first stuff you make will never be the best, and that has to be okay. However, the first stuff you make will always be the most important. I hope you can look back on this game for a long time as a humble starting point for a great journey :) Thanks for sharing your game!

Yeah the default smoothing in Godot can be a little janky to work with, especially with pixel art. There might be some good camera plugins out there in the asset library to check before your next jam. Don't be like me, I spent like 3 weeks just on writing a custom camera script for another game I'm working on LOL. On the bright side, I think it feels really good now! haha

Super ambitions to make first-person shooter in five days for your first game jam haha! I would have appreciated a little clearer definition of the success criteria, I'm still not sure what I did to win the game. But it was fun to upgrade my character and each upgrade really made me feel stronger. Oh another thing that would have been super helpful is a mouse sensitivity slider, idk how hard that is to do, I have never made a 3d game, but I play a lot of shooters and it would have been really nice to adjust my sensitivity haha. Loved the theming, the messages as if they were directed toward an AI was a really nice touch. Lots to be proud of here, great job!