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PickleJarGames

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A member registered May 12, 2019 · View creator page →

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Alright, I love a good parry mechanic. I love a good combat system. I love good sword clashing sounds. I love difficulty. So basically this game was made for me and me alone and I won't let you tell me otherwise. I only have 2 minutes to rate this so I'll make it quick. Very good game. Second to last enemy definitely had some attacks that should've been thrusts that weren't considered thrusts, but honestly that taught me the valuable lesson that being fancy is unnecessary. So for the final fight I just focused on opposite parries and beat it on my second or third try. I love this, well done.

Done!

I knew I wanted to check out the other alchemy game (and therefore my arch nemesis, grr) before the jam ended and I'm very glad I did! The animations and sounds are so incredibly good! I love the little wave the mini wizard does when you select them. Not just the animations, but the modeling in general made this feel like a cohesive, finished game. There were a couple issues I had, so here they are;

1. I'm not sure what the purpose of the extra restock rooms were past the first one that gave you all three ingredients. Maybe if each one had durability or something then I'd get it, but since you can hold every ingredient at once with your inventory size, I'm not sure what the purpose was.

2. While adorable, I'm not sure what the mini wizard actually does. I deployed a few and they just sat there. 

3. The hit detection, especially on the onion shooter guys was a bit strange with the grenade eggs. There were a few times they were definitely in the blast zone and took no damage. As an egg grenade main, this was very depressing.

4. The mouse sensitivity was very very low. I have a cool mouse that can change sensitivity on the fly, so I was able to crank mine all the way up. Even then, it took few hand movements to do 180 turns. 

5. While I liked the mixing mechanic, I thought it was a little tedious to switch mixtures, just a lot of button inputs to effectively switch weapons. Maybe you could add a fifth inventory slot? Or just tell me to git gud.

6. There was a time I fell through the floor when I turned around at the end of a hallway. Luckily, and unsurprisingly, I had grenade eggs, so I could kill myself. I think that would have been a softlock if I didn't know I could damage myself, though

All in all, very impressive! While I hope you continue to develop this game, I can also see the immense amount of compounding work the mixing mechanic would add to creating additional ingredients. So, for your sakes, I hope you just keep making games in general, regardless of whether or not it's this one!

I got a 10/10 plane! (I don't know how, I definitely flubbed the second minigame, maybe we don't get judged on if the plane actually lands safely.) I was excited to play more when it said I beat "level 1" but it looked like my only option was to quit? Oh well.

I think the second minigame needs to show what you're supposed to do a little better, and given my score, judge the player a bit more harshly. I also think some randomization on the order of the buttons in the third minigame would make that more interesting. 

The sounds and visuals were really clean, and once again I'm astounded at the work of first-time jammers. Well done!

So, I couldn't figure out what to do pretty soon after starting. The jumps seem really tight, and every time I died, I had to restart all the way at the beginning, so to save myself the frustration I stopped there. Here's some feedback of what I was able to play.

1. The camera takes a little too long to start following the player, you generally want the player to see where they are going, so making the camera lead ahead of the player is generally better.

2. Easier jumps please. I don't know if I'm just bad at this platformer in particular, but I felt like there wasn't anywhere I could go. I see in the description you eventually unlock a dash and flight, which sound neat, but I think the player needs a base kit tool to help with making these jumps. Maybe the dash could be a starting ability and then a double jump, and then flight? Either that, or checkpoints so the player can retry the same tricky jumps over and over without the tedium of getting back.

3. Security death blanket. I managed to fall between the red squares near the start and fell forever. There should be either a check in the code to make sure the player doesn't fall too low, or a giant death barrier pretty far down to prevent this issue.

This was all I was able to see, so I apologize for the probably shallow critique here. I hope you continue to make games and just focus a bit more on onboarding the player before throwing them to the wolves!

You've done a great job setting up the horror! I just ran into a lot of issues with bugs. First, I got stuck in the note in the first room. I think I might have paused the game, and then it left me unable to exit the note and I had to restart. Then I got a bit further and pushed a bookshelf, but my camera got stuck looking in the direction of the bookshelf. I was also able to continue pushing the bookshelf until it and myself were out of the level. Then I got trapped in a dark room still unable to move my head. So, I couldn't get very far in this one, but if you clear up all the bugs, I'm sure I'd have a good time puzzling everything out!

I. Love. Incremental. Upgrades! I especially love it when incremental upgrades are uncapped! By the end of this game, I was zipping around with unlimited dashes and very high movement speed, and I always love movement speed. It's awesome! There were a couple issues I had so here they are.

1. Boss upgrades don't carry over when you die. Normally you keep all of your upgrades, so I assumed the same would apply to the major boss upgrades. Unfortunately, they don't, and there's no indicator I noticed that you lost them. I was confused why I couldn't get out of the second level until I returned to the boss room and saw they were back.

2. When you die, the amount of xp thingies you need to evolve resets to the starting amount, which might be intentional, but it just makes it so dying quickly becomes the optimal course of action so you can grind out evolutions.

3. The feedback for damaging an enemy seemed a bit inconsistent. Maybe it's because I'm an insane speed demon so my damage upgrades were a bit lacking, but it felt like the spores didn't work at all, and my lack of control over my non-dashing attacks just felt a bit sluggish, but again, might just be an upgrade path thing.

And once again someone's first game jam game is amazing. This is a great game, good job, I hope you continue to make more!

This was so good! The music and graphics made this feel like a finished, polished product. There were a few things in the gameplay that could be improved though.

1. Food collision. When you have the game paused and place a food directly on a dude, they just continue falling through it without eating, this made it so you had to predict where the dude is about to go, but not in a fun way, more in a frustrating way when you guess slightly wrong and have to restart for it.

2. Food balancing. I think the beans and pizzas are way too strong! I was able to beat the entire rest of the game without soda after they were introduced, so you've somehow managed to introduce power creep into your 12-level game.

3. Auto restart when all dudes are used up. Saves a fraction of a second, but I was always expecting it, and it made restarting a little awkward.

And incredibly, this is your first jam game. Super well done and only a few minor gripes but only when I'm reaching for them. Well done!

Given it's your first jam and you only had four days, this is really good! Of course, I wish there were more levels, but that's a compliment more than criticism. The thing I think most needs work is the detection for when boxes are selected by the cursor. They were a bit finnicky to click on, to the point that I couldn't solve the puzzle it was introduced for way too long. I also think Q is a bad button for a dash, since you have to take a finger off of a movement key to press it.

I’m so glad you enjoyed! The electricity puzzle does have some tricks to solve it faster, but no hints or anything. Potentially a reason not to use those kinds of puzzles in escape rooms maybe tbh.

 If you do ever give it another spin, try testing out which pieces can possibly go in the starting position and the end position and rule them out from there! You got this!

I've created a new build that I'll upload after the jam that includes a settings menu, so hopefully the sensitivity problem will soon be amended!

It's so cool how expressive the main character is with just head movements! I got the good ending on my first run, then tried getting a bad ending on my second run but I regret it... why couldn't I just let them be happy? :(

As for feedback, there were a few unintentional grammar and spelling errors, and figuring out you can press E on the record player button after using your body to interact with the needle took some time to figure out. It's easy to look past these though and get immersed in the story, and the fact this is your first jam game is amazing, so be proud!

I couldn't figure out how to get past the first enemy. I tried crouching up to him and just walking normally, but E didn't seem to work at any range, and he would always turn around and catch me. Maybe some text in the level explaining what to do is necessary for dingbats like me!

Ooh I loved this one! It's simplistic but does everything competently enough to make the player plan their turns carefully. Here's some stuff I think would improve it.

1. A "Pass All" button that makes all your heroes pass so you don't have to click them individually.

2. Sound effects for anything and everything. It really does help.

3. Stopping the player from selecting heroes during animations so they can't break it even if they wanted to, and/or letting the player skip animations by clicking if they want to.

4. Add an indicator for when the thief is able to do backstabs and show the range that other enemies have to be at for a backstab to be possible. It felt inconsistent so I didn't know exactly how that mechanic worked.

And you're a first-time jammer? You newbies have been knocking these out of the park, and this is no exception.

Is this historically accurate? Who knew the life of a knight was so arduous.

I remember trying that, but it didn’t seem to have an effect. It didn’t help that I didn’t entirely know what I was supposed to be doing, I knew I was supposed to be sorting junk from valuables, but there were a lot of items I didn’t know what they were, and I remember there was a narrow hallway I couldn’t squeeze through without all my carried items disappearing. I think a tutorial screen you can access from the title screen would be a big help.

Maybe you could still upload your game in another page and add a link to it here, even if it's not qualified for the jam, you could still have people play your game!

I'm putting together a new build to upload after the jam ends, and this comment is why I added a little "incorrect" buzzer sound when trying to use an item in the wrong place. 

The standout feature for this game is how surprisingly intuitive the controls are for a 3d space combat game. The main things that need work are the jittery movement, and a clear indication of where the edge of the playfield is. Now for some nice but unnecessary suggestions; a lock on control so you can shoot faraway enemies easier would make it a lot less frustrating. I also think a dodge button (think barrel rolling) that gives you I-Frames could help when things get hectic. When I tried boosting away from enemies I would just run into their bullets and die faster! Oh, it also looks like the score isn't being displayed and tracked on the game over screen properly, but that's not too big of a deal. Overall, very impressive for your first jam!

I liked the humor here. I did run into a little bug when I was looking for the toilet paper, the package arrived, and I was able to open and close the front door but not get it. I was still able to finish the game and get fired though, so a very productive day!

Very good for your first jam! I think it just needs checkpoints after every level change and a removal of the stretches where there aren't any obstacles. Maybe the first food clump could be closer to the start, then get steadily further away, then there would be less space to have to continually redesign each time and would make each level more and more daunting as the challenge increased. That, or just creating entirely new levels each time so the terrain could also be different, but I do like the idea you had of remixing the same level over and over, so you be the judge.

The fact that you decided to put this together rather than giving up because you didn't have much time speaks volumes. It makes the message of the game hit harder knowing the backstory!

Sensitivity will be fixed in a patch first thing after the jam!

So glad you enjoyed! I was afraid of blender at first, but the further into this project I got, the more it just started to be fun. I know I still have a long way to go when it comes to creating detailed models, and certainly character modeling, but I'm now more confident I'll be able to figure it out!

I really like the concept and most of the execution, there's just a few quality-of-life things that would go a long way.

1. Sound effects. Probably doesn't need explanation.

2. The ability to run a race with the same car after racing it. I know the point of the game is to build the car and then race with it, but it feels bad to get a super good car build but then not be able to enjoy it for long. Maybe car building and racing could be in separate modes, and all of your built cars enter a garage which you can then take out any of them for any race? And then the current version where you have to scavenge for a single race could be another mode altogether, so then everyone can be happy.

3. The ability to stop scavenging and start the race early if you're happy with your car.

4. A final opportunity at the end of scavenging to replace any car parts, but only with parts that are currently in your inventory. 

5. The ability to see your current car and parts' stats while scavenging, so you don't have to remember.

These tweaks would make a really big difference in how the game feels, because currently it's just so close to something I'd wanna sink a lot of time into, but there's just slightly too much resistance from the game itself.

Super good atmosphere here. The robotic fake friendly tone is so spot on and thematic. Trying to be on your best behavior during an interview already feels like life or death so this is just taking it to the logical extreme! If you fix up the crash at the math puzzle and put in multiple endings, this is something I'd be looking forward to coming back to! Oh, and if you could add a way to skip through the dialogue it would be nice, I died during the puzzle and getting back there was more tedious than atmospheric at that point.

Looks like you've exported the gamemaker project file rather than an exported game. It's been a while since I used gamemaker but try to see if you can find a way to export the game as an executable. Alternatively, as a web version, which unfortunately is one of the best ways to get people to play your game for game jams.

Luckily, I do have gamemaker, so I was able to play anyway! The game is very much There Is No Game inspired. I like the puzzles using the config menu to change the elements of the start screen! I did have an issue where I had to press apply multiple times in the config menu or my changes wouldn't actually be saved upon leaving it. I also was able to cheese some of it by having multiple monitors, so I could just go around the laser that way XD. But I felt clever for solving it that way regardless, so I don't see it as much of a problem here. If anyone else wanting to play this game has game maker, I recommend giving this a shot, even though launching it takes a few extra steps!

I dunno, I feel like slaying the embodiment of procrastination is a much better use of your time than just resisting her. I mean, you're preventing EVERYONE in the world from EVER procrastinating again! Just my two cents. As for the game, I really liked the controls after getting used to them. The music is of course way too loud, but I think you already knew that. Just zooming the camera out and maybe adding another normal enemy with a ranged attack would be my main wishes here. And I think Delaydra's breath attacks start from a little too far away from her, meaning you have to get very far from her to even have a chance at dodging them.

Once I got the hang of it, I saw that this concept has some serious potential! The mix of being able to choose what goes in your dungeon but not where creates the perfect blend of agency for the player. If they're in a bad position, they only have themselves to blame. I did run into a bug a couple times after dying where the buttons stopped working and I had to reload, but it didn't happen consistently, so I don't know what causes it. I think if you also included a way for the player to influence the layout of the map tiles it would be all the better for it, because it's currently possible to get soft locked if you get too many dungeon ghosts in bad spots, as pictured.  That and some balancing changes to the damage and health of some enemies would make this a top-notch strategy game! Uh oh

Such a cool game. Each added threat was engaging on their own, and aren't able to overlap, so it avoided the usual Fnaf fan game problem of being boring before all of the threats are added but also prevented unfair deaths from multiple threats at once. The visuals and music are so charming and detailed, it's super impressive you got all this done in 10 days. This kid really needs to just write his essays during the day, though, they're like 30 words long and he's so sleep deprived his sentences don't make grammatical sense. My day 5 essay ended with "Overall; hospital."

Thank you! I'm glad you enjoyed the atmosphere, since that's something I particularly was focused on early in development. I think I'll be adding another puzzle (and potentially more) to it if I want to release it on steam, so stay tuned!

I get to the room with the red buttons on the walls, then when I move right the screen just goes blue and I can't seem to do anything else. I think what this game needs most is to communicate what is going on to the player. I know I got the ability to jump after getting the legs, but the arms didn't seem to give me anything, and then they were gone when I went to the next screen. I wasn't able to find another way forward, unfortunately.

I'm not sure what to do after enabling movement. I just go off in a straight line seemingly forever and the button dude isn't talking to me.

The egg rolling and shooting are actually really satisfying. The issue is I think the game trying to be a rage game. If you just redesign this with regular platforming level design, this could be something really special! I just don't think dying to random falling anvils and demons shooting pitchforks at Mach 10 is what this game needs.

For your first game, this is very good! I don't think I agree with the acceleration problem the other comments are talking about, I think it's a type of platformer control scheme that can work if the levels are built for it. For this little prototype I think it only added to the challenge and made making jumps more satisfying and engaging. Just make sure you add some feedback for the player, so they know their control is actually doing something before the movement starts.

Super cool horror game. I managed to beat it on my first try without really seeing the monster, which made it scarier. Then I played again just to see if it existed and the model and sounds are really well done! I noticed the objective text doesn't reset from "Escape" if you win, and play again. I also got my head stuck in the ceiling once when I tried jumping up and into one of those big pipe openings.

Saw this on youtube, and I was right, this game is neat! The sound effects make every action super satisfying, even if I'm just moving from room to room. I'm definitely feeling the Don't Escape vibes you were going for. I died the first time but got my hug the second! Now to try this out irl, wish me luck!

ThAnks A didAnt knAw. KnAw A'm A mAstAh A PrAssAr.

If I upload the game to steam, I definitely will add another puzzle for that piece, you aren’t the only one who thought it was a bit lame to just hide one.

I was thinking of adding a note to the panel puzzle that says there are four pieces, maybe that would get people looking without giving it away?