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QJball

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A member registered Jun 02, 2024 · View creator page →

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It feels good to rack up a ton of points to roll big for attacks, and the sound of the ball on the wheel is very nice. The skills button never seemed to do anything for me though (I might have been missing something, but clicking it never caused anything to happen), and I don't quite know how the payouts at the bottom work relative to the actions. They always said 10:1 for each colour, but the rate  for damage per point on an attack always seemed to be 1:1, and on defend my points gained to points spent was always 5:1. Despite my confusion, though, I really like it, and hope you'll come back to it once the jam is over

Also Pilly is very cute. 

I'm glad you liked it! There were a ton of ideas I wanted to add that I just didn't have time for (re-rolling baskets for a fee; being able to buy a random, guaranteed clothing item for a significant markup; etc.). An upgrade system wasn't one of them, but does seem like it would be a good fit, especially if I ever wanted to shift this into an incremental-style of game, so thank you for the suggestion.

Thank you for the feedback! I'm fan of mashing QTEs, so I guess I didn't think about it that way (it actually used to be harder to get the washing machine to full speed if you can believe it). One of my regrets is that I wasn't able to add a settings menu before the deadline. If I ever do, adding an 'auto-spin' accessibility option would be simple enough I think.

Thank you! This actually gets me thinking: if I come back to this post-jam, I might even scratch the numbering of the days entirely and just show a countdown of days to the interview instead, so thanks for the suggestion!

I like it! Though it was difficult to tell exactly how the A-D keys were affecting my movement. Finding a way to communicate the character's momentum and jump arc to the player with some UI elements might help I feel.

I like the idea but very difficult to knock out the opponents without also falling off yourself. Hitting them doesn't seem to affect their momentum in any way and they were constantly sliding off my character and back onto the arena, even when I was sure I had knocked them out.

It took me a minute to figure out the controls, (I didn't realize I could rotate the blue blocks with the mouse), but once I had it down, it was really fun! I like simultaneously using the blocks to enable powerups AND act as platforms and having to alternate between them. If you plan on coming back to this, some music and sound effects would be a nice touch.

I honestly wasn't sure I would make the deadline, what with this being my first jam and me being just hobbyist dev, but as of this morning my game's page is up and submitted. It ain't perfect, and it's already caused me a few headaches, but since most of my efforts in gamemaker end up on the cutting room floor, I feel pretty good about calling this one here.

I feel good about finishing my game. I hope y'all feel good about finishing yours too.

Not looking for feedback (though I'm not opposed to it either), but here's the link for those curious: https://qjball.itch.io/laundering