Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RavioBoi

182
Posts
8
Followers
3
Following
A member registered Oct 22, 2024 · View creator page →

Creator of

Recent community posts

Very unique art style. I always admire a game that goes for it's own unique aesthetic.  I also think it's cool that the currency spawn on the left but the damaging things spawn on the right. That way if you hang out on the left, you can dodge easier, but are more likely to miss out on currency. The only flaw is that the microwaves have an orange trail, but the pizza rats have a yellow trail meaning I tended to mix them up in the heat of the moment and take damage.

(1 edit)

A bit frustrating, but considering the Leaping monarch that no doubt inspired this game it's pretty true to the source material. It's honestly impressive what you were able to accomplish in such a short amount of time and you better believe I stuck with it until I got t6 the summit.

A very fun game. The lasso is a bit cumbersome  to get used to, but it isn't the worst thing in the world. I like how the cows leave poop behind allowing you to track them. It adds a little bit of strategy and makes you feel like you are actually hunting these animals.

I'm going to be honest. My experience with your game was kinda ruined by the wonky collision on the Vending machine. I died on the final day because the vending machine kept registering me as opening the dairy cooler. That was infuriating to me and I couldn't bring myself to try again. That being said, I did like having to learn the location of the items in the store. They are organized in a logical way so that they aren't too hard to learn. I did enjoy this game except for the wonky vending machine hitbox. Unfortunately that is so vital to the game's function that it sullied my whole experience.

I think the idea is sound but the connection to the theme is a bit superfluous the gun does pivot on an axis but its not like it's spinning around. Maybe that's just me. I did like that you couldn't just point at the fruit since the gun doesn't fire from the center, but from its tip. meaning you have to account for its rotation.  

(1 edit)

The ascetic of the game is impeccable. The pixel art is on point, but the game play is a bit lacking. It's a really cool idea, but I feel that it is a bit easy. You have so much battery that if you drill in a single column you could probably make it out in one cycle.  I think that it could have had some kind of hazard like having to spend time reenforcing your tunnel to avoid cave ins could help.

EDIT: Never mind the game appears to make exits appear based on the amount of tiles cleared rather than a distance from entrance system.

Very cool spin on the typical roll the ball around game. Having to account for your lollipop's handle was an interesting twist. Also the fact it can be used to your advantage by grabbing things is enough to make it not annoying. The only thing is I wish it was clear whether your primary motive was to collect all the cheerios or get to the end, since some of the cheerios are too out of the way to be useful, but when it came to the race my bet time was 37.98s 

I admit I first clicked on this game because the main weapon looked like the Coiled Nail from Hollow Knight. I really liked it, having your main attack be a dash is always fun. I did find the AOE weapon a bit lack luster though since with the charge time and limited ammo I would almost always use one of my other two options.

Yeah, its hard to account for accessibility when you are under a time crunch and neither your developer or artist struggles with much color blindness or motion sickness. That would probably be the second thing I work on should I turn this into a full fledged game, the first of course getting the game's grammar and ratings systems from "Good enough for a game Jam" to "Good".

The game actually does keep track of a total high score and that is how it decides what ending you get. Unfortunately that is in the background hidden from the player, may change that later.

I can try my best to explain it. 

For the Grammar: So firstly each word is assigned a part of speech based on what part of speech it generally is.  Words such as to are assigned as a "preposition" despite the fact that to can technically be used as part of a verb to be. From there it is simply a matter of calculating whether each part of speech was in a valid position. Like a hinted at earlier this system wasn't perfect. I didn't account for if a word was singular or plural, which obviously changes what pronouns and state of being words should be allowed, and as I said some words like to can be different parts of speech based on context. That's why I made the grammar system very forgiving where it needs to flag three or more mistakes before they start to count against you.

For the Scoring: That was way trickier to code since context is so important. Ultimately I gave each noun or verb an either positive or negative value depending on whether it generally has positive or negative connotations: Kicked given a negative value since you normally kick things you don't like. For adjectives, pronouns, and prepositions I gave them a negative value if they negate the word they are associated with Not being the most obvious example. Once that is all decided I multiplied each noun by adjacent adjectives, each verb by adjacent adverbs,  and prepositional phrases were calculated separately. Then I added up all the nouns, verbs, and prepositional phrases. This system works about 60% of the time which isn't ideal but it was the best I could figure out.

That's about all there is to it. If I were to continue developing it I would probably redo these systems from the ground up, or find a way to implement a professional grammar checker, since those are not too hard to find on the market.

A classic arcade shooter for classic arcade fun. I like that you made the background a noise texture and not a solid color, as it makes the targets and enemies all the more striking. My only mild complaint is that the Void is a gradient so it can occasionally be a bit hard to tell where the safe zone is, but that was only a very minor issue.

The graphics for this game are adorable and the controls are very fun once you master them. It's a simple game but effective. 

This game is extremely cute. I really like trial and error to figure out what every hamster does. I do wish that there was a way to re-roll the hamsters you can buy, maybe for some money. Since near when I would die I would have more money than I can spend.

The art work is great and I really like the attention to detail where when you get a specific band member to play their specific instrument gets louder. I mean the game is pretty short and all you do is look around and press space, but a game doesn't need to focus on gameplay to be enjoyable if done right.

This game has a good concept, but there are a few problems. Namely that the controls feel weird, and that the audio is a bit loud. I do think the visuals are good, but as a whole you need to add many quality of life changes.

A nice short little game. There is enough skill involved in the bounce while having enough luck to it that you always feel the need for one more run.

My arm is tired from spinning the planet too much. Really fun clicker type game. I played it probably a bit longer than I should have since I wanted to see all the dialogue. I got past 10,000  Christmases calibrated and I assume I've seen it all by then.

This is a very creative concept, though as you said it really could help with more levels. I did like the little flash when you got it though to let you know when you succeed.

I feel that the blocks are a bit too durable and I'm not sure how I feel about how long it can take the spinner to come to a stop sometimes, but I really enjoyed exploring the Labyrinth stage and the fun of clearing rooms is pretty cool.

I couldn't figure out the dash, it seems it wasn't fully implemented. I do like the balancing most jam games like this tend to be way too easy or hard. I also like how if you don't buy handling you have to worry about falling off, but if you don't buy the spin upgrades you won't be able to repel attacks.

Very nice growth type game. I wish the growth felt more exponential than linear though. I do like that the wheel has to slow down before coming to a stop so you have to plan ahead a bit before booting passengers.

Good job making getting over it in such a short time. A game with such unique physics I can imagine being hard to program, and you do a good enough job invisibly guiding the player.

That was fun I admire your ability to make a game with the limited 4 colors of the Gameboy color. I assume you used a specialized engine to get this game to run on the Gameboy color. Whatever, the only fault was not having a setting for keyboard controls, requiring me to dig a dusty controller out of a drawer to play the game.

I really liked it good music, a consistent art style. The only thing is that you can occasionally take double damage from falling items if they bounce right.

I'm not gonna lie this game gave me some pretty bad motion sickness. The concept is pretty fun and enjoyable once you get the hang of it, but it was a struggle. It's mostly the first world. Admittedly the more muted tones of world two did not make me feel as woozy, but the spin speed still feels a bit fast. 

I mean I really don't have any notes. You guys did a truly amazing job with this one. Each puzzle is unique and requires both quick thinking and sound thought to clear.

Wow, it's incredible that you made a game in Pico 8. I think that the main mechanic is pretty interesting, having a spin that only harms enemies at a specific range, not too close nor too far, is an interesting concept. I did wish there was some music, but I straight up don't know if you can do that in Pico 8. Good job.

Incredibly striking visuals and the constantly ascending sound track give the feel of constant yet surreal expansion of the bottom line. A game that knows its art style and the punchline it wants to convey well. The only flaw is even on my decent PC, it was chugging a bit by the end.

Nice work on your first game jam. The idea is pretty cool and the game functions pretty well, but I do have a few notes. 

Firstly the weapons need to be more balanced since they are randomized on timer. Otherwise it encourages a player delt a bad weapon to set around and wait for a good one. There's a famous quote regarding this: "If given the opportunity, the player will optimize the fun out of a game."

Secondly yellow text on a bright background is hard to read.  This is why most games have a text box to ensure legibility. 

Thirdly I did like how you associated the amount of enemies with certain office workers, it did give them some character when certain ones showed up, especially "John Infinity Gauntlet" as I've started calling him.

It's a fun concept but the balancing feels a bit off? It's hard to explain but everything goes from being way to expensive to immediately way to cheap without any middle ground.

Very nice retro astatic I appreciate your commitment to it in even the GUI. The gameplay is very fun having to juggle your attention between the rotor for repairs and the map so you don't crash into anything is enjoyable.

A truly griping narrative dissecting the nuance of good versus evil, and a take on the meaning of justice not often seen in modern media.  Not the hero we deserved, nor the hero we needed, but the only one we've got.

It's a cool concept, and the level itself is good but you really need a better way toa cancel your momentum.

No characters, no unnecessary lore just a well-executed concept. I like the simple art style and your gameplay is certainly nothing to sneeze at.

Very creative concept and well made. Unfortunately, it isn't the best optimized since I couldn't get it to run all that well on my laptop.

Truly the best music in the jam, on par with the works of Beethoven and Mozart. 

Is this your first game? It's pretty well made, I didn't encounter any noticeable bugs. I do like how you gave all the characters unique quirks to give them some personality despite no dialogue in the game. Rascal is broken as hell though pls nerf.

This game made me want to shoot myself in the first 5 minutes, but I'm assuming that's what you were going for. Just like a real job. I do think the tablet is the worst fault because it just slows down the gameplay. I do like all the other ones though.

Incredibly addictive, just like real gambling. I'd almost put it down then have one good run and think "Maybe one more upgrade will get me the win". It's also nice that you need all the upgrades to win instead of one or two to rule them all like most game jam roguelikes. Of course this isn't technically a roguelike, but you get the idea.

I very unique idea, although I still have no idea how the game is supposed to work. I just got stuck in a wall won 42,000 points and flew into heaven. I can't say I didn't enjoy it however, it was very bizarre but equally as entertaining. However why did you have to use bergentrückung manslaughter version? That song has been stuck in my head since chapter 5 came out.