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redistor

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A member registered Feb 25, 2019 · View creator page →

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After rating over 40 games I just wanted to come back and say - this entry was my favourite, congrats on the score! :)

Narrative driven game set in historic setting, that's pretty unique for game jam

https://itch.io/jam/brackeys-14/rate/3849639

I'm posting here for 2 missing rates - you know just in case :D


I am never throwing my cookies into the garbage ever again.

That was really cute little experience. I think I like the twist on the dough movement the most. Usually jumping hinders your ability to move your characters, it's a fun twist to have it be completely uncontrollable while on ground and getting all of the control in the air. It does really need some sounds or at least a soundtrack.

I can't believe you guys just recreated the whole overcooked food handling mechanic, this is so impressive! With the additional twist of avoiding the neighbour this feels even better. I don't know what to critique - this is almost an perfect game jam entry, I did wanted to say that he's a bit of a camper just camping my god damn eggs, but its actually really easy to lure him if you need to get somewhere and then just hide in a closet if things get out of hand. I also love the way music subtlety changes when exiting the "tutorial" phase.

This very much reminds me of buckshot roulette in a good way. Love the overall design and atmosphere. Picking the amount of fingers is very smooth and satisfying, the visuals are creepy as hell. It is of course very simple set of rules and after few games it gets pretty boring but If you ever want to expand this I think this is a good core to build on - with some upgrades that give the player more ways to plan their moves and not just blindly trust in luck.

This was awesome and hilarious. The details in the environment like the funny posters in each level and the character animations add so much! The concept itself is simple and easy to understand and the presentation ties it all together. Something else that was really well done that probably no one will notice is the little tutorial screen - it's really well written with highlighted words and accompanied by some cute images - it makes even most adhd brains pay attention. This is something that almost never happens in game jams, the tutorials are just a wall of text thrown at the player and makes me so much not wanna read them.

I did find it quite funny, it fells like during development you decided to switch gears to something more horror-y. I feel like the throwing mechanics could be incorporated into the second stage, you could use them to scare off some ghost or something.

It was a fun short game, 3D games have this disadvantage of more complexity to handle during a jam so getting a full game out is impressive in itself :)

I'm not saying this lightly, this just might be the most enjoyable game in the jam. It's just a cool angle on a classic. It's very simple, takes you 30s to grasp the rules and changes to regular minesweeper. The extremely cute and cohesive art just adds to it. It might get boring in time but for a game jam game it was perfect. I honestly would love to give some criticism but it's hard to - maybe the game feel could be a little better. Moving around the character on empty rows feels slow, could be a little snappier. And the fights - it's currently very clear what's happening but after few fights you know the drill they could be just faster. But that's nitpicking, excellent entry.

So for each real person that will give you feedback you will come across another that just go from game to game and comment "really great, had fun" or some surface level thing on 300 entries just to as you say "self promote". Some people will always treat jams as competition and with the amount of kids in here, it'll happen even more. You're also looking way to much into these comments.

What I recommend to you is to go to twitch (search for brackeys) or search this forum for some people playing the games live. These are usually some small time creators with few viewers that will take jam entries and play them live. This is the most honest and interesting way to see your games. The reactions are more honest, they actually take time to play the game because you know - you're there watching, and you can actually converse with them about the game, ask them and answer questions. I've had the most fun watching others play my game and I've learned the most.

This has to be the most unique entry into game jam ever. I was so confused by the screenshots, but how do you even build a page and market something like that, haha. But seriously, this was some funny writing and performance. 

If anything this game could win the Innovation category just because how unique the experience was. And probably won't win in the enjoyment with the constant dying and resetting (skill issue). How do you even rate the visuals here? I guess it's 5/5 for a blind person.

Holy shit that is one fleshed out environment. Like I know most of the assets were not created by you but putting together all of this into actually a pretty dense level (+ the lobby) and everything being this cohesive and pretty - that's impressive. This could totally be an indie game on steam, with few more levels and mechanics. Maybe the trees need a rework, they do look a little out of place. I am bad with horror so just give me a dark room and flashlight and I will be scared, so cannot say much about that. But the atmosphere and the ghost exorcising was intense. Really enjoyed it.

Did I get stuck a few times? yes. But honestly figuring out where I could get stuck and reacting to that became part of the challenge. It's not the most thrilling game in the world, but I would say I had fun with it. I think the strongest part was definitely the art. While simple, there's a lot of assets and its really cohesive and doesn't feel like an asset flip, someone sat and drew those vectors one by one. :)

This is a very cool concept, vibe is immaculate, and in the end I did enjoy my time with it.

But I've gotta say, the UI is what really limits you. It could be so much better if I didn't spend first few runs just figuring out what is what. I did for first few runs thought the little star in the middle is the faith and it totally confused me. Tutorial would solve it, but who wants a tutorial? have a little window that displays on hover next to the stats that will say "your current fuel" and "fuel cost for the next voyage" or something like that. Just let me know in other ways what actually happens any time I pick a passenger. A little animation next to the stats informing that you lost -1 faith when you picked this guy. Especially if we don't know one of the effects. Or when hovering on the Upgrade ship or buy fuel button - just a little pop up that informs me what will happen. I know the upgrade is a little mysterious and you don't know what will happen - but then just say this! have a little window that displays on hover and says that it "consumes random amount of faith for a random upgrade".

I think a lot of people would just stop playing because they don't understand what's going on, and that's just sad because there's much to enjoy here! :D

Thanks, it's definitely not supposed to be easy, but you can make it out, there's a little scene at the end.

Characters at the doors have some tips, and with one of them you can even unlock a shortcut to make it easier.
But it's totally possible to do it the whole way. I think the clues from characters might be a little unintuitive,  when they say "side to side" it's meant to be interpreted from one side of the street to another, not strafing A-D during a run.

So once you're behind cover - pick the next cover that is most perpendicular to the street and just book it in the straight line. If you think about it from snipers view, the less you're running towards him the harder it is for him to hit you. This tactic will work 100% of the time, there's no luck involved.

yeah, it could just be a skill issue on my part :)

What do you mean 1 person worked on this??? How did you manage to cram so much! The car controls themselves would be a lot, but to that you have a literal city, destructible environment (and people, lmao), day and night cycle, AI for other cars and people, a whole set of curses (and they even are more creative than i expected, like the one that basically makes you drive backwards). And you know, the whole delivering packages and balancing them mechanic.

I wouldn't be able to even make the assets for this in 7 days! This was extremely impressive.

I usually put at least one criticism at the end but I don't know what to say. I guess there's one balancing issue - driving with 2 boxes is a piece of cake and driving with 3 is so easy to mess up. The difficulty jump could be a little bit smoother.

This was extremely fun! I did for a second doubted in the game, I thought one of the puzzles was impossible, but after few tries I got there in a clever way. Puzzles were really well designed, art and audio are okay.

The game does start looping a single level after you beat a few of them, I assume there's no actual ending.

The artstyle is super cute, reminds me of Overcooked. Game itself is very chill to play and pleasant, I enjoyed my time with it.

But my one big criticism that actually easily fixable - Fail sceen should have a restart button. Having to quit the game and run it again really breaks the fun. I want to play the game god dammit :D

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My man, how many levels are there? I swear I died like 6 times with few runs that went 2-3 lvls and I think I haven't seen a single repeating level!

I like the concept of being thrown into a really hard challenge if you decide to risk it for greater reward.

Truns out, this bug happens when you pick a specific dialogue option, nothing on your end. I've added the note about it to itch page. Thanks for pointing it out :)

Nice feel to it, I like the upgrade system and the combat seems balanced.

My only suggestion is to prevent the upgrade window from reacting to pressed button mouse. I've skipped first 3 upgrades because I didn't realise my pressed down button was picking an upgrade.

I am so bad with horror. I was just waiting for something to pop out. And the god damn steps bugged out for a sec and duplicated - I almost had a heart attack!

It was unusually relatable experience though, even if I live in a city and not in Romania. I mean the walking in the dark as a child and of course - nothing extraordinary happens. You just arrive at your destination.

How is this game SO GOD DAMN POLISHED? like the subtle effects of the eye following you, the wavy texture on pickup screen

Usually those things don't make it into game jam games, because there are more important things to do, like I don't know - making sure it runs at all :D

Loved the artstyle, loved the concept and the audio.

Only criticism I have is - the powerups could be more unique and flashy. Seems like most of them modify the same few stats. 

So i feel like you have this whole system planned out in your head and it seems to be pretty extensive for a game jam game and very cool. But the UI is definitely is what limits you here. I didn't even know what was happening in the first minute.

The abilites/moves could have tooltips on hover instead of locking them inside a giant scrollable list

Player and enemy stats could be more juxtaposed, putting them underneath also caused mild confusion in the beggining

and the font. I know its medieval and all. But with this amount of text reading you need a more readable font, definitely.

The fighting system has potential, I can see this being worked into a full game with multiple enemies, upgrades, stages etc. Audio and assets are both really good.


And what a banger title, haha. I don't know, It rolls of the tongue weirdly well.

I've been waiting for portal gun to show up. The turrets? the white walls? Even the music give me the vibe of radio from Portal 1.

I enjoyed it :)

Thank you. I didn't even check the criteria this time, shame. But it there's rarely anything to rate in game jam games in terms of narrative/story so I guess it makes sense

Thanks! Now that you say that, it really does. It's that psx style shader with limited colour palette that does it I think

Thanks!

Sorry to hear that, glad you liked it!

lmao, the artist impression of what happened had me rolling.

It's rare to get so much freedom in movement, It's just fun to just move around in this game :)

Such a cosy vibe, just cooking biscuts, minimalistic style... and then there's the god damn Path of Pain, a platforming challenge at the level of celeste. I hope your friend that wanted platforming is happy. And yes I did beat it.

This has to be the weirdest third person controller in the world. But you know what? I kinda works. It allows for some extreme dodging and last minute corrections. With the dash it has even more possibilities.

I thought this is going to be more of meme game, the maxwell cat and all, but I was honestly pleasantly surprised.

The atmosphere is so dense. The music and the art style absolutely kick ass. The track during the ship exploration is my favourite, its so god damn atmospheric. It kinda reminds me of the Beginners guide music with a lot of crackling and bit effects.

So this has to be the prettiest intro sequence in any game jam ever. That animation is so god damn cool.

When it comes to gameplay, maybe I'm doing something wrong but I cannot take any items I find in containers.  Mouse highlights the items but I cannot pick them up. And going back to the ship just leaves me with a fail state. Would love to explore it more before I rate it.

The pull system is really cool, would love to see more permanent upgrades rather than only temporary ones. I like that the starter weapon gives you some agency. Games inspired by vampire survivors tend to have really slow beginnings.

My only criticism is - pulling an instant death card is BULLSHIT, even if it fits the theme :D

The game feel is absolutely amazing! The sound effects, camera shake, bullets whizzing by etc.

And the god damn reload got me so flustered, getting stuck in a room trying to enter the combination under pressure is hilarious.

I did manage to send the boulder to the shadow realm by mashing the the complete task check box :D

It is a really clever idea and kinda relatable, you know.

Hahaha, I can't belive that low-fi rendition of End Times almost made me teary eyed. Like damn, the original really leaves a mark on you. And the sound effects...

I did get stuck for a moment on the last input, since I've thought it was expected from me to calculate the relative velocity to the ship, instead of the sun. It just says "relative velocity", and previously we got 2 velocity vectors, so I assumed I had to do something with them(subtract, add, etc.). But besides that, I did enjoy the experience. The PI  puzzle gave me strong 'a-ha' moment was really well worded.

It's funny that this little game made me so emotional, but it was because of my love for Outer Wilds.

I was also inspired by OW to tried to make something similar, but in a different setting. Some elements tho, like the use of terminal or the PI puzzle were eerily similar :)

Thanks!

No I have not, visuals really didn't take that much work since 99% of geometry you see is a photo scan of the real life apollo command module (source available on itch page). The rest of environment is just 2 spheres for the moon and the sun.

I just added intractables and designed some puzzles in this environment :)

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I've just seen your game on Mark's stream, I'm shocked how similar our ideas for this jam were, even the loop length is pretty similar, ha!

Really liked the music puzzle.