Skip to main content

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

RedTeapot

449
Posts
1
Topics
64
Followers
6
Following
A member registered Jul 07, 2020 · View creator page →

Creator of

Recent community posts

Hello! Sorry for the incorrect link. I’ve updated the jam page. Here is the correct invite: https://discord.gg/NExZvg4

Hello! The swaps haven’t started yet. When they begin, the bot will publish an announcement in the review-swaps-signups channel with an instruction on submitting your entry. You will basically need to run the /submit <your jam entry link> command in that channel.

I really liked the puzzles, as a certified puzzle man (iykyk) a couple later levels had me think for a moment. The one where two guys shoot each other is cool. The aesthetics remind me of Mirror’s Edge, kek.

Movement feels a bit sluggish (although I struggle with that myself when I make a tile-based game), and I didn’t really pay attention to the enemy movement hint arrows because I kinda memorized their patterns, but obviously it’s nothing game-breaking.

But otherwise, very solid entry, especially for two days (I think?)

Finally, a shoot to move game. I really like how it looks, but to be honest, not a huge fan of camera controls. I don’t know if this would be against the intention, but I’d prefer more typical FPS type of aiming (move your mouse = change the camera direction proportionally to the movement). The castle design reminded me of Enter The Gungeon a bit, kek. Great job!

(1 edit)

The voice acting is indeed funny, and the graphics is well done.

My gripes are mostly mentioned in the other comments. The thing I’d like to add is that I would like some explanation of what the spells do. Some are easy to understand (fireball, dash, the Japanese one), some I still don’t get (such as the Tracer’s ability, I’ve never played Overwatch so I have no idea).

I’d also suggest adding the movement/aim tips to the game page as a last resort, because I had to look for them in the comments.

As a minor complaint, in my personal opinion the music didn’t really match the wizard casting spells vibe. It felt more shooter-y or speed platformer-y.

The narrative is quite smart, really holds the concept together though. Good job on that!

Got to 800-something points. I really dig the art style, and the writing is quite funny. I hope this game comes with a carpal tunnel remedy check, kek.

(2 edits)

Mom, can we have Kerbal Space Program?

No, we have Kerbal Space Program at home.

Kerbal Space Program at home:

In other words, it’s quite a fun game, and the extremely janky physics at this points adds to the fun. Although it’s not as funny when the rocket disintegrates the microsecond after the timer runs out.

My main complaint would be the “seam” in the music (it felt like it was randomly restarting). And maybe a bit too much text for my liking.

Who needs to go up when you can go down?

image.png

Quite a creative take on the theme that is still not far-fetched, and to be honest the game was more fun than I expected.

The art could use some work, mainly in terms of colors, but overall the variety and visual feedback is quite good.

I think there should be a bigger accent on the spells though (which I’m not sure how to implement) as I have completely missed them during my first playthrough.

Nicely done though!

The animation is very good! Really unfortunate to see that the game ends right when it began

Very fun game, don’t know what to add. The goblin character reactions are extra funny

Quite fun and juicy game!

The only caveats I see are the lack of a fullscreen button (which is a minor thing) and enemies sometimes spawning too close to the Dracula. And maybe you could zoom the camera out a bit, because IMO it felt a little cramped.

But otherwise, the halo movement is nice and satisfying, the sound effects and visual feedback are on point, great job!

Congratulations on your first game!

If you want to work on the game further, I’d suggest looking at the difficulty and feedback (or “juice”).

For difficulty, I’d lower the enemy health and make the first levels bigger. Otherwise it’s too easy to fall off while running away from enemies, and the enemies take quite a while to kill. Balancing a game takes a lot of time which you don’t really have in a jam, so it might make sense to incline towards making the game easy.

For feedback, since this is a shooter, the most important part is, well, shooting. A damage flash would go a long way to show whether the enemy has been hit - otherwise it’s hard to understand whether I have missed. An indication of receiving damage would also help.

Making a working game (I wouldn’t call it “extremely broken”) in just two days is very hard, so great job!

(1 edit)

Hello! We mainly use Discord (https://discord.gg/NExZvg4 ), and we don’t have a designated PJP email address unfortunately. As such, you can either join the Discord server, or I can reply here when the next jam is announced

Usually people leave comments and ratings on the submission page. Sometimes discussions about a game happen in the Discord server but usually that’s not the case

My poor space bar! Took a few attempts to get the hang of it, but I won. I wish, though, the game didn’t end that fast because the win screen appeared right when I got used to it. Instead, maybe the police car could catch up or something.

In addition, I thought that I needed to press the corresponding Shift key to move to the side (left Shift for left side, right Shift for right side), maybe an interactive tutorial could help (with pop up hints or something like that).

Nice artstyle though, great job!

Spent way too much time hovering the play button for its sound.

Got almost all rings (9) without hints, one that wasn’t intuitive to me was the bloodstone + reducing enemy damage one.

The concept of OP rings sort of reminded me of Noita tbh. Overall, great graphics, sounds, pretty much everything!

The graphics is decent, the splashes sort of reminded be of Tag: The power of paint (the predecessor to gels in Portal 2).

However, I think the gameplay itself could use more action because for the most part it’s waiting until a power-up spawns and hitting the corresponding key. Maybe if it was a rhythm game or if it had some tricks/combos it would be more fun.

I liked the fact that you placed the character in the menu. Nice job!

Gameplay reminds me of that XKCD, very addictive. Liked the graphics. If only the physics was more deterministic because some of my more fun setups only worked half of the time. Nicely done!

Took a bit to get the hang of it (starting from the title screen, kek) but once I got it it was quite fun! I liked the enemy introductions.

My main gripe is that a lot of things were not obvious to me, like which unit is attacking now (I had to guess by the UI color and the abilities) or the fact that spinning the wheel is a good thing (initially I thought I should avoid that).

The game looks a bit unfinished (not sure why - maybe it’s the backgrounds or discrepancies in the sprites), although since there’s quite a few characters I can imagine where the time went. And most interactions seem to be animated which is a good thing to have.

Great job!

(1 edit)

Thank you for playing! Erasing the slots is one of the intended solutions at least in some of the levels. So that’s fine (at least for us) as long as it doesn’t make levels too easy.

Btw, what’s an im-sim?

Nice game, and fairly polished too!

I have some comments, though:

  • Would be nice to be able to stand on a tile for multiple “ticks” because at times I had to move back and forth to synchronize the characters
  • Maybe some movement animations would be nice, but don’t fall into the trap I fell in when making our game, making the movement sluggish
  • Not sure about the characters restarting from the very beginning each time. Maybe some checkpoints would help

Otherwise, great job!

What might be another way to deal with this is to have an Itch API that would allow to get information about a submission and remove/disqualify it from your jam. If that was a thing, it would be possible to create automation that does that according to whatever the preferences of a specific jam host are. I know there are ways to get some data but AFAIK it’s not enough.

Pretty creative take on the theme!

I like the graphics, but the music was a bit repetitive. My main gripe is with the controls - I still don’t really understand how it works. I get the pressing LMB and releasing it part but I don’t understand what the arrow means. Also, it feels like sometimes it bugs out or something.

Had fun with it nonetheless, so if you iron out these issues it will be quite a good game!

(2 edits)

Definitely not Rain World, kek. A very solid entry, I liked the style and vibes. I have some thoughts though:

  • The movement in general felt quite fluid but horizontal poles were tedious to use (I had to spam the jump button but still they were unpredictable)
  • Maybe having an indicator of total loops would be nice? I don’t even know how close I was to finishing the game when I gave up (found the break point but timed out while getting the second slugc- uh, furloop there)
  • Not sure about having to run around the map in search of the break points, especially under a time limit. Maybe some environmental storytelling could make it more interesting

The intro cutscene was quite nice by the way. Nicely done!

Thank you for playing! As long as neither is too easy, yeah, multiple solutions are fine

Thomas the Dank Engine approves

All I could find playing this game was rapture

Wow, this game has really rotaté’d my bananas

I call this “skill issue”

and i dont have any money to buy a better software

If you need a DAW, you can use Reaper trial and find some free VSTs (for example, Vital, Odin2, Helm etc.) Or maybe find someone to team up with.

It’s fine to submit an update to any game you’ve made before this jam, not limited to GMTK Game Jam entries.

Please keep in mind though that quite a lot of people here don’t speak Spanish.

(I had to use Google Translate so hopefully I’ve understood your message correctly)

Thanks for playing! Sorry for the jank, I guess now I know resizing colliders is not a good idea. The reason for growing gems and the player was to make an incentive to keep adding boxes to the boat (or otherwise it sinks because of weight). In hindsight, yeah, it didn’t work that well.

The seagulls can destroy boxes when they dive by the way. Won’t happen if you kill them quick enough though.

I agree about the controller support but I don’t have one, and more importantly I don’t really know of a good way to implement the pick up mechanic with the controller. Perhaps determining the angle and distance based on the joystick input? Feels like this would be very imprecise and require decent snapping to not be a rage game

Nice twist on the known classic even though impossible to win.

Nice job for “a couple of hours”, but I’d like some music, SFX, particles. Classic game juice stuff.

I think movement and shooting is quite nice, and overall with some tweaks I can see this becoming a fun game.

As for the enemy pathfinding, perhaps context-aware steering would help - basically, that’s an easier way to have enemies avoid obstacles and keep distance from each other. Although if you want complex level layouts, you’ll need actual pathfinding. When I was fiddling with it, it was not easy.

As for the art, perhaps picking a decent palette on Lospec could work? I think colors go a long way.

Regarding gameplay, I think enemy hitboxes for projectiles could be bigger as that IMO would make the game a bit more fair.

Overall, nice job!

Thank you for reporting this, should be fixed now.

Here’s the invite link: https://discord.gg/HEvwtWy3Bq

(1 edit)

A cool juicy shooter with simplistic but stylish graphics, and I liked the music!

What was bugging me a bit were the nice but slow restart animations. I’ve lost quite a few times, and I would have preferred to get back into action quickly.

Clearing the stage after taking damage is an interesting move, but resetting the player’s position felt somewhat distracting for me.

Also, I was missing the enemies quite often. Maybe increasing their hitboxes for bullets would help, or decreasing the spread, or at least increasing the rate of fire. Otherwise, I was spending quite a long time running around and waiting to recharge merely to miss again.

Not related to the game itself, but I think picking a more interesting name and having a more elaborate thumbnail would make more people notice the game. I think a simple GIF showing a bit of gameplay would go quite a long way since you have plenty of action in the game.

But overall, great job!

Might be because I’m on Linux (and most games run fine through Wine), probably also I don’t have the font is’s supposed to use as the default

Ants are everywhere, and I like it. It’s a fun factory-ish (I guess) game, even had some room to optimize the routes for maximum APM (ants per minute).

Looks like the font is missing some characters, such as capital letters, so I had to lick the nest.

Also, maybe being able to set routes that don’t require returning to the nest would be nice for throughput, but not sure if it contradicts your design goals.

Great job!

Nice background music, albeit I’d prefer longer loops.

As for the mechanics, I think some coyote time and maybe jump buffering would help. And maybe zoom out the camera a little bit because sometimes I couldn’t see where I’m going.

And I’d suggest replacing the dead sprite with something else because that looks a bit off.

Overall, good job!