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Raya

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A member registered Feb 14, 2023 · View creator page →

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ok I patched it

out of all of the games you could have rolled why did it have to be my first game 😭

if you stay still at the beginning, you die of overworking. What you get might help you.

that's intentional, if you got used to using one key for a specific thing, you'd be confused after you get the 4th one and it shifts.

The idea is really fun and it starts feeling satisfying once you notice the patterns and figure out long winded paths to get the balls to the balls with faces, but it does get really repetitive after a while.

that makes sense, the game was intended to run in 60fps. Nothing I can do about that I think.

can you elaborate a little btw I'll try to fix it

oh no

ooooh that makes sense. I thought the robot was just unable to jump because he died everytime he tried and the narrator didn't know. 

Some of the puzzles were pretty fun. I didn't really understand the story (why does the robot not want to jump?) but it seemed cool. 

I couldn't get past the squares. But I really like how the physics work. Gaining a boost based on your spin speed feels pretty satisfying. But a lot of the game feels like it's luck based. Kinda like pinball, but unlike pinball you're required to get good luck to progress. I might just be missing something about the controls tho idk.

Not really, I am working on like 2 games on my own/with a team but neither is working out very well. And also to build a portfolio. That's why I'm here.


I'd be down to playtest your games if you want me to. I don't know about collabing tho.

oh my bad I thought it was intentional because it was just the exact size to trap the player. The soft lock in talking about is when you go left after ground pounding and then ground pound again.


That's fair. I haven't used scratch is a very long time but from what I remember, moving stuff around outside the stage boundaries sounds really hard.


Oh cool.

EVERYTHING about this game feels so satisfying! This is my favorite game in the jam for sure.

I think the art style looks really cool and the camera animations and the gravity physics all felt really satisfying. This still has pretty good potential. I think you can still keep adding features to this game until it eventually becomes a proper game, it doesn't need to be tied down to the game jam.

The tight platforming feels really good. Although it might be a little too tight in some cases. The lack of coyotejump makes it kinda annoying. I like how for some of the jumps there's a safe place to fall if you messed up and didn't press the jump button tho so it's all good. The level design was also pretty fun.

The gameloop was so fun and addicting. It's really simple but also pretty difficult. My best score was 28.

I think I had a bug which caused all of the buttons and walls to be rendered behind the decorations, so I couldn't even see where the switches and some of the walls were. It was pretty annoying. I ended up not being able to beat the game, giving up at the level with 11 jumps. But from the part I played, it was actually kinda fun.


Also come on you could have taken at least one second to look at what ai wrote about your game

I have mixed opinions on the way the theme was implemented. It basically just makes half of the screen useless most of the times but also sometimes, you have to like go up and come down really fast to dodge some obstacles and that's really fun.

The atmosphere the art and the music builds is REALLY nice. The gameplay itself is pretty simple but fun. At first I was kinda confused about why moving up and down work so differently (I'm still confused) but after getting used to it, that was the thing that sold the game to me. It gives it a pretty unique movement system. 

That was pretty fun, the controls felt really solid and the art looks really cool. There wasn't much much in terms of gameplay tho.


Also I found a funny bug. The dash cooldown doesn't seem to activate when you're midair so you can spam shift while falling to do this:

That was a really silly game. But being goofy will not save you from my constructive criticisms. 

First of all, a restart button would've probably been nice especially considering there's intentional softlocks.

I thought the way you introduced how the blue enemies work  was really cool (also lmao you REALLY liked that animation it's like everywhere on the page) but it didn't really go anywhere because there were no more enemies.

hey wait a second there's no rating category for gameplay.

you might be onto something

I don't know if this even classifies as a game but that was really funny

I really love the vibe this game gives. It feels like a game on a retro console that was trying to create high quality graphics. The gameplay is simple but pretty fine. The autoscrolling aspect actually added to the gameplay. My favourite gimmick was the swapping platform one, mostly because of the visual in the background. But I did think it was kinda slow and there was a lot of waiting around in that level.

The idea is so good. I love the interpretation of the theme for the mechanic. But the puzzles were really hard and I couldn't solve most of them. But that might just be me being stupid.  The final level was pretty fun tho.

this feels SO MUCH BETTER. It finally brings back that chaotic feel I wanted from the original 5000 drop. I do think it gets too chaotic too fast tho. Is the difficulty based on the score? Because gaining points is getting really easy when it's too fast, probably accelerating the difficulty curve. I was at around 2000 I'm not sure and then everything got chaotic and by the time I looked back at the points screen and I was at 100,000 all of a sudden. I also think the new block types are a brilliant idea. Getting a freeze within the chaos feels really satisfying.

Oooooh is the music sync why the pause time is so long sometimes? I'm ngl I didn't notice the blocks dropping to the beat and... I still kinda don't. I definitely think the dropping speed should be increased, increasing the bpm might make the game feel more tense too.

I've played tetris attack once and I was really bad at it (but I'm good at tetris) so I think there's a different skill set required here.

Giving feedback is no problem, it's the least I could do to help a game I think has ton of potential.

This definitely feels better than the original build, the blocks fall much more often and there's no annoying blocks which just won't go away because of bad rng and the difficulty actually comes from reacting to the blocks falling.

However, this does kinda work against itself because the blocks fall at an almost constant speed throughout the game. I got till 20000 points but it never felt like the challenge of the game increased. Maybe increasing speed or lowering the pause you get after every clear dynamically might be the way to go? Or having rare double-drops and triple-drops which increase in chance as the game goes on?

Other than that, this feels super satisfying to play. Compared to the original version, which felt like a game jam demo, this feels much more polished and ready to be shipped.

AND the gameplay feels great

This is so smart woah

Hot take: I like the idea of classic game with slightly modified ruleset. You can't really go wrong with connect 4 and the new win condition does change up the gameplay a bit.

Conceptually, it's really cool. Combat feels amazing. Time slowing down while I'm mentally calculating everything makes me feel cool like I'm in superhot. By the end tho, fighting enemies stopped being worth it. I realized I could just dodge them by using the calculator as a way to access bullet time. Especially after the robot guys got introduced. Running past one is just much easier than bothering to fight it. I guess that's not your fault, but mine as a player. I think if I was on low health I would have fought them for batteries so that still works out. Maybe a few forced fights to get the keycards could have worked..

OH I JUST THOUGHT THEY MADE THIS PAGE'S BG GREEN SOMEHOW

I don't see anybody else talking about this so it might just be me, but the grid system is not working for me at all. It feels really wonky and broken.

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This is the most addicting game in the jam so far. My highest score was 8450. I loved the concept and the graphics are done especially well. I do have a few thoughts on the gameplay tho. 

I definitely prefer the one block at a time approach to dropping than the entire line dropping, because that way I can decide which ones to keep at the top and where to open a hole. At 5000 points, there was kind of a drop rush, where it dropped 3 blocks at a time at a faster rate than the usual game. I really liked that section. The difficulty there was really fun and I liked the little pause everytime I cleared pieces as it let me calculate my next move. After that, it just went back to the same dropping style as the beginning. A Scaling difficulty system in this would be really fun, maybe the speed in general increases and every 1000 or so points there's a rush like at 5000.

The rng feels really annoying because I keep getting higher numbers or numbers which don't mix and I do want to see if a bag system like tetris would work in this game. It might reduce the difficulty of managing all those pieces tho, if your board is just clear all the time, so I'm not sure.

I'm ngl, this is a really good concept, but for most of my playthrough I just had no idea what was going on. I'm guessing the first ball is linear, the second is a sine function, the third is parabolic and the fourth is circular. But even after figuring these out, using them felt really clunky. Although, I don't blame you. Coding something like this is probably pretty complicated. Especially going as far as to add a visualisation thingy.

The mechanic is really smart, it's something so obvious but I never thought of the complications of being able to move only 4 tiles. The graphics of the line feels REALLY satisfying. My only complaint is that I'm not a fan of the colour scheme.

THE CONCEPT AND THE PUZZLE DESIGNS ARE AMAZING. THIS IS PROBABLY MY FAVORITE IN THE JAM SO FAR!

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Wait having the points based on hitting colours is so smart. At first I didn't realize you could move at all, but once I did I realized I could dodge all the obstacle... and then I realized I wasn't getting any points, so I actually had to play the game. Also the lasers giving 2 points because you normally get 2 points from a circle is pretty smart. For a game as simple as this, there have been some pretty smart design decisions taken!