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Sasuchi

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A member registered Apr 28, 2021 · View creator page →

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Enjoyment: Oh boy! First off I really had a blast playing through it, after I got to the actual gameplay. The difficulty was well balanced and the progression well designed. However a small detail nearly made me stop before starting, at the very start with the starting dialogue, I had the impression that I was stuck at "Where am I". I had time to hit every key on the keyboard and nothing happened. I reloaded the page, then tried waiting a little longer and the next text bit came, so I hoped that the initial dialogue was not toooooooooo long. You got to thank the comment section because, if not so many praises were present, I probably aborted my attempt. During playthrough I noticed later dialogues can be progressed/speed up by using shift - so after the credits (conviently placed again at the start) I tried once more speeding the starting dialogue with shift, but no success. I left that point out of the rating for enjoyment, since this is a very small detail, but I had the urge to express the potential downfall from those details. especially since the game is really fun and would have sucked if I couldn't give it a good rating.

Gameplay: Easy controls and straight forward mechanics, fast retry cycles, good difficulty. Gameplay is really smooth! I'm more a space to jump guy, always feel a bit wonky to press up to jump, but this is personal preference.

Innovation: I really like how the time shift affects the other parts of the map and given more time, you probably could do even more fun stuff with those mechanics.

Theme: The settings implements the theme well, being at a strange planet with strange time manipulating waves. 

Visuals: I really like the art - pretty consistent overall and got everything, particles, parallax, etc. . If I were you and wanted to know, what I could improve, I'd probably say this is the category I would spend it on, unless of course you wanted to add more levels. While the art is good, I see a lot of potential going further.

Audio: The music was good and I really like the SFX. I had the perfect volume level - but still the consideration for a simple staring menu/screen with a start button and a volume slider sometimes adds a lot to the enjoyment.

Propably the most interesting game in the jam I played so far.

Awesome jevans2497!

Love to hear that you enjoyed our submission! Especially I'm happy the tune and humor resonates with you, as we really tryed this time to focus on a funny narrative.

Thank you for your feedback and time :).

Thank you for playing and rating our submission Cularo Games - as long as we got the IP rights in our posession, we'll make sure its only good news :D.

Hey KoalaEnte,

Thanks for playin' - actually the godot plushy was the last asset that made it in, I wasn't really sure what to put in for the last enemy, so for a second I thought to leave in the standard godot icon svg, but then I said I'll just draw it myself :).

Enjoyment: I felt a bit lost. First I was caught by curiosity to explore, but when I could only find the one interactable, it felt a bit frustating. I guess this is probably because time did not allow more interactions. And second thing what left me a bit puzzled, is there an end? an correct end? as I got stuck at the sky area, I'm not quite sure.

Gameplay: Even though theres not a lot of gameplay, which not neccessarily must be a bad thing, I missed some form of communication of what may goal was - was the sky world the correct destination? I don't know. Oh and I couldn't figure the sky world out.

Innovation: I think this is my first top-down "platformer" - although I don't know if I would call it platformer. So the idea sounds pretty unique and interesting to me. 

Theme: The sky world is a strange place indeed, so the setting does implement the theme.

Visuals: Overall I quite like the pixel art and certain parts already show to be promising, e.g. I love the trees. I don't know if you knowling set unmatching proportions (e.g. little knight vs gigantic flower) to tend towards the theme or if it was accidentally.

Audio: Sadly no audio :(.

Overall nice entry for a first game - the things which work are promising! Keep up the good work.

Great to have your feedback Jonoy!

Yea we totally get it - initial plans were to add even more stages with more difficult pathing and sub-mechanics - but we had to downscale since our time budget was very limited.

Love to hear even though the game itself wasn't your cup of tea, that you enjoyed the music assets!

Thank you for playing!

Hey stefanoblitz!

Thank you for your feedback - next time we'll try to introduce some kind of advice mechanic to combat potential deadends / frustration.

And thanks for playing our submission :).

(1 edit)

Enjoyment: Fun short platformer, nothing crazy difficult. Could be longer, but it seems like you took more focus on polishing what was already working, which I like, as it feels relatively polished. 

Gameplay: Easy and sharp controls, perfect for the scope of the Game. Interesting idea to reverse the stage difficulty, that the mechanics get easier that more difficult.

Innovation: Probably the weak-spot of the submission, in my opinion, although as mentioned in gameplay, I like the reversed difficulty and on could say that you play in reverse the making of the game, as we land in the godot editor with some platforms and then in blank white without any mechanics except the door & key. Otherwise tested and true platformer mechanics.

Theme: The settings applies the theme, as the actual player characters engages with its creator game engine. Nothing too crazy, but it works.

Visuals: As mentioned before, while its not content rich, every piece feels like it is near the release material or close enough to release detail. Great job.

Audio: Smooth vibes, very suitable for the platformer as it has only the jumping part and less hazardous components.

Overall good job!

Enjoyment: I had a blast, while some of the minigames felt more enticing than others, overall this was a fun experience the whole playthrough.

Gameplay: Simple Controls, easy to learn. Love that input methods were reused for the games.

Innovation: I'd guess theres a lot of variations of those types of minigames, but clustering them in a meaningful way was done here pretty well. Additionally tieing the overlapping theme into them achieved without immersion breaking. Well done.

Theme: Possibly the only "weaker" category or rather where my personal view/opinion deviates a bit of this overall really great submission...it felt like it was more a focus of strange phenomenon/things and less about the where. But maybe I need to revisit the though later again.

Visuals: I love the art, all of it, 5/5.

Audio: The tracks and sfxs selected were enchaning the flow-state, allowed focusing on the task while not remaining in radio silent.

This is so far one of my favorites in the jam - Great Job!

Thank you for your feedback Mr Cat Games!

Yea after playing some other entries I realized having a highlight function or some sort of tooltip could be useful for input communication.

Considering the art, since this was our third jam we'd participate in, we wanted to try something new, as before we sticked to pixel-art. The first idea was trying out 3D, but that probably would have caused even less polish. Hence we or I shifted towards Vector-graphics, but I too prefer the look and nostalgia of pixel-art.

Yea the orb is part of the easter eggs, but I think its currently bugged in the version of the game :(.

Thanks again for playing!

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Yes - that is the impression Macroslop AI Games wants to achieve :).

We have multiple plans for polish, features and additional levels... however as we both a parents we only had the evening sprints to get stuff done. Nevertheless thank you OneMoreChange for the input and great to hear you enjoyed the submission!

Enjoyment: Quick playthrough and easy to follow the narrative, the main quest was on the verge of getting repetitive, but I think 3 or 4 times doing the chores without returns are still fine.

Gameplay: Easy controls, goal is clearly communicated, clearly visible indications of interaction with map interactable objects. Good! Had a bug, where as I completed the game, I still run around and complete the main quest, dunno if this was planned as is.

Innovation: I like the addition of a task parallel to the story aspect of the game, would have liked if there was further impact by the main quest mechanic.

Theme: The setting and sounds implement the strange place theme very well.

Visuals: Mostly clean and consistent art choice. No critiques here.

Audio: As mentioned in the theme section, the choice of music is well placed, supporting the setting and gameplay rather than distract or avert the attention.

Overall solid entry, good job!

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Enjoyment: I had fun as long as Gus lasted, did not get very far since I understood to late how to use the iron bars.The melee combat felt a bit off but nothing too bad here.

Gameplay: Compared to other entry a rather more controls, but not really difficult to get a grasp of it. Only critique point I have here, is the inventory scrolling by using a mouse wheel. Its a bit awkward in web build, because you need a extra click to focus the window again and maybe someone is playing it with a laptop or mouse without mouse wheel (although this scenario is probably exaggerated).

Innovation: Played a similar entry to this - gameplay wise nothing to new, but nice story bit, which probably can be further deepend.

Theme: Setting implements the setting well, while the, i guess, colosseum is not the strangest of places the attacking creatures certainly make it one.

Visuals: Consistent art style, nice choice of font, only problem I had was with the UI - at full screen messages at the bottom were cut-off by about 1/3.

Audio: Nice underlying background music, solid choice for sfx. Nice job

Enjoyment: I had fun - I played twice. First time I've got eaten by the twisted forest and the second time I succeeded. Nice touch for replayability, that there is no fixed order of changes or number of changes.

Gameplay: Easy controls and the goal is communicated quite well, what I am/was missing a bit, was the communications of the rules a bit. I got it, that you got an amount of guesses that you can be wrong before you lose the game. What I did not get is, if I did not get all clues for the current round does the clock run out or does it take away "wrong guesses" aswell? Also while not really dramatic since its really short wait, but the bridge between game start and first round also felt a bit uncommunicated. But those points are really only small critiques, nothing game or immersion breaking.

Innovation: Personally for me this is one of the more unique approaches in the jam (so far I've had the chance to play entries) and overall, at least considering my backlog of gaming catalog. And I can see how you can implement more unique twist to it. 

Theme: I like the implementation of the theme, which is not only depicted in the settings of the strange forest but also in the main mechanic that you have to keep an eye on the strangely placed objects and how they change. Good job.

Visuals: Very detailed and consistent art usage, only thing to improve what comes to mind, would be replacing the standard unity sliders, maybe a suitable font for the story bits, but I know that was also neglected cause of the missing time for further polish.

Audio: Nice calm and gameplay supportive track. I read in the comments that the menu was implemented in a last minute effort, so you probably know this, but having a track to adjust the volume settings is useful (even if you reuse the track in the game itself). 

Nevertheless great innovative submission and great job creating all assets from scratch, we also committed to that practice and you can tell the difference!

Enjoyment: I had fun playing it, although i pretty much sucked and did not make it on the leaderboard. Feels very polished and the addition of a leaderboard is a really good job.

Gameplay: Easy controls and straightforward goal. The power ups were mostly self-explanatory, but only mostly, I'd wish there was a tooltip or label explaining (or just naming) the upgrades to be sure about some of the upgrades.

Innovation: Im feeling a nice mix of vampire surivor meets plants vs. zombies ish vibe. Love the addition/change that it wasn't monsters chasing you but instead trying to get beyond you.

Theme: Im hesitant whether to really say the throat is a strange place... this does not resonate so much with me, but the germ-fighter placed inside the throat with a pill-machine gun definitely is strangely placed there.

Visuals: Overall the visuals are good, the UI for the player health could be a bit larger.

Audio: Very good job in the audio department, solid track, good underlying sfx, nothing I really missed here.

Overall great entry.

But as of writing this review I noticed a potential bug, when loading the game again I get the following message: 

"An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: undefined"

I'd imagine it has something to do with the PlayerPrefs or some stored data after playthrough?

Hey NovaDev,

glad to hear you enjoyed our submission and especially that you agree with the theme implementation.

Thank you for giving us your feedback BirikyC - and thanks for playing.

Great job Booyoulee!

Love to hear that people still enjoy the pointing and the clicking.

Thank your for taking the time playing.

Love to hear, that our idea resonated well with you !

Thanks for playing our submission Mostly Harmless.

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Great to hear from you Alessandro Varisco,

I agree that certain parts/mechanics of the gameplay are poorly communicated, those better indications were sacrifced in order to have a working main game loop. Glad to hear you still enjoyed the experience.

Hey FlyMedusa,

love to hear you enjoyed our submission!

Enjoyment: The playthrough was fast and well-timed. Cute story hook. What left me a bit puzzled was, I never had problem identifying the odd objects, just especially placing the correct color clue threw me off every time. Not sure I totally got the mechanic

Gameplay: Easy controls although I felt that the little turtle was violating the speed limit a bit.

Innovation: Played a very similar game type in the jam already, although I see potential to further iterations here.

Theme: What a strange turtle, in a strange tower - settings applies the theme well.

Visuals: I really like the art - the character is very cute and I love the ending cinematic.

Audio: Very good, gameflow supportive use of music and sfx.

Overall great job!

Enjoyment: I was really fun playing the entry, can definitely see people dropping couple of hours in it. I'm a bit torn about the parcel balancing part, whether I like it or dislike it...reminds me a bit of the fishing mechanic in Stardew Valley, which can get frustrating/annoying after some time.

Gameplay: Snappy and easy controls, love the slight shift in controls depending on the dimension you're in. Lot of potential of new mechanics to add. 

Innovation: Racing through town and keep the bar in the middle of a cursor, I can think of some similar things, but the dimension shift during the racing phase does bring something new to the table and it works!

Theme: It surely is either a strange town shifting its properties or strange car moving through the dimensions.

Visuals: It really looks polished and was well put together.

Audio: Similiar to visuals, the tune is catchy, most sfx are well chosen.

Overall great submission.

Enjoyment: Very nice and quick game session, had so much fun to go play a 2nd and 3rd round, try certains things out. Heres probably more design space to be explored.

Gameplay: Easy Controls, easy to learn and meaningful to train mechanics, nice job.

Innovation: Liked the set of rules introduced here, as mentioned above I see also potential for further enhancement.

Theme: Like the application of the theme towards setting AND gameplay, while making it feel natural - Great job!

Visuals: Probably the weak spot of the submission, the pixel art & perspective of the door and room are promising, would have loved if the alien creatures received more love - but I guess this was due to remaining time. Same goes for the vibe meter.

Audio: It's fine, not loving it, but also not hating the track - but I missed a volume option.

Overall very good submission!

Enjoyment: Nice little story bit for the upcoming survival bullet shooting. It's clear where you'd like to go from here and provides fun for a quick session.

Gameplay: Easy controls, straight forward goal. Solid effort! Some sort of borders, maybe the trees to prevent running of the screen, would be nice ?

Innovation: Nothing to new, probably much potential to iterate upon.

Theme: Strange place to setup such camp, knowing what is lurking in the forest. Feels like an appropriate application of the theme.

Visuals: Consistent throughout and created during the jam, well done!

Audio: Suitable soundtrack for the feel and play. 

Congratulation on the submission , keep up the good work!

Enjoyment: I had a fun time playing the game and managed to capture all 11 Villagers! 

Gameplay: Easy Controls and very forward gameplay - what I would have loved would be a highlight around focused items. This could help indicate which objects already were searched throughly and show which object I'm currently investigating, which especially for the trees would help or the door of the mayors house aswell. This really added much to my timer because at first I tried to enter the mayors house, which did not work, probably cause I was not positioned correctly, and after searching the whole map again I did manage to enter it.

Innovation: Reminded me very much of the egghunt in Stardew Valley - lovely spin on it.

Theme: This town is really a strange place - while most of the hiding spots weren't so strange after all, others (especially in my newly bought property) were! Good theme application.

Visuals: Overall very clean and consistent art, although I'd have loved to have more of the character sprite (looking up/down and walk-animation).

Audio: Catchy tune and suitable SFX - well done.

Total time was 9:36 for all 11 Villagers <- clever way to make sure people engage and leave feedback

Enjoyment: I had fun playing your submission, probably not neccessary if more events were implemented, but after a while i wished for a click to complete dialog option.

Gameplay: Very straight-forward gameplay, nice thats how I like it.

Innovation: Not to sure about this one ... but I do see potential to add mechanics to add new twist to the choice have impact on available path or something similiar.

Theme: Had a similiar idea for a "tour guide in hell"-ish game, hence I agree with your application of the theme.

Visuals: Consistent art-style and solid pick for the game.

Audio: Great! Before even starting my playthrough I enjoyed the starting track.

Enjoyment: Little tough to rate here because I couldn't really progress far into the game (see Gameplay) - Not know what would still come, I'd think I would have decent amount of fun with such title.

Gameplay: As mentioned already by others, either I couldn't get the wall jump to work or it glitched out, as it always teleported froggy jones to the opposite wall. What was the red circle ui meant to be? Feels like a HP Globe, but since the lava one hits you seems unneccessary, are there enemies further down the line?

Innovation: Gamewise nothing to new, but definitely with your own twist.

Theme: Taking the role of a frog in a volcano sure is a strange place to be - nice application of the theme, bonus points for the glitch, taking you to a unexpected/strange place trying to wall jump 

Visuals: Great job creating it during the jam, art looks consistent and is solid for the game!

Audio: Solid choice for the background music - personally I probably would have gone with a faster track or maybe an increase in bpm based on a ratio of distance between froggy jones and the lava.

Overall great job!

Enjoyment: I had fun time playing the game and made it in the first try to the top - yay! 

Gameplay: Quite nice mechanic to add additional information for rooms besides the obvious button sign. Can imagine adding 1 or even 2 mechanics to add on the gameplay or possibly different difficulties, to cater to a wider audience.

Innovation: Refreshing perspective to take on the role of the lift guy

Theme: Being stuck in a strange place to take strange creatures to other strange places... in my opinion the theme is well applied.

Visuals: Gorgeous models, great job if they were made during the jam! Overall the visuals were very suitable alltogether.

Audio: A good elevator tune was really missing, too bad. But the SFX were good additions, better than awkward silence during those rides.

Hey rasblo, 

love to hear, that you also were yearning for the ads to be finally be playable :).

Thank you for playing and your kind feedback.

Yoohoo SoupFan! 

Glad you enjoyed it !

Thank you w1llrun,

Means a lot to us you enjoyed playing our game.

Glad you enjoyed the game!

Hey a2lotl, thank you for the feedback and playing our submission!

Enjoyment: Overall I had fun with my playthrough. Only thing I got slightly frustrated was the control scheme, I am rarely used to used W + X combined.

Gameplay: Nice snappy controls with the added twist, that the mirroring part throws you off

Innovation: Nice idea / twist controlling multiple characters at the same time, having to navigate them through the stage, without a need for a switch character mode. Nice!

Theme: Very good application of the theme in terms of thematic place aswell as game mechanic.

Visuals: I like the used pixel art, well done.

Audio: I enjoyed the background music, that was pleasing and yet not disturbing the gameplay. Nice addition of atmospheric sfx at some parts of the stages.

Very good submission - good job, well done!

Enjoyment: Precision-platformers are not really my cup of tea, but I had a fun time with it. Although I did not finish it, cause of skill issue, it felt fair enough to keep on trying.

Gameplay: Solid Controls, the mechanics were communicated quite nice and although I did not find the correct timings, it felt solvable.

Innovation: I like the foreshadowing of the goal, transforming into the task of reclimb towards your stick-goal.

Theme: The built world is applying the theme well, having haunting ghost and platform ghost in the same area, is quite a strange place to be in.

Visuals: Consistent art-style, nice job.

Audio: This was the only part I did not enjoy so much, I was missing some background music and the walking sound annoyed me after a while.

Nonetheless lovely submission, great job!

Enjoyment: Quick fun gameplay although I managed to get stuck by slimes 2 times, without dying or being able to kill the surrounding slimes.

Gameplay: Solid controls, the attack/hit-box could probably need some tweaks, see above issue. Got a bit surprised being attacked while the dialog was still open.

Innovation: I can't quite put my finger on it... but I imagine I have seen a very similiar idea quite some time ago.

Theme: Slimes in the bermuda triangle ? Definitely a strange place. Thematically I also thought about using the bermuda triangle, but we ultimately did take a different route.

Visuals: I really like the clouds assets, they are marvelous - the remaining graphics are consistent and suit the gameplay feel.

Audio: Nice tune - felt like a good loop for the playthrough.

Enjoyment: I really had a fun time twirling around the cushions and was terrified as I dropped my nice screen setup... but everything to catch those darn aliens. 

Gameplay: My first encounter surprised me, meaning although I did not see the alien and combat still started, changing to a turn-based rpg combat system. Most of it I liked - small critique for the QTEs, that the inputs for filling the bar with space and hitting space at full bar value were hard to differentiate, for their relative small  available input interval.

Innovation: I like the twist of having different mechanics to determine the damage dealt - although I'd imagine this will be quite cumbersome to have more meaningful and non-repetitive ways to do.

Theme: Solid application of the theme having to find strange places to hide for strange creatures.

Visuals: Although there is a cut from the 3-D World and the 2D pixel-art enemies, I think it works pretty well in this game.

Audio: Pleasent background audio that supports the game, nicely done.

Enjoyment: Very nice flow-state you enter while playing - I was really engaged to solve the missing piece, but sadly failed to move to the next stage. 

Gameplay: Overall very nice implementation and feel. The slope is a bit contra-productive, on the one hand jumping is blocked while on the diagonal parts and when shifting from the human realm into the goblin realm you get soft-stuck there. 

Innovation: I really like this kind of games, where the map is altered, be it through map manipulation or parallel dimension shifts, this has great potential.

Theme: I really like the theme application, because it uses the theme from the looks & feels being in this strange goblin realm, but also applies it to the core mechanic shifting between realms that can put you in strange places of the other realm.

Visuals: Really nice pixel-art - the main menu has a bit of scaling issue but that aside great.

Audio: Nice soundtrack overall, no mute button was needed.

Enjoyment: I had fun playing through the game, but would love some changes in gameplay mechanics (see below).

Gameplay: Controls were solid, except for the staircase which felt a bit cumbersome to maneuver - funnily in our last gamejam, we implemented a similar style of staircase, so I know the struggle of implementing it. I had one minor and one major problem with the combat. The minor problem was the hit direction being where i clicked, which in itself would not be a problem, if (Major problem) the scene-transitions wouldnt be at the end of the clickable window. Especially as sometimes a thug would be still at the current stage with 1-2px, making the melee combat very difficult.

Innovation: Nothing really new - but since its only chapter one, theres lots of room for new innovative magic.

Theme: Combining the arcane mysteries in a otherwise "normal" city hits the theme.

Visuals: Overall good job on the assets, only thing i found rather irretating, were the colored strips. I every time I look at it, I'm not sure whether it wants to be a platform or just decor.

Audio: Nice soundtrack, would have loved some sound effects.