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SemOhWell

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A member registered Oct 31, 2024 · View creator page →

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One of the more creative games I've come across in this game jam. It's simple and effective. I could see it becoming insanely hectic after a while. In a good way.

If this game had upgrades or some other form of in-run progression, I think it would do very well. Good work on the game!

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Correct me if I'm wrong, but this game takes many inspirations from SSB. It's definitely a game form that works better with a controller, as the precise movements allowed by analog inputs would give both more control to the player, and more creative room to work with for the developer. 

From what I've heard and seen, platformer-fighters like SSB are very hard to design, so attempting something like that solo in a 4-day game jam definitely deserves respect. I can tell you have a good understanding of the systems in place for a game like that. Cool submission, glad I got the chance to try it!

This game definitely has some good ideas. The upgrade system is cute, and fits the character/game.

Aside from that, I had some issues with the different levels of difficulty. For instance: the path to the wing upgrade is incredibly more difficult than anything before that. I felt like I had to fight with the controls a bit before I could actually move around as I wanted to; there's a bunch of upgrades that all do different things and are assigned to different buttons as well, making it a case of memorizing a sequence of buttons rather than 'performing the actions'. Once I got the hang of the controls, I felt a little more in control of the game character and I started having fun again.

Charming little game for sure. Nice work on this!

Art-wise, this game goes hard. I love the minimalistic enemy designs and the slick UI. Treating weapons as interchangeable, specialized resources is an interesting mechanic. While that type of resource management personally does not appeal to me, I can definitely see the potential of a more fleshed out and polished version of this game. Good work!

Impressive what you guys were able to put together in 4 days. The theme, the gameplay and the visuals are coherent and work well together. It was sometimes rather hard to see what was attacking me. Nice work, team 4Poneys 👏

Lovely little game. The auto thingy is way too overpowered once you speed it up a little, lol. Nice job on this, I enjoyed it :))

"In a way this game shows everything a bee will experience in its life", and what a life that is, lol. Simple and cute game; the vibes are great. Nice work!

Thank you for the feedback. We aim to release a post-jam update, so we'll take it into consideration🫡

Looking forward to playing the updated version then :))

My biggest issue with the game was that sometimes I could not see what was going on. That also was not helped by there being multiple UI elements that did not properly tell me what they were for. My suggestion would be: 

add icons for health, weapons and the shield, and implement some more visible particles/VFX from the weapons themselves and maybe some blood splatters upon hitting enemies. 

I'll be real with you, to me it's more about how you do things rather than what you do. You made something that is fun to play. Regardless of what kind of game you made, I think that's still a win :))

I was a little skeptical at first, but the game's vibe and concept are great. The music piece fits very well with how your base can escalate out of control with one wrong placement. The humor is genuinely fun to experience as well. Well done!

Spawning a platform on death creates a lot of fun and interesting gameplay moments. Interesting game, for sure!

Medieval fantasy Monopoly is pretty interesting. I wonder how the narrative would tie into the game.

Interesting idea, but at some point I felt more like a lot of the difficulty came from the controls, rather than the dragon. The idea of removing spears from the dragon's back does definitely sound like an intriguing way to add a little spice to the gameplay.
 

I like the roguelike elements of the game. It's pretty satisfying, going on a killing spree and collecting XP. It would be nice if enemies didn't just spawn behind you without audio cues. Good job on this, very impressive doing this solo in 4 days.

Fun and simple concept. The levels are fun and thought out. If the rewind mechanic was a bit more polished, the game would do much better. Good job!

This game definitely scores points on aesthetics and creativitiy. Would have appreciated checkpoints, because it takes a long time to get through the level each time. Good job on the jam!

Reminds me of Baba is You. Fun concept, good execution; the puzzle design is lovely. Great job!

Fun concept. I imagine creating the levels must've been a lot of trial and error with a replay mechanic like this. Very well done 😁

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I really wanted to like this game, because its art and concept are both so charming. While I did make it to the end, I only did so because I assumed that the game would be short. Because I like the concept so much, I'm gonna write a bit of feedback.

Points of improvement:

  • Walljumping consistently fails to do what you want it to. Consider adding coyote time or some other fix to stop me from constantly falling down
  • Having to crouch to get the rocket isn't intuitive, as there isn't any real platform to stand on beforehand. When you have to replay the entire level every time you fail, not being able to get upgrades because of the lack of a ledge is frustrating.
  • A countdown on a dash is unusual. So does an omnidirectional dash (I did not notice it was omnidirectional at first). Keep in mind how players will expect certain mechanics to work as you design them.
  • Give me the option quickly restart my run so I don't have to wait that long.

The good:

  • The level design having multiple paths for when you unlock new upgrades is satisfying to discover and it adds to the feeling that you're progressing.
  • I like how simple the game is. It has a clear vision, and it doesn't try to be more than it is.
  • The narrative is surprisingly fun, even though it doesn't play a big role in the game. You immediately kinda know what's up, which is enough to get you to want to see more.

Overall, definitely good work on the game 👌

So I went back and figured it out. For anyone who's still interested:

1. Put 'Loop' first.

2. Add a number. This number decides how many loops you will perform. 

3. Add your movement (the jump and arrow tiles) in a specific order. All of these movements will be looped accordingly.

After having played the game, I will say that it's a bit barebones. Doesn't feel like it ever really gets started. If there was some more depth to the movement logic, I feel like this could be a great puzzle game.

Like some of the other commenters, I couldn't quite figure out how to get the game to do what I wanted it to, while I do think it's a charming idea. If you updated the Itch page with some more instructions, I'd love to try again.

Nice little rhythm game. I liked the music, and the gameplay felt fitting to the track itself. I think some visual feedback and fixing the first note every loop being hard to get (it feels unsatisfying to just let the game give that one to you for free) would elevate this game to a level where I'd definitely enjoy opening it up to chill to some music while stimulating the brain. Good job on this 🙌

My first run got me thinking "this is solid for a twin-stick shooter, but man... I wish it had some kind of progression system". And then I died.

I went all in on fire rate and blasted my way through like a gatling gun in overload, and I'm sure other people will have other playstyles that they'll enjoy as well. As far as twin-stick shooters go, this concept isn't anything groundbreaking, but in four days you managed to put down something that is thoroughly enjoyable for a couple of runs. You can pride yourself on that 👏

I like the idea of this; it's simple and effective. I definitely would have liked to play this for a bit longer if I could have played on a bigger window because my index finger started cramping from the precise movements.

Seems like, for me at least, the game is bugged in that it only ever gives me one type of plate (or I misunderstood something). I like the simplicity of what it would have been, however.

"Nooo, it has an end??" Me, when the game ended. Definitely enjoyed it a lot. Sound design and artwork really elevates this game. Very charming, would play again 👏

Fun little game idea. The tutorial was a bit convoluted, imo, as the game and its visuals are simple enough that they convey what your purpose is while playing it. Overall solid work 👍

It's chill and I definitely like the little guy. Good job on your first (full) game!

Very cool idea. Having players start out weaponless and dying is a fun and creative way to introduce them to the gameplay loop. I feel like this game could really shine if some more time was put into the visual communication/UX side of things. Overall great job!