I tried the older build, but that one kept crashing on me too. My laptop is not particularly powerful, but it runs 3D games pretty well. Strange. Sorry I couldn't help give feedback!
SergeantArcade
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This game captured my attention. The premise of collecting colors, expanding your powers while changing the world and making it more dangerous, is brilliant. The execution is a bit hit-or-miss.
It's fun going around the level, figuring out which order you should collect the orbs in. Once you figure it out though, you have to deal with slimes that easily outrun you (even with the dash unlocked), a slow default walk speed, and more hassles. I realized there was one orb blocked off because of the brown terrain, so I needed to lose the brown orb. I looped around the level twice to find the one single colored slime to attack me, yet when I don't want them to attack me they're all over me.
The terrain is also inconsistent and confusing. How come I can't hop off the brown mountain from the back, but I can from the front? And it's a bit annoying how slimes are completely unaffected by terrain.
This game has strong potential. I would focus less on the action elements and focus more on the puzzle elements, make the character walk faster, and add a minimap so I can see where the slimes and colors are so I can plan my route.
EDIT: I forgot to mention that I love how the visuals and sound weave together when the world gets colored in. It really enhances the experience and makes it feel magical.
I have some harsh (but honest) feedback. If you don't want it, don't read this comment.
No, I do not believe this game is worth 1 dollar. I don't believe anyone would choose to play this even if it was free.
I completed the level, and I did not have fun playing it.
I don't believe you enjoy making games.
Every devlog you post keeps mentioning how you're going to increase the price. It seems like all you care about is money.
It breaks my heart to see developers try to make quick cash from games when they have no passion for the craft. Making games is hard. Making a fun game is even harder. There are developers out there who LOVE making games, spend ten years making games as a hobby, and don't make any money. I ask kindly, what makes you think your game is worth paying for?
In the post you made in this jam, you asked for help staying motivated to work on your game after the jam. If you need other people to keep you accountable, you don't like making games.
My advice: find something you enjoy doing. There are many ways to make money, trying to make money off of game development is one of the hardest ways. So if you don't enjoy it, it's not worth doing.
However. If I'm wrong and you do love game design, I would encourage you to watch Game Maker's Toolkit (GMTK) and Indie Game Clinic on YouTube. These channels will teach you what makes games fun to play. If these channels are boring to you, well, maybe you should focus on building a resume and trying to get a job as a programmer at a company, instead of trying to be a game designer.
Spanish isn't my native language, but I was able to understand most of the resource names, the building names, the different civilizations, etc. What I don't understand is what I am supposed to do with these resources. I've looked at the game's description, read your devlogs, and pressed random buttons on the keyboard, and it seems like the only things I can do are change the production rate of resources and build homes. I also allied with a neighboring kingdom, because I was afraid of their military might and didn't want them to attack me.
But is this all there is to the game, currently? If so, what kind of feedback are you looking for? It doesn't seem like there are many mechanics to test out, and there is no objective or goal to the game as far as I can tell.
I like the fusion of Restaurant/Tower Defense. It's funny and has a lot of creative potential. The early levels were fun, but level 7 is where the game starts showing problems. The kitchen is hard to navigate, and my character moves slow and gets stuck on corners a lot. As a result, it's way too easy to burn food, and it seemed like cooking only hot potatoes (because the center counter is so close to the fridge and the conveyer belt) was the best and only option. But even though that was the best strategy, it still wasn't enough to beat the level.
These customers wearing red shirts EAT the food (like completely, so that it disappears), and there's like, five of them. So no matter how much food I put in the restaurant, the red shirts eat all of my food and I lose. I'm not sure if it's even possible to win that level, it's way too difficult.
I would suggest having less red shirt customers, and give them a timer so that they only sometimes consume the food, not every single time.
This game's premise is a bit hard to swallow. I've never played a game where the opponent cheats without some way to cheat back. For example, in "Inscryption", the game master cheats often. But, you can solve puzzles in the cabin that give you powerful cards and board game pieces to "cheat" back.
If the player can't also cheat in Pool of the Damned, where's the fun part?
At the very least, there should be a way to overcome the cheating. There's one part where the ghost makes the screen pixelated. That was fun, because even though it made the game harder, I was able to overcome it through skill.
However, sometimes the ghost swaps the colors of the balls AFTER I've already made my shot, and sometimes he adds more balls in my color to the table when I look away. There's no way to really "overcome" these, and these parts made me feel like I should just play a different game.
The physics are good, for the most part. But I noticed the balls tend to slide along the walls for a long time. Sometimes this worked out in my favor, but mostly led to me scratching the cue ball.
The camera angles feel limited. I wish I had free range of the camera, and I wish there was some sort of overhead view of the table I could see.
The visuals are great, and I like the way the ghost is animated, especially when he lays across the table to take his shot.
There is one typo I noticed: "Did that ball just...moved??" It should be "move" instead.
Overall, I'd say focus on how you want the player to feel. Do you want the player to feel smart, like they've outwitted the game? Add more cheats that the player can overcome through skill, and remove or change the ones that they cannot.
Also, there's a fantastic video on randomness that I love, and think every game developer should watch. It will help you identify what parts of your game are fun:
I wasn't sure about this game at first. I had my rod out for seven minutes before I landed my first fish, and I wondered if that was a typical wait time. It seems that if you cast and uncast your rod repeatedly, it makes it faster to catch fish, though I'm not sure if that's intentional.
That being said, the fishing minigame is easy and fun, and the music is really good. I'd recommend animating the ocean texture, even if it's just two frames looping. It'd look nice and prevent the player from thinking the game froze.
I've never played a Souls game before, so I was afraid this would be soul-crushingly difficult (ha). But this is a fun demake that has a lot of care and detail put in. I like how the walking sound becomes higher pitched when you run.
Unfortunately, there is a bug in the room with the skeleton archer where you can't descend the ladder. I encountered this twice in a row and I couldn't progress past this point. Maybe it only happened because I was on Gamepad? I tried switching over to keyboard controls, but it wouldn't let me.
The combat is fun. It could benefit from a "stagger" animation for enemies when they get blocked by shield, so I can better tell when to counter attack.
Extra points for using a rad CRT filter, and for adding the controls to the pause menu! I wish more itch developers would do that for their complex games.
On my first playthrough, I was quickly swarmed by enemies and lost. The second playthrough, I made sure to construct a combat warden I had designed (two laser guns and max armor) and systematically took out all nearby hives that were threatening my units or close to crystals, which took a while.
I beat the level without having ever used walls or towers, as it wasn't clear to me what their purpose was. I experimented with them afterwards, and could see how they would've been useful.
The game loop is solid, overall. The more units you build, the harder it is to switch between them. I wish there was a mini map where I pick individual units, or some ability to zoom out so I have a better view of my units. Because otherwise, it's hard to spread them out in different places.
The low poly art style is well done here, and I like the metallic sheen on my units. It seems enemy nests can only be damaged at certain points (maybe when enemies pop out of it?) so there should be some indicator for when they can be damaged. Maybe have them pop out of the ground for a bit?
I can't think of many directions to take the game from here off the top of my head, but the foundation is already good, so the sky is the limit.
The first time playing experience was a bit funny. I'm creating characters. with no context for doing so, in a dark menu with no sound to speak of. A little creepy. Then all of a sudden, I'm blasted with high octane music and character dialogue over a battle grid.
The music is way too energetic and doesn't match the gameplay at all. I turned off the music, but the grating static noises still persisted and there was no way I could turn them off.
The character sprites look great and are well done, so it's weird that the background tiles are solid black and fuchsia. They look good in the screenshots; the web build might be broken?
The good news is that the gameplay is fun, and has good visual and audio feedback for attacks. It seems I assembled a decent party, and was able to strategize quite a bit.
One thing that confuses me is the movement system. My character has 4 Movement, so why can't they move one space to the right? And why can't my characters move to a space directly between a party member and an enemy? Many times I wanted to do that to protect an ally with low HP, but for some reason was not allowed to.
My main bit of advice would be to either focus on a story for the game, or make it more open-ended to allow the player to create their own. The current dialogue is strange, and doesn't seem to have anything to do with anything. Also fix the background tiles and mellow down the music a bit. Something that sounds upbeat, but doesn't make me feel like getting up out of my chair and going for a jog down the street.
I'm grateful you incorporated keyboard controls for desktop. It matches the flow I'd feel on mobile, I think.
The UI is easy to understand, but I wish it were easier to tell which levels I already did. I was wondering for a while why level 7 was locked, only to later realize I didn't do level 6 yet.
I understand that the game is meant to be taken slow, but I enjoyed going fast and kept feeling an impulse to do so. Bumping into crabs was way more fun than trying to avoid them. At some point, with so many obstacles and all the waiting I needed to do, the game went from fun to exhausting. I ended up with 15 stars, and didn't feel like getting the other 15 to unlock the last level.
Have you considered adding a timer and making this more of a time attack kind of a game? My instinct tells me it's an angle worth exploring.
I had a lot of fun with this one! The ninja theme is great and I liked the fast pace of it.
On Gamepad, the menus worked but I couldn't move my character at all with the d-pad or the joystick (8BitDo SN30Pro controller). It worked fine on Keyboard though.
Interface is intuitive. I would have liked an exclamation point "!" appearing over the Shop button in the main menu whenever I have enough money to afford something new.
The katana weapon seems weak; it has a limited range and the animation lasts longer than the actual hitbox. As far as new weapons you could add, how about bamboo that juts up from the ground? Some sort of boomerang weapon that comes back to you could be cool (though not sure how to make it ninja-themed).
As others have pointed out, level three is a huge difficulty spike, and even with max shop upgrades, I struggled to kill even one single enemy.
But I like the concept. Leaning into the theme and adding some shrines around the map where you can get buffs for the run would help this game stand out.
Intense and engaging! The inclusion of a leaderboard is a nice touch, and trying to aim the forced auto-fire bullet so that it ricochets into an enemy early on was a nice challenge.
Two things that would make the game more fun: first, a faster manual fire rate. When I was surrounded by close enemies, I couldn't quite fire fast enough to pick them all off. Second, an explosion graphic/sound effect for when the player dies would help convey how they got defeated. So many times I wondered, "what even hit me?"
One last thing worth noting is that the player acceleration is very fast. Most of my deaths came from me slamming into enemies and bullets, rather than them slamming into me. Maybe that's something worth tweaking.
I think a name like "Common Factor" or "GCF" would work well. Maybe for the logo you could show a 21 and a 70, and their GCF 7 between them and slightly under, in a different color. And yeah for the Zen mode, I was thinking of a separate mode with no timer and a board state that resets automatically when unsolvable, kind of like an Endless mode, if that makes sense.
I don't recall the boss healing that often. I also didn't realize you could move characters onto the board, or even the fact that there was a board! I assumed the third character in phase two (the guy who could buff others) was hiding in the bushes watching the others from afar. I'm not sure what "collisions" refer to. You mean attacking, or stepping into an enemy's Threat?
I'm not sure if it's possible to beat the game. The hero runs out of coffee and money constantly, and the further he goes along, the longer the trek back to the mines and ye olde coffee shop becomes. How come when I give him a coffee, he instantly requests another one? I also don't like how when my character dies, he loses any coffee and gold he was carrying.
It's cool that you're adding power ups in the next update, but there are issues with the gameplay that need to be addressed.
I liked the sound effects, they were really funny.
Cute little sheep! This game was really fun. My first run, one of the stray sheep got stuck on a rock as I was trying to bring it back to camp and it froze, which was sad. My second run I got into a rhythm and kept the fire going strong. I like that I had enough time to get stray sheep back without the fire getting too low. The sound effects are fantastic. The controls are intuitive and responsive. Well done!
I'm not well versed in geography, but I can appreciate this Wordle style guessing game. The clue system didn't help me much personally, but revealing the first letter of a country, for example, might make it too easy if a player already knows the continent and there are only one or two countries that share the same first letter. For some continents, that specific clue could be overpowered.
The UI is pretty intuitive, but I'm not sure what it means when a bubble is yellow instead of red or green. Does that mean it's close to the real answer?
If you haven't added it already, a ranking system to see how fast you solved the puzzle compared to other players worldwide might be cool.
An interesting twist for an idle game. The combo mechanic was a cool idea, but in practice, once the cookie reaches the edge of the screen, you're not clicking the crumb it shoots off screen in time to continue the combo. And once multiple cookies get introduced, the mechanic goes out the window.
Clicking the crumbs was a little fun, but I found myself constantly wishing for a click size upgrade or a crumb size upgrade so I could collect them more reliably. The upgrades that passively upgrade crumb production were my favorite. The Magnet Field didn't seem to help very much, and it was weird how both it and the Slow Time upgrade had a limited number of uses.
I would suggest making the crumbs a little bigger by default, as I gave up collecting them many pretty early on. That would make it even more fun.
I recall playing this one in the previous jam. This is a marked improvement.
I got through the tutorial, was able to comfortably move my character and use their Brace ability, and I could tell when the enemy was attacking me and I was losing shield.
I was 30 turns into the first fight when I realized that using the Brace ability took up a reaction point, and that you need to end the turn without using it in order to attack. A little strange, but as I played I ended up really liking the reaction system.
I got to the second phase of the second fight, and was enjoying learning the characters and their strategies. But at some point, the "Commit" button grayed out and I could no longer select it no matter what I did or how many times I clicked "Undo". So I stopped playing at that point.
It's very overwhelming in the beginning with all the information being thrown at you, but I had fun and I look forward to seeing updates on the game in the future.
It took me a while to figure out the rules. At first I thought you needed to divide two numbers cleanly with no remainder, and remained thoroughly confused until I checked out the tutorial.
Dividing two numbers by their GCF is novel and clever, but is admittedly unintuitive (both the name "Divide and Conquer" and the logo of an 8 being divided by 4 don't suggest what the game is really about).
It's pretty fun once you get into it. I slowly gained a "feel" for which high numbers shared a GCF, which felt good, like my brain was gliding.
My question is, do you want this to be a "speed" game or a "thinky" game? Because the two sides are at odds with each other.
On one hand, matching numbers quickly feels great, but since you can get an unsolvable board state, and you can't tell what match will make the board unsolvable because you're going so fast, it makes getting the fastest time luck-based.
On the other hand, this would be a great zen game if I weren't being timed. Or, maybe a "Zen Mode" could be one of the options, with no time limit and a board that refills automatically when it becomes unsolvable.
The other day, I was playing around with the idea of a game where you deliver packages violently, with kicks, baseball bats, and the like. So needless to say I was hyped when I saw this game in the jam. Great minds think alike!
The end of run screen is clear and the UI looks great and is easy to navigate. I would say put the "Again" and "Back" buttons closer together, as I would click "Back" automatically without realizing that the "Again" button was there.
I took several minutes trying to figure out how kicking works. You must look directly down at the package, and be right up against it, which already doesn't feel good. But even then, sometimes the kicking doesn't register, and I have to spam click until it works. The most frustrating thing was the fact that kept walking over the package when I was trying to get close to it!
Kicking the package DOES feel satisfying whenever it works, thanks to the great sound effects and the way it spins in the air. I guess the physics feel fair, but the level design and the strict time limit do not. The second level was incredibly frustrating, as I had three different hallways and eight different signs to read, trying to figure out where to deliver the package to. Every time I figured it out, I only had four seconds remaining, so I was doomed to fail each time.
I went into settings trying to find an "Easy" mode, and was horrified to see I was already on it! (lol)
The package often tends to fly way too far past the delivery point, and that's fine if that's part of the intentional jankiness. But I would say greatly increase the time limit and make sure the kicks always come out, even if you're not next to the package. There's a fun game here.
Hello everyone, this is my first time participating in a "Improve My Game" jam. Unfortunately, I got sick this week and couldn't play and rate as many games as I wanted to. But thanks to everyone who gave feedback on my game, and I hope my feedback was useful. Looking forward to participating in the next one!
I had fun and played this one for quite a while.
The UI is strange in some ways. A lot of information could be rewritten---instead of describing Strength as (common attribute, no effect by itself), describe it as (Strength improves Strength-based cards). I wish you could view the enemy's cards one by one before getting into the fight, as it would help me prepare.
No bugs found, but when you sell small cards sometimes the damage value on the Sheep pet doesn't update immediately.
I found several typos, which was concerning. I couldn't catch them all, but a glaring one was "YOU LOOSE" when you get beaten by an enemy (should be "YOU LOSE"). Even the sentences that are correct are worded strangely. If you're going to release a demo on Steam, I strongly suggest finding a native English speaker who is willing to sit down and find all the typos.
One last thing; all three fights I lost were to enemies who had higher regen than me. Might be a balancing thing to look into.
If you continue leaning into the game's unique mechanics, I can see this being a quality game in the auto battler genre.
Very satisfying (and hilarious) to splat a bunch of slimes at once. Throwing rocks is fun, but I never quite got the hang of it. It felt inconsistent. Sometimes rocks flew across the stage, sometimes they moved only a few feet. I'm not sure what the mana bar really adds to the game; needing to get close to the rocks is already a restriction, and it's not clear how many stars of mana you need to throw one rock (or how many stars to throw at full force). It should be made clear what exactly the player can do with the mana they have. Other than that, well done!
An intriguing narrative puzzle game. I thought the mystery was interesting and I played this one for a while. I got completely stumped on the puzzle with the books and the computer password, so I stopped playing there.
A few weird glitches:
For the bakery puzzle, sometimes the game won't let you place an item on the middle shelf spot. You have to remove some items in order to get the game to allow you to place stuff on that spot. It's also strange how, in order to complete the puzzle, you must walk through the counter to get to the correct cake? Was that intentional? Lastly, there was a POS system in the bakery you could interact with and potentially enter a password, but after I solved the shelf puzzle I could no longer interact with it.
There were a LOT of places that did not have collision, allowing me to walk "on" the walls.
That was thrilling! Zipping around to plant as many seeds as you can before the next wave, then eating seeds to fend off a powerful horde is so much fun.
A few suggestions:
-It is hard to tell what kind of seed you pick up. If there was a quick name pop up in the corner when you pick up a seed, I think it would help offer more strategy (I was just placing seeds randomly and it seemed to work out okay).
-I wish there was more visual feedback for when a bug receives damage. The default spray doesn't feel that great to use. What if enemies turned red while being sprayed?
-I also wish the controls for planting/eating seeds was explained in the tutorial. I didn't understand how to do it until I read the page description, and that was frustrating.
This game is the most fun one I've played so far in this jam!
Interesting concept! The story moved along at a fast pace, so I didn't fully understand the plot. There's no indication as to what objects can be interacted with. Maybe you can add a highlight or outline that appears when you hover over objects that can be clicked.
There were many spelling errors. Almost every sentence had at least one. You should find an English speaker or some software that can help you proofread.
I'm not sure about this as a visual novel, but with your passion for art, I think this could make a great webcomic!
I was surprised how challenging this game is. I played on "Easy" and I still struggled the first couple of times.
The visual feedback on the rocks is fantastic! It was fun to mine like a madman and rush back to the ship.
My main problem with the game is the oxygen system. It depletes REALLY fast while moving, and combine that with the floaty physics and the tendency to get stuck on blocks' edges and it gets extremely frustrating. I'm also not a fan of how the timer still counts down while you're in the ship trying to decide on upgrades. I did panic and buy an upgrade that set me too short on Yolkium to advance to the next level.
Overall, solid game with great juice in the visual and audio departments.
Cute game! The combat tutorial in the beginning was very wordy and my eyes started to glaze over halfway through it. The words could be cut down to half; the icon tooltips and visual feedback during real fights already do most of the heavy lifting in teaching the player.
I liked the concept of slimes spitting out weapons, but in practice a lot of the items felt the same, just with different numbers. It seemed like there was a cool elemental system, but with no indication as to what enemies are weak to I couldn't strategize around it.
The loot screen felt kinda clunky, and with so much loot to collect I just gave stuff to my party randomly. Strange that each character has two inventories. I'm guessing the left one is their active inventory?
This may have been just a constraint for this small version of the game, but I really liked the linearity of it. Having the characters automatically walk (ooze?) down the path made it feel quick and easier to get into the combat, which is the main draw of the game.
Good luck on your development!
Hard for me to rate this one, not only because RPGs need some time to really get into, but also because I ran into an error early on that did not let me progress: "Failed to load: img/animations/Cure4.png".
The game window was very small. I wish going into fullscreen expanded it.
For what it's worth, the placeholder info dumps showed promise for a great story. Being royalty and helping the people of your kingdom with their problems is a unique premise that I haven't quite seen before. I hope to see this one again in another improvement jam!
Gripping gameplay!
The controls are serviceable (I tried both keyboard and gamepad controls) but I ended up misplacing my units a lot. I like the control scheme you used for the gamepad, and I think you should use that idea for the keyboard; if you used the number buttons as both selection AND confirmation (press 2 to select the tower, press 2 again to place it) it would feel so much better.
I grasped the mechanics pretty quickly. I understood that the graveyards used up dead bodies automatically (which I may not have figured out if I hadn't read the description first), and this lead to weird "standoff" moments where enemies died before they could reach my base, so I had to dive into enemy fire to grab their bodies and use them as quickly as I could to build more towers. Not a bad thing necessarily.
One suggestion; I would turn off collision on player units. It's unnecessary and it leads to my skeleton guys getting stuck.
It's not often that I find a jam game that I want to replay over and over again. Well done!
I didn't understand this one at all. You mentioned you're not happy with the tutorial, but I don't think that's the only problem. Nothing is communicated to the player through the visuals.
I'll give you a step-by-step relay of my experience:
I visited the page, saw that you mentioned the tutorial isn't great. I thought, "no worries, I'll just read the instructions in the description before I play". I then became confused before I even started.
I then decided that I would learn better if I just played the game. The title screen looks strangely formatted, but I figured out how to start.
I am taken to a screen with several textboxes, a map of the battlefield with some guy in blue armor (who I assumed was my character) and some diagrams on the right side that showed moves and attacks.
I was confused every step of the tutorial. The goal of the level was never defined, and sentences were thrown at me that didn't seem important to the current situation ("you can use this move, but you'll end up wasting commands", "the foe starts with seven health").
After enough clicking I was able to find elements I could interact with, but I never understood who I was playing as, who the foe was, how many characters were on screen, what my moves were, how to select a move, when I was dealing damage, or when I was taking damage. I ended up losing somehow, and my best guess is that the godot icon (which was only sometimes visible) was my character, and the guy in blue armor was the foe.
What will make your game BETTER: Conveyance.
Make sure all characters on screen are visible at all times. Remove the abstract lines all over the battlefield, and make sure every sprite is clear as to what is represents. Make every foe red, and every ally blue (you can use different sizes, shapes and body types, but the player should be able to tell at a glance who is the bad guy/good guy). Use a sound cue and a brief pop-up sprite (like a spiky text bubble that says "OWCH") when a character is taking damage. Ideally, the player should be able to see AND hear whenever an action is being taken (sword swinging, walking, taking damage, etc.).
You're a fellow Godot user, right? I made a custom object called "Confetti" for my game. It's an AnimatedSprite2D node that plays when it is added to the scene tree and deletes itself when it finishes the animation. It's not much, but if you'd like I can share the code with you.
Lastly, in the description you mentioned how units can move in and out of the battlefield. I would take that out...for now. It's a good idea, but at this stage it would be better to focus on conveying the fundamentals to the player, then add in more cool mechanics.
Best of luck to you and your game! Gamedev is hard, especially when it comes to tutorials (I had to scrap mine and completely redo it for the new version of my game)
