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sersaffron

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A member registered Oct 09, 2023 · View creator page →

Creator of

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Figuring this one out was extremely satisfying, actually clapped when I got a win. Excellent work

Thanks for playing and commenting! Yeah, the "MAIN MISSION" button on the pause screen was supposed to be a tab header, but due to time we only wound up having two tabs -- that and "Quit to Title".

"It's simply peak."

Incredibly high quality for something made in 72 hours. Excellent work

The funny poses add a lot of character to the game, and I appreciated the length and the level design! Was a nice change of pace from briefer submissions. Great work!

Very cool concept, and the style of both the title screen and the game itself were excellent. Some of the controls were finicky, though -- sometimes the game wouldn't let me click on a toy that was close to falling off the assembly line, and I lost a life because of it.

it's peam

petah, the horse is here

If there's one thing I really appreciated, it's how the level design is structured in a way that makes the speedup mechanic useful and meaningful. It's like a metroidvania where upgrades are obtained continuously rather than discretely, and I think that's pretty cool

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I love the visual style, but the platforming mechanics are very hard to maneuver. Couldn't get past the second level

Alice could've gotten away with the DL-6 incident

The driving strikes an excellent balance between chaotic and controllable. Immensely enjoyable, and now I want pizza

The visuals are very professional, the music rocks, and I'm a big fan of the concept of "holding" cards to give them a benefit (at the cost of not being able to play them yet)

I'd be interested in seeing other enemy types, such as those that switch stats after attacking, or maybe one that destroys your attack card every turn. Lots to build off with this concept!

The bills are funny, as is the recording sound. In general, I'm a big fan of this game's setting and tone -- holding bills is a fun spin on things

Actually peak platformer design philosophy

Love the simplicity in the gameplay loop -- once you get a good grasp of your limitations, it's nice to hunt down scrap to sell. I think it'd be cool to put the treasure chest somewhere off in the distance and give the player some sort of map or compass they can buy

Very creative concept! I especially like how the keyboard controls mirror a piano intuitively.

Love this game, concept and execution, but that last level is a bit unforgiving with its detection

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You win the award for best explanation of how the game fits the theme

The puzzle solving element is interesting! One thing that I'd personally prefer is if the camera was a little zoomed out -- the player's sprite feels a little large for what I'm used to

I like how the AI varies from "blows themselves up after two turns" to "forces 3 second deathmatch" from round to round

I like the idea behind the gameplay! I think my main two suggestions would be decreasing the amount of time spent standing still, and increasing the amount of checkpoints. The player would spend less time waiting for the game to switch back to green, and would spend more time exploring new parts of the level, that way. Great first project!

And yeah, to repeat everyone else -- the music rocks.

I had some trouble launching it -- the console launched the localhost, but the game didn't load correctly.

While I think the concept is interesting, and one of the more original applications of the jam's theme, I found myself frustrated by the execution at multiple points. Bugs involving scaling the water were numerous -- not just from scaling outside the walls, but also water auto-scaling to certain odd sizes after trying to scale them a second time, or the input simply failing to go through at all. I was unable to find a solution to level 8 -- I think that this game shouldn't require exact solutions like that level does, as any one block of water greater or lesser than intended on that level resulted in a loss.

Still, I appreciate the effort you put into this project! And the cat is cute, of course, which is always a plus.

I think the concept is interesting -- I was pleasantly surprised when I found out that increasing the weapon's size also reduced its speed, and I think that's a fun gimmick for a game.
However, I do have a number of critiques:

  • Some kind of title screen or pause mechanic would add more to the game than you'd think -- it would allow the game to remain open rather than crash on every death.
  • For health, displaying numbers (or, even better, health bars) would provide more design clarity than just making enemies and the player more transparent.
  • Enemy hitboxes and sprites don't seem to be synced some of the time, at least based on the hit sounds.
  • Most importantly -- don't disparage your own work in the description or the game itself! In my opinion, this is by far the biggest mistake you made. It shows a lack of faith in your own work and sets your audience up to be unengaged with it before they even download.

I appreciate the time you put into this project, and I do think the concept is solid!

Thanks for the feedback! Glad you liked it!

One of the most enjoyable experiences I've seen in this jam so far. The music and art work very well together and make for an immersive experience, and I love the concept behind the story. The puzzles are well-designed and require some thought. If anything could be improved, it's that the game could use testing to handle scenarios where softlocks and physics errors might occur, which are fairly common because of the game's premise -- but, again, this was made in 96 hours. Excellent work!

I think this game has one of the neatest takes on the theme that I've seen in the jam so far

Very neat!

Nice and cozy! I think it would have been interesting if the player could see their rank increase and decrease as they placed objects, so that way they could get a feel for how the scoring system works. But besides that, I really liked it!

This game is awesome. Very satisfying to play, very well-polished -- even though I can't get past three minutes.

I love the photorealistic hand that swats the flies so much
Caught me so off guard the first time I saw it, great humor in general
Good work

You do an excellent job at replicating the RE style without feeling like an imitation. I particularly like how you incorporated the theme -- about halfway through, I was wondering how you would make it work, but that just made it all the more satisfying when it happened. Very good stuff!

You do an excellent job at replicating the RE style without feeling like an imitation. I particularly like how you incorporated the theme -- about halfway through, I was wondering how you would make it work, but that just made it all the more satisfying when it happened. Very good stuff!

Honestly, I really enjoyed this one; it stood out from some of the others I've played so far. It's not particularly flashy or trying to prove itself as being especially unique, it's just a really solid concept executed well, and I think that's why it stood out to me. Good stuff, especially for 48 hours!

Thank you! Our goal was to have the game be a constant balancing act between the three resources, so I'm glad that managing them didn't seem trivial. 

We tried hard to make the game feel cohesive between its art, sound, and gameplay, and the bouncy art and music was a large part of that. Thank you!

Great level design! I loved how organic the puzzles felt -- I never felt like I had to look too hard for the next step, and little QoL things like the crystals changing color and the keys flying to the doors they unlocked did a great job at being visually clear. Plus, it looks and sounds nice!

Pretty fun! Good concept, and I can tell that the control mechanisms were well-thought out and well-mapped. I'm impressed that I was able to do so much with just left- and right-click. There's a bit of 3D jank, which is to be expected with a project like this, but I quite liked the end result.

The game's straightforward concept of increasing your power and moveset as you play is utterly enhanced by its visual style, theme, sound design, and tone. Very fun experience, and as someone familiar with your work, this is very characteristic of your style. Good stuff!

This game is conceptually fascinating. The music and sound design compliments the game very well -- combined with the low stakes and how you can take your time to organize things the best you can, it evokes a sort of zen. I'd also like to compliment the scoring system -- it's intuitive, interesting, and rewards the player for making the right choices without punishing them too harshly.

If there's one critique I have, it's that the game gives the player a lot of freedom in the placement and orientation of objects, and the orientation never factors into the scoring system. I think that neatly ordered constructions should score more highly than a mess of related objects placed in the same area -- although I understand that would be difficult to program. Good work overall!

This game is hilarious. I love how janky it is without ever really feeling unfair or difficult -- the game follows its own logic, it's just on you to see if you can keep up with them. The story and dialogue was extremely entertaining, it's well-drawn... mad geniuses made this. Bravo