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sersaffron

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

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Extremely impressive for 72 hours. Great diversity in puzzles, and none of them feel deliberately unintuitive -- a number of them are hard, but they're interesting. I love the united theming with finding the computer drives, that really does a lot in giving this game in its own character. My biggest critique is that a lot of the segments with a reflex-based factor, such as Mixed, Glitched, and especially Universal Drive, are absolutely brutal with little room for error. The last in particular I almost abandoned the game at, but thankfully I was able to persevere. That aside, this game is both very long and very complete for a jam entry, and I applaud the effort you put into it. Very well done.

Cryptic took a while -- I found most of the ciphers but missed one, and had to retrace my steps looking for it

Universal Drive took me a couple hours in its own right, but I did collect it after many attempts

absolute cinema

Absolutely love the concept here, but I got softlocked twice and had to quit the game before I could finish. Still, this one could be really cool with some more polish and elaboration

The game had a good sense of how to explain new mechanics to the player intuitively, which I appreciated. If I had a critique, it's that I think W + S / Up + Down at the same time is a bit of an unwieldy control scheme for a core mechanic.

The writing on this one impressed me. I particularly liked the inclusion of multiple endings in a way that made sense, although I think it would have been interesting if our POV character (Dan) was given potential motives for either choice.

You say there's no mystery, but I had to think harder for this one that a lot of the other entries. I liked this one! The core concept is solid and you executed it well without it being too frustrating (which can often be a concern with control-gimmick games). I particularly enjoyed the "hmmmmm" from the detective every time he found a new key.

Phenomenal visuals and sound design, they do an excellent job of setting the vibe and murder. I also liked the way you wrote each character in the letters -- they all feel distinguished gentlemanly sorts while still having distinct attitudes and opinions. Even though the mystery and means of solving it are pretty simple, I still enjoyed this one quite a bit. 

If I had one specific want from the game, though, it'd be the addition of a timer on the screen. But that aside, great work!

You did an excellent job of replicating Ace Attorney's style and gameplay

 Also, the plot twist at the end got me

I particularly enjoyed the way the mechanics were gradually revealed to the player. Failing to understand them never felt too punishing, while still providing useful info on how to avoid the pitfalls in the future. Good stuff!

Absolute Findhimema

Excellent 3d modeling, especially on the main character's model in particular -- it reminds me of Wind Waker. The puzzles were pretty interesting, although having to remember or screenshot the pattern in the final one irked me a bit.

The game runs for me, but there don't seem to be any card graphics. Running on Windows 11 with good specs.

Pretty cool setting, I like how the game's environment warped at times. One time I softlocked myself by tossing a fish out of bounds.

Very atmospheric game, and the storytelling kept me legitimately intrigued. You did a very good job balancing the vast playing field with features like landmarks and the dark-side boundaries to prevent the player from wandering too far. The launch mechanics feel just the right amount of finicky without being frustrating. My only complaint is that I couldn't find the page for the seventh digit after walking around for ten minutes, and I was unable to brute-force the combination, so I couldn't complete the game. I appreciated getting at least some closure on the mystery regardless. Excellent work!

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!