Hi, thnx for the praising. Correct, you can use it for your project as long it’s credited.
SlainteES
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Just got my hands on it… but first of all Congratz @johanpeitz, the game is extremely polished and it has a superb quality finish.
@vavmusicmagic my congratz extend to you as well, sfx/music fits the game and raises the bar of the overall experience.
Gameplay is fun, dialogs are on point and the general looks of the game scream “MASTERPIECE”. Still needing to put some more time on the game (went through a few levels so far to get an initial feeling of it) but I am quite sure this is goint to be great fun!
Glad I can contribute buying this to your dedication to bring joy with these creations guys!
Looking great, the feeling is quite good though particularly the attrib load sequence in the loading simulation seems a bit off to me, is it the real load sequence? I remember you commenting on twitter or somewhere you had taken part of one of Dizzy’s for some dev testing. I mean sound here… not the actual attrib values
Getting the feeling of a real 128k game of it’s time, but maybe sound quality and video fast response like in fades ;) both things are too good for original real hardware
Incredible job in keeping it true to orignal specs!
Very nice and soothing… Not fearing the halo is quite crucial to solve the puzzles as you need to make room to maneuver the pieces and free columns… would be nice to have a stats page with all seeds solved so far. Moves and Elapsed Time could be a good combo measuring your increased capacity to solve puzzles. Music is “relaxing enough” but can be a bit nerve-wreking on longer sessions. Overall a wonderful game, congratz @krystman!
Nothing to be sorry for… when you play a game you are expecting some goals or some information that tells you about a purpose. Jam entries sometimes are just POCs, prototypes or experiments so it’s totally fine they are not a complete game. Wondering if you will be expanding this idea into something else post-jam!
Very simple and an original take on bullet hells. Having the ice-cream balls as lives is a nice touch, but generates a few inconsistencies… like firing flavours you don’t have anymonre. Also the firing was a bit strange needing to recharge the 3 shots before firing. Good musing in-game, fits the frantic pace of the game. Overall a very enjoyable game experience. Nice job!
Another Vampire Suvivors clone :) seems this is quite popular for this year’s jam run. Music is nice but does not really fit that well with the game for me. Lack of SFX also does not help to integrate things a bit more. Gfx are ok and work for the theme. The pause to pick upgrades is really necessary, ended up just picking randomly as it got me mid-firing to enemies. Overall a nice entry, but a bit rough on the edges. Good job!
A bit too text intensive for the resolution, but text is really well planned for it. It’s a bit tedious going through so much text until the actual first choice. The plot kind of got me vibes from “The World Ends With You” or “Devil Survivor” with the use of the phones and all… not completed it yet, so keeping this for later. Very ambitious and very polished. Great job
Classic ascii roguelike experience. Agreeing with the walking… it was ok, but for the little 1px alignment jump happening at the end. Needing a key release also was a bit annoying, I would have preferred constant keypress to retrigger directional move (at least every x time). Good job with this entry!
I wished there was something else to the game than follow the red marker in the compass… roaming the desert following the compass becomes a bit boring pretty fast. Harvest failed more times than work, shown as an action but the colision or action registry failing, particularly for smaller plants. Music is quite good. The sprite rest frame is ok, the alternate frame is quite messy which ends up making the animaion not so smooth. Good ideas, but a little bit more push on gameplay needed. Good Job sofar, keep at it!
both minigames included are fun, but it’s hard to know how long that will be taking, and I ended up reentering the submarine game because I was firing. Not too sure how the game description fits with the mini-games though. Lack of any SFX and music makes the game a bit dull, also there’s quite some roaming on empty corridors that doesn’t add that much. It’s a good starting point for something interesting, but a bit more work needs to go in ;) good job putting up this entry though!
Nice game, plays quite well and the mechanics are well implemented. Interesting choice of palette, I would have gone colorfull though, and good SFX. Spritework, maybe sprites are a bit too big for the resolution leaving a small playing area. You also went over the restrictions with the text boxes not complying to 64x64. Got killed but I had no idea about my health level or being hit at any point, so a bit more feedback to the player would be quite necessary.
Very interesting experiment. It was reasonably accurate in terms of sound positioning. The moment you pick up something (I guess it was I picked up treasure or something given the festive audio) interfered a bit with the spatial positioning, but overall it was a curious and great experience. Great job with this idea!
I love the firefly following you around as the light source for the game. The fishing is a nice mechanic. Global game goals are kind of a bit obscure and you don’t have that big a clue… Got slaughtered at the fight after fishing the flashing fish because my stats were low and in that combat there’s actually nothing you can do but see it happen (or so I think…). Overall an interesting idea! good job in this entry!