A great start! Love the music and the theme. I like how the map zooms out and then back in at the start - very slick. I had trouble at first figuring out where the electric boxes were to turn them off. Maybe a little visual feedback when you get close to let you know they are interactable (like a little outline around the sprite maybe?). Some sound effects here and there would go a long way (like a little "hey!" or something when the cops find you?). Sometimes the camera was a little glitchy, flicking a bit left and right every other frame for a bit. And sometimes the NPCs did the same thing, twitching out. Overall, great effort!
Sleepy Daddy Software™
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Great start! Interesting concept, and kind of fun. Could use more story options. And I think I got stuck with the letter stories all being the same thing for my entire playthrough (someone really wanted to push the election story lol). Could use some sound effects and background music. If this was fleshed out for a full game, perhaps some checkpoints, like every 10 or 20 days or so, and add a couple of mechanics to the mix in each stage. Maybe something to "spend" money on (i.e. to pay photographers for stories) or to upgrade the business (color printing, digital distribution, a podcast, a streaming channel, hire people for different positions!). Overall, great effort!
Interesting start! I couldn't quite figure out how to do much aside from building houses, and I wasn't sure what all the other non-house icons meant, how to use engineers (automatic?), or what the other two options on the left were aside from house building. There were some controls on some of the tile panels on the right, but it wasn't clear what they do - mostly just numbers with +/- buttons but no other explanation.
Could do with some sound effects and music, a little more explanation, and some UI polish and more descriptive labels.
I like fast paced builder/sims like this, so I would definitely be interested in playing it more once it's more polished.
The version I played was a bit broken. None of the arrows you're supposed to press showed up, so it was kind of just a freestyle rhythm game heh. That being said: adorable animation, decent music (would have been a teensy bit better with different tunes for each section). Love the theme. Some audience reactions to your playing might have been neat, though maybe there are and I didn't seem them due to the arrows not scrolling/showing for me.
Although this is a simple entry, I actually think there is some potential here if you ever decide to continue working on and fleshing it out. It has the feel of a physics based "clicker" game, which is pretty interesting. Just an idea: I think if you were able to detect mouse vs touch, you could apply a kind of internal warping effect on the actual click point within the ball when the user is using a mouse. In other words, apply a scale factor that pushes the actual click point away from the center of the ball from the point the user clicked, with the factor increasing logarithmically the closer they are to the center up to a point, thus requiring more precision the closer they are to the center with the mouse. And then maybe randomize the starting position of the ball just a bit, and have it always fall from the top of the screen instead of starting at the bottom.
I'd suggest some minor tweaks to the twitch.io wrapper page to be more responsive, and to center the vertical play space when in fullscreen.
Some simple sound effects and music would enhance the game a lot with just a little effort. Sounds like you're going for a comfy casual game, so maybe some gentle soothing music with a subtle "kick" and "bounce" sound would be great. For the sound effects, I'd suggest recording or creating a handful each and randomizing which one plays for a more "natural" sound.
Some ideas for future enhancements: you could turn it into a full clicker game, with powerups you can buy to make it easier, or obstacles that make it more difficult to keep kicking the ball the longer you last.
There is the foundation for a great game here, actually. A few things I liked:
The character animates when walking around the home (I'm still struggling to learn skinning, so I'm always impressed when someone accomplishes this lol). The title screen is well done, with animated menu transitions after selecting options. You've got some simple interactions with boarding up windows and the exterior door. Doors open when you walk by them and through them. Pretty slick. I actually like the overworld map - reminds me of oldschool fallout games actually. I think if you had time to expand on this, I would make each visitable place a 3D environment too, maybe with certain actions in that environment take time, etc...
Some improvements you might make:
Sound effects and music would help improve the atmosphere and tension of the game. Some of the interactable elements I think should use the left click instead of the right click - most users would be more familiar with being able to just left click things that they can interact with. Maybe have an outline effect on interactable objects. The UI needs to scale with higher resolutions. I was playing in fullscreen on a 4K TV and the 2D UI was quite small (thought the 3D menu screen was perfect). I really love the transition from the main menu to the game where it zooms in, but it maybe takes a liiiiitle bit too long. Or maybe it just needs some ominous music heh. Finally, if you decide to continue working on the project, it would be great to have other mechanics like food/water, bandages when you get hurt, traps to setup in your home, and so on.
Overall, excellent entry! I hope you continue to improve it!
I remember dreaming a long time ago about what a video game designed for vision impaired folks would be like and I'm so glad someone made the effort to prototype something. I'm actually surprised at how my brain starts to internally visualize the layout after getting used to the echolocation. Amazing start for a prototype! I would encourage you to keep going along these lines and experiment more.
Although it's a smaller experience with only one game, I think the game has a lot of polish to it. That includes the animated card movements, the backgrounds, sound effects, music, and transitions between game states. This game has potential with more rounds, maybe even special effect cards and such. Nice work!
There's a good start here, though I noticed a few issues. The attack has a timer on it that keeps you from attacking again, but there's no visual indicator, so it feels a little bugged. It's also difficult to control the direction of attacks, or at least it appears that way. There are segments of the levels with no variation, so when you walk through them (as you must do to clear all enemies) it ends up looking like you're not going anywhere. Maybe a few tiles or small ornamental details in the levels here and there just so there's always something showing movement. I like the sound design on the upgrade interface - you can tell you spent a lot of time on that. Overall, good effort!
Extremely good submission! Fun to play, simple, very polished. Sound design and music was great. Love the characters. It has good progression in difficulty, and it rewards skilled gameplay. The only minor suggestion I would make would be to have some kind of indicator of progress other than the increasing numbers of more difficult enemies. I wasn't able to last long enough past the third enemy type to know if there's an ending, but maybe a timer like in vampire survivors or a point system or something more subtle maybe, giving you a heads up the next enemy upgrade is coming. Otherwise, really enjoyed this game. Good work!
I like the concept, and the intro sequence is pretty neat (especially the animation on the text appearing - nice touch). I like the art style. Unfortunately, I couldn't find anything to interact with after doing a full circle around the map. Not sure if I missed something or if there were just unfinished parts of the game. I noticed a few graphical glitches on the right side of the map - tile seams and such. Overall, good effort, but feels unfinished.
Thanks for playing my game and for the feedback!
Yeah, I feel ya about the music. I don't know how to make music myself, and I worry about using free or even paid music collections as I'm trying to avoid AI generated slop, and it seems asset stores are full of it now. I am trying to learn LMMS for some simple music, but it's slow going heh. Will try to incorporate some simple music in future games though! I did try to add a sound effect for collisions with walls, but I couldn't find one that didn't become obnoxious and annoying and repetitive. I had it on my todo list to keep looking but I ran out of time. I was going to try making a handful of collision sounds and randomizing them so they weren't so repetitive, but yeah. Thanks again for the feedback!
I really love the atmosphere in this one. The sound design really sells the tension. I love the idea of only being able to pick up and use one item at a time. Doesn't just fit the theme of the jam for the sake of it, but really provides additional challenge and tension, and results in fun emergent strategies for putting the flashlight down a certain way while you're doing something else to protect you. I was really confused by the Ferris wheel mechanic. I couldn't figure out how to turn them on. Tried clicking and right clicking the switch-like looking thing, so I didn't really get very far. But then again, I'm terrible at puzzles in games, so maybe it's just me. Maybe in the first tent, the elephant's self-dialog could give more of a hint on how to get the Ferris wheel working, like it does with the flashlight.
The enemy jumpscare is still scary even when you can see it's about to happen, and you can avoid it with skill. Well executed, I'd say.
Oh, and was there fullscreen support? I couldn't get it to go fullscreen. I was clicking outside the game a lot by mistake.
This was a nice entry - it has elements of exploration. I enjoyed that it encourages exploration while the dragon stalks you around. I had trouble figuring out what all the items did. The dragon feels a little too easy to beat, but I like that there were multiple attacks both you and the dragon could perform. Cute art style. Controls feel a little sticky - maybe add a little bit of slide with friction when you move against an obstacle. The melee attack animation I think needs some tweaks - maybe a couple more frames of animation, or at least a smear frame to give it some kick and visual impact, and/or with a more weighty sound effect maybe. Same with the ranged attacks. For the ranged attacks, especially the spear(?) or arrow(?) thing, maybe rotating it to show it moving in the direction it's thrown would help a bit.
I was really interested in playing this game from its description. I had a bit of trouble with the controls - not sure if it was from using an xbox controller instead of a PS controller. The look direction seemed to be stuck in looking only in the right direction. Which I suppose fits with the Only One theme in a way, but I'm not sure if that was intentional. I really liked that you included gamepad controls, as most of the entries were mouse/keyboard only, and if the control issues aside I think there is a ton of potential here. I think it would be nice if the gamepad controls appeared onscreen instead of the keyboard/mouse controls when you're using a controller, including if possible, detecting xbox vs playstation style controllers (not sure if you can tell on the web player?). I like that you had multiple abilities, with roll dodging and blocking. The hit boxes maybe needed to be brought in a little, as it feels like they're quite large. The sprite animations were very smooth, especially the walk cycles and dodge rolls. Sound effects were great, as was the music. Very "audio-tactile", for lack of a better word - very much conveys combat impacts via the sound effects. I really want to play this game again once the control issues are ironed out. Overall, good entry!
I don't know how you made a horror game where you play the bad guy and it's still so tense and makes you on edge the whole time but you did it. I was a little uncomfortable with the plot of the game based on the description, but your execution was very good. Something that stood out is how you used 3D sound to attach the metal music to the streamer, which really increases the tension when trying to move around the house. There were only two characters (I think, I wasn't able to finish it), but the game was able to convey character for both, and you even had a plot twist. One thing I would maybe add is some more indication of progress. You've got a checklist, but the items don't check off after you find things in the house, so I wasn't sure if I was actually making progress or if I needed to do something else. Overall, very good entry, though the plot concept might be a bit much for some players. Not uncommon for horror games (and not uncommon to play the bad guy in a horror game), but still.
I don't know exactly what it is, but I really liked this game. It's a little nostalgic for me as one of the first experiences with programming was with messing around with the qbasic gorillas game, which came with the code you could read and modify. This game reminds me of that game, but combines the classic shoot angle + power formula from games like gorilla with movement, multiple enemies, and turn based combat. I think the music fits the art style and theme perfectly, though it's a little soft at first (though thankfully you added a volume slider!). I was a little confused at first when the snowman noses hung in the air after they fire - but your own shots don't, so I'm not sure how to interpret that gameplay wise, but it did make for an interesting challenge.
Being from the early PC generation, I have a LOT of patience for keyboard only controls, but I think younger players might prefer mouse and keyboard controls, or at least an on-screen legend of the controls. I had to scroll down to the controls section of the description under the game a few times at first until I memorized the controls.
Overall, very good submission. I enjoyed it, and it brought back some good memories!
I think the version I played had a bit of a bug in the beginning, as after the first jump the pirate falls off the bottom of the screen but keeps going, racking up points. I wasn't able to get past it. The rest of the level then pops in. I like the parallax scrolling, but I think the foreground needs to have some more contrast than the background, as it can be difficult to tell at a glance what part of the screen is solid ground. I like the concept though! Sorry I couldn't review more of the game, as it wasn't working for me.
It's a fun concept! Controls felt a little sticky, but I like the variety of weapons to use. It felt like a PVP server for sure. I think maybe the weapons should auto-pick up if you run over them as it's not always clear how close you have to be to pick up the weapons, though it's nice that it highlights the weapon you are about to pick up. Some of the sound effects are a bit harsh. Overall, nice entry!
I'm not very good at puzzle games, but this was a great concept! Very polished, and lots of levels. My brain got fried after world 2, but I enjoyed the first two sets of levels. I like the sound effects when you move pieces around the board - very satisfying. I also think it's great that you have to move pieces around on the main screen to get to the other worlds. Very clever. I've never seen this concept before, and I think it was well executed! Could maybe do with some relaxing background music, but I understand (I didn't have music for my entry either heh).
I really like the concept.
Some things I liked:
- Love the personality of the bad guy. Very polite, and he gives you hints!
- Music is great!
- Movement is fast and smooth.
Just a few things I would improve:
- Would be nice to have mouse controls in addition to keyboard controls, at least for the menus and for advancing dialogs.- It should probably start zoomed out and let you zoom in. Most of the time I played the level zoomed out.
- I got confused on the second level and couldn't finish it. The enemies walk through the lightning barriers seemingly without taking damage - not sure if I just need to make them walk through 3 or more. If so, maybe a damage indicator on the enemies to show they're taking damage but not enough?
- Needs a reset button, preferably with an on-screen reminder of what it is, in case I forget.
Overall, a good entry!
This is a fun game. Surprisingly large amount of content for just 2 weeks of work. I like the pacing of the fights, and the way you can avoid them or seek them out if you choose. The game rewards exploration with equipment and items, and requires a bit of planning to progress towards the end. A little on the difficult side for my personal tastes (I wasn't able to beat the game), but that's just me, and only after you've explored a bit so it's not unfair difficulty. The background music gets a little repetitive after a while, but I like that there's a different music for the fights. I like that the battle arena clock has different graphical elements for some of the fights, like the spider webs when you're fighting spiders and so on. The enemy designs are good, and there's a variety as you go through the game. The UI is very streamlined, though I think I may have preferred a more full-screen inventory screen. I wasn't sure if I needed to do anything to equip some of the items you pick up at first. Oh and the level up selector came up unexpectedly the first time and I accidentally chose my first upgrade randomly. Maybe a little 1-2 second timer after it appears to prevent accidental double-clicks? Overall, a fantastic entry.
