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sovium

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A member registered Feb 26, 2020 · View creator page →

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Thanks arko. My process for designing the levels could have been better, but maybe next time I'll do better.

Thanks BestBostonAccnt, I really appreciate the compliments. I enjoy making small games and if I had really leaned into the "rhythm" type I would have approached it differently. I created a test level where I can program the incoming plants precisely with time, but that didn't make it into the game jam entry.

Hey Croaking frog, yeah that is a great idea. Or I could have had some kind of jump indicator hovering over the carrots until player has figured it out.

Thanks Passivist, I love creating art like this.

Yes exactly, I had 2 other mechanics planned for the jump too, but ran out of time!

Thanks for playing uGustaHd!

Hello Cat Cap, thanks for the suggestion that would have been a good idea to increase the pitch. Players discovering that mechanic by accident was my goal, but I could not structure it in that way properly so some people had trouble collecting those.


Thanks for playing!

Hey guys, this was a really unique take on the theme. I played it until the end it was quite entertaining, had some minor issues like some weird flickering and lag as the game went on. The knocks at the start scared me it was loud for me :D

Nice game!

Hey dev_medina, cool game you have. I like the art style, it kind of reminds me of Age of Empires or games like that. I enjoyed the gameplay, but the controls are really janky for me, I would enjoy the game much more if they were tighter. One thing I noticed is that I could not find a way out of the game back to the main menu.

Interesting take on the game, me as an avid artist myself enjoyed the whole process of catching the bad guy. Sometimes the mouse acted a bit weird, but overall the whole game is cohesive and well made, good job!

Hey Azzy, here are some thoughts:

  • I'd love to see maybe some kind of timeframe when the next request is coming
  • I like the sounds in this game and the music, very cozy
  • I Felt like i instinctively tried to drag the items from the shop into the crop area, so maybe that would have been a bit better ux, especially since you can drag them if you drop them to the wrong Place and the watering is also done by dragging
  • One thing also is that would have been nice to keep the currently selected plant type so that you could Place it in all without going back to the shop for example
  • Graphics were simpIe, but didn't really bother me
  • I'm not sure if there is an end goal in this game or if its just a sandbox, i only bought 3 plots in the end
  • There seems to be no way to quit the game in game

Overall good entry i think, just some minor things in ux I had some trouble with, nice!

Hey grumpyguava, I wanted to make more mechanics depend on the jump but ran out of time. The music loop was so short I didnt want to include it in the game, maybe next time I'll try to make something that can be in game also.

I realized late that I could have actually make the levels progammable instead of manually laying out plants, that would have made it a lot tighter and feel even more like a rhythm game. I could actually try that when the jam is over. 

Thanks BearWithHands, I really enjoyed giving the entities in the game faces and especially having them follow and react to the player.

Thanks johnschwarz. I wanted to have a proper digging sound but didnt really find a way to record a sound like that. Thanks for playing!

Hey dev_medina, I had some plans to make more mechanics depend on the jump, but ran out of time. I agree that the rocks are a bit unforgiving with their hitboxes. Thanks for playing!

Thanks Riximus, I was trying to achieve something like that has rhythm and flow. Thanks for the kind words.

Hey Azzy, thanks for the review, what kind of problem you had with the screen size? I think i set it to 1920x1080 fixed size but maybe that was not the right move.

Thanks edralzar, I learned that I may need to introduce some mechanics better, maybe next time I'll try some simple introduction techniques.

I see, thanks for the response Aleux!

Hey Team, here are some thoughts about the game in no specific order:

  • Maybe I'm not the target audience for this game but I really dislike reading the big blobs of text, I am just inclined to skip them all and maybe miss key information.
  • I like the idea where the moves are plotted beforehand, maybe there is some room to indicate the timings visually or something a bit better, I kept missing a lot of things. The hitboxes are quite forgiving though
  • The mouse follow thing is cool, but it's really annoying how sometimes it goes back to the ship. It would maybe require a bit more work to try to keep that tight
  • I think the mechanic is super fun, just maybe needs a bit more work on how to visually indicate the plans. Also the buttons felt a bit quite counterintuitive, but maybe that just takes some getting used to.
  • Maybe the spice that spawn from destroyed ships should move a bit more slowly or something, I wanted to get them all but they all just went into different direction and didnt feel that satisfying to destroy the big ships
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Hey lilPipeline, I played your game, here are my thoughts in random order:

  • The cannon should prefire the enemy movement a bit, i feel like it misses all the time
  • The game feels a bit too hard in the beginning levels, I could not kill all of the enemies. The health pool is quite big though so it's not really an issue, I just felt that I should be able to kill everything in the first wave
  • I like that you can keep playing after you beat the pre defined waves

  • The sound effects were not my favorite, but letting player mute them is good

  • The hover menu to place towers feels a bit unforgiving, I had to many times carefully move my mouse to buy the towers

The scope for the game is nice and tight, the gameplay is simple and easy to understand, I just felt like maybe the enemies have a bit too much health or they are too fast in the beginning levels.

(1 edit)

Hey Aleux, I played you game here are some of my thoughts:

Good stuff:

  • crunchy sounds
  • the gameplay feels very snappy and juicy with all the menu selection animations and sounds. I feel like I don't even have to know what the game is about to enjoy fiddling around in with the buttons etc.

Critique:

  • sound settings in start menu maybe, music was quite loud when I started it
  • game looks a bit blurry on a ultra wide monitor, not sure if that is something that could be addressed
  • the scroll with the mouse seems not very intuitive to me atleast it just feels like it moves the secene randomly
  • maybe there should be a way to see all the buffs provided by the locations
  • the pass / fail is not super clear to me, i know that they have different sounds but I sometimes miss what happened
  • can you lose in this game? is there a penalty for failing a bounty? I feel like I can just keep slapping guys to bounties even if they fail and eventually get a success, maybe there should be some kind of penalty or maybe there was and I missed it?

Overall I enjoyed the vibe of the game, well done!

Thanks Sadathy, I agree the rocks are a bit unforgiving. I may have been a bit naive to try to have players discover the way to scoop up the red carrots is by jumping on them, but I maybe should have included some kind of hint in the game. I just dont like tutorialization in game, but this could have been one thing that requires some kind of introduction. Thanks for playing!

Thanks yeah that was my fave part too, wanted to do all kinds of fun things like that but ran out of time. Thanks for playing!

Hey Aleux, I decided to leave the music only in the menus since its quite short loop and may become repetitive, but you are right it may have been better to leave it playing. Thanks for your feedback!

Thanks FlyinnPenguin for playing!

Thanks for the kind words baguumba 😊

Hey Null Builds, thanks for playing. I was planning on letting the user bind the keys, but never got to that. Using space would definitely have been better than T.

Hey bronixes, I tried this again and now I managed  to play it, like I said on laptop I could not move, but on desktop I managed to play, here are my notes for it:

  • I think the "inspect item" menu on the right should be closer to the center of the screen, because the stats on items is important. Or if that is too intrusive then maybe right click would open it to the middle of the screen?
  • The music and UI feel very in Place and the Graphics of the game are nice and consistent. I spent quite a long time just throwing stuff around and tried to throw the cat out of the window etc before I went to the cauldron.
  • I think it would be nice to bind a potion to the right or something so you could always see the ingredients you need for the next one
  • Is there an end goal to the game? I feel just brewing potions one after another is not that satisfying right now. If the game is just that, then the process should feel more satisfying with cool animations and sounds etc.
  • Also one side note is that i didn't find a way to see how to make something "Warding" or "Soothing" as some customers wanted, and not sure if that even matters if they accept it anyways.

Hey schme, what a cozy game you have there, here are some comments about the game:

  • Some error sound would be nice, the text can be easy to miss when you need to do something 
    before for example.
  • The time for the tooltips to appear should be shorter, I didn't realize you can see the brewing times and degrees in the tooltop. I think it would maybe better to have some kind of visual or audio indication that the tea is ready or gone bad, at least i would have preferred that instead of having to remember the times. Also is there a way to see what tea is on the table brewing? Because it would be much easier to manage the brewing teas also if I could see it.
  • I think the times for both the orders and teas could be shortened, 2-4 minutes in game is very long in my opinion
  • I think the game also needs more life, maybe customers coming to pick up the teas or people sitting at some tables talking or something.
  • I would love some sound effects for the kettle, cold water and maybe even starting to steep the tea also
  • One small mention from me is that when you start the game, you get the orders top right, but myself for example I don't know anything about teas, so I had no idea what it means that there is just "Assam" progress bar ticking down. So maybe having some text like Orders: or something would have helped there, but I did figure that out quickly that those are the orders.

Overall I enjoyed the controls and graphics and vibe. The game feels cozy with the music and cat sleeping. Everything seems pretty intuitive apart from that tooltip thing I mentioned, because that is quite important to know the steep times and temperatures.

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First I tried this game on my laptop and noticed that I can't move the camera with the laptop trackpad, so I could not turn around to do whatever is behind the counter. The resolution of the game is also not working very well on laptop when running on the web. It bleeds over so I can't see the whole game and on the main menu, the background is misaligned so that the menu is half on some grey background and I can see only part of the menu background.

I'll test on my desktop if I can get a better result.

EDIT: On desktop here are my notes:

  • Options does not work in menu
  • Mouse only works in desktop build
  • If you go away from the coffee maker or any of the other applicances while its working, you lose whatever it made and have to do it again it seems
  • I think it should be clearer that the cup goes into the servers hand, i was confused for so long that where does my coffee go
  • There does not seem to be an end goal, if the game is just a simulation then I think the actions you do should be super satisfying with satisfying sounds and animations.
  • How can you lose in this game?
  • I don't think you need to be able to go outside as there is no real purpose in going there, just confused me that can i do something there
  • The restaurant itself looks pretty lifeless, maybe the customer could go sit down after they receive their drink or something
  • There should be some kind of rewarding animation or sound when you serve a customer correctly
  • All of the customers just bunch up at the counter just walking in place when there are many of them

Thanks for the kind words schme. I love using vector art for games :)

Thank you Dwagen!

Thanks for playing frequency.data!

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If I understood correctly the idea of the game is to navigate the map to find the sensor data and avoid the red things. But each round you also manipulate the red things. This idea is very cool to me, but that was not super obvious even with reading the tutorial. I am a sucker for visual tutorials so would have preferred an example round or something that explains what the dangers are etc. I could actually go through everything and the game ended at the end when I found the last sensor data. Not sure if that was intended because I thought I was supposed to avoid the red stuff.

Overall I think the idea is great, just would have preferred the 2d map view only and maybe a bit more hands on tutorial. Great work!

Here are some notes from me:

  • In the main menu some of the white text gets lost in some of the backgrounds
  • Same thing in the pre game menu, maybe it has something to do with the retro effect also
  • I went back to menu from the game and the menu links didnt work anymore
  • For some reason I had a hard time understanding the end goal of the game
  • I feel the switch from the map to 3d creates a bit of an unnecessary disconnect in the game, I would prefer only playing in the map view. It also takes some time to load everytime it switches to 3d view
  • I got end of round window in the 3d view on the screen. It was partly visible and i could Still play

Nice game, interesting take on the theme. Here are some comments I have:

  • The platforms you can stand on are not very clear visually
  • The sound effects could use some "punch", they are pretty funny but I feel they lack some impact
  • The graphics could use some fine tuning, some parts are hd images and some parts are drawn
  • I would love to have some kind of animation or sound that I have the ultimate available, that was not obvious to me
  • The controls felt a bit clunky sometimes, not sure if you cant attack while jumping or why it felt like that
  • The tutorial would probably be a bit better if it was explained in game instead of a page in menu. I have hard time remembering tutorials explained as text like that.

Overall solid game!

Thanks for playing baguumba, I really wanted to practice my C# skills and regret picking it in godot 4x since that does not have a web build and I figured that out too late.

I know the game is a bit too simple, tried to make up for it by adding more teas on the table. I did have in mind some variety for the teas making them affect each other etc. But never got to that due to a new baby in family 😊.

Ah, thanks I'll try later today 👍

I tried the web version. I could not move with wasd or arrow keys 🤔

Yeah now that you say that it would maybe be very satisfying to build up momentum instead of basic platforming like you said.