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SparTimm

56
Posts
27
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A member registered May 27, 2020 · View creator page →

Creator of

Recent community posts

This game was awesome! I really like the reload mechanic and doom style visuals.  My only criticism is that navigating around can be a bit confusing due to the areas looking very similar, and the key system necessitating backtracking through these confusing environments, but the game is short enough that it doesn't become a big problem. Overall this was amazing!

This is a pretty solid puzzle platformer. The gear mechanics are really creative and have a lot of cool use cases. I did find the level where you have to ride a rising rail and get to the other side of it to be a bit frustrating to do properly, but it's only in the one level so it wasn't a big issue.

Yeah a pretty big focus for me was a simplistic control scheme for  the sake of making the multiplayer more accessible and easy to understand.

Thanks!

This was fun! The crank mechanic could get hard to maintain when I wasn't focused on it, which added a good bit of challenge. It got really fun with more upgrades, but my pc was struggling lol.

Great minds think alike lol. In all seriousness though, this game is really polished and it's cool that you managed to get blade customization in.

This is insanely polished, especially for jam game! Like this looks and sounds genuinely incredible. It's also a very interesting take on a beyblade style game and the rpg mechanics are pretty cool.

This game was great! I was pretty confused on the controls at first but I eventually got the hang of it and was able to beat it. Also getting 3d cutscenes in for a game jam is absolutely incredible, good work!

Took a second to get used to the turn order, but after a bit it made sense and was really fun! Having pvp is also a nice addition!

Glad to see you enjoyed it!

Yeah I should've added an actual tutorial but kinda forgot lol

This is a really cool idea! I love using the gravity of the planet to arc shots, its genuinely so cool! I think combat could use some secondary effects to make it even more interesting, like maybe come of the flying enemies have a weakpoint on their head that you need to use gravity to hit, but it was still pretty solid.

This is really cool! The dealing more damage when moving faster is very cool for a beyblade game, and the defend mechanic adds a good bit of depth to combat. It did feel a bit hard to build up speed, especially compared to absolute demon of an ai lol, but overall this was very fun!

Glad you enjoyed it! I think the stuttering is because godot only compiles particles the first time they are used, and I added some sparks to collisions. I probably shouldve added some sort of manual shader comp in a loading screen, but it completely slipped my mind lol.

Thanks! The ai I spent a while tweaking but couldn't find a good solution for. I did have a plan to potentially prioritize them finding boost pads, but I didn't have enough time for it sadly.

Thanks!

This was really fun! The overall game loop was very satisfying and the art is great! One small nitpick I have is the cow moos can get a bit annoying after a while, and they could've used some variation, but that was pretty minor.

This game is awesome. The pirate wheel is really cool and I absolutely love the low res pngs lol. Turning did feel a bit too difficult at times, especially with how hard it was to tell depth, but it wasn't really an issue and I had  a blast!

The control scheme was a very interesting mechanic. This was very fun, but I do think the difficulty is a bit too harsh. The enemy can be very hard to play around, especially in tight spaces, and there was also a bug where dying to a hole meant the enemy wouldn't reset its position, which caught me in more death loops than I'd like to admit lol. Very solid idea though, keep up the good work!

This was really fun! I especially like the art style, the images of 3d models and the ui aesthetic blend perfectly and are super unique. I do think it could use a bit more player agency, as there aren't many interesting ways to use the flaps, and the camera is zoomed in a way that makes it really hard to react to the ground. Overall though this was great!

This was really creative! I love how you incorporated a lot of beyblade elements like the running out of "spin", and the roguelike elements add a lot of replay value. I do think it starts off a bit too hard, and it was often difficult to not run out of spin or fall of when trying to get to the next room. Overall though this was very solid, good job!

Originally I wanted to do an endless arcade mode with stat upgrades, but it didn't end up panning out sadly.

Thanks! I agree with the level design issue, I had to rush the arcade mode levels out in like an hour due to time restrictions.

Glad to see you liked it! Sadly, Godot doesn't have very good support for porting to console, but anything that can run pc games (like a steam deck) should work with this version.

This is an impressive and creative take on a poly bridge style game. It's honestly amazing that this only took one week, good job.

this game was awesome

This game was short but sweet! The sound design made inflating the balloon feel pretty satisfying and the dialogue at the end was pretty fun!

This is a really fun idea. The spell drawing mechanic is very interesting.

This game was genuinely amazing from start to finish and I would love to have it be fleshed out even further with more levels in the future.

This was a really fun puzzle platformer! There were some very interesting puzzles, the presentation was great and the dialogue was a nice touch. A few criticisms I have are that the controls feel a little slippery for how precise you need to be, and respawning is a little slow, but these were pretty minor and did not take much away from the overall experience.

The game boy color style was very well done. The close up images and top down movement sections both felt very authentic and were put together extremely well.

I thought the lamps were a very nice addition for marking progress throughout the maze which helped to avoid running around in circles. I think the game could use a bit of polish however. Things like sound effects for footsteps and varied wall textures could have elevated the atmosphere.

I really liked this. The graphical style was incredibly unique.

I just played a few times and overall I liked it. The branching dialogue was the biggest standout and it even had me going through multiple times just to see  what endings I could get. The atmosphere also excelled, especially when navigating around the spider or wandering the woods as shadows are cast from your torchlight onto the trees. One part that I thought could use a little work was the audio, as the ambient track was very distractingly loud, which overpowered some other sounds like footsteps. On the whole though it was still very enjoyable and had me engaged enough to keep playing even after I beat it.

Thanks for the feedback! I spent a lot of time just creating the atmosphere so gameplay unfortunately was left a little barebones. I didn't want to give full rotation to the camera flash because I felt it removed all challenge, but something like preventing ghost's from moving diagonally could be something I could implement in the future.

Yeah, I couldn't really find any music that I liked and a few sound effects seemed to have bugged out when I built the game, like footsteps for example.

Thanks for the feedback! Also, I just played your game and it was awesome! Great work!

This was incredibly fun! The sounds and music were great, the art was great and the polish was phenomenal, especially considering the tight timeframe. One criticism I do have however is that with how the camera works, you can't tell what changes have been made by a lever until you switch characters. It also could be interesting to have both characters work together on the same plane in some levels, though I understand that could cause issues. While some more levels would be nice, it's a jam project so the shorter length is completely understandable. Overall it's an amazing project with plenty of room to grow in the future.

I really like the concept and had a lot of fun while playing. My only criticism would be that it can feel overwhelming at points and the bots aren't super useful. Other than those very small gripes with balancing though, I absolutely loved it.

I'm really sorry for all of the issues, polish was something I was putting off until further into the project and I ended up dropping development around halfway through the jam. Platformers aren't something I've had too much experience with yet so the code for holding down jump is a bit jank and because I didn't have as much time as I would've liked it was something that wasn't able to be fine tuned.