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Steeley

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A member registered Aug 08, 2018 · View creator page →

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No, its a really good concept, happy biproducts are the best part of a jam. I could definitely see a full release of this, if the "picking up" aspect was streamlined, either the sword regenerated, or you had a pistol you switched to on a kill, something like that.

Not necessarily, just I think even some more clarity about what I was trying to do each level. First level it was clear it was the fuse, but the second level, I wasn't sure that the elevator was the right way to go, and then the greenhouse, I guess that I needed to go up, but I think it could be a bit clearer where/what I was supposed to do. Though at the same time the ridiculous solutions out of nowhere was a trope of old Point and Click games, and the quickfire nature of restarting means it never got too frustrating.

A really neat almost rogue-like with a nice way of keeping it fresh with the changing weapons. I think it could've benefited from more weapons, I got the choice of duplicate weapons a fair few times in the chests.

For polish it might be worth looking more into the weapons, seeing how their DPS balances out. The sniper felt very weak for me, though its always notoriously hard to make a sniper feel as balanced as an M4.

Very Ghost Runner, I think you shot for the stars with a really great game design, but parkour is really hard, especially for a game jam. I did have a lot of fun slicing up enemies, and throwing the swords at them, I think that could be a really fun gameplay loop, almost alternating between long range and close range weapons, there's a really solid idea in there.

The graphics were really nice, I love the little fish monsters running up the beach with the plastics attached to them (maybe love is the wrong word)

The controls could be a little frustrating at times though, I don't know if that comes under polish, but they definitely impacted my ability to progress.

I loved the visuals, I was only sad I didn't get to see the frog in third person, very Risk of Rain 2, I really enjoyed the look. The gameplay could use some tweaking, the lack of any air control made the jumping feel very punishing.

I really liked the game, it looked and sounded really nice, very Enter the Gungeon. The movement felt good for the most part, the hitboxes of the walls seemed slightly off? Barrells would go up into them, and then look kind of weird :/ I think it might be worth addressing the health of the enemies, in the beginning area the revolver and the shotgun just don't do enough damage to clear the rooms in anything less than 5 minutes, unless I'm missing a serious DPS boost. Should be an easy enough tweak though :D

Despite the slightly jarring visuals, and the clunky movement, I felt the game kind of reached an almost zen-like state with the music. It was kinda theraputic trying to work out the order for it all etc. Good job for a weeks work though!

Not quite actually X) Though you can do some levels without catching bombs, I appreciate that was a biproduct of making it approachable for the jam. I noticed that while playing, if I was fast enough, I could catch a bomb, chuck a bomb, then run and catch it again in mid-air, presumably because the bombs the player throws are no different from the ones enemies do. (I could've just hallucinated it, but I don't think so X) ) This could've been a really cool puzzle, cause it felt kinda cool and unique, though I don't know how you'd utilise it, or make it easy enough to do reliably.

This game had a simple idea and executed it really well. I think for the game jam, ramping up the mechanics or uses a little bit quicker might have worked? I really liked chucking bombs back, and catching my own bombs seemed cool, but I'm not sure the game ever capitalised on that. Possibly some emergent gameplay to look into :D

I kinda loved the old timey point and click adventure logic, and I appreciated the Razbuten reference (I think?) Did get slapped a few times for not understanding what interactions did what though.

Thanks, I think my main polish for the week will be adjusting the text and puzzle hints, so thanks for the feedback :D

A really neat concept, but the flying controls feel a bit off, and the climbing level feels kinda bull given the screen is horizontal, so you've got very limited time to actually see what's coming.

Holy guacamole, this is great! I love that you've taken the "Dying to progress" a lot of games have and took it to the next level. You're not using dead bodies as platforms, and as such I don't have to repeat massive sections of the game everytime I want to progress, instead I move the orb, and the game dynamically follows me, its really cool!

I can see why the screen stays still, but the screen transition between up and down of some segments can feel a bit off sometimes, but other than that a really great game, I'd love to fight a boss or something with this mechanic, see where it goes? Possibly conveyor belts or something for moving the orb.

This is such a cute game, I love the cube based art style, and the minimal shadows.

 The puzzles were really well made, to the point where I can't solve one of the final ones X) A really good use of aesthetics on the island to give me too much information, as well as using roads to make fake paths which shouldn't be used. I love the little "Oh, here's the clear solution, wait no, that doesn't work."

I think I agree that the game could do with more information as to what exactly I'm doing. But its a real cute art style, I love it.

This was a really cute game, the art style is so pretty, and I love the theme of basically rocket jumping, but not firing the rockets!

I would say that because of that, the rockets can feel super unpredictable. I'm not sure how far I'll go, or what my trajectory will be. As a result I sometimes tried to line myself up perfectly, then either thwack into a wall, overshoot, or just have the bullet spawn beyond me.

It might've been worth freezing time when you're hit, similar to the second Ori game, allowing me to then choose a trajectory between two narrow angles, so I have more time to think. Similarly, applying more friction while the player is over the ground than over a sky tile may have made the jumps more forgiving, without letting me choose my distance.

This is a really cool concept, I like it, I felt like it was a self-balancing fight so as you lost more, it became slowly easier.

A note on balancing dodging, blocking and parrying. In this game, blocking is instant, and full, and requires no stamina. So dodging just seems irrelevant. To make it more viable, it might be worth making a block take a small amount of stamina, and not fully block the hit, just diminish it by 80% or something, or make it take more stamina to block a hit than to dodge out the way of a hit, so you're rewarded with less stamina consumption for good timing.

Good game though, just could use a couple of balance tweaks.

A fog of war based platformer. I didn't think it would work, since blind jumps are the bane of platformers, but it seems like you pulled it off quite successfully.

I think some of the jumping could be tweaked further, but that's almost always the case with platformers. A good, solid entry!

Wow, this game is really great, I wasn't convinced at first, I thought it was yet another, just kill yourself to progress the level, but the multiple ways to take damage, and the dynamics, it feels like a clever Donkey Kong country level.

I would like to know where I'm going to spawn in on the other side, either a little marker above, or something predictable, like seeing my ball hop from one side to the other.

Hah X) Yeah, I can appreciate that, important to balance out between just an auto-buy and being useful.

The game looks like it had a strong central mechanic, and I'm sure it could be salvaged. I think you just need to re-address the 3D platforming. The mouse should lock inside the screen if its going to control the camera. The player feels very floaty in mid-air, so perhaps add a resistive force to stop them from moving so fast, or implement a terminal velocity.

This is really cute. Picking up momentum along the ice is really fun. It might be worth zooming the camera out a bit more so that we can more readily anticipate what's coming up, and adjust acceleration for that, a couple of times I'd faceplant into a wall, cause I was trying to go fast.

No worries, everyone's first Jam is rough, but you've learned from it, and improved for the next time. You've learned about budgeting your time, and where you can put your resources, as well as scope. My first game jam was on Ludum Dare, so its not in my itch history, but it was a train wreck. It didn't work at first, one of the levels was incompletable, the game was obnoxiously hard, and there was no Sound at all. It wasn't a good game, we got overzealous with our attempt X)

Its an interesting concept, but I think you go against the intrinsic design of Snake. In Snake the difficulty increases as you gain more pieces, so it actually becomes harder, whereas in this, difficulty decreases as you gain salt, as you decrease in length.

More fruit spawns, sure that makes it harder, but it would be interesting to make the snake faster or something as you lost more and more health.

Its a cool maze game, though I don't think I ever really used my past ghosts to help me escape the maze? Unless I was missing some mechanic, I just worked my way to the end, then if I died, go back and do it again? still a cute little game, but would be interesting to try to explore the main concept more.

I think I enjoyed the game. I do agree that I didn't know what was going on until I really considered the theme. I think turning off the game is the only winning move? Its a bit vague, and just some audio or something over the top to emphasise this for simple monke man like myself would've been greatly appreciated, Its good though, well done for doing it, and I like the touch of the light that changes colour, just as its out of view.

The player progression felt pretty solid, very satisfying gaining power, something that few other games have been able to achieve this Jam.

I do question how strong the powerups were though :/ I think I only ever got 2 or 3 kills with a bomb, and they'd normally go off without my intending too.

Cause of Undeath was the first one I played, and a really polished and quality game.
https://itch.io/jam/wowie-jam-3/rate/939218

The art and music were calming, I'm dubious of the quality of the failure farms though? They seem to take 5 to create, then produce 1 failure every 10s or so? They'd need to be around for 50s to even break even :/

You go down into the main chamber with the spike pit, the door to the right has now been unlocked. I did consider making that more obvious, its a shame because in a lot of people's opinion, the game really gets good after that.

This is a great little mobile-like game. It might be worth highlighting the rock/paper/scissors aspect of the different stances though to the player, as I wasn't sure what I was testing my reflexes against.

Fun, simple and juicy. I like it. It could have done with a tutorial of some description, easing me into the concepts, at first I thought I was the wrong ball and died immediately, that was a quick lesson to learn!

I really enjoyed this, very Stanley parable, except Stanly knows how to use a console! Was genuinely concerned that the game had crashed at first, but its all good. Nicely done, especially for a short Jam.

Its a really nice game, just makes me feel a little dumb X), I enjoyed the shovel becoming other shapes, really built up the challenge!

The platforming felt a little floaty, but hot damn if steamrolling those rats didn't feel amazing! Nice job on the slight pauses as you hit each one, really adds some weight to it!

A really cool concept, though possibly out of place in a port-esque puzzle game? Would be really cool in something like Super Hot.

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Its a shame that you have to click below you to jump, as doing that switches focus out of the game. Other than that, its got a lot of promise, I like it X)