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stephendoesnothing

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A member registered Jun 16, 2020 · View creator page →

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If I got a nickel for each time a game required you to answer questions I'd have two nickels, which isn't a lot but it's weird that it happend twice. 

Cute little game, it reminds me a lot of a google widget game where you played as a wizard cat that had to draw spells. This game also taught me I can't draw circles clockwise as well as I can counter-clockwise

How do people make such beautiful games in 4 days?? Wow!

This game is very satisfying, one thing that I have to add however is that the "N" note feels a bit unfair? I don't know how to describe it but there's times where I feel I should've gotten a perfect N and it only gives me 250 points, maybe that's just me tho.

You absolutely nailed down the atmosphere, however I think you could've explained what the player had to do better. I didn't look in the description at first and I was so confused

One of the most creative entries I've played so far, you nailed it down from the sound design to the gameplay. One nitpick that I have is that sometimes another paper would appear above the one I was trying to stamp and I end up stamping the wrong one, but honestly that just adds to the challenge

I will get revenge Rob, just you wait


I enjoyed this game, very cute but a bit short. I like the idea but I wish you would've done more with it, here's a few suggestions I have:
1 - Allow the player to restart the game by pressing a button, maybe R, because I found myself many times to put the wrong ingredient in and then I had to wait for the round to restart. Or actually it would be even funnier if the cauldron exploded if you put the wrong ingredient in lol

2 - You should add more depth to the items you find, for example in the second level when I saw that you needed to throw in a "bloody knife" and I saw the normal knife on the table I imagined I'd have to use the knife on something to get blood on it, but then I saw there was a different bloody knife. What i'm trying to say is it would've been cooler if you leaned more into the puzzle aspect of the game, where you had to do something to get the items you needed, instead of just looking for them, for example I really liked what you did on the last level by hiding the cake! 

3 - Some music would've been really cool, even if you don't make it


That's my 2 cents, overall I really enjoyed the game and i'm curious to see how it would look in the future if you were to expand on it

The cake was hidden under the piano

I really like the way you can build your arsenal, reminds me a lot of noita. Also wow this is possibly the most polished game I've ever played in this jam. My only complaint is that there is no music, if there were it would be a 5/5 in all categories. Great job, your entry really impressed me about what is possible to make in 4 days

I guessed that was your original intention lol .I think it would work much better if you limited the amount of thrust the player has and each time they used it it would go down then they could instead replenish it by collecting something around the map, or perhaps even by eating green bugs? 

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You hooked me in right from the beginning, that intro was absolute peak. Now as for the gameplay, It was really enjoyable but I did find one way to pretty much cheese the game, by moving my geese off-screen...or so I thought until they all got deleted by a plane. Also one more thing I have to add, I noticed when I don't move my mouse the geese are very jittery like they're on cocaine

I don't really get how this fits in the theme of loop, but nonetheless congratulations on your first entry. The game is pretty fun at first, but it gets boring quickly. If you do decide to expand it into a full release I'd suggest adding more mechanics to spice up the gameplay. Perhaps you could buy new upgrades something like in subway surfers/temple run.

I like the mechanic that you have to loop around your enemies to kill them, but I think the execution could have been handled better. The game is very polished and movement is tight, but the enemies come at you too fast, and there's no variation/no scaling. I would've liked to see more enemies, maybe some that don't shoot at you but instead dash towards you? I think it would also be a nice addition if the lasso you had would also delete enemy projectiles, that's what I initially thought it would do, but I understand that with such a short amount of time all these features would've probably been way too hard to implement

I do enjoy the aspect that you can use move the obstacles to progress, that was unexpected. One thing I'd suggest you look into is the movement however. I don't really know what could cause it but when you go down from a tile you just plummet into the ground at mach 3 speed, I don't know if it was an intended game mechanic but it makes the movement very jittery and floaty. Apart from that you got a nice concept with a cute narrative that I believe would make for a nice cozy game if expanded upon

I wish the looping would be part of the game rather than a game mechanic but I guess that's fine too. Apart from that i'd say it was a pretty fun game. I managed to find one bug, I don't know exactly what triggered it, but I could fire endlessly with infinite ammo

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I think you could've done a little bit more to improve the gameplay loop (no pun intended) by increasingly increasing the difficulty or adding new enemies as you progressed, because at the moment I feel the game is too easy. Also the thrusting mechanic makes the web slinging absolutely obsolete, I barely used it apart from when I had to eat the green bugs

i can't get past the first level, i don't know how i'm supposed to reach the second ghost

neat little game, one thing I didn't like was the little animation that played once you got out of the spawn room, it kinda ruins the faced paced flow of the game

Although not finished I'm glad you challenged yourself, that's how you keep improving. Your game's already got one up to mine because you have a main menu and I don't xD 

I'll be glad to check out the full release

My friend told me to add one for the player too, but I completely forgot lmao

Thank you so much for taking out the time to play the game and to write such a detailed review. In the original scope of the game we had planned to make icons for each upgrade, but never got around to unfortunately 

There is an audio cue when the boss gets hit but it is very faint. I'm glad you enjoyed some aspects of the game at least

I agree. Thanks for playing!

The original scope of the game included 5 phases, where each time you defeated the boss it would come back stronger, but due to the time constraint we had to cut down on the content

You're right, I shouldn't have overlooked that

I know what you mean, but I spent so long making the dialogue system I just had to flex it haha

Whilst I do enjoy the idea, I think the execution could've handled better. It took me a pretty long time to figure out just how to play the game lol

Nice platformer, I really was in the mood to play some. I found some bugs like when the player pushes the dead body sometimes it doesn't go on the button, but I managed to work my way around them

I really enjoyed the laid back atmosphere this game creates, albeit a bit short I could see how you can expand this in the future (if you wish to do so). One feature I kept thinking of was what if there was a critic that would come from time to time and judge your art? And depending on how well/or bad you did he could give you a sell multiplier for the future? Also I might just be stupid but I cannot draw an olympic loop to save my life

Let me start off by saying I really love the aesthetic of the game, the visuals are great! However there were times where the controls caused me a bit of frustration, I do like that you can control your speed with the cursor, but I think it changes speed way too fast and it makes it hard to make precise turns, perhaps it would feel better to gradually change it with a slight delay? There were also times where I would fall into my own pits after drawing them, but I don't know if that was just me being bad at the game or a bug, i think it would've been better feedback for the player if you were a bit less harsh on how/when the player fell into a pit they drew, say for example you could add a radius around the player and if that entire radius fits inside the pit they fall. I don't know exactly the technical details as i'm not good with godot, but there are my 2 cents. 

This is possibly one of, if not the most take on the tower defense genre I've ever played. However it took me a pretty long time to figure out how to play, I feel you could have explained it better

i don't know what i did wrong but i couldn't get the portal to open :(

Neat little game, I managed to secure a top 10 spot on the leaderboard :D

This is the first entry that has actually intrigued me, reminds me a lot of baba is you. I managed to make it to level 8, but I was quite lost on what to do after that

Albeit a bit frustrating. There were times where I would get stuck on the wall whilst falling, I notice you made the game in Unity so next time you should add a 2d physics material with 0 friction and assign it to the rigidbody of the player. The level skip button made it up for the times I should have passed so I'll give you that. Overall I had a blast playing this!

the inspiration from balatro is clearly noticeable, but despite that i'd say this is a very enjoyable entry, I could actually see myself playing this from time to time. I was wondering, is there an actual ending to the game, or does it keep scaling? 

a very interesting take on the theme of "loop", admittedly i found myself more often than not just waiting for the double jump tokeep  progressing. I didn't see much use for the other abilities apart from some specific situations where you had to use them, per say the dash but other than that i found for example the lower gravity w higher jump to be more of a handicap more often than not. A bug I found was that you could kind of "cheat" death for a split second after respawning, I think you added some kind of i-frames but you should have probably frozen the player's position too. Overall great entry!

great game but the controls are a bit tight

a very interesting concept, albeit the UI is a bit clustered