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Steventus

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A member registered May 14, 2020 · View creator page →

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No problem at all! We ended up losing a lot of time trying to do multiplayer so our GTMK submission this time around was more of a learning thing rather than a proper jam submission. 

 Glad that you enjoyed the Cake Job! 

Perfectly average entry, some notable points:

- Gameplay is simple and very easy to understand, just reach the end in time. So the premise goal is well understood. Good audio feedback integration and hilarious VFX of explosion everytime you hit a car.

- The controls are a bit too slidey/slippery for my taste and I wish there was more screen space ahead of the car to react in time better. 

Narrative-driven concept, solid puzzle game with very understandable learn-by-yourself rules/tutorial and smart level design.

- Puzzles are very well paced and brings the player into the game. The game also plays very smoothly, movement feels tight and responsive and controls like a dream.

- As some others have stated out, audio feels really lacking. Just wished that there was even some simple music in the game.

I've never really been a fan of theme as a purely narrative device, so if you allow me to be straight, that deducts some points from me. But moving that aside, the puzzle gameplay is real solid - your biggest standout is how you design the levels so players will experiment and learn on their own (the thrall solidying under light for example, is a great mechanic and taught with no words at all). Absolutely give yourself kudos on your overarching design over multiple levels and pacing.

Notable good points:

- Artwork and vibes is impeccable! I only wished there was some accompanying background sounds (something simple like woods rustling would have added alot, rather than just absolutely no background sounds)

Biggest concern:

- The vague nature of the game with lack of a guide is hard to get into, I find myself feeling more lost and unsure of what kind of ending to reach towards. Refueling the furnace is fine but I think the game needed to provide a hint of some sort of over arching goal within the game.

Ultimately, it was a bit hard for me to enjoy the game. Artwork is absolutely great, you NAILED the 8-bit vibes and everything that comes with it. Kudos on the art man. 
 

This might not be my preferred game but there are some good points:

1) Great concept delivery of having a very limited time that really pushes the use of the hyper shuriken. I imagine time as a common interpretation of the theme (didn't play much games as time of this writing) but this is a good use of it.

2) I'm going to commentate from the perspective of a beat-em-up/stylish combat enjoyer here: I feel like the hitbox of the hyper shuriken is not that intuitive especially when trying to chain multiple hits. Having to move towards the shuriken moves away some of my expectations going into this.

I imagine if the shuriken slightly moves towards the player, and if it doesn't fly as high vertically (if it arcs lower), and have a more forgiving hitbox (if you are inside the shuriken), it would make it so that the player was able to focus on aiming where the shuriken will go, rather than trying to position themselves better.

Otherwise, great concept delivery, but the actual gameplay itself can be hard to swallow for me. 


The best parts of the game will have to be the overall presentation and vibes:

1) Love the audio and the simple visuals you got going. The sound design is particularly a great standout, with the gushing blood. Its SO SATISFYING when you kill a lot of enemies in one grenade and the blood just spills EVERYWHERE.


2) Vampires seem to be a common theme around with the draining health, very straightforward implementation of the theme - nonetheless very understandable and serviceable.


3) Improvements I imagine would be implement more audio cues, such as when the grenade is ready, instead of having to look to the top left everytime so we as palyers can be more intune. Some sort of indicator the next shoot is ready as well. Generally giving more player feedback mechanism would be nice!

Otherwise, enjoyable, and occasionally hilarious with how much blood is going around.

Thanks! Yeah the team really put in a lot of work to make the driving work superb!

The IV Crate is supposed to be the box on the right side. Haven’t gotten around to putting the tutorial but we’ll fit it the tutorial the page later. 

We're really glad to hear that!

The serious company prides ourselves in making the best crack games. We're glad you enjoyed it!

Very difficult but solid gameplay! I gave up after dying  at the 1.30 minute mark cause damn.

- Gameplay is solid, never have I ever thought drifting airplanes would be a concept but here we are! There's a lot of game juice and that's enjoyable.

Major area of improvement personally:

- At 10 minutes of gameplay, it does get a bit stale, THOUGH, the pacing ramps up significantly nice. Meaning to say, the difficulty grows and matches with player growth.

- I wish there were more enemy variety around the 5 minute mark just to switch things up, or otherwise, shorten the play session.

Very fun! 

Once you have enough score/parry combo, you get to the point where you just stand still and enemies die to you on contact after they spawn, which is ridiculous and hilarious.

- The parry sound and VFX is extremely GOOD!! I've always wanted to create the most perfect parry sounds and I think what you have here is close to perfect. The hitstop is a bit too much but I love the screen crack effect.

Probably area of improvement would be:

- A bit of music, and more interesting enemy AI would be nice.

- The clothing washing for parry is a bit of a weird integration to fit the game jam theme, feels quite forced.

Otherwise, I love the visuals and vibe of the game - very existential.

Solid gameplay that holds itself well for a short duration but needed better pacing. Some thoughts:

- Solid art direction. Like everything fits from the UI to the little asteroids, to the earth, it all has a very cohesive art and visual and that deserves praise.

Some concerns:

- The game needed better incrementals, each asteroid only gives 1 points and the game doesn't seem to spawn more, and upgrade costs increase exponentially relative to income. The economics in the game design don't really match up.

 

I was not expecting Slay the Spire meet ducks but here I am! Quick thoughts:

- Art is charming and really nice, you guys clearly put a lot of effort into building all the world and it shows!

Major concern would be:

- Having so many items/weapons sprinkled through the gameplay makes it hard to remember what each of them do. Plus, activating them is just one click away so what ended up happening in gameplay is I just had to spam each of them as much as possible

I think the game design could use revisiting but the presentation itself is quite nice!

This game deserves more visibility! It's so pretty with distinct art styles, and nice little flourishes that really stand out!

- It's so hard to describe this genre, it's kind of an autobattler but also not really. I find it really amusing and it has this casual laid back approach to it. Mayhaps you can integrate this with incremental gameplay and put it out on steam like all of those desktop minipets games?

I think the biggest area of improvement is:

- Music would be nice, something to fill in the void. The SFX is itself perfect though!

Lovely game! And I got so lucky and won so hard I did it in 2 spins hah.

I really like how tactile the game feels and having to press physical buttons in the world. It's a lot different than just in-game UI. Some thoughts:

- The gameplay core loop is actually really nice. It's kind of like an incremental game but it's not as tiring or tedium as other games that try to take the same formula

My only concern would be:

- Not sure what propellor does, and I wish there were a bit more sound effects such as rocket running in the background when you're in the shop, or sound of people screaming when they fly away from the wheel.

You're gonna have to come back in 10,000 more years!

(Translator's Note: Thanks for playing!)

Lmao trying to get damn ball in the final few strokes near the end took like way too much strokes that needed.

Fun little game! 

- Hard to say it fits with the theme though, but the mechanics itself make for a swell rage game where you don't have full control over the power and direction.

With great loyalty to the company (and too much time on your hands)

Breakcore is my favourite genre to make cakes to as well.

Simple but fun!

- I think it's a bit frustrating when the exploding dot triggers the X dot, I feel it should make so that it actually removes the X dot.

- Maybe X dots will fade in time?

- Gameplay is very simple but very fun! I wished there is an actual benefit to building lots of combo rather than it just making the cursor move so fast and increase the difficulty for no reason.

Commentary was okay but I am in LOVE with the style:

- Solid incremental game, wouldn't say there's anything too novel about it, it might be a bit tad too involved for an incremental game

- The intentional use of just 2 colours is REALLY GOOD. I cannot stress how much I love the art in the game. Great vibes!

All good, game was a blast even in the short time I played. The cranking mechanic is very greatly designed!

Game was a bit too simple and spinning integration was mediocore:

- The UI is very interesting and I like the vibe you're going for it, kind of like we're viewing into behind the computer with the event log and everything

- After my spin landed on fireball, I just used that to win the whole game. If spinning should incentivise something

Simple action game, not bad

Art is impeccable! Some thoughts:

- As some people comment below, the interpretation of the theme is great!

- The art to introduce the objective and tutorials are really nice, really helps the player get into the game without needing to check walls of text, great job on that!

- The minigames are great but I wish there was more depth to them. 

Solid!


The art is cute and charming!

- Gameplay is simple and intuitive although I was quite confused in the beginning on what the goals was.

- I think the gameplay benefits from some sort of obstacle that threatens to make the player lose, otherwise its just a simple score attack where you just scroll. Scrolling as an action is fine but there needs to be mechacnical mastery to it other than "just scrolling"


Neato!

Very fun! Simple concept executed to perfect!

- I just love how fast and how insane the game can go up to where the enemies just zoom right up to you but the upgrades you get just magnify to insane levels.

- I love your interpretation of the cranking mechanic, adding a small red deadzone is a great way to have players maintain focus in the spinning mechanic

Biggest concern:

- The optimisation lmao, maybe its just the web version but the performance tanks hard at 300+ enemies. 

Love it tough!

The character art alone deserves a 5/5. Some thoughts:

- The character is super adorable but I could not bear with the slow gameplay to see it to the end. Great overall immersion and vibes with the low-key music and simple interactions.

Areas of improvement:

- I think just having it to be rotational rather than having to spin by dragging the cursor along one direction would be a big improvement. It's easier to spin the mouse rather than having to move it constantly from left or right. That's just asking for carpal tunnel to happen.

Nice little toy to play around, and once again, the character is so cute!

Game is visually impresive but gameplay requires some more polish:

- Very hades-coded and in a good way, the way some upgrades interact with each other, and how upgrades can stack on top and make players really powerful has a charm to it. Very fun!

Major concern would be:

- Game still lacks key fundamental info and feedback such as what each upgrade does, hit sound effects for taking damage etc.

Otherwise, art is great, the starting cutscene is particularly great for immersion!

Hand hurts, can't scroll anymore.

On a serious note, I think the game concept can be improved if the input mechanics wasn't that difficult to work with. It can be quite rough to have to constantly use the scroll wheel to affect arena to move the player around.

I very much like the charm and the art in this game though, it's so... surreal!

Game had a bit of a learning curve. Some thoughts:

- Very unique gameplay, I enjoyed having to literally toss the potion around

- Did not expect to see a Tung tung meme in here.

It is a bit hard to tell whether the potions are good or not, but it's a nice experimentation!

Very well polished and presented game!

My only wish would be: 

- When you touch a spin controller, maybe have a highlight over which roads it's going to turn so its easier to immediately visualise.

Otherwise, beautiful!

Solid gameplay, great atmosphere!

- The gun feels GREAT. The sound and how it echoes, the lights, are really good for how it feels. Great job!

- General movement feels good, camera controls a bit finnicky, shaders are a great touch (you can see yourself behind shelves. You've put a lot of efort in the vibes and feels.

Some caveats:

- The goal of the game was not immediately clear from the beginning so it was a bit finnicky. 

Otherwise, the vibes are immaculate!

This is a serious rating for a serious game:

- 11/10 serious, would serious again

- The comedic, narrative approach with lots of spinning mini games is a great take of the theme and the game as a whole.

Only serious concern would be:

- It's seriously not long enough.


Great serious. Would serious again.

Seriously. 

Neat little experimentation. My thoughts:

- The best parts of the game has to be the style and the art. It does have a unique comic-book charm to it that I quite enjoy.

My areas of improvement would be:

- It takes a vampire-survivor kind of gameplay without the dopamine that comes with it. EXP should come from enemy kills as opposed to time-based QTE events which doesn't feel like its directly rewarding players for killing enemies.

WAIT! THIS IS A HIDDEN GEM!


- The music, audio and the general feel of the game is AMAZING! I love how frantic everything is and the way you have to move between different tasks all the time

- Gameplay itself is solid and lends itself to some REALLY great moments when you chain multiple perfect hits together!

Some concerns:

- I know the point of the game is to have this bee be moving between different tasks but it can be frustrating when your current task is so far away from all the minor task you're forced to finish and you end up in a loop of moving back and forth. Maybe implement some biased selector of minor tasks to those near your current tasks so the player feels like they is able to make consistent progress.

This game deserves way more visibility for how cute, well stylised and how fun it is!

Very cute little interactive sandbox here. Wasn't quite sure what the goal was so I put it down relatively quickly.

- The art is what stands out here, I really love how you designed the whole room. Maybe if the other hamsters walked around abit, that would  add some life.

Among my other concerns, the biggest one that would really improve alot would be:

- Adding a clear objective/goal to the game. Maybe you need to get a certain amount of liquid within a limited time (so spin as fast as you can)

- And you need to do the above by consistently balancing as high of an RPM as you can without making the hamster fly around the wheel (basically add an obstacle/lose condition)

As it stands, its more of a sandbox than puzzle. A cute one though!

I accidentally started the game by yeeting off an enemy before learning about how slam works. Great first start.

- I think, as with a lot of games you've made previously, you've nailed how the combat pacing feels and how it ramps up over the course of your very short playthrough. It is VERY easy to get immersed and get into the flow once you've learned the 2 controls.

- The simple but effective enemy variety with the shields adds a lot to the gameplay. I love it!

My major concern would be:

- Getting hit by bullets doesn't seem to do anything. At least not on observation. If it was supposed to decrease the total score multiplier or something, I think some sort of visual feedback is required.

Otherwise, yet another solid Piggy game. 

Very enjoyable, reminds me of Balatro but PvP in some ways. What I've really enjoyed:

- The visuals and audio are spot on for these kinds of games, especially when you get an insane 3x2 grid of swords going off ham with the BLIM and BLAM like you're in a proper slot machine. I love dopamine.

My biggest area of improvement as a suggestion would be:

- The game can hop back and forth between extremely hype moments where you deal 100+ damage, to a series of bad rolls where you're just rolling shields, mana which feels like it slows the pacing down a bit. I've only played up until when my grid expanded once so I may have missed this but maybe if there was a way to re-roll the actual reels you pull (not just the tiles inside the reels)? 

Solid gameplay! Very enjoyable and lots to love:

- Weapon variety and enemy variety is well considered and designed. Even though the rockets are specialised for armored enemies, they can still be used to dish out insane AOE against groups of enemies - I love the interplay between the weapons. 

Major point of imporvement would be:

- Would be nicer if pacing is imporved a bit better, each level always starts out extremely stressful, before it become really easy for the rest of the level once you have enough upgrades. This is bit tough to solve since its about balancing the economy.


Otherwise, I really enjoy this! 

The best part of this game is the controls and how well the art communicates player attacks and enemy attacks. The player attack is technically heavily delayed (in needing to jump and slam) but the art communicates this very well so I was able to play around it.

The game currently lacks a clear objective (what am I killing cute frogs for D:) so I think if there is one, it should be communicated clearly.