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Sword Mage

27
Posts
A member registered May 06, 2024

Creator of

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Another victim of the 1 week deadline. I gotta point this out though: the problem is not that the game doesn't have enough stuff in it. The problem is that the game needs better balancing and more playtesting, which again, takes time. 

The core mechanic is really good on paper, you have a limited amount of dough, you have to use at least 1 dough per customer or you lose and getting more dough costs money. If you don't bake the cookies enough you won't get enough money to buy more dough and if you bake them too much you'll get nothing at all. The core issue is that, eventually, you just end up accumulating more and more money and never losing at all. There are many ways to fix this but the simplest would be to just make it so that the dough costs more and more after each level. Again, don't take my word for it, playtest it. 

All of that being said, I liked the game. It was really good for a game jam.

I liked it. The attacks were pretty well telegraphed, the difficulty was a bit high though. But seriously, 999 biscuits to unlock the secret? That's gonna take a while. I would say that the main problem is that, you don't really lose much if you don't take risks. You just get less biscuits, which can't really be used for anything aside from the secret, assuming it was actually implemented cause I didn't get that far. And even then, you can just play it safe and slowly grind the biscuits.

Yeah, enemy and weapon variation got cut for the jam. For the weapons I initially intended to have different ranges, hitboxes and recovery times but in the end only the size modifier got through.

Actually, I had this problem too. Now that I think about it, I could've easily fixed it by adding a 2 second timer before showing the menu. But yeah, the music and sfx have no right to be this good given how they're premade assets.

Man, after playing this, I kinda regret not making more platformers. Yes, it has risks but the only reward is a higher score. Like, you can still finish the game just fine without getting any of the riskier coins. The movement is kinda rough around the edges but the main mechanics, grappling and dashing are pretty well implemented. A lot of people will probably suggest you work more on the player physics (like adding coyote time) but personally I recommend going to the basics, like having a game over screen or fixing the transparency on some of the sprites, maybe even updating the font to something more pixel perfect to match the rest of the game.

Evil Tetris. Nuff said. I kinda like how you can try to play it safe only to lose even more miserably than if you just straight up stacked everything in one column.

The music wasn't made for this game. I just found it on opengameart.org along with the sound effects. Actually, at one point I intended to put in trapped chests but I had to abandon the idea along with enemy pathfinding to meet the deadline.

The saddest part is, my game could've easily been a browser game. I just didn't think of it at the time.

https://itch.io/jam/brackeys-14/rate/3851331

Can relate. I actually intended my game to have an inventory system and consumable items at one point. Man, those ideas got left on the cutting room  floor so hard I almost forgot I had them in the first place.

The music was so good I kinda forgot I was playing a jam game. The graphics are also nice. Normally I hate seeing so many lighting effects all at once but the simple models and environments really make it work. The gameplay is also solid, even by non jam standards. The only problem is, there's just no risk involved and that was kind of the whole point of the theme. Sure, allegedly the raccoon is risking it all but honestly, I don't quite see it. Like, there's no enemies, no traps and no way to actually fail. And furthermore GODDAMIT I GOT RICKROLLED AGAIN!!!

Whoa, thanks! I'll be sure to check it when I've got time.

I'm actually trying to get through the games of the people that already rated me. Thank God we get 2 weeks to vote.

https://itch.io/jam/brackeys-14/rate/3851331

Couldn't leave a rating, says it's disqualified or something. The gameplay is okay for a game jam. That being said, it kinda misses on the theme. Sure, it has that one single biscuit at the end and the robot dude technically risked his life for it but I, as a player, never at any point ever felt like I risked anything. Also, guys, I hate to break it to you but the whole point of making your own assets is that they're supposed to have matching  art styles. Like, you could've saved yourselves a whole lot of time and would've gotten a better result if you just used some better matching premade assets.

Thank you!

Thanks.

My first thought when playing this game was "that's a croissant not a biscuit" but then I realized this technically counts as insulting the French so you get bonus points for that. Well, it has the "biscuit", has some risk thanks to the timer and the fact that you can't change direction while jumping. Heck, every single jump feels like I'm taking a risk. I'm not sure if it was intentional but congrats either way, it fits the theme. Now look, if you think I'm gonna give you 5 stars for visuals just because you got a cute cat from the unity asset store then you're absolutely goddamn right.

If you reach floor 20 you actually have to fight the flying cat head. Now that I think about it, I dunno why I set that number so high. The levels do get kinda repetitive after a while.

Cat army.

But seriously, if the game had a biscuit quota or a timer or something I probably would've done the same. Giving players toys to play with is nice but if you don't also give them reasons to use them they'll just end up back in the toy box. 

Maybe. I checked and Godot has options for both. I think I'll do it after the jam ends, don't wanna break any rules by uploading stuff after the deadline.

I don't really think it fits the theme. Sure, it has biscuits but from a gameplay perspective you're not really risking anything. That being said, I really don't care, those cats are just too damn cute. I just love the visuals and the vibes. I gotta admit, when I clicked on this I didn't quite expect biscuit tycoon with cats but I definitely liked it. Although I did have some problems with the controls at first but hey, game jam and everything. I finished the game with 3 cats and honestly, with the game being this easy, you don't really need more.

Here it is: https://itch.io/jam/brackeys-14/rate/3851331

(1 edit)

I mean, it could've easily been a browser game since Godot supports it but I guess I chose to stick with what I knew.

https://itch.io/jam/brackeys-14/rate/3851331

I was thinking of fixing the enemy ai first. Poor fellas just keep getting stuck on walls. Besides, there'd be no point in making more enemies if they're all gonna behave the same. I actually did plan for more enemy variety initially but ultimately I decided to focus on the jam theme.

Sure, have a simple dungeon crawler https://itch.io/jam/brackeys-14/rate/3851331

I just made a simple dungeon crawler: https://itch.io/jam/brackeys-14/rate/3851331

Sure, why not? https://itch.io/jam/brackeys-14/rate/3851331

Yeah, I know man. I kinda' skipped on the art department on this one. Heck, even the programming wasn't that solid. I'm actually really considering expanding this into an actual game and coming with a different idea for the next game jam. That being said, my workflow really sucked. I spent more than half the allotted time procrastinating. Anyway, thanks for the support!