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swordguy47

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A member registered Aug 31, 2019 · View creator page →

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hey man, this is a sentiment I struggle with too all the time; just look at the top games of this jam, and every single one is crazy good in comparison to ours lol. 

At the end of the day though, I think game jams are all about having fun finishing games and helping each other improve. Gamedev is extremely hard, so I think everyone here should already be incredibly proud to have finished a game at all, regardless of how "good" their game is. I hope this makes sense!

This is a nice portal-inspired puzzle game!  I think the gas mechanic has a lot of potential, I wish there were more levels haha.  Here's some feedback!

Things I really enjoyed:

- The atmosphere build-up from the beginning and ending "scripted" sections of the game is great. The robot voice also adds a lot imo; I think this is the first game jam game I've played that has genuine voice audio for dialogue!

- I liked the ingenuity of the puzzles. I think there's a ton of potential with that rotating room section mechanic + gas tubes to create a lot of interesting puzzles / solutions. 

- A lot of things in the game have audio, which is great! I think the ending 'cutscene song' especially is awesome, really ramped up the intensity.

Things that could use some work:

- The audio in the game is great, but it sounds like there's a lot of clipping and volume normalization issues (i got jumpscared by that menu music, but then had to turn the volume back up once the game started because I couldn't hear the voice haha). I would tune up music / sfx using free software like Audacity to get it sounding crisper!

- I ran into a couple frustrating softlocks in both levels (mostly due to the rotating wall mechanic). I think having a way to "restart" each level at the beginning would help tremendously with this.

- I wish there was some indicator (like a sfx beep) that told me when I finished each level. During the second level, I mistakenly thought I had more to do after finishing it, but then realized after a couple mins the door was already open.

- Not important, but I noticed the ending logo screen doesn't cover the entire screen xD 

Overall a fun game!! I would be super interested in seeing what kind of puzzles you guys can cook up with that gas mechanic, if you decide to keep working on the game.

great feedback, tysm for playing! I've been noticing that a lot of people prefer to play "zoomed out" because as you mentioned the zoomed-in camera gets disorienting when switching between levels. We're gonna have to find a better way to handle the camera transitions

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I really enjoyed driving off dune "ramps" and going into free-fall, haha. Pretty fun game! I can tell you put a lot of effort into making the camera feel good-to-use as well (The alert that pops up notifying you that you're too far is really handy). 

A couple points of feedback: I think the best part of this game is the drifting and collecting those small energy bubbles! However, the camera doesn't seem to support driving at speeds that are too fast, since it's locked at the same angle behind you, even when you're speeding through the air. It would be nice if I could tell how fast I was traveling / see the rover twist and flip in mid-air after pulling off drifts or driving off ramps!

The camera mechanic is really cool, and executed very well; the only problem I had with it was that the energy signature "aura" stays behind even after you take a photograph; I was struggling for a bit to find the last strange energy signature since I kept mistakenly going back to older ones, haha. Might just be a skill issue there though.

Hey, thanks for this awesome and well-written feedback, means a lot. Definitely agree with your points about wall jumps and level design. Checking your game out now!

Hey, sorry about the confusion. It might be that you weren't standing adjacent to the room you were trying to place? If you decide to give the game another try, lmk if that helps :)

This is incredibly impressive. I love the concept and I think you guys did a great job executing on making it feel really unique and fun to play. The time dilation mechanic is so fun (i audibly gasped when I realized the music and background environments also are affected by the dilation). The level design is also solid! There were some areas with rough edges but overall it played really well, and the tutorials + quick resetting for levels helped a lot. 

One small piece of feedback is that the red lasers (shot from the sky) seem a bit fast; it might be helpful to slow them down just a tad or make the player's camera slightly bigger so it's easier to predict / anticipate them. I also noticed a minor bug where the player gets suck under a box if it gets dropped on top of them.

Hey, thanks for playing!! We had a couple friends playtest and they seemed to get lost around the parts where the reminders come up; really glad they ended up being effective. This is honestly such helpful and well-written feedback, thanks for taking the time to write it out! I agree with literally everything you mentioned improvement-wise; the adjacent-rooms thing especially seems like something that was confusing a lot of people. Have to come up with some way to make it more intuitive

Just left a comment! Really enjoyed your game and the twist haha

I love the gritty pixelated art direction, it looks like you guys absolutely nailed it. 

Halfway through the game after answering the hitchhiker I was questioning the writing because the answers the stranger gave was so strange haha (when asked about the knife, this person wrote "a puppy."). Definitely was not expecting the Moirai twist, very well executed. Really fun!

Just left some feedback on your game! Great job!!

Hey, great job on completing the game! I liked how tongue-in-cheek and just random some of the humor is (idk why but I died laughing when I saw "oh my god what was that").  Some feedback:

The platforming is a bit challenging, I think because it's hard to tell where the player's feet are? Something to do with the FOV; I think increasing the FOV would go a long way here. To go along with this point, I also agree with other commenters that adding checkpoints within the level that you can "reset" to instantly would help a lot!

Just left a rating, your game is incredibly fun! It plays so well I forgot I was playing a game made in a jam. I left some feedback on your submission. You guys should totally turn this into a full-fledged release

This has gotta be one of the most polished and well-designed game jam games I've ever played. It's also just really fun, lol.  Reminded me a lot of playing older flash games in the computer lab. One small thing gameplay-wise is that I wish there was some way to see what squares my unit could attack from after they move there (similar to what mewgenics does). Awesome game!

just rated! Awesome game :)

Really fun! The main menu + settings is an insane amount of polish, that impressed me right off the bat haha. I really liked how creepy some of the anomalies were.


One small suggestion gameplay-wise is that I wish there was something in-game that tells the player how to "report" an anomaly. I had to double-check the "how to play" section of the game a couple times because I was locked in and forgot which elevator was the right one, lol.

Cool take on the anomaly hunting genre! I really like how different runs have completely different anomalies; took me about 4 tries to finish the game!

One piece of feedback: It seems like the camera angle for the "death jumpscare" is slightly off (or something else is happening that prevents the player from seeing the death properly). I didn't even see the guy who kills you until the 3rd death or so, haha. 

This is incredible. The visuals are so well designed: The card names especially are my favorite. I love how tightly everything is focused around the 'old os' theme. Only thing is that there seem to be some issues with audio balancing/normalization- a lot of the SFX are jarringly loud compared to others.  Also, some aspects of the UI are slightly confusing (I was confused for a moment at the beginning because I thought I lost health despite blocking, when it was actually just a preview of the next attack). Overall though, really well executed! Loved playing this

Thanks for playing! And yeah, good point. In hindsight I think we should've added an overlay or something to make it more obvious

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Hey, thanks for trying it out again, been a while :)

Super stoked you liked it!! and yeah, a steam release is definitely coming haha; the game has come such a long way since the game jam version LOL

Thanks again for the kind words-- I'll be keepin my eyes peeled for your next big project as well ;))

Great writeup, super interesting to see your development process and overall thoughts.

The 'cuphead' parry (in hindsight, this inspiration should have been obvious to me, not sure how I missed it! :p) is a really fun callback. Imo, cuphead's parry mechanic is quite lackluster: in the context of that game it feels undercooked and slightly out of place. I think you did a much better job of executing on this mechanic using juice + the added combo meter. It's definitely the most fun part of the gameplay loop, and it's evident a lot of care and time went into making it feel great.

Your postjam thoughts really hit home for me. The "not enough playtesting" + "game is too difficult" sentiment is so real. I'm fortunate enough to have someone who is always available to playtest / give good and tactful feedback; I've definitely had moments where I was super excited about showing off some mechanic, and then it just... doesn't work. And it feels pretty awful, lol. Still, showing the game off to friends is the best part of the game dev experience for me, and I'm finding increasingly that moments like these are why I find the whole process so engaging and fun, even if the feedback is really negative at times loool.

One thing I've learned (especially from this jam) is that it often doesn't take much adjustment for something to "feel" good, at least on a level that's good enough. For my submission, this adjustment was the shader effect for the ball that causes it to visually 'squish' in midair and 'bounce'. For your project, I think making the parry hitbox bigger would immediately fix the 'difficulty' issues people were having all on its own (which I see you're already addressing in the upcoming update :D).

Really cool post and game. I will be on the lookout for your future projects, haha. Thanks for sharing!

Good stuff!

ty my goat

Thanks for playing!

Thanks for playing! And yes, I agree. Could've definitely used some music, but we unfortunately ran out of time.

Really fluid and well-designed. Except for the lack of checkpoints, the combination of graphics, sound, and well-designed platforming was a real pleasure to play. Thanks for the great submission!

Really fluid and well-designed. Except for the lack of checkpoints, the combination of graphics, sound, and well-designed platforming was a real pleasure to play. Thanks for the great submission!

Nice visuals. I also really like the work you put into the enemies. Nice submission!

A bit buggy, but still charming nonetheless! The text speed should definitely have been faster though, that was the most frustrating part. Thanks for the submission!

Wow, that was fantastic! Such a great take on the theme. I really enjoyed the way you used both audio and visuals to really cement the transition.. Thanks for the great submission!

Great submission! I really enjoyed the aesthetic and feel of the game. I especially like how interactions with different characters play out (portraits/different font styles). Figuring out the controls to open the inventory/map was a bit frustrating ("I" for inventory, "M" for map) but not game-breaking. Thanks for the great game!

Hi there-  thanks for the submission! I managed to collect all the stones and find the "ending." I like what you did with the theme. The artwork is also very charming.