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Team Y2K

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A member registered Dec 15, 2022 · View creator page →

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Thank you for the in-depth review!

Cool game, had a good time beating it. I liked the characters' pixel art, it looked really good. The colors of the pixel art were different than the portraits. I think it would look more unified if those were aligned.

I'm curious, what's up with the credits.html document? Is it for RPG maker plugins or something?

I think the difficulty scaling in the intro is off. I had a hard time getting past the vampyre fight, even on easy difficulty.

The music was really fun and energetic, but maybe not the right fit. That was the most pumped I've been for a tutorial in a while though lol

This game is really spectacular. Genuinely would pay a few bucks for it. The art is cute and well made, the sound effects are fun, and I found the platforming fun.

My only wish is a settings menu so I can turn down the volume a bit.

Damn is this game from tennessee??? Cause it's the only ten I see!

For real this game is really good. Love the menu animations.

Cute game! It's comfy and I like the aesthetic. The music is a nice choice.

Nice little game! I wish it was a bit longer, but what you have is pretty solid. I would like higher contrast between the foreground and background in the boss room, it's a bit jarring after all the darkness in the levels before. I couldn't get the special code to work in the menu unfortunately. I liked the theme and story that you worked into this

I really enjoyed this! I liked the art style. I wish there was more variety in the platforms or buildings, I found myself getting lost. Something simple like putting signs on the shops or numbers on the apartment doors could help give the player landmarks to navigate by.

There's controls for selecting different dialogue options and the characters seem to talk like I'm saying things to them, but I never saw any dialogue options. I didn't play the game in fullscreen because I wanted to see the controls on the itch page, so maybe the dialogue options  were not visible because of that.

I couldn't figure out how to give the nose to the performer, but I did get the briefcase upgrade at the store. I was really excited by the briefcase upgrade! At that point I had filled my inventory with dollars and rope, so an upgrade felt good at that point in the game.

I figured out scurrying up walls (really fun btw) but couldn't open weak walls with the explosive or use the ropes. I got the ropes on the hooks, but didn't know what to do from there. Some clarity would be helpful. The instruction dump at the beginning was overwhelming, I think some more organic learning (like the guy who teaches you long jump) would help the player learn more effectively.

Overall I really liked this game. It was charming. Even though it's a bit unfinished and clunky (like most jam games lol) something about it really stuck out to me. Very curious to see if and how you build it from here :)

I like the graphics and music. The background is especially pretty. The player controller felt odd to me. In addition to what folks have already said, I felt the animation of running didn't match with the speed. I felt like with a run cycle that energetic I should be moving much faster than I was.

I tried it twice because I ran into dead ends. On my second playthrough the audio worked fine. I liked that each area had different audio and that it changed as I lost health. On my first playthrough I think something went wrong with the audio triggers because I ended up listening to multiple tracks at once.

I enjoyed the music and visuals together, had a strange but fun vibe. The controls were really slippery. After I unlocked jump I had trouble using it, it felt like the game was ignoring my inputs. I wish the game kept my upgrades on restart, since dying was so easy. Several of my deaths were due to getting trapped by a triangle.

The music was great, I really liked it. I think some refinement to the player controls and this will be pretty good

This is a really cool game! I loved the glowing stuff and space look. Breaking rocks with the laser was really satisfying. The sound effects are nice too. I like that the volume of things beeping is relative to how close you are to them. I'm pretty bad at FPS games, so I didn't get much past the first boss. I got lost and confused in the big room and ended up dying a lot. I couldn't tell if I was hitting enemies or not since there was no audio or visual feedback until they died. I'd like if it was clearer what I should be doing. I only got as far as I did because I read the comments and they said how they progressed. I didn't know I could dash and I didn't know I could break apart the rocks on the first boss' legs.

Overall this is great, I wish I was good enough to get further lol

Hi, gave it another shot and got a lot further. I found that 6th gem I was confused about in the first area - it was behind a bush. I'd move it out from there, it's tough to find. I got to the area where you have to go down and backtracked like the game said, but I accidentally used up all my kunai and couldn't remove the box to get the big gold gem. I really liked the store though! Getting upgrades like that was fun.

As for a hook, honestly I'd just remove the gem requirement. I think collecting currency is something players will want to do naturally and that having to get a certain number makes it less fun and more like a chore. I think the platforming is enough to drive the player through that section until they get the kunai and unlock the shop. Natural curiosity and being told to follow youkai will hopefully be enough to drive the player.

A few UI recommendations: the Restart and Continue buttons look almost identical right now. I would make the restart button red and add a big X or some other icon that indicates that it's not the option players should pick normally. Or maybe stack them vertically and put continue on top. For the shop: I'd limit the number of fonts and colors going on. I'd say for a project of this length  2 fonts, maybe 3 different styles using those fonts. That way you can have headings, subheadings, and paragraph text.

The visuals are nice and running back and forth is smooth. Phasing feels a little less smooth, but it's not too bad. The legibility of some of the text is hindered by the pale backgrounds it's on, even though it's a nice font. I would recommend a black outline on your white text, or better yet a subtle drop shadow. This will make your text legible on any background.

Good stuff! I liked the little rabbit character. The hand drawn/doodle aesthetic is cute and fun, I wish it had continued for each asset (though I understand that's a lot of work for a game jam). It reminds me of the Fancy Pants Adventures games. I had trouble landing on some of the platforms. It felt like the hitbox for the rabbit didn't line up with the art.  I also wish the controls had been clearer. I figured out how to move and attack, but at one point I picked up a throwing star and couldn't figure out how to use it. A little tweaking and I think this will be pretty solid :)

This was a fun little puzzle platformer! I agree with some other comments here that it isn't really a metroidvania, but it was still fun. I enjoyed sucking up the blocks and spitting them out. I think it would be helpful if there was some visual indicator of the range of how far away I can suck in blocks from. I know the cursor changes shape, but it's really small. Maybe a little circle around the character? It would make the final challenge at the end more achievable.  I liked the high contrast art style. Good use of limited color as emphasis. I wish the restart text and the cursor were larger so they could be seen more easily.

Yeah that was the end of the game, we forgot to add an end screen. Glad you enjoyed it!

Thanks for playing! Agree on the issues with the block. We had a similar idea, but ran out of time to implement.

What a cute game! I loved the little caterpillar. The theme was unique and I really enjoyed the movement, especially hanging on walls. I do wish there was one or two more things to do. I was excited to unlock the acid attack, another ability to add to that would be nice. I thought when I got food for the cocoon I would get to fly, but it was still nice to have a win screen (unlike our game lol).

I wish there were more rewards in the sewer section, or some other reason to stay there. It was so difficult that I left and got the rest of my leaves in the ant hill.

Overall, great job! I really enjoyed it

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Like other comments here, I agree a map would be really useful. More varied terrain could help with navigation too.

The game is great overall! Love the glow effect and little particle explosions, they add a lot of fun to the game. Super polished for a game jam :)

I think it would be nice if in addition to different guns opening different doors, there would be puzzles that encourage using the different guns in unique ways. Something to make the player feel smart when they solve it.

Cute game. I thought some of the gem collecting was frustrating. I got 6 gems in the first section, but I'm not sure how. I was jumping randomly and it just happened.

It looks like there is a lot of cool stuff in this game that is locked behind collecting gems. Gem collecting gets tiresome fast. It would be better to lead with something more interesting to hook the player.

Shooting and movement felt good. It was difficult to know where I was - a minimap or more variety in location appearances would really help. I appreciated the ability-gated progression, but it would have been nice to see the challenge sooner. For example, the stones to jump across after getting the dash ability were great, but it would have made me feel more smarter to see the stones earlier and not be able to traverse them. Then after getting the powerup I could have a realization, return to jump across the stones, and feel a greater sense of accomplishment.

Love the low-poly 3d look