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TeePeeDee

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A member registered Jan 19, 2020 · View creator page →

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Thanks,

I found the theme really inspiring this time, and was really happy I could embrace it while staying colourful and vibrant which was my goal.

This is my 7th time entering this jam (I think I lose count) - so it's pretty shameful I'm still making clunky and inconsistent character controllers, but hopefully 8th, 9th, 10th or 11th attempt is the charm!

Thanks, yes I really wish I had got more playthroughs, I posted a couple of progress videos with sound on the discord, and no one commented (but maybe it didn't come across in the recording, or just people don't play the sound on discord videos :)), I had no actual playthroughs before which was a mistake as the game would have been better for it, and if I knew definitely less torturous on people's ears!

Character controller definitely could have been a bit more nuanced, something I will try and focus on more in future releases

Beautiful game.... but even with the knowing how to get past the spikes I still really struggled (quite possibly a skill issue on my part), so I really didn't get far, which is a pity because I loved the graphics... really would love to play a version of this that eased you into the mechanics as it looks fantastic

5 days!!! that is crazy, given how well realised this is, 

So many power ups each of which opened up the world beautifully and a great concept well executed, I did have to press the Y key a couple of times (once getting stuck mid slide another accidentally sequence breaking and not clear how to escape), and the map was most definitely my best friend to get all the enlightenments, but it was just a joy to play.

probably need a bit more description in game or just in the game page as I got the dash and (probably mostly me being stupid)  wasn't able to work out what keypress it was to use it... plays nicely and good graphics/well presented even if the music was getting repetitive to the point of not wanting to heat it anymore. Lots of potential as others have said.. really keen to see where it could go with more work

really nice art, I've not finished yet, I fought the first boss, (watch out it burns) and it took me way more attempts then I want to admit :) , and found the lack of anything but a game save a tad disappointing (given how many attempts it took, but the game looks great), a full screen option would be nice (should just be a setting on the game page) but a really  great entry!

fun entry, I rendomly got stuck a little after "defeating" the youngest (was he killed by the spikes), and grabbing a couple of items at the shop - but a little after that went through  a door (well followed an arrow) and just ended in wall unable to move, but was enjoying up to then, and from where I did get it was hitting the theme well and was pretty fun.

I very nearly bypassed this because it by default was running on my integrated GPU on my laptop and was on booting up hideously slow and cumbersome, it was only because I caught KKairos' stream that I'd seen how it was supposed to run, and on a quick check made me realise the issue, I don't know enough about SDL but I would think there were ways of specifying/detecting and running on the dedicated GPU?  Also apologies I have just realised clockmaker suffered the same issues which is why I never gave that a fair shot in the previous jam.

Once I got it running on the dedicated GPU I was a little blown away by how good this is for a home brew engine. There are some clipping issues, which are made worse by the wall jump ability meaning you are frequently pushed into tight spots and against walls. But beyond that the engine ran fabulously, and the game itself feels somehow relaxing yet still fairly difficult, strong in style and substance. 

Really great entry

I like the screen shots (but how do you get to them) and the over all concept... but can't figure out how to get to a game... possibly the wrong version got uploaded, or if there is some way off the first platform maybe you can describe it - if there ever is a game released that looks like the screen shots I would be interested in trying it, as that looks great

I'm sure somewhere underneath there is some sequence to unlock the Boss door (first on the left?) but I couldn't work it out and though there was a bit of a sense of intrigue, the minigames need to be a bit more engaging really to keep pushing through to find the sequence, still for a day's solo effort it's not bad. at one point I got stuck after a few combinations of room on leaving floating head room.

Would be cool to see what you can achieve with more time.

cool entry I seemed to get stuck in the water at one point after messing with the anchor to reach a lower point which was frustrating as was enjoying it up to then, but there is much to applaud on what I played, especially as the game feels like you are trying something a little different especially with the core movement, (far harder to get playing well, than well trodden path of the usual platformer mechanics). The bird that turns into a killer triangle got me a couple of times!

Really impressive, love the different marbles such clever design, the camera felt natural to me, and playing on a controller was surprising fun (I was expecting to be an entry that I had to come back to when I'd dug out a mouse), I would have loved a map or even just a compass in the corner to keep orientated though as was easy to feel a little disorientated (especailly to someone with as little spacial awareness as me)

Played the web version and all ran pretty seamlessly for me I wouldn't have known if I hadn't read your page that any of the rendering was "nerfed". The marble mechanics (which I think are new for this jam) are really clever and I had a (very) brief, look at the slime games and it feels distinct enough to be a game in it's own right, I was a bit worried when I read your game page it was going to just be a cut down demo of existing work. but clearly a lot of love went into taking that core and making something unique for this Jam.

Great Entry.

A lot of potential here, nice art and pretty good mechanics especially for a first attempt and no programming experience, after getting the wall jump I managed to (accidentally) reach a point where I could then fall through the world, so you might want to bear in mind to try and keep your world a closed loop...

Not sure if you intend to enter more of these mvm jams... but if you do really looking forward to seeing what you achieve with a bit more experience.

Very nice entry, I had lots of fun with this one...

The map was great could really feel it opening up with each new ability, and the game looked great, I'm not sure the jewel mechanic added that much for me (but it didn't detract much either as it never felt like you were struggling to pay the cost of the "jewel" gates. The wall jump felt a tiny bit janky as has been mentioned elsewhere and the walk cycle animation was slightly strange... (but in a very charming way that I grew to love) 

Possibly the most distracting thing (for me) was the slightly apologetic  text where you got the last ability and then again in the last room -  There was certainly no reason to be so apologetic given how well rounded the game is, it could have been replaced easily with text that made you feel more like you (as a player) had triumphed getting to the game, and that you as a developer had triumphed (by delivering such a well rounded game)

Great job.

This entry is a strong contender for me, I "finished it" or at least I got to a "the end" screen, but it definitely feels like a bad ending, not sure if that's lack of collecting every item or being overly murderous to the various critters and denizens  of the big maze, or just what you were limited to finish within the jam (hopefully not as I plan to come back and see what I missed). 

The game feels rich, if this was ever a full game there would be You Tubers explaining and theorising the meanings behind all the symbols.

It's strength is definitely more within the world building than the gameplay itself (not that that's bad), and given that aspect some of the insta kills (spikes) feel like they would be better just  resetting you - but I loved every miniute of it... and am keen to get back and see if I missed anything to get to a better ending.

Hey thanks for noticing the health upgrade, it only hurts you if you are on full health, so there is always an opporunity to heal straight after getting it. I think the prompts after getting an ability were a bit too subtle, I was trying to keep it minimal, but lots of people missed the health one I think (you are reminded after first hit and first time down to 1 health too). Not sure it did the best job of communicating the upgrades while staying minimal (which is what I was going for)

really nice looking game, and plays well, 

For me I think there would need to be another ability or 2 to gain and some sense of exploration to really land as a Metroidvania, but I really enjoyed the game that was there, and was a little disappointed to discover it was as small as was. I'd be interested in playing a longer version in the same style

nice entry... lots of content for such a small game, I didn't really quite get how it leant into the minimalistic theme (beyond being a fairly short game), and the theme interpretation on the submission really just described a metroidvania. There was some really nice artwork and gameplay though, and the somersaulting double jump made me smile.

Liked this a lot, I really like the idea of a metroidvania with a "fog of war" type map but movement seemed to get messed up for me once dash was unlocked, and I seemed to randomly dash, which made it too frustrating to continue, but was enjoying a lot till then.. might come back and give a second go

Ran into a lot of the same problems that other people have mentioned here... way too fast to the point of being unplayable... I got the ability but I couldn't see what it was... I really hope, you release  a post jam version as it's way too pretty (the graphics and sound are amazing) and too a good an idea not to produce a polished version that lives up to the potential. 

Really strong. entry, 

Possibly the best I have played so far in terms of really embracing the theme, and such clever level design, and design over all... even from the start screen it feels special.

If I am going to nit pick (and I need to really nit pick to find things that could be improved)  occasionally the timed elements combined with the quick movements needed could feel a little frustrating, once the problem itself was solved... but massively enjoyable.

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Twitch Stream 4.5 rounding up to 5: will try and catch part 2, really cool to watch you play mine and other games

I probably managed to gain an extra (undeserved) mark on enjoyment as if I hadn't pointed out the health upgrade I think it would have been way more frusrating to get through the spike rooms. The prompts on ability gaining are clearly nowhere near obvious enough.

Will try and factor in that and some other changes based on your playthrough, to a post jam version!

Yeah the "path of mild annoyance" might have been a little too much (definitely needed a bit of play testing as  I was so used to it by the end of development that it got hard to judge if it was still hard). But the intention  was to make it frustrating enough that you would be happy to get the "spike breaker" ability, but not so frustrating to make you want to rage quit.

Point noted on full screen options!

Crouching doubles as heal once the ability is unlocked, but good point, it's fairly pointless till that point

Apologies for sound (see response above for more detailed explanation), as soon as the jam finishes I will rectify the sound effect

Sorry about that, my hearing is not 100% and I have fairly bad tinitus I think maybe I just don't hear what is torture to better ears! 

Note to self, Why you should always get some playtesting,

if you did ever want to play without the annoying sound effect, you could delete bounce.mp3 from assets\sounds, which I will do as soon as the jam ends!

Such a fun game, nice graphics finishing with a great boss (I found the difficulty just right) and a really cool escape sequence, really meant came out of this game wanting more.

Great entry

I liked this even if it wasn't perfect, 

the room transitions at first confused me... but I realise that is part of the design, though I do think it slightly detracts from the exploration aspect of being a metroidvania - I got the crown and was struggling to find the garden again and then jumped into a wall (pretty high it was a double jump) and found myself falling through the world, so you might want to check that everywhere has collisions.

There was lots to like though the graphic style was clean and appealing, the boss fight I did was fun, and I love games where picking things up makes a visible difference, and who doesn't love wearing their crown at a jaunty angle,

nice work

My stupidity then (not the first time),  great entry

Ha sorry about that there is only one ending I just felt the question mark gave an air of mystery as to what is on the other side of the canvas, plus I quite like the character so I might one day extend the game or make a sequel... 

The movement could have definitely used a bit of tweaking, the large knockback (and getting caught in knockback loops against walls)_ were  all  hacks to try and prevent death from getting hit multiple times by the same enemies. but again could have been done with a bit more finesse (or just a few iframes)

a fantastic entry... I saw the same softlock as was mentioned on the main game page just after getting 4th red bullet.... I assume there is still a lot of game left after that, but I have a feeling if I tried to get back there I would just end up dying again before  escaping that area.. (as it was number of attempts as opposed to skill that got me there in the first place) loved it till I reached that point though.. hard but not to the point that stopped me wanting to keep going!

Really cool entry even if sometimes the grapple/swing mechanics border a little more towards the frustrating than fun (but that maybe more of a skill issue on my part). 

The graphics are gorgeous and the looping world level is really clever design.

Good entry there is a lot to like here

first getting some nit picks out of the way:

The controls could be improved, joypad support would just take L1, L2 added to toggle the filters, and playing preferred (on keyboard) WASD left it feeling very cramped to toggle the filters - especially as some of the jump toggle filter and toggle back before landing required quick switching. It took me way longer than it should have done to get back out of the blue filter area.

Also some of the differentiation between what is solid and what is not is hard to parse, again I spent way longer than I should have missing exit points (especially in the roof) where I could get to a new room.

on the positive sides, it's clever. it looks great, interesting mechanics, and I found a picture of a cat. All in all the positives far outweigh the negatives.... only got as far as collecting the red filter so far, (during the limited time I had for a lunchtime play), but putting it on my list of ones to play longer when I have more time.

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Thanks glad you enjoyed (or found interesting at least)... I did think about putting the character in the same style, but chose not to, narratively speaking it's because she is "different"  as she is from "outside" the miminalism world, but admit it could be a bit jarring and the concept didn't really come through.

The WebBased Audio (assuming that is the version you played) can be a bit choppy, (due to the way the engine handles the audio, which I need to address) the executable is a bit better in that regard.

Thanks for the play through and really useful feedback!

Not rating this as didn't find my mouse< and the game really wasn't playable on a track pad so it would be unfair for me to judge it... but I do intend to come back if I ever dig my mouse out,,, what little saw looked beautiful a fantastic look to it... sorry I didn't to play it properly but looking forward to based on what I saw.

I suck at bullet hells but it was pretty good, going to come back to it after the Jam and try and get past the second stage of the first boss! (please tell me there are only 2 stages), maybe I was being crap at picking up cash... but would have loved to have more money to buy power ups before getting to it..

Edit (well not strictly an edit), but self edit... I have just seen there is a heal button?!?...  I probably should have checked controls before hand!  Really cool entry

Sound is great I know you had issues getting it together for the end, but there is still quite a bit here... I gave up after climbing quite high and then getting stuck between screens, it wasn't always apparent to me (at least) what tiles would kill and what were safe to stand on. But a lot here to be proud of (not just the sound), and while a bit too unpolished atm still shows some real promise.

Great sprite work, and good feeling mechanics, though some walls you could kind of wall jump up from the start and wasn't sure if that was intentional? Game is small but with the extra overhead and restrictions of the platform still impressive.

Hope this is a jumping on point for more gba entries in future?

thanks, glad you enjoyed, 

as always with these jams I should spend more time getting the mechanics down but I get carried away with those wierd/surprising moments actual gameplay takes a back seat.

The Boss was supposed to have more attack. patterns, but as is it's just a coin flip between whether he will do "lazer eyes" (yes I know it doesn't look like lazer eyes) , or clock in/out. With only 2 states and no direct checking he can get caught doing one or the other way too many times in a row. Even so without the dash, I am surprised you managed to beat him!

Fantastic entry, I got stuck on the final boss (assuming the 2nd boss is the final) and playing late at night I had to stop, the game is great but could use a bit of difficulty adjusting,  but it was fun to come back to the logs after getting the double jump, what was so painful before made a cake walk with the abilities (which is really the whole point of the backtracking)

I think I missed out how to use the phase ability (probably why I didn't beat the final boss).

One of my favourite entries! 

GREAT JOB