Thank you so much!
theBigIsaac
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Sometimes the speed lines slow down with the tempo of the song but there could also be some optimisation problems with the browser. As for the mapping, I made the songs in FL Studio, then made a script that could read the midi files and use them for the timings, and then manually wrote the location for each note.
It's a neat set-up for a fun rhythm game, it just needs the rhythm! Still, it's very satisfying to play, even without any sound, especially when the speed starts ramping up. It definitely would benefit from an option to immediately restart without having to take my hands off the keyboard, but for a game jam game, I don't mind the minor inconvenience of having to reload the page every now and again.
Aesthetically gorgeous, the nauseating filters and monochrome visuals really creates these disturbing visuals, especially with the creepy masked men constantly chasing you. I didn't really understand how the masks worked, I was picking them up and trying to switch my ability but often times nothing would happen, I think it might've helped if the HUD was a bit more readable, but I still managed to try out all the abilities so it's not too big a deal.
I love the aesthetic here, makes it look like a game I would draw when I was bored at school, which I think fits the gameplay very well. I also really liked the various soda sounds, very satisfying stuff. The concept of creating combos to defeat your enemies is a cool one, and the different attacks were all very unique and fun to discover, although it would've been nice to have a list of them all available somewhere. I would've also liked to see some sort of visual indication for health and soda-ammo, it felt like the game would just end abruptly without them. Still, I really enjoyed this entry, great work!
Fun game, I wasn't sure about the mouse wheel controls but they actually ended up being really intuitive and helped make the game feel unique. All the sound effects and music made it feel very satisfying to play, and I appreciate that it saves your highscore, giving you something to aim towards. It would've been nice to be able to chance colours by pressing keys, I felt like I was constantly having to look away from the screen to click the buttons, which broke my flow somewhat. But other than that minor complaint, I had a lot of fun!
Cool play on the memory game genre, having to mentally invert the colours adds an interesting aspect to the usual formula. Ontop of that, the cards moving helps make it an even more chaotic and fun experience, not only trying to remember the location of the card, but also figure out how far it would have moved since you last saw it. And wow, there's a lot of levels here, with two difficulty modes as well? Very good job!
I like the idea of combining the 'top-down driving avoiding obstacles' genre (?) with the rhythm game genre, they fit together extremely well. There's a nice amount of content here too, multiple tracks, different skins, lots of power-ups, it's very impressive! From what I could tell, the collectables spawned at the same BPM as the song, which was a nice touch, although I think it would've worked better if they fit the song exactly. However, from working on my own game (nice name btw haha), I understand just how much time that takes to get working, so it's less of a complaint, and more a suggestion if you even wanted to update this game after the jam!
Interesting and relatable concept, I think adding the extra portion where you can move about your room helps turn a simple game into something more interesting. I also think the timing aspect of the ship game was a nice addition, rather than just rushing every bulb you see, it forces you to wait for it to light up, which can sometimes put you in a difficult situation, I like it. Would be nice to have some sort of rewards for doing well, even if it's something as simple as cosmetic additions to your room based on your best score.
Cool concept, mixing VVVVVV with layered levels, I would've liked some easier levels at the start, just so I could better learn how the player controls, but I also don't mind the novelty of the immediate difficulty spike. I was also a bit confused by the two layers appearing at the same time, maybe some more indication of which one is which would help, but I also understand the limitation of the jam makes that quite difficult. Still, it's a very fun game, and a concept I would definitely be keen to see more of!
Having to mix the colours is a fun idea, requiring you to think more strategically about how you need to build the conveyor, and I like that the difficulty actually ramps up as you play further, introducing more than two colours that need to be combined. I like that the generators are constantly spawning colours, adding a natural time restraint that forces you to think fast, although maybe they could be slowed down a little at the start, just while the player is getting their bearings. Other than that small nitpick, it's a very fun little puzzle game!
Very cool demonstration of a really well made movement system, would love to play a fully fledged game with these mechanics. Switching between matter felt nice and snappy, and the focus on building up momentum was an excellent choice. The unique style and music was a nice change of pace, and I very much enjoyed the extra song you included haha.
Cute concept for a puzzle game, the visual of the lava constantly following behind you really adds to the intensity. Potential for some really fun puzzles here, where you solve them just in time, with the lava a single move away from catching you. But the single level on show is still very fun, I especially liked the moving pigs that would block the path.
Fun little Solitaire game, it's a tried and tested formula that fits the limitation of the jam nicely. The wizard was a nice little touch, I didn't find him as distracting as other players since his dialogue wasn't actually necessary to read. Very nice presentation too, I especially liked that you had multiple tutorials available, depending on how you preferred to learn.
Thank you for the very thoughtful comment! I'm glad you enjoyed the difficulty, I worried if I'd overtuned it too much, and good job on getting 3 S ranks first try! I agree I definitely went overboard with the visuals, I just wanted it to feel as exciting as possible haha. Sorry about the wrist, I hope its feeling better now!
Glad to hear you had so much fun, and good job on getting your discount all the way up to 100%! You would probably destroy the final boss in less that a second, but if you did want to give it a go, the baby worm spawns out the head of the defeated Omeggadon every 30 seconds or so. Thanks for the comment!
Such a cute little game, I really believed in Nuwa's mission, and wanted her to succeed. It's a fun challenge trying to dodge enemy shots while collecting the different pieces of the sky, and I liked that you could actually see the sky coming back, piece by piece. The various power-ups were very cool too, I liked that you really leaned into that theme. Good work!
Interesting little game, it's very satisfying building up power and then mowing through waves of enemies, and it's a fun loop balancing your permanent power upgrade and your temporary sword upgrade. Controls did hurt my wrists a little, although that's probably not helped by the fact I've been playing game jam games for the last couple hours haha. I'd love to see this explored further, it's very fun for what's on offer,
Love the concept, being so stupidly overpowered that the challenge comes from your own strength, and I think the cutesy artstyle adds to that humour. The beam is very satisfying to fire, so much so that I replayed the game just to purposefully blow everything up. Also want to add that it has one of the strangest camera controls I think I've seen in a while haha, not a criticism, it never impeded on my enjoyment, I just thought it was funny.













