That's actually a really clever way to do it, nice
TheBrickccentric
Creator of
Recent community posts
This feels like Half-Life except it's just Xen . . .
This game is suuuper creative and cool, especially with its procedural animations for characters, but it's got a lot of stuff just holding it back from being as fun as it could be.
Most important thing is that the gun does not aim correctly at the mouse at all, which makes it very frustrating to try and hit enemies when you are being chased by them. Also, your move speed is very slow; maybe add a sprint mechanic or something? Lastly that area where you have to equip your suit just seems to be unbeatable? I checked all the walls and there doesn't appear to be a way out, and I think I killed most if not all of the monsters there, but nothing happened.
Anyways I really want to see this game when it's got those problems worked out, because it's atmosphere is fantastic and it's got a bunch of neat ideas!
The volume is a bit all over the place and made me have to constantly adjust it, and you probably should have put a flashing lights warning somewhere . . . This game is pretty dark, but that's intended I suppose . . . I did enjoy the foreboding atmosphere and seeming emptiness broken up by frantic moments of combat . . . I also really like how you gave the player a safe room in which to notice and test out switching the spikes on and off, then gave them a bossfight later where you needed to use it . . . I wish you had been able to finish this, it would have been cool to see
I almost didn't believe this was made in flowlab at first, but it is! I'm sure it took a lot of work to make everything, but it was definitely worth it. There are lots of cars and maps to choose from (I almost enjoyed looking at the backgrounds for each civilization more than the actual racing part) . . . I know it's pretty tough to do, but if you could make some cpu racers to compete with, it would be really cool . . .
The only bug I found is that if you keep turning you eventually just reach a black screen (I'm sure this can be solved by limiting the background's scroll amount or something); other than that this feels polished just like a retro racing game should :)
Hmmm ok I am a little torn on this one---on the one hand you've got a wide variety of choices for characters, classes, stats, moves, etc. and impressively have them all implemented and (mostly) bug-free . . . on the other hand, the combat itself is a bit of a slog, in my experience anyway. I know this is a jam game, so of course time may not have allowed it, but maybe some different maps with pre-placed features (e.g. rocks, trees, lava pools, mud, neutral creatures, etc.) or even some squares not being available could have helped, or just anything to make your actual position on the map affect more of how you can engage with enemies (or how they can engage with you).
That being said, I still find this to be pretty fun overall, mainly for the fact that you have so many options and combinations to explore. The clearly laid out UI is nice and easy to use (though you might consider looking for a more fantasy-style/less-pixelated font for the stats' UI), so everything runs fairly smoothly once you learn how it works. I feel like if you made a version that allowed for multiple protagonists at once, this would be a great way to keep track of your "map" in a real-life D&D game with friends . . . just an idea.
Anyways, awesome work, and I hope you keep developing this!
The detailed art combined with the lively characters and variety of stuff to do make this one of the most complete jam games this time around. . . it's very obviously had a lot of effort put into it (does that ...last area... contain the entire map?!?)
I don't usually play this sort of game but I can tell you did a very good job at making it regardless, so congrats on getting it done!
This feels kind of like Halo but more horror-themed . . . the art is obviously hand-made and is pretty good, and the speeder ride was a nice addition.
If anyone is wondering, you can beat this; you just need to go to the top of the mountain and collect the grenade? bottle? whatever it is that you get from the corpse (by pressing S near it) and then go back inside the fort and press the red button on the computer over on the right.
Oh my, where do I even start . . . this feels like a game I should play with family or friends, and we each take turns playing a new ant . . . I love that the whole core of the game is built on the theme, and done in an incredibly unique and fun way . . . the art and animations and character designs are beautiful and all work together perfectly . . . needing to build upon the echoes of past ants in order to progress is so satisfying, and opens up basically infinite possibilities for player creativity . . . the ancient greek-style theming is well done (I love ancient Greek stuff, so I was pleasantly surprised when I saw each detail [are the beetles supposed to be referencing Sisyphus?]) . . . I think my only advice would be to maybe move the block spawn offset down a little bit from the ants' hitbox position, that way you don't accidentally jump high, turn into a block, and then realize it's unreachable because you placed it too high . . . fantastic game all in all---I am definitely going to come back and play this one some more.
Oh ok wow, this is a very interesting concept and is fairly well-executed . . . I imagine most of your dev time went into the minigames, and they are pretty fun (if a bit tricky). I think the pipes game was very well balanced, though the sparks game kind of felt like it depended slightly too much on luck. Your art (as usual) is very cohesive and fits well with everything else, and that portrait of Franklin himself is especially detailed and cool (I'm guessing it probably took a while). The story is unique and intriguing enough to keep you playing but still mysterious enough to leave lots of unanswered questions . . . excellent work overall!
This game has a lot of big ideas, but it does feel a little all over the place. Perhaps focus on really condensing down the artstyle, the dialogue, the movement systems, etc. so that they feel like they all belong to the same game (currently the platforming feels kinda delayed/buggy/unfair, while the top-down world up top just feels a little empty). Anyways I do think you've got a great game in the works, especially if you made all the art yourself; all it needs is some more refinement.
This feels very retro, and is nice and polished for the most part. I like that there is some challenge to the battles, though feel like some of the skill mechanics could have been explained a bit more in-game (or at least have their effects be more visible). Each enemy felt very unique and quirky in their own way, which was fun. I played through twice in a row, and on my second time getting to Journey-2, the game didn't let me select levels any more, so I'm not sure what happened but it was fun up until that point. I think the various choices give the game decent replayability, so maybe you can add even more choices later.
This is a creative game with a cool aesthetic and a unique gameplay loop. I like the all planets with their wind directions and variety of wacky and fun little creatures, and the little details like the scout ships' health being displayed via their lights and them taking less damage on their sides. One thing I might add would be to have the meteor sound for the ones that come from the left or right be "panned" left or right (using the Sound behavior's "pan" input) so that you get a bit of extra warning for them, since you can't see them coming as well as you can see the top or bottom ones. Aside from that I think this is a nice and complete experience, great work Tod!
Until the bugged dialogue that freezes the game this was pretty interesting. I like how you kind of blur the line between dreams and reality (if I had a weird void in my bedroom closet that sometimes morphs into a dreamland where I have to battle monsters from my past . . . I think I'd probably be cranky at work too, haha).
I look forward to seeing you finish this! Like others have said, the voice acting is neat and the choices are lots of fun. Best of luck with it!
This is a great callback to the past, and to classic rts games as well. You obviously know a bit about history with the various weapons and stats being historically inspired . . . though there does seem to be a bug / oversight that allows you to just place infinite troops, so you can win very easily getting all archers or all spearmen, etc. I still enjoyed playing this though, so I hope you can iron out the bugs after the jam and make it even better!
Link to the game on flowlab:
https://flowlab.io/game/play/2951371
There's a time delay after you click before you actually start shooting which makes this feel a bit frustrating to play.
Other than that, this is a cool idea, especially with getting to play as the enemy (though you seem to have less maneuverability than the enemy you fight as the player?) I like the enemy logic to dodge bullets and the various maps are cool with their own unique gimmicks. Just remove that shooting delay and I think this could be a lot more fun
This may be unfinished but it's got the framework for a decent game . . . seeing fire, water, and stone next to microchips is a pretty wacky and fun combination. I do really like that there are lots of checkpoints and you can choose to continue from your last saved one; that's certainly a good feature to have for the sake of the player. Keep it up!
This game's atmosphere is so nice and tranquil (at least until the monsters show up). It's neat what a simple color change can do in the later levels...
I like the idea that the dangerous "bushes" are actually the monster's back spikes, just thought that was a cool detail :)
By the way if anyone is stuck on how to play, [first off, you move using the arrow keys of course], you can click on the gray walls to remove them, and you have to hit the yellow circle at the end of the horns in order to progress.
This game is huge, so I'm thankful you included the performance version (I probably couldn't have played it otherwise). It's got a lot of cool areas to explore and NPC's to find, and the story is very classic for a top-down rpg-style game like this. The combat is pretty straightforward (if a little buggy sometimes), but it's nice that you can choose to run past enemies instead if you're quick enough. Some of the NPC's almost sounded like they wanted you to do something for them . . . ? but I'm not sure what that would have been, aside from beating the final boss. Hopefully this doesn't ruin the ending for people but I tried the "flee" option facing the final boss and it kind of just left and I beat it? Not sure what happened, but the guy in the town said I beat it so I suppose that's what happened one way or another. Anyways congrats on making such an expansive game!
I went into this expecting to maybe be underwhelmed, and my goodness was I wrong! This is actually a really well-made game, and feels refined in lots of ways that I didn't expect; for instance, the player's moveset is pretty simple to learn, but is satisfying in the way it works with the enemy animations and behaviors (perfectly hitting the flying enemies or baiting and then backstabbing a wolf are some of my favorite moves). Or as well, the whole concept of reaching into the past or future to deal with certain enemies is really neatly executed (though it sure is tough to keep your crystal from being destroyed). The only thing I'd change is to maybe have the big white boulder enemy (the one with the cannon) not move so fast, as it makes it very hard to figure out how to kill it before it reaches your crystal and you lose. Other than that, this felt great to play, and was super fun!
There are a lot of bugs and the gunsmith upgrades are absolutely broken (as in, way too good), but that doesn't affect at all how incredibly fun this is to play. I'm very impressed with the sheer amount of stuff there is to explore---the abilities, the enemies, the various passages only unlocked via certain magic upgrades, etc. The only thing I was a bit surprised about was that I couldn't seem to find my past heroes on the map anywhere, so I'll have to go back and look again I guess. This was pretty ambitious, and turned out to be super fun, so nice job!




