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ThomasMarascia

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A member registered Aug 15, 2024 · View creator page →

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A very silly game that really works in this jam! The voice lines are hilarious, the timer continuing to count after the game is over is funny, the overall concept is great. Good stuff really.

Obviously this is a very simple game that could use some mechanical depth. A dash or something would be welcome. Friends that try to pour water on you to put you out would be a good addition to add difficulty. Infinite possibilities with this one since it is such a perfectly goofy prototype.

Well done! 

A very silly game that really works in this jam! The voice lines are hilarious, the timer continuing to count after the game is over is funny, the overall concept is great. Good stuff really.

Obviously this is a very simple game that could use some mechanical depth. A dash or something would be welcome. Friends that try to pour water on you to put you out would be a good addition to add difficulty. Infinite possibilities with this one since it is such a perfectly goofy prototype.

Well done! 

Fun idea and I'm happy to see another endless runner in the jam! I like the art and the style. Sound effects work good and the concept works well also.

The game doesn't change much which is missed in a runner type game in my opinion. Many runners do difficulty scaling by making it speed up as time goes by. Yours is unique in that it spawns enemies to fight while you run so simply spawning more enemies or more difficult enemies (or even more obstacles) would work as well. Even if it doesn't get too much harder, it would be good if there was some variety in play. ATM the loop is just spamming mouse1 while moving in a circle and once every 400 points or so you accidently touch a rock and lose a health point. I did run into the 500 end bug but no big deal with that ofc. 

Good job with the game!

I believe a have rated and given feedback to everyone. Let me know if I missed you and I can do a few more games so don't forget to leave a comment if you are looking for feedback.

Thanks for playing! I think I might have gone overboard with optimization by removing shadows.

Thanks. I'll get to your game asap!

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That was a long and fun play. Proud enough that I finished it that I putting the complete screen in the message! Probably my favorite concept in the jam. Scrabble but I'm in a world and changing stuff is such a fantastic idea. I love the vibe and that there is a clear goal which I have to puzzle through. The backtracking into the original hut was a great addition and good job making everything useful. No wasted words there is very important since it would be confusing.

WASD absolutely should not have been included in the movement. That was very frustrating for me personally. If you were afraid of people with 60% keyboards not having arrow keys you could have it as a checkbox to enable WASD or change the movement system to be a click system with the mouse so he goes towards where I click (like project zomboid for example). That would even let you get rid of space entirely as you would just click the thing you wanted to interact with.

The letters that I own should be seen on the HUD without clicking tab imo. Like on one of the sides of the screen in a HUD element possibly semi transparent would be good. they are just too important for me to have to look at a letter and go back in forth on tabbing in and out. As the main mechanic of the game, it should be very accessible like a health bar, or even more analogous, an inventory hotbar. Honestly, the quests could be moved to the HUD as well seeing as having more elements wouldn't be an issue in this game since there isn't much happening on the corners of the screen anyways.

The tutorial is a bit misleading for some. I showed this to a friend who isn't super good at games because I liked the concept a lot and he was confused by 2 things. First, he thought you could only add/remove from the start of a word (chair->hair, lock->clock shown in the tutorial). Secondly, he didn't understand what could be changed and what couldn't. This was also a problem with me as it took a while for me to figure out I could mess with the rivers/lake because I assumed it was like the trees where it was impassable. Both of those mechanical misunderstandings could be fixed by tutorial tweaks and making unchangeable objects unique in some way. Much like how items with borders are ones with colliders, unchangeable words could be different color, font, or transparency to make it more obvious. I believe there should also be something to distinguish words that have not been touched by the player yet. That way you can do some process of elimination like "okay I haven't touched bed yet so there must be something there" which is exactly what I did to win but not everyone will put the mental effort into remembering which words have been messed with.

Lastly, the goal words are a bit too out there in my opinion. Like some of those words very few people know and those who do know them would never think of them first. The game itself takes enough braincells. This unfortunately caused almost everyone playing this game by going to a word, pressing tab, and then clicking all the buttons they have hoping it would make something instead of the, supposedly, intended loop of "Oh I need a transport", "bus is a transport", "this is close to bus", "I need this letter to make it bus", and loop. This could be fixed by making the words really obvious. But I think the more interesting way to fix it would be by putting underscores or another symbol in the spot of words where a letter must be added. That makes it more like wordle where you'd be like "I need something to put on my head; lets see, I have an n and 4 words that have underscores on the map; nlock, no, bnead, no, crown, yes!".

I don't want all my criticism to make you feel down or make you think that this game is worse than other games I've given less criticism to. This is top 3 games for me this jam so far and I love the concept. The fact I have so much to say is a testament to how interested I was in it.

Yes that is purposeful. Thanks for giving it a play!

Very fun with all the paths and endings. There are definitely some difficult parts and that's welcome. The stand out is the concept and characters.

I think there is some fatigue you get from doing nothing for a while during this game. Like there are only a few rooms that have difficult parts but there are a lot of rooms and most of them are empty with text. I'd get pretty excited to see 1 set of spikes cause I had something to do. It also lacks some common platforming stuff like coyote time and input buffering but that's fine.

Overall, very inventive concept and fun game. I just wish the mechanics were more fleshed out and there was more real gameplay. Like each empty level could be replaced with some platforming love.

Very silly coded. Deceptively more difficult than I expected (it took me 3 tries). And a fellow runner type like my game! Almost everything felt smooth and I liked obstacle spawn method.

I wish the jumping was more snappy. The hold system is tough cause you can't cancel it and you can't really store it because you can't change lanes while charging a jump. I would have liked a little spin anim or something when the horse hits oil but that's a nit pick at best.

Overall, well done on this one!

An insane game. The concept is great and I like the layout of the level so you are traversing it like a maze. 

I definitely wanted to finish the game and I did but I had no intention of beating my time. That comes down to the camera movement and rough collision. Having the camera move more loosely so it wasn't so crazy would both make movement smoother and be easier on the eyes. The player moving around so crazy is an important facet of the game and I would not want to change that but the camera moving with it takes away from the crazy movement of the player while adding disorientation. The collisions are a bit odd possibly not helped by the inconsistent movement.

A very silly game that is very fitting for this game jam. With a few tweaks, I think it could keep the silliness while still feeling more smooth to play

Fun ppt game. I like the style of the art and the silly vibe. 

Simply asking for more content would be unhelpful as I'm sure if there was more time, there would be more content. Instead I'll talk about the mechanics of the ppt game. I think it should be explained when the cheesecake should attack vs block vs grab. I have no idea the difference between attacking and grabbing. I don't know why I lost when grabbing the baker but won when I grabbed the oven. I never blocked and never seemed to need to? It is very possible I simply missed something or am in the minority in my confusion but I believe that if I didn't get it then some other people probably didn't either.

The art could have been smaller as well. I like the pixel style but when put on a large screen you really see the pixels because they take up the whole screen. Simply scaling them down would make it look cleaner and still keep the charm and be obvious what is happening (much like seen in the example gifs on the left on this page).

Overall, very cool that you did it in powerpoint and the concept is very silly and fun!

Everyone has pointed out the great atmosphere, art style, etc so I wont harp on that too much. Very unique that you used LÖVE. We don't see a lot of that even in game jams so that's a stand out. It comes with some downsides like if you click away you can't click back into the game and continue but the upsides are fast loading time and closer to "true" 2D world unlike unity which still creates a 3D world which limits what you can do without lagging the web based game. 

Like some have pointed out, the mechanics are a little rough around the edges. There are controls at the start but there is nothing to teach players what constitutes a good grab vs a bad one or really how to minimize their energy use. I'm sure there are many people who have played it and ran into a looping issue of dying of exhaustion without knowing why until they just give up. It is important to give the player feedback so they know how to change what they are doing. for example, a rhythm game without the little "miss", "goods", and "perfects" text pop ups on success or any sound effects would make it difficult to nail down the timing.

Overall, fantastically unique and interesting game especially for your first!

knife digging into water melon as the sound effect is funny.

Alright, I've gotten off work and checked itch I'm sure I'll just have a few ga--- 12 new messages. I will work on rating and adding feedback to everyone's game asap.

Will do!

yeah that's an annoying, I just forgot to change the button's scene change string in the endless lol. 

I liked the different endings. I liked the still falling thing where it cuts to it saying "stop using arrow keys" if you are clicking through it too fast with keyboard, and I really liked the part with ticket tim in the cave going crazy.

I've gotten around to rating and giving feedback to everyone so far. Let me know if I missed you on accident. 

Like I mentioned, I'm a programmer so my notes are usually on that side of the development. Really more content is all I could ask for.

A fantastic idea done to perfection. Absolutely a top 5 for games I've played so far this jam. So much highly specific work went into this and I am very happy with the result. A hidden gem for sure this jam. I truly don't think I have any notes as I am a programmer and this is a game without much for mechanics or anything in my wheelhouse. All I can say is I was eager to see more. So much so that I made sure to go through all the slides to be certain I saw everything.

Well done!

Very Foddian coded. I got very frustrated so good job there. The sound effects are rightfully annoying and the gameplay makes me want to throw my mouse across the room.

I wish the cracks were easier to see once you made it to the houses. Besides that, a very simple concept executed with evil intentions that I can respect while hating it. Well done

Really unique concept and well executed for this 2 day jam! I love how free the placement is and I like the dragging weapons onto people. The vibes are fantastic and the gameplay is engaging.

Something this game lacks is difficulty. I haven't bought something in like 5+ waves and haven't lost a single health tick on any of my townspeople let alone my house. I got thousands in the bank with nothing to spend it on because there is very little ramp up of difficulty or ramp up of things to buy. I also wish I had some numbers to go off of for which weapon does damage. Like if damage numbers popped up when the bad guy gets hit or if I could hover over a character and see how much damage they will do with their current weapon.

Overall, a very unique game for this jam and a fantastic prototype. Great job with this one! This one is in my top 5 at least so far!

Really fun concept I liked the art, the sound effects, and the gameplay. 

Having the different things you break have some different properties would be nice and would add some gameplay variety. Like maybe some need to be hit twice or have smaller hit areas but give more currency/time or something like that. I'd like it if I could keep playing after getting chonkier and there was some kind of change in gameplay when that happened. Being able to buy more time in the shop would be cool also.

Really good, especially for your first game!

Very well done! The little missions kept me interested longer than I expected to be. The movement was hilarious and the sfx and vfx really added to the experience. Very much felt like a pizza tower vibe. Really fun concept as well.

I think this game would really kill it and probably be my #1 game this jam so far if it had levels where you had to do a certain number of tasks in the time limit and/or where you needed an amount of points or something. I didn't love that there is no way to lose because enemies don't do damage until the final guy who I would have loved to be more dodgeable. I also wish we could skip the opening dialogue since I've already read it. 

Overall, fantastic submission and you are definitely in my top 5 so far!

The addition of a next screen is so welcome. I like that you get new things you need to do as you level up. The sound effects and VFX were very good as well. I usually like it more when new mechanics are taught but the simplicity of each new mechanic made it so I new almost instantly what to do and it didn't cost me a loss to learn it. Everything was going well until I got hit by the mythical 5 trash in a row combo.

I wish there was some difference between throw and discard. That way when you added the chili pepper, it added a new control I needed to click instead of just always clicking throw or eat. The fork fixing was exactly what I was looking for. I would have loved a "go to town" moment where I could just let loose and spam click at the end of each level much like the first level (also pretty funny that the garbage level is the only one without trash).

Overall, well done!

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The addition of a next screen is so welcome. I like that you get new things you need to do as you level up. The sound effects and VFX were very good as well. I usually like it more when new mechanics are taught but the simplicity of each new mechanic made it so I knew almost instantly what to do and it didn't cost me a loss to learn it. Everything was going well until I got hit by the mythical 5 trash in a row combo.

I wish there was some difference between throw and discard. That way when you added the chili pepper, it added a new control I needed to click instead of just always clicking throw or eat. The fork fixing was exactly what I was looking for. I would have loved a "go to town" moment where I could just let loose and spam click at the end of each level much like the first level (also pretty funny that the garbage level is the only one without trash).

Overall, well done!

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That is a very good distance! Thanks for playing.

Thanks for playing and I'm glad you liked it! I gotta lock in on my job atm but maybe I'll do one of those follow up game jams where you continue making a game from a previous game jam one day.

Thanks for playing :)

haha the double middle gets everyone lol. Thanks for playing I'll get to your game asap!

Ah that makes sense and is really unfortunate.

Obviously the stand out here is the art style, ending, and silly concept. Really well done there. 

I had a bug where I couldn't enter the cellar at one point but no big deal ofc. Some more variety in gameplay would be nice with this type of game as just a few additions would make this feel like a fully realized prototype.

All in all, fantastic job on your first game and I look forward to seeing more!

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I believe I found the top of the wall

A truly fantastic concept and really unique mechanics for this game jam! I believe the trampoline spam meta is in full swing! I had a few bugs like the gaming going infinite cause I think I broke it with too much trampoline spam but besides that very smooth sailing. The sound effects were also great.

Only constructive feedback I have would be some kind of restriction would make the game feel more thought provoking. Some games do this by limiting how many items you can place. Others only let you place in specific places. etc. ATM putting 100 trampolines on the screen can easily get you high enough to break the scoring system given enough time. Perhaps limiting damage would be a system that makes you think about it more.

All in all, a fantastic addition to the game jam and I think your game is in my top 5 so far!

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The tree behind a tree always gets everyone lol. If I had more time I probably would have added some transparency once the obstacles got close so it wouldn't block the ones behind them. There is basically no logic behind spawning besides some objects requiring more room in front of them than others and there being a set base minimum space between each obstacle. Unfortunately I only had about 8 hours to work on it total. Hopefully that element of unfairness adds to the absurdity of the game though!

Thanks for playing!

I'm really glad you enjoyed it! I had a lot of fun making it.

wait really? I could have sworn godot 4 worked for web. I haven't used it in a while (like when godot 4 came out)

Good job getting the game out! The sound effect for shooting is good and I like how silly the art style is. I also like that you can loop from the top to the bottom and from side to side by going on the edges classic mario style.

I wish there was some way to see how long before I can shoot again. The slugs staying alive when they hit you is brutal since one gets on you and you just die. A score would be a welcome addition as would a variety of enemies. You'll see a lot of success if you made a web build for your next jam.

Good job!

I really like this take on the theme. Also the effects are well put together to make everything feel very responsive. 

I went into the game expecting to be able to let loose and I got some of that but I was hoping for more. Perhaps a "go to town" moment where you can just go crazy on the keyboard making insane combos without the issue of messing up the keyboard. A lot like how many bullet hells have those super moves that you can use once in a while that just clear the screen and lets you stop focusing for a moment and just go all out.

Fantastic especially for your first game. You should be very proud of it.

Really interesting game concept. Reminds me of "the corridor" where you press the button. I also quite like the title screen.

Ofc the limiting factor in this one is the content quantity. I was thoroughly hooked and was ready to play this for as long as it went for but alas only a few levels. There were some smaller things like the one where the start button falls is a little janky with clicking it. A bigger hitbox or smoother falling would fix that.

All in all, great concept, great execution. Just wish there was more!