Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ToaoMCL

102
Posts
3
Topics
4
Followers
3
Following
A member registered May 15, 2020 · View creator page →

Creator of

Recent community posts

Wow the story and intro was actually really good, I just don't think the game play matches it. You can simply button mash your way through it, a solution to it might be to just have plushies regain health if you throw the wrong candy at them, it still lets the player toss out candies at the rate of a bay-blade's spin per second but only if they are accurate with their throws and color combinations.

A really good entry, I didn't understand the point of left click to die at first but ti's pretty neat, the missing ghost puzzle was a little hidden but not too bad so long as you're observant that there were 2 gates. The main issue I had was the re spawn to go up mechanic? it felt really clunky and unpredictable, my second biggest issue was 30 fps limit, my brain couldn't stop thinking I was lagging.

The goodddddddddddddddddddddddddddddd, damn sticky keys am I right?
The sfx and sound design was really neat and the environment was amazing the models and character were also really nice and the small ambient noises were really pleasant. The controls were really nice and I'm glad a submission like this was made even with the 2 button limitation.

Really good job, this is a great game though a bit large in file size.

Pretty difficult to control at first but it is another unique take on the limitation that I think has been handled well, the main drawback for me here is the indicator for the current movement directions not being too visible due to size and the speed of the veggies, a ramp up of speed over time would be a good idea as it lets you get used to the controls before trying to go for big score.

After getting hit I couldn't go to the menu the progress bar just got stuck. So this review is a bit short sighted, I'm sorry.

I feel like it would have been better using the mouse by traveling in its direction it would have given an extra layer of control since the player could also choose when to fire, and if you wanted to keep the delay between shots then adding a cool down was an option, that would still give you an extra button to work with. The unlockables look nice but I couldn't really do much without crashing so again I'm sorry.

I feel like the only way to loose here was if you were slow enough to not change direction before the ghost accidentally walked into you, a very original take on the limitation with a menu that kind of reminded me of old rpg games like might and magic, because of the uniqueness of it i have little to say other than maybe introducing more things on the map, a change to the no kids outside might be nice as they might become ghosts and ramp up the difficulty over time, or some other characters.

A god damn winner if I ever saw one, if you don't win the jam you won my heart.

So I would say some good things and bad things, so here goes. At times its difficult to tell if the image is the same as the one in the bowl, especially with small details like the lemons since they are also the same color. Figuring out a few prompts like closing the oven was a on a coin flip if i figure it out.

The game itself is actually so lovely and it melts my heart away, everything from the gentle breeze of the window to the heart shaped cloud in the background, the oven mitten cursor to the crayon like art style reminiscent that of a memory of childhood, gentle music to set the scene of deep thoughts and all tied together by something most of us probably experienced, cooking as a child with a loved one.

It's nice and cute, the only thing that really got me here is the lack of control you have when you jump you often need to go up or across but when you jump it feels like all x velocity is out the window. A bit more polished jump I think would make this a really nice platformer.

So, the character movement speed seems to change randomly and is very unpredictable, the jump and slide are delayed and because of that the controls feel laggy. I also ended up dying by standing on top of boxes which felt rather punishing since I had so little control over the character to begin with. I would also suggest slowing down the rate at which the parallax background scrolls in as it is deceptive, since the player is very slow but the background looks as if he was traveling in a bullet train.

Also minor thing about the main menu buttons, because they are blurry in a game of pixel art changing their compression no none and filter mode to none, but seeing the rest of the art I think you knew that and maybe ran out of time.

The game looks nice and has nice sound but I think it would be a really good autoscroller with some polish.

Bugs huh... that's pretty funny XD
I like it

So the game looked nice and it was cool to play but I wish I had more control over Skelly. I just ended up floating through the sky killing everything. I also feel like the weapon variety was nice but pretty useless, I tried the various weapons but i saw no point in using the revolver when the rifle was that but faster and more convenient to shoot with. I definitely think this would be a really good game but not with the 2 button limitation, the shooting hitting and execution felt rewarding but it was just kinda auto piloted.

Sweet dreams could be made of this,
who am I to disagree,
I jumped the platform till no more,
candy count of 3,

Jump bar was kind of frustrating,
falling too felt quite floaty,
jumping backwards was a no no,
but it had a good track.

Other than my bad remake for a review what I meant to say was, this was a cool entry, but quite a few game play problems, it's a 3d game with 2d platforming but not much of the elements that make 2d platforming pretty fun. I would suggest looking up the GDC : building a better jump or better jump in 4 lines of code on YouTube, both of these go over jumping and why it is important.

Since the game plays in 2D space you have left right and up and down this really only uses right and not much of up or down, the jump cool down was also a bit frustrating since it limited the only real choice the player gets to make here.

When moving the chat kept automatically dispersing because to close the chat was the same button as moving forward so I had no chance to stop to read.

HOWEVER even though I listed a bunch of negatives I want to say that the game has an EXCELLENT game feel the world looks really nice the 3d environment definitely was pleasant, doughnut hoop jumping was great and the music was a really nice choice. Good job!

Pretty good I really don't have a whole lot to say about this but maybe making the player a bit smaller to help navigate through more tight pathways and corners, normally I dislike physics based movement like this but it was actually good and since it was put into stages it made failure less punishing since you could pick up from the level.

The only thing that I was kinda iffed about was the moving blue platforms not going back to the same positions when you collide, but that's so minor.

Personal favorite note the robot was pretty cute with their expressions.

The following comment is a joke.
That pizza better have pineapple on it or it ain't sweet.

Ok so it took me a while to understand why I was failing but I now realize this is a advanced game of spot the difference but you have to play through it a few times to know and remember the other characters.

I think that a bit of interactivity from the characters might be a good way to help the player identify if the character is a monster or a child, as there are very minute differences between the characters that at times seem... contradictory... like the skeleton monster having a blue eye when most of the other kids as monsters have blue eyes under their costume. or one pixel of difference in the vampire eyebrows to their teeth length. I am not saying it's bad but it could do with more directive to determine the correct option.

For a first time experience I might also suggest that adding in some lives would make the player feel less bad about themselves for failing instantly not knowing the various costumes.

I had a fun time once I started figuring things out but a goal or alternative rewards other than score would have been nice.

I want to start this with a I am in a love hate relationship with this game, thank you and not thank you.

The game is great I had a great time playing but it has no directive or goal and in its state its impossible to even loose, even with a self created idea that if the candy reaches the top you loose, there is no loss condition, there is no goal just score and that's what is holding this back for me.

The game is satisfying to play but there isn't a lot of depth to it, so I would suggest score goals and combos, currently you get 1 point for any candy regardless of what you do so long as you stamp on it, chaining candies stomps for +1 each time would be a big score boost, like hitting 2 gives +1, +2 for a total of +3 or hitting candies that haven't even hit the ground yet.

Overall I love this game but I am a little sad there was no goal so I set myself one of 1000 points, it's not that difficult but if anyone else wants to join the 1000 gang feel free to do so.

So the game has some good music and the art is very nice but I feel like a few things turn from fun into frustrating, I want to start with movement, because there is no real way of controlling how the player stops or slows down it makes it really easy to keep hitting things, without a checkpoint it forces a lot of backtracking meaning that we have re experience those aspects and not the new ones we haven't seen, then the damage you take from a slight tap also seems a bit unfair at times rather than taking the impact velocity and somehow translating it to damage. The candy bar rotation also seems to be rotating the wrong way? I'm not sure how to say this but it seems like it should go clockwise due to the positioning of the propeller.

Some things that could be considered solutions.
When the user let's go of movement keys accelerate the velocity decay so that the user stops faster.
Make damage more proportional to the speed of impact.
Introduce a way to keep progress.

Other than that I noticed there was a pause button but I could only press it with my mouse and on the menu, since it was a 2 button limitation pressing q&d to pause/unpause might have been a solution and on the menu using these to start & open help.

Overall a good game that needs a bit of polish for a much nicer experience.

Sound was already mentioned so I'll skip that, but at times i felt like moving was a bit like moving on ice where i had no idea if i hit someone or walked passed them, at times i would hit the ghosts when they were passing me to the left or right and at times i hit 2-3 ghosts at a time, so the collision there was a bit ungenerous at times. However I did really like seeing how far and how fast I can go, I don't know if the game has an end or if its endless but it's still fun trying to speed run and see how fast you can go.

Really nice music, animation and visuals, the key problem i had was being able to identify the obstacle when it was placed bellow something, a color scheme to maybe identify danger would make it more apparent what needs to be avoided as it does at times blend in a bit with the background. Other than that a really nice autoscroller with the worlds longest table & tablecloth.

I have never been been more terrified in my life.
I have so many questions, like why and what.
The tubes you get corpus and chocolate and cream is just terrifying me. The game is great and it works really well with the limitation, dear god now i cant stop looking at the chef, everything here just makes me feel uneasy, if slightly creepy was what you were going for then great job. My only real problem with this was that I didn't know how much the sucker can hold the only indicator i had was if it was overflowing. Other than that a really nice but creepy submission.

The boi has been fed, makes me wish I knew how to make cooking games because my one was terrible. I can't really think of too much that is bad about the game, its cute with some really nice music if you look long enough and even button mash then you can figure out exactly what you have to do to play. The difficulty ramp in the cake complexity was a bit random at the beginning as it went up then down but that's not a big deal. The arrow indicating what step you're currently on in the recipe was also a bit hard to see but the game gave you plenty of time to stop and look, I would say maybe moving it to the right so that it's got more white space around it so it's more easily visible, though doing that would mean either placing the arrow outside the machine or making it a bit longer.

A really nice submission and a great job, gave me a lot to think about.

A very pleasant experience, I noticed that clicking when there is an appropriate sweet on the screen or not made no difference but it was still really nice, I also tried playing through without clicking anything and it still continued so if anything a slight however minor incentive other than a high score for getting the collection right might have been nice. I would say maybe even a counter on the candies to show how many you've selected so far, or hold controls to subtract from the count;

Overall the game was really calming and I had a real nice time playing it for a few rounds.

I am really impressed with the animation and look of the game, the mechanic to move the mouse off the game was weird but really unique however I feel like it could have still worked without that complexity with just the a & d keys for costume swaps. It lacks a difficulty ramp but overall a really nice submission I'm not sure what else there could be to this to make better without changing the game.

(1 edit)

I am lost for words, I don't think I've ever been this determined for the longevity of my iced goods. I actually love this it's so simple and fun I was really trying for the 2 minute mark here but I uhh, got got. At first I thought the hands only swipe the front line but then they appeared in the back so that was a surprise it might have been a neat to add in alerts as to which ice cream flavors would get closed and opened, maybe with a speech bubble from the ice cream man well anyway here is my record.

I don't know if I'm in a position to give this a rating, I looked through the comments and found that space and f are the controls, but I still don't know how to start, I wasn't able to get to the start button and neither the help or start text did anything. I'm really sorry if there was a solution to this but I could only really assume that f was some sort of attack?

I also tried to download the windows file but it was missing the exe and i don't have a mac vm so I can't really try it there.

All I can really say is it's a good idea to add controls to the description and with puzzle games like this adding a hint or something to get started would be good especially if you know its hard.

I found myself struggling to be able to aim or hit any of the doughnut, and the waits between shots kinda took away from the experience since I felt like half the game was about being able to predict where sweets will be by the time the hand reaches them. 
The game looks nice and the music was nice as well, it felt like a carnival game where you had to shoot a target or catch a rubber duck.

A nice take on the auto-scrolling jumper, the idea to change gravity rather than jump made the game feel a bit fresher, the map seemed to repeat itself a bit though however I may have just been unlucky, some new obstacles or something to change up the loops might have been nice.

The game did present its threats and positives clearly, spikes and sharp objects bad and sweets good, and the soundtrack was a bit funky overall a fairly nice game.

I lost my job after the great cookie market crash.

I really liked this game, it was really difficult to predict which way stocks would go and I'm glad the chat was there but it felt like it was nearly pure randomness at times where chat would immediately contradict itself, other than limited stock options and the weirdness of the controls as I struggled at times to understand if i was buying or selling cake. A really nice game and a solid submission.

Hi I did this for Jam 63 and thought I'd do it again.
I will be rating games tomorrow morning and if you would like me to play through your game and leave feedback then drop a link bellow. I will still be playing the other submissions but this is more for people who really want some feedback or for someone to play their game.

Thanks, I was using a late update for the camera, it was the first time I had written my own camera controls like this so I will definitely try to improve for the future, the music was really a last touch before I had to go to sleep on the last day so I tried to just get something monotone that fit in the background, probably should have made it persist between scenes to avoid that pop. If you have any advice as to how you would have handled anything I'd love to hear it I saw you in the discord and I see you have a lot of experience so I'm hoping to make games as well as you.

Well you got it then, the game feels like it's had a fair bit of thought and I played it with a friend for a while, they weren't part of the jam but they did love it, especially the sound design.

So a very cool story and the game looks nice and was certainly an easier experience for me, I tend to suck at rhythm games so I actually finished it. There were a few things that could do with a bit of tweaking, the notes just didn't match the songs though the songs were good, it seemed to me like the blue fish noise was similar to windows error sound, and I did find out that you can just mash all the keys if you really want to with no consequence. Other than that a very nice addition to this jam's collection. Good job.

Very nice and well polished, I did find it a bit difficult at times to block attacks because the shield was positioned based on mouse to player position but that is probably just me being garbage. The hits felt weighty and the knock-back from the spikes was really nice. If the game had more levels I might have said the shield could do with being a bit bigger but other than that very cool game.

As for the web build I think you have to tick a box saying that it's a web build because right now its here as a downloadable.

P.S. that is too many cookies

I feel like this was inspired by divided dungeon but I got stuck on level 4 I had no idea how to use the buttons, I tried w and jumping on them but I have no idea how I disabled the laser on level 3, other than that the game looks nice but needs some polish, having to re watch your players movement every time is not great you already made their actions and waiting to move the second character can be a bit of a killer, apart from that the game looks really good, it's art is very nice and the sound is pretty chill, overall a good game.

The car art and progression is good however it's not told to the player through the game well, even something as some text popping up for a second saying guns unlocked or flight unlocked would have been nice. I know it's a jam game and the instructions were in the description but sometimes players will forget they exist in the game. Other things I thought might have been cool is a visual on impact so its clear you took damage it did have sound which was good but it could do with extra. Other than that the game is cool I do like how you progress with your car and how the levels seem to get more obstacles the longer you go, my high score was 114.

It was around 60-70 I can't remember anymore but I played a few games and got it in that region so it sounds like there's a bit of room for improvement for me.

Its a really nice idea but it has a few things it could improve on, the colors on the plants were difficult to notice especially on the second planet as the plants that kill you blend in with the environment. I also found myself getting stuck on corners a few times and the last planet didn't have a lot of time to anticipate meteors. The movement was good and crisp and the game felt great otherwise.

Wow, this is good, but unfortunately very short. A town builder is very ambitious and this definitely lacks the longevity it needs, I think taking this and making a more sandbox experience would generate you a really nice game, I found that the game is basically over if you drop down a limber mill and two windmills and from there it's smooth sailing. Maybe water based income and disasters based on adjacency so houses are more prone to fire further from water and closer to workplaces. Regardless you did a fine job with this but it really would shoot up in my eyes with more content.

YES

A really lovely game I was expecting a bit more from Marrie and maybe a bit of story but it had a really nice atmosphere, the last level was a bit tricky for me in the end I solved it by jumping as far as I can into the spikes and then dropping the seeds, don't know if this was the intended solution but all the other levels were really nice and calming. I think the color palette and visuals could do with some more work and a bit more feedback to the player when they pick up the seeds or drop them would be nice but overall a solid experience and a good job.

I really love this idea, I wish I could produce units and write scripts for control patterns and production lines, other than that you did mention its buggy and I have found that units stack on the same tile, unable to split some enemies just become docile. Lot's of good things and lots of buggy things definitely a great game with more content polish and effort.

Looks like I win old man! ( I am just joking but I did beat your score )