Thank you so much Pet!!!
Your streams do more than words can describe!!
BenskiGameWorks
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Never imagined I would play Mine Sweeper in first person
Awesome presentation with Portal vibes, and fitting art direction.
Mine sweeper game mode and functionality in first person well executed.
Some criticism:
1. The objects falling down into the sweeping zone - felt a bit unnecessary - should at least be able to move them because they sometimes blocked the line to sweep for bombs.
2. This is really a nitpick, but no pause menu
Overall amazing submission and amazing work!!!
Thanks for playing and constructive criticism!
If you reached the wall jump section you got very close to the climax. If you are interested you are welcome to watch the video attached in the submission page or try to continue from where you reached. (Although there is quite a lot of wall jumping coming so be warned XD)
1-2) The laggy feeling is caused by the low frequency update of the color splash, will keep that in mind!
3) I agree, there is much to improve in the movement
4) The wall jumps are a 1 miss fail, missing 1 wall jump means no more wall jumps. I should have made that more clear or let the wall jumps reset with a timer.
Woah!
Thank you so much for the kind words, it brings me joy and motivation. I think I might go in that direction, as I plan to join another game jam this week (The Epic Stack'O'Bot Mega Jam). I think I might revisit this project to incorporate some of it's mechanics into the jam.
Again it's so nice to read that you like my work, and I will keep a closer eye on this project as I progress in learning to develop.
Love the aesthetics and UI, literally made me laugh at the title screen. Good theme interpertation.
I'm not sure if it was intentional or if I kept running into a bug, after 2-3 turns I completely lost the ability to peek at cards and could only play them. (single click plays a sound but does not peek, only double click works and immediately plays the unknown card).
Loved the theme interpretation!
The moment I realized I'm playing as the ball and saw the "Cranage" points meter... hahaha
A truly fun and hilarious game! very good work on the mechanics, visuals and sounds. The music was spot on, made me giggle the moment it started.
- I did wish that there was more objects in the way (i.e. make let there be much more carnage)
Overall great game submission for this jam!
Hey!
The arty direction is on point! Very atmospheric, from the music to the visuals it has this creepy sensual sci fi energy.
The night day cycle mechanic is neat and guessing the product based on the strange dialogues was great!
I think I kept hitting a bug, I tried to play 3 times and I ran into it each time until I decided to quit. (I'm playing on Windows).
I would get a certain character stuck in front of the shop counter, then I would "serve" it but it would just stay there and I could serve it again and again. Other characters would arrive and (my guess) is depending on their draw priority maybe? They would stack up one on top of the other. Going to sleep did not reset it and I would start the next day with a bunch of customers stuck in front of the counter.
Outstanding writing, literally managed to make me me feel creepy.
The different endings are a good idea, made me want to reply it after at first I finished quickly with the "good ending".
- As a game though, I didn't feel I had much choice (I never played an interactive story like this, so in temrs of gameplay I don't know of any better options than clicking for a different branch - maybe something like the telltale games could be utilized?).
- Music and SFX could be a great addition to set the tone
Very neat game!
The art design is on point, music fits perfectly with the relaxing vibe filling the aquarium with sand.
The scoring system seems to work great too, depending on how close the objects are to the target.
A few crits:
- The chat skipping was a bit wonky, made me accidentally skip many texts when wanted to fill the text instead.
- The opening story could be shorter and "to the point".
Loved the art style, animations and sound!
Everything from the start felt good, every click of the mouse, like every tiny detail was thought of.
The mechanic of the planet spinning under the player instead of the player spinning around the planet was genius.
Very good sized game for a game jam.
A bit of crit:
- I would suggest making the screen automatically go into wide mode when flying off a planet, it took me sometime to find where it says "press M".
- The UI when using the building was blocking the screen and it felt awkward to kind of close and open it every time wile waiting for the resources to finish cooking.
Great work!
Very courageous choice to try and recreate a souls boss fight!
The hit boxes were working surprisingly accurate and the art design is great. Great choice of music and SFX.
The slow roll animation though, I mean it's possible to use, but it's such a crucial part of the fight that I felt it ruined it. I think that if you could nail the roll, this is a very good project!
Cheers!
Very nice atmosphere, art design and sound.
Pretty cool mechanic changing the orbit radius!
However, it does get very repetitive after the 2nd planet or so. Missing the orbit of a collectible just to wait for the whole circle again and again got frustrating. Them the enemies felt way too brutal, they just start blasting you and there's no way to escape because of the locked movement, so it felt very unfair.
My suggestion would be to have a variety of challenges using the rotation around the planet instead of the repetitive process of collecting the green orbs each time.
Thanks for playing!
Yeah I thought that I should have probably had the flying mechanic from the start, it was the devil on the shoulder that thought it's good for the challenge to make the player interact with the shop box. And then again, I didn't plan to have it in the game at first, and after I decided to add it, things went a bit off the rails haha.
Cheers!
Great art design, the atmosphere, the sound, everything clicked. It really felt like flying inside a living body. The game is just the right size for a game jam!
I loved the indication widgets around the enemies.
Space-ship controls are hard to implement, very good work both on the movement and shooting mechanic. (I only ran into a few scenarios where Q and E started rotating the ship around the aiming axis, instead of turning the ship, which was the intended behavior from what I understood).
A few nitpicks:
- The spaceship was not centered in the radar widget, i.e. the projectiles were not starting at the center of the circle but somewhere in the right side.
- The pause menu didn't pause the game.
Great work!!!
Great theme implementation and use of Monsters pack haha, I was planning on having them in my game too.
It's just the right size for a jam, I enjoyed it from start to finish.
Few crits:
- A crosshair would have been nice :P
- The tutorial confused me into thinking the gas enemies should be avoided instead of killed.
- The tutorial was switching a bit too quick for my reading, I didn't understand why not let the player switch tutorial cards?
- I think it might be hard to implement, but the spaceship couldn't aim higher than a certain degree. This created the need to either search for angles from which I could reach higher up enemies or get hit by the ceiling in order to be able to shoot them.
Thanks for playing and kind words!
About the gravity, I spent the first 2 days of the jam trying to implement it myself. Then, luckily I ran into a tutorial by Ari Arnbjörnsson from Epic Games. It's fairly simple when using the UE CharacterMovement Component, but it does require some smart rotation manipulations to the controls and camera. You can check it out in the link:
https://dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom...
Indeed I went all over the place with the mechanics, I should have focused and polished one of them given the time constraints. I'll keep it in mind in future work.
Cheers!
Too good for a game-jam is a proper description. This is full-blown puzzle-platformer.
From the art to the level design it's just phenomenal, the mechanics and different worlds hit the spot.
Good work using the core mechanics and making them feel different on each world.
A bit of criticism:
1. Finding a scroll returns the player to base and respawns the eggs. Made it frustrating at first when I didn't understand what's going on. Then while collecting eggs I was scared I would accidentally collect a scroll just to have the eggs respawn on me.
2. Platforms are not moving with Ease-in\out or interpolation. It was quite something trying to catch a platform that moves at the same speed when it changes direction 180 degrees at 0 time.
Other than that, I was in awe the whole time.
Great work! 
Oh I see!
I understand what happened, it's not actually a bug, it's a feature :P (almost)
You flew up from the final platform to earth and hit Earth's orbit which was supposed to pull you into earth. I intentionally stop the oxygen draining in earth's orbit since "there's oxygen on earth". (And it's the ending so wouldn't want the player to die before talking to the earthly elf girl).
Thank you again for your time and effort, I am blown away by -Why did the chicken cross the globe!
Hey!
The game has the right atmosphere, with the creepy ghost following like that and the sound did it's job, it's super creepy.
However, I couldn't pass the first puzzle with the door (I didn't understand what to do when with the switches on the floor, and then the door somehow opened but there was a bug? And I had a "door inside the door".
Let me know how can I continue from there :)









