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toloDev

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A member registered Mar 27, 2020 · View creator page →

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really cool idea, the gamplay changes a bit as there piles gets higher, you need faster reflexes, it becomes more intense. The only thing is that controls can feel a bit unfair, though maybe if controls were fairer the game would be to easy and become boring. So you probably make them fairer but keep the presitiona nd timing needed.

the controls may behave weird but they work for the game. (though of course they are not perfect) the grapling felt really satisfying, i played other plataformers with grapling mechanics and they were frustrating.

the levels were very nice, they had personality and cool obstacles. they don't feel like a tutorial either.

pretty good. 

one thing is that when the gear is moving laterally there is no way to hit it, cause you can't catch up to him. maybe if you had diagonal shooting or move fster than the gear.

amazing game.
unfortunatly the armor bugged so they didn't protected me a little bit, which made the game a lot harder, but still amazing.

really fun game. it felt good to see my unexpirenced baggage turn into a running machine. 

unfortunately, once you hit something, its very easy to hit another thing in quick succesion, or sometimes its simply unavoidable. i had a build were i had only 2 hp and with a single hit i lost my 6 flights game.

how did you come up with the 'move with wasd, shoot with arrows idea'? did you take it for another game? did you started trying out stuff and liked it???

ok, i really liked the concept, so much so that im making a game based on this one.

prety cool concept

oh yes of course. its a laptop on the lower side, here are the specs:

4 cores 4 threads 2.0Ghz
radeon vega vfx graphics

8 gbs of ram (2666)

i played it on the web version (i don't think there is a downloadable one) so maybe that worsens performace.

i found the game to be visually dizzing and abrupt. i don't know if it was becaused it was lagging or because of the pixel perfect aesthetic. Probably the enormous amount of swinging/shake of the screen contributed to that as well. am i the only one who got this expirence?

the controls feel comfortable. the bird enemy is very cool but the charger one is prety annoying.

NICE ATTITUDE

for example, the jump is too snappy, like you go up and down too abruptly.

yes, exactly.

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Really good concept. i liked the clear audio feedback for when you succesfully dashed a circle. the only problem is the movement feels way too draggy.

ah, then it simply went too long giving perfumes so i though the game was repeating itself.

the movement was  a bit rough in my opinion.

reaally fun game. Its  just a silly funny game, i like it. the only thing i could add is that maybe sometimes the push throws stuff to the sides, and that its a bit annoying.

really relaxing game. really cool. somethig i i think could make the game better is if youmade the "click" regularly when you hold themouse button, so that you don't have to be clicking all the time to move. The controls feel great not get me wrong, but i think maybe would make it even better.

The game looks great, the only thing is that the shooting feelt a bit lame, for instance, i think the damage number doesn't acutally means anything. I have to hit the guys like 5 times with 5 dmg bullets, the same amount as i had to with 1 dmg bullets. also the charging sometimes didn't happen. i don't know if im the only one with this bug or if its wide-spread, i seem to be the only one.

i really like the vibe of the game. though the offering of perfumes to the customer never seemed to end, is that a bug? If so, then what a pitty.

cool idea. Decitions seemed a bit pointless at times, like the duck one. Like they isn't much of risk vs reward exept when you buy a course and exange money for skills. And they don't seem to take the story further much, like you become more popular, for what? Of course its prety difficult to acomplish that in the course of a jam, so its understandable, but still. Maybe you should have shifted ways if you saw the game was going in a pointless direction, like try to figure out how to make it relevant, idk.

with all the text it seems like i've been super harsh on the game, but i just wanted to give feedback jaja, good game. (GG)

nice game, the only thing is that the hapiness thing seemed trivial, like it only affected the text that apear at the end but not the game itself. thats by bit of feedback.

The concept is really good and i really liked the music. Something that i didn't like is that the harvest attack doesn't hit the plants that are between the player and the slash, leaving leafs in the middle which is a bit annoying. great game.

after realising about upgrades (i don't know how i missed it, well i know, it was 3 am) i replayed it while listening to Un Verano Sin Ti and it became my favourite moment of the jam, i mean probalby the album had more to do with that that the game, but still.

wait, you can upgrade the shrooms personally? like the little guys themselfs? or do you mean when you make more of them?

ok, im gonna try this game again.

cool bullet hell. nice concept. the obly thing is that the controls for the player are a bit weird,.

really good game, amazing the systems you build in a jams' time. (i mean probabply many were made from before it but still. Unfortunatly the balance is off. Its way slower to make your shrooms do stuff than doing them yourself.

im glad you liked the slipery movement, many people did not.

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yes i wanted to better show the olayer when they restart and when they win, but didn't have time.

 The moment you die is when the water gets to the top. With the test i did, people got that concept so i didn't telegraphed it more clearly cause as you have limited time you have to choose to work on and what to leave as is. 

I never told this but i have a plaque infection, and yesterday i used my rest time by playing games. But today i couldn't get anti-infamants so i was really tired and laid all day in bed. I promise tomorrow i will play your game 

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i mean its my first entry on gwj but i've been making games consistently for like 2 years now.

And about the timer. I considered it, but personally don't think the games needs it. You are already in a hurry cause you gotta get to the end before the water rises, so adding a timer would just be an anoyance.

thanks for the review. I was gonna play your game but my wifi isn't working, so i will do it tomorrow.

its a neat game, the only thing is that the camera is too close up jajja.

really good platafromer, good action and movement. 
The only thing i could add is that the checkpoints are too far away. for example in the tutorial for the bomb dive i had to repeat the basic part i had done 20 times in order to have an attemp at the driple dive jump.

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Hey, its nice to see another plataformer on this jam. so far the only one i found. The art is good, and the audio too (unlike mine 😭) is pretty good. Something that i didn't like was the plataforms placements. they were all clunked all over the place. It seems like they were design so that you have to do a very specific movement in order to pass them, instead of beeing designed so that they create fun movement challenges.

now that i realise, we gave the exact opposite feedback to each other jajaj. i guess we have our own styles jaja.

What exactly do you don't like? That they are too slippery? or what?  i made the controls not to tight on porpose so that it is more of a motor challenge and not only going around the map jumping. But i reieved a simmilar feedback from a friend, so i could probably review that.
thanks for the feedback.

The setting and interpretation is pretty funny, but the gameplay is kinda dull,you enter a room, they fight without you doing anything, repeat.