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Travotavo

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A member registered Sep 29, 2019 · View creator page →

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Absolutely all the bonus challenges on the map, and the primary platforming was very fun, being rewarded for faster times in such a natural way was a real treat!

Thank you so much for playing the game and leaving such a long, thoughtful review. The other two care options were fertilizer and pruning (but to be honest those were definitely left aside some as I ran out of time to give them visuals). I definitely plan on continuing this project so your kind words mean a lot, I'll make sure you're the first to know when I have an update coming up.

Yeah! Everything you see in the game was made by the two of us! I'm glad you liked it

There was a lot of charm that I absolutely adored throughout this experience! The experience after seeing the start button in the cabin felt sort of ethereal in a way. Everything was super cool from start to end and you did a great job keeping this a very contained experience for the player. I honestly can't think of a single improvement. Absolutely fantastic job for your first game jam!

Really fun power-up game. I wish the parry was a bit easier to use, it never really felt practical to use. Sound effects were nice and all the power-ups felt useful and seeing the really big numbers towards the end was awesome. Great job on your first jam, you should be proud!

Really fun experience! The music sounds so good and fits so well! Absolutely phenomenal for your first jam game, there's a lot of small details I really appreciate that really bring the experience together. The slight tilting of the tornado as it moves, the mundanity of objects that bring chaos to the office. You should be very proud, this was awesome!

Yeah, I get that! For the jam I really wanted to emphasize the core gameplay loop surrounding the plants, so filling out the game with more things outside them wasn't a high priority. As a full game I plan to add more content to really flesh out the world apart from the plants (my design document is filling up FAST).

Congrats on finishing your first jam, sad the platforming at the end wasn't quite beatable. I would recommend maybe splitting your gameplay into having a few more scene transitions or checkpoints, as some of the treks back to the last jump were really long (the long dialogue walk up to the infiltration for example). I really liked the subtle parallax on the background, there was a lot of cool attention to detail like that in the game which was really awesome. You should be proud, great work!

Very difficult, but was very fun once I got the hang of it. I never found the dash ability but I was able avoid the small snails by running large circles and shooting the big ones. Can't say there's much I would've added in terms of polish, maybe a progress meter cause the win feels a bit sudden. Well done for your first game jam, you should be very proud!

Well done completing your first game jam! The minigame parodies were all fantastic! I quite enjoyed the duck hunt once I understood what was going on. Speaking of, a small detail I appreciate is the UI there guiding the player into reading the buttons, with the assumption not all are correct (players may just click any button that comes up without realizing otherwise). Shout to Forrest, in-laws are great at music, I would know.

Congratulations on getting started! Making multiple characters is pretty ambitious and in my honest opinion, the follow functionality works really nicely for what you need. Functions really well as a proof of your idea and tutorializes it perfectly. Curious if you plan to continue the project, in any case, well done, you should be proud!

Well done on finishing your first game, it's a shame it doesn't seem to be beatable. The idea of these sort of progression abilities is a classic and I was really excited to find out what each of them would do. You may want to check in on how you're using nanites for your models if you are (sometimes they are on by default), those can cause real performance issues if used improperly. The timing of the gates to close during the ice possible make it impossible to finish from my experience, I am left wondering why they close at all. Despite the lag, it's clear you have a lot put into the project, I hope you get the issues sorted, I would love to try this again!

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I really like the idea of not being able to control the player and instead protecting them from monsters. This game is a pretty great execution of the concept, but needs some polish to really hit the mark. As others said, some sort of hit flash or other indicator for damage is near essential and some sort of progress meter for the objective of each level would be nice (time for timers, health for bosses). Speaking of, it seems the boss is missing its hurt box, as it is also entirely unaffected by the secondary freeze zapper. These things are small nitpicks though, great job completing the game!

Very calming and relaxing experience, I definitely agree with Hekuta, it would be nice to have some sort of feedback on the clicks. You have a bug I would describe as auto-fishing, where after the first catch it seems the number of times you clicked doesn't reset, so the fish afterwards can be caught without pressing a single button. The art, music and sound effects work great together in a fantastic way, great job getting your first jam game done, hats off to the team.

Great job on finishing your first jam, this is a bit of an ambitious project for a first time and you did a great job finishing it. The instructions felt a little unclear to start, I didn't realize that download meant to sit on a button and wait for its completion for a few seconds. Once I figured that out though, the rest of the game was smooth sailing. Great job using the blue for the notes as a great contrast to signal the player to mouse over it, that was very intuitively clear. The aspect of the pizza simulator-like luring mechanic on the right really added to the stress of downloading the targets. Great design, great visuals, great work, you should be very proud!

Nice job finishing your first jam game, I know construct 3 can be a pain to use, I had to make a game in college using the free version and the 50 line requirement was very restrictive (such an odd limitation)! A shame you weren't able to export your project as a web build, but it was still a fun scoring game (my highest was 71). I think the goblins hitboxes could be a bit bigger, there were a few times I felt that they definitely should've hit me and they didn't.

Generally you should avoid using music, sounds or assets you don't have the rights to, you can find a ton of free resources online, at the very least, you should provide credit to things you did not make yourself!

A great experience you've put together. I really liked the feeling of discovery I got from wandering around in the dark, pulling out a torch and seeing gems in the wall. I never really understood the purpose of the shovel, maybe put a description of what the tool is used for on your game page? Overall great work and good job finishing your first jam!

This game is exactly my favorite type of thing, you've put together a very cool roguelike system and the deckbuilding you have is very fun. Combine that with great visual consistency, witty names for cards, and the ability to do it all within 9 days for your first jam? You've got a recipe for success, amazing work!

Some cards do need some balancing, bean water is too good, primarily for the fact it has permanent scaling and it provides time (something you need to be really careful about providing the player in this sort of game). I would still be playing the card if it said "Reduce reward by 50%. +1 time. 0 Nut Cost" which I think speaks volumes to how good it is.

Also, ran into a few bugs during my playthrough that led to crashes, I've assembled them into a document here for you!
https://docs.google.com/document/d/1SKMYxNYQpm_VljoxvAGMrLjem7uSZQNb_U7lhZmS86I/...

Again, great work, and good luck in your future endeavors!

Good job getting a game submitted! I had trouble finishing the game since it seems the drain of health and social usually happen faster than the cooldowns of their respective devices. The concept at hand is fun and I can see your vision for what you had in mind, with a bit more time I think this is a real gem!

<3

Great work! Nice little incremental game, the concepts at work behind it are really nice. I think my primary suggestion would to be a bit more lenient with resource conversion in the early game, either in cost of the upgrade or the starting value, since it the largest limiting factor (I think in best case scenario, without any rate upgrades you can get about 50 at most, meaning you'd have to abstain from purchasing for a run in order to buy any of them). That's all game balance and numbers though, great work for your first jam, you should be very proud.

Great job finishing a game! The movement and punishment for dropping boxes is very satisfying. The small obstacles on the ground, though small make for a simple, yet difficult terrain to navigate. I had a hard time parsing whether or not my boxes were being delivered, it felt inconsistent with the goal I had in mind when delivering it and I never seemed to be able to deliver the box to the right house (if that's even what I'm meant to be doing). Additionally, there are a lot of strange performance issues that may be worth looking into some benchmarking.

Your sense of humor shines through with the shops, cutscenes and other characters. The only note on gameplay I have that hasn't been covered by other comments is that for the boss fight is maybe make it a little smaller so that jumping over it is a viable strategy, as it is right now, the window to get on top of it (to stop it from just killing you in a corner) is far too narrow. Great job on your first jam game, good luck on your journey!

It's a very fun idea to make a game about make games for game jams for a game jam about getting started making games. A very cool execution of the idea too, the systems designer inside me is curious about how you've built the export system. I think the hard cap of days does hinder the project to some extent, having a max possible score influenced by primarily random factors really limits the players options for expression. Well done to the team and good luck on your next jam!

It's a very fun idea to make a game about make games for game jams for a game jam about getting started making games. A very cool execution of the idea too, the systems designer inside me is curious about how you've built the export system. I think the hard cap of days does hinder the project to some extent, having a max possible score influenced by primarily random factors really limits the players options for expression. Well done to the team and good luck on your next jam!

Hey! To my knowledge your game isn't playable. It seems you've uploaded a rar file with an html inside of it but didn't check the "playable in browser" button, likely due to it being a rar instead of zip. If you could export your game as a windows exe and link it to me I would love to play it and rate it!

Reminds me a lot of those inspection simulator games you see like "Papers Please." Great job on the visual scenario and mechanics. It would be nice to have some documentation somewhere on the page about what LOX and H mean if it isn't present in the game. You took your project in a very cool direction for your first jam and did really great with it!

Well done on your first game jam! I really enjoy the movement and attack scaling, the only note I have about it is the strictness of the punch as a hitbox makes it incredibly hard to hit the flying bugs consistently. I think your level design could use a bit of work, the platform with three enemies (which is already incredibly hard to make it onto), is followed by a jump that is extremely easy to clip your head on and die. Being that late in the level, I spent about 10 minutes in that room alone having to grind back all the shards in order to attempt the jump again several times over. Take all of that with a grain of salt, I had a lot of fun playing the game (and honestly had a lot of fun with the floaty jump itself) and you should be extremely proud of the game you put together.

A few unpainted walls to be sure, but the grounds for an amazing puzzle project! Great work on the logic and setup, I didn't encounter any bugs despite my best efforts. I loved when more furniture shapes were introduced, if you plan on expanding the project I would love to give this another play. Well done!

Good job on your first jam, walking around to gather gold to buy your gear is a good concept and I really liked the prospect of getting to steal all 100 gold rather than finding the chests, a nice touch for sure. Looking forward to if the adventure continues, good luck!

Very cool, I had a lot of fun, but it was very hard! I think the way you do pathfinding makes the game very difficult, which can be good or bad based on your intention. If you intended it to be hard, good on you, you should be very proud of your enemy design. If you didn't, consider the wizard can only fire on a horizontal axis, and enemies won't move onto that axis unless they would be running into the player (which does damage to you, not them, meaning this strategy is one sided). I was also a little confused as to what the mimics did, so finding a way to communicate it to the player would be a good idea! Despite it's difficulty, I made it to round 20 on my best run. In any case, great job on the jam!

Well done on the game, the button fighting the cursor is a fun idea and you've executed a lot of subtle details I really appreciate in terms of design and creativity (Ex. the button dodging and then doing its spikes, avoiding the player taking an unfair hit. The blue screen gag for death). I ran into one issue where the button doesn't do it's dodge on the first startup sometimes, going straight into the boss battle, which may be worth looking into. While I don't think you need a wider variety of attacks, I think you need more attacks that don't necessarily aim at the player (or aim at where the player is going). Since most projectiles lag behind the player's movement, the player can move in a circle to avoid engaging with the fight. I've found it a bit more fun trying to navigate the widespread bullets by trying to weave between instead of moving in that circle. Overall, really it's well put together and you did a great job!

Awesome work on the rage game, I beat the game in about 5 or 6 minutes on my first go. I think you have only a few things you'd have to clean up in order to get the gameplay in order, mainly how the game handles the collision and the L/R controls. The floor feels a bit too sticky at times and I found in rare occasions I'm able to jump off of walls? The speed in which the character moves left and right feels a bit too fast, in the way that turning mid-air for some jumps feels very unintentional (Could be a personal taste thing, but also maybe experiment and playtest with limiting turning to only jumps or something). The level design is an instant classic and works great with the movement. Well done on your first project and sorry if I come on as a bit too critical, what you've done is fantastic.

Thank you so much for the feedback! I definitely plan on trying to get it on steam one day so be on the lookout!

That is a fascinating bug, I would love to know a bit more if possible. One possibility I'm aware of is that points cap out at 99 (something I did early as a means of not having those numbers scale indefinitely, but according to feed back I will be raising the cap and tweaking the knowledge system overall). Were normal actions (like inspecting the dead or harvesting crops) simply not giving points?

Cute short and sweet game, very well done for a first jam. Congrats on the finish and I hope you intend to continue creating!

I love how the music changes for the scenes in the game, it really ties in the immersion and its a really fine detail to implement.

I think the cave could've afforded to be a bit shorter and but I appreciate the easter egg being really easy to find. "Aren't you forgetting something" is also a bit vague in a game with almost no words that appear before it.

10/10 game. The graphics, music and gameplay all work really well together.  The theme of an old windows startup is very cute and creative. I'm not a huge fan of bomberman, and it had shown through at how bad at the game I was, but I can proudly say I made it to the Mahjong level. Great job to the team for getting such a wholly complete game together.

Wowowowowowow! What an awesome experience, the puzzle platforming leading to getting the key was so novel and well put together. Each one of the settings menu had such nice attention to detail and a resounding consistency. After getting through the locked door, there were some slight issues with platforming near slopes and ceilings, but negligible in the long run. Really fun, short experience. AMAZING work for a first jam.

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All the music is made by Owen or JUST0WEN  here on itch!

Very concise concept, great work keeping it streamlined and making a fun, polished game for your first jam! The writing is quite funny despite it's minimalism and the choice of environment was clean and nice to look at. It would be nice if the player moved maybe a little faster, checking the map was quite slow and I think the style of game lends itself better to a more frantic pace, it may be something to playtest.

I think there's a great concept at work here! The battle system is quite cool, but I wish the enemy made better decisions since most actions led to a lot of dead air and them wandering off screen. The three cards provide enough diversity in action for strategy, this idea could definitely go a lot further. Congrats on your first jam and good job bringing this concept to life!