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A member registered Oct 13, 2023 · View creator page →

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This was a really cute and fun platformer. I had a little trouble at first getting good at the jumping, but after getting the hang of things I found the puzzles fun to solve

I really enjoyed the way the items worked, and how they offered new ways to explore the area. I would of liked if the fire item had 1 more second on it though.

I loved the art and environments, but sometimes I would get lost. I noticed transitions acting strangely sometimes as well and couldn’t tell if I was just turned around or if I was actually being sent to a different area than the one I was expecting.

Overall I think it was really well done, great job!

Fun battle system, interesting vibes, invokes a good sense of that old school horror nostalgia, especially in the music.

I enjoyed the art and the theme, everything feels creepy and gives a sense of unease. Some revision on the dialogue sections would really make it shine even more. Just shortening some of it so the impactful parts stand out.

I really liked the battle system, and getting new cards for the deck. It was easy to understand and get into, it did take a full run before I understood but the run was wicked fast so that’s just fine.

I couldn’t always tell if I was running into bugs in dialogue, getting repeat events somehow, or if I simply made bad choices, but sometimes the flow of the story didn’t make sense.

I had a run where I went to the festival twice, the first time I defeated the priest but then was taken there again, where the priest insta-killed me with no fight… despite me just eating him.

Overall gave me nostalgia strangely, I use to play text adventures and this fusion of text-rogue-deck was a refreshing twist and surprisingly horrific. Good work!

Wow, impressive style and I love the world and character designs.

The appeal of the graphics and sound sets up strong expectations for gameplay, which I really tried to master. I spent around an hour trying to get to the vampire queen. I wanted to reach at least a point where I felt like I had made decent main-story progress. Unfortunately I was defeated in that castle so many times I had to end my journey there, but the world itself made me want to explore it.

My main feedback would of been to lower the opening difficulty some, and move some of the how to play dialogue into the starting town. Notably there was a line I didn’t read until the mouse camp about being able to duck under flying enemies that would of saved me some time.

Also the cat made me think I actually had to do that grind which took up the first half of my play. Maybe if it had clued me in at that moment that it was a suspiciously large amount of carrots I would of searched for other options sooner but I just went out and fought enemies and got like 20 game overs, lol.

That said, I still didn’t want it to hold my hand, just some clue. It was pretty authentic to NES feel to have to search out other options with no hand holding, so bonus points there for that.

If you want my feedback about combat changes I would say the player’s attack range is too short in the side scroll, and side scroll enemies appear very frequently in the graveyard area so despite being easier to manage they still become quickly too overwhelming. Also, in general I felt like the enemies had a lot of hit points. At least in the beginning part I played.

Overall great entry you really went all out on the style of the game and I can appreciate the vision behind that. I even tried some time with and without the crt filter. I noticed it seemed some art choices were made with the filter in mind but I couldn’t stare at it for too long before feeling disoriented. I don’t typically enjoy crt filters but I like to give everything in a project a chance and see the vision. Good work!

Nice work getting the classic Zelda feeling and I think the art is really cute

Moving between rooms would catch me off guard sometimes, I did appreciate the rooms with shields that saved me at the door.

I found it difficult in parts, but I did appreciate the continue point.

I loved the cutscene, it gave me a good laugh

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I was impressed with the splash open, nice job with how the logo breaks apart, very entertaining.

The title was also impressive. I do have to note the NES feel is hurt badly by the VFX presented. They aren’t bad themselves. Particularly nice in the title. Just since its NES jam I have to note they take away from that particular feeling entirely.

I felt like some of the lines could be trimmed down in the dialogue to make those sections shorter to keep focused on the arcade action.

Gameplay wise it was hard to feel like I was getting any better at the game. There was a particular section that defeated me, and unfortunately in my playthrough’s universe, humanity is over as I could not get past it:

It was the section when you get slow cursed and then fight a wave of enemies moving side to side and firing fast. Its hard to dodge, and the bullets have a tendency to come in large waves. I always got to that section with 30 health and it obliterated me. I even stopped to farm health while I had only 1 enemy, which was time consuming and at +10 health per drop felt like grinding more than farming.

Some suggestions you could try for balance:

Maybe if the enemies were moving or shooting in a more predictable way I could have learned a pattern, but the bullets seemed to each be firing from each ship at different times.

Also More health in the health packs would of been a life saver (literally), even just 20 instead of 10.

It has charm though, good job! I like the arcade feeling of it even if it didn’t hit the NES feeling for me, it felt like an old arcade cabinet. Also the music was a good fit

Cute! Has a Zelda look to it, with a surprising amount of content for a jam game. I managed to beat the boss in the dungeon at the top of the mountain, but it took a lot of effort.

Enjoyed the wind staff item, but I was hoping it would do more to that dungeon’s boss

After that I found the curse potion, which I was interested to test the mechanic but wasn’t noticing the benefit of the trade-off.

I had died a few times getting to that point, and my journey had ended when I got locked into that scene with the purple water in the bottom right, same as another commenter. I was stuck in that exact spot, approaching from the north.

Great vibes, it was interesting to explore, I had fun running around as the pumpkin patch king!

Cute frog game!

I loved the attention to details in the menu, and spent a little time appreciating the blinking frog. I don’t know how it triggered but something about doing that caused the menu to not hide after starting the game, had to refresh the page. It happened again after that. But third time was the charm and I did play through.

I got stuck on some of the ledges, which felt awkward to wiggle out of. In particular at the end there is a narrow space I thought I might of been stuck in.

The art was beautiful, and the song was awesome. Enjoyable platform game, I had fun!

Me on level one: so intrigued by the flashlight mechanic I forget there’s a jump button.

I really liked this game, its very NES feeling and I love the graphics.

I played through to the end and I think design wise everything fit together great. The art was legible, the music fit the tone, and the mechanic was interesting and had me thinking about my route.

Its already been mentioned but I noted issues with the ice block colliders and sometimes the 1-way colliders will drop you when you walk over them after just landing on another.

Another note I made was the moving platform won’t let you jump properly while it is moving down.

Overall I had fun, the art style and between-level-text kept me interested. Great job!

I am a huge fan of beat-’em-ups, and I would of spent many many hours on this one back in the day. Just to find out more about these characters and learn how the tale unfolds while smashing heads.

The sound was fantastic and I couldn’t get enough of the dialogue. It was a bit quiet, and I checked my sound. I had to turn speakers up to high to hear the lines. The music was fitting, energetic, and well composed.

I think it looks stellar, but I do agree with another comment about how it would of needed a bit of sprite flicker, I just don’t know how much. Over all didn’t take me out of the NES feel though

My tried and true strategy of most beat-‘em-ups was not only present here in the attack layout, but also felt OP. This wasn’t bad per-say. I tore through weaker enemies like butter, doing drop attacks and stopping my cheese to fight when it felt most cinematic (btw v cinematic game I LOVED the bridge). When I got to the final boss it had me standing toe to toe with them in a “Huh, I’ve broken a sweat.” kind of way. So I think the balance is pretty good.

All and all left me wanting more! I played twice, fantastic game.

Thank you! I really enjoyed the knockback effect on this one too =)

Oh dont I know it, I just finished another jam where I had almost no tutorials. Felt like the polar opposit of this.

I may or may not re-visit the project for some kind of re balance but chances are decent it stays in this state unless people are playing it still after the jam for some reason. Thanks for the ideas tho

Also don't worry Im not being hard on myself about old Billy's game. I learned a lot of invaluable lessons here about handling resources, using constructor functions, and ai decision making. Each jam game I enter has a specific learning goal and Billy's main job was to teach me, then entertain.

I bought this game off some guy on the street selling old travel brochures and empty gum wrappers out of the back of a  wagon he was pulling with his tricycle. He said it was one of those hit indie games everyone's jiving about where the main character cries about his mom. It was a decent game, I even managed to become master of the fecal funny by playing.

Thank you for your feedback!

I agree about the dice, it was one of those "Why don't I do this" ideas that ended up not feeling great but by the time everything was in place I didn't have time to re-evaluate the resources system. There were mechanics for re-rolling and adding dice to your pool that help the balancing but it doesn't do enough to offset the frustration imo. Also I want to personally apologize for the tutorial. I had thrown it in last minute when it occurred to me I had to explain the game's rules so that wasn't ideal xD

Thanks, I was going for similar but different. When I heard the theme one of my first thoughts was a horde that gets bigger. My main goal was a ton of AI operating at once, I'm actually really proud of the enemy pooling system that does that ( you can be surrounded by a horde of up to 200 =D ). Survivors style fit into that "there is a ton of enemies with basic logic" idea so I rolled with that.

hehe, yeah the cutlery was my personal favorite so it got the most QA from the dev (sorry) I wanted everything to be balanced of course but at least each weapon is a viable option. I actually had to cut a whole slew of weapons and an entire upgrade section for decorations ( hence the computer UI is so empty ), I originally wanted the player to decorate their apartment and receive buffs based on what they decorated with.

Happy to, and I'm glad!

I always over-scope my jam games, so I've started coming up with my "I would like to do this" idea and then selecting 1 mechanic at a time, starting with the fundamental ones like movement if that's involved, then to the ones I don't know how to do yet. I never meet the scope of my original idea, but with this approach by the last few days it is pretty clear to me which mechanics get cut and what needs to be finished up to make it more game-like, and leaving things I know to do for last makes it more likely I know how much time I'll need to finish them.

This one was challenging, I enjoyed learning the strategy of which weapons to choose first ect. I gave it about 3 or 4 runs, I was trying to make it at least to my second ship upgrade but I always seemed to get obliterated by the time I had 41-48 crystals for the 50 upgrade. I still had fun, and overall though it plays smoothly, and the Artwork is top notch, well done! 

Now this is my kinda game. I actually ran it 3 times since you gave me a special goal (I'm a bit of a  completionist, trophies or no) and yes I made it through with 0 hits! I also started speed-running it halfway through run 2 when I realized I could avoid hits easier by not killing EVERYthing but I just loved those death animations so much. This is what its all about keep doing what you do. People like me need games where we run around sewers and fight rats with knives using a baseball bat. I loved the art, loved the design style, had a blast

Ah yes we've really uh *checks notes* "synergized zero-trust partnerships" Great work team! Cute submission, you really *checks notes* "delivered robust models"

Great job, and I have to note the UI design and pixel art is very crisp an' clean. Also I spent most of my day at work in the bathroom as always.

This one is actually kind of addictive, but I think that's because I use to do a *lot* of data entry (although I didn't work in such a peaceful void). This also taught me how often I use backspace, also I noticed something minor, but one of the words is Godot, and the shift press for the capitol killed my run xD. Overall very nice I went for 3 runs

I dig this one, the sprites are nice the music is haunting and sci-fi and the mechanics of being a space bulldozer are chaotic and had me laughing. I was spamming space to go at ludicrous speed and actually I recommend it. Great work! I also enjoy the story, its a vibe

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I came for the thumbnail and the title, stayed for the RTS Zombie gameplay action. In all my years of gaming I have not played AS the zombie horde, I have to say it was way fun. I was able to actually plan and strategize ambushes and broke into a building before my horde got wiped out,  great job!

Edit: Ok I did a follow up play because I couldn't leave my cat and that was a cute ending I liked it

With a name like that this is my cup of tea. I feel like there's speed-running potential in the way you're doing the movement mechanics for that crane, I don't know why, just somethin' about that crane-bucket tech. Nice job, fun and cute! The descriptions for the weight of the barge were a nice touch

I couldn't stop laughing honestly, loved the writing and great graphic style as well. Everyone rips through me like I'm tissue paper though, its a bit grindy to get the levels needed, overall great experience

Very charming game, loved serving bootleg video game characters drinks and hearing their woes. I like the art style too, I have a special place in my heart for squiggle vision

Hilarious entry for this jam, I like the concept. I run on a low end machine, so the frames were dipped into like 15 fps so I didn't get very far but I did get to ride the horse for a while and had some laughs!

This is a fun little game, I really liked the floaty jump mechanic! I had trouble hitting the cloud without taking damage myself, but with such a large health bar it was never a real issue. Good job!

I had fun with this one, its simple and cute, I like the style and highlight shader. The game had me wondering what was gonna go down at this office,

A little bit of feedback from my experience:
I would of loved to know what the issues the employees had were, or even had to go grab something from the office and bring it back to them. That could make the issue resolution more engaging, while still using systems already at play: text and the pickup/throw system.

One other thing to report from my experience is the very beginning when you're locked to looking towards the instructions made me think something was wrong with my mouse or something, I actually reset the page before realizing walking would free me. Not so much a problem as just confusing, to at least one person

I don't want to spoil anything but I'll say I like how you chose to handle the losing condition when the issues pile up. Good job!

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I was curious so I looked it up, and I should let you know this is actually a bug with Godot, apparently there are issues rendering the particles with AMD graphics cards (which I have) so likely this isn't even your issue but something to be aware of. Apparently they have a fix that just isn't pushed to stable.


https://forum.godotengine.org/t/cpuparticles2d-is-not-running-on-html5-builds/78...

I am indeed on Windows, and no worries I just wanted to give a fellow dev some accurate feedback to help improve your games

lol, yes indeed you did thank you for that feedback it made my day.

About your particles it may be because I am running it in the browser perhaps? I tried running it again to see but even at level 3 I still don't see particles on my end so it's likely a bug

Clean looking style, well put together, my biggest complaint was the frustration that comes with being pushed back from the wall so hard when I bump it. Having every mistake launch me back so much was a bit discouraging. I wanted to see more of the game but I found the frustration hard to overcome. Overall, the style is great! Good job with the art and sound design

Cute lil' game, this one gave me a chuckle I wasn't able to see the lovely fire effects on browser for some reason but I see in the screenshots they're there. Well put together, love the simple art style and idea. Well executed

Cute platformer! The difficulty really ramps up after the 2nd level, I could only get so far after the wind picked up. A few pieces of feedback going through my mind:

It would be nice to have some indicator of the wind for the player, to show its direction and strength. This would make the wind jumps less of a guessing game.

Another thing I found myself wanting was for the character to have essentially 2 states of jumping, the first which would feel closer too normal and have more weight and then after double tapping jump having the player open their cloak to catch the wind and glide. Overall good job!

Great game, had fun with it. Thank you for including the FPS limiter in the options, the game ran much smoother capped on my browser, which made it much more fun to play. And all assets from scratch? Great work on this one folks!

Fun game, accurate description of working retail.

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Thanks for playing!

The full screen option should be available, you just have to activate it in the bottom right corner of the game window after running

Cute game and nice effects with the bugs and parallax, I could of wandered around just meeting bugs ^^

Nice work and great sfx, gives it a fun vibe, feels like playing with those RC cars that only have forward and back