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VinceCreates

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A member registered Mar 30, 2021 · View creator page →

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Really fun concept, nicely executed, and well polished ! This could easily be dropped on the play/google store, and no one would know this came from a jam.

Great first entry and can't wait to see what you come up with next !

Same honestly hahaha. This is the main reason why the game is not as polished though, I really wanted to see what that would've been like, but we do what we can in jams, and the feedback is so helpful, so I compromised on a lot and tried to get something out !

Thanks a lot for all the feedback and playing the game !

I totally agree I should spend more time on the experience on keyboard/mouse, since I mostly play and test on controller, and make that experience as smooth as possible, then try to adapt it to pc, but barely had time to test it out this jam.

I thought about changing the constant walk speed, with a sprint like you said (simple stamina bar), that would make noise while sprinting, and attract the ghosts. One of the gadgets is an invisibility cloak, which would make you slower as a compromise, but didn't have time to implement the gadget system :( 

The constant speed definitely gets boring after a while, but this jam was really messy (and I started late), so that's why the polish is also not really there.

Thanks again, and I'm glad you still liked some things about this rough prototype of a game haha !

Thanks for the feedback !

I definitely should test my games more with keyboard/mouse, since I mostly test them with controller, and adapt the controls to them (since it's easier to adapt pc controls from controller than the other way around). 

I never really check if the keyboard experience is as smooth as the controller one though, which is probably why it can be overwhelming if I introduce too many buttons/mechanics, so that's helpful to know.

I'm glad you still had fun playing it, and got a feel of the ambience I tried to set up, and would recommend giving it a try with a controller and some good headphones ! 

Very original, and pretty immersive with the sfx and audio, just sad it was so short (Or maybe I somehow chose a correct path instantly, but It took me about 1 min, including reading the text)

The song also becomes an absolute banger at some point for no reason ! x)

Fun and basic game mechanic, I could play a whole game with this mechanic ! (Could be a fun mobile game)

On the last level there are some tiles drawn on top of the rotating tiles, so you can lose them if you don't pay attention, but that's a minor detail.

Really good finished product in the time you had !

Fun concept, (I could play a whole game designed just around the jumper mechanic, and I think the whole game is beatable with just the jumpers)

It's sad that there's no way to retry a level, since when you lost all your bots, there's nothing you could do but refresh the page and go through every level.

Good entry over all, with some final polish on sound and art this could be a fun finished game !

Loved playing it through the end ! It was fun grinding for the different materials you wanted, with the different battles, even if like you mentioned, some battles felt unbalanced once you got some gear haha (But that's not a problem really, feels nice to feel strong once you upgraded your gear)

 It's sad there's no sounds at all, even some basic sfx for the forging and battling would go a long way ! (I always try and add sfx to the main mechanics asap, because I know I don't always have time later on), but overall, there's a lot of work behind this entry ! 

It's fun because we almost have "the same idea", since I haven't seen a lot of entries about actually collecting the resources you forge with, but the execution is totally different, yet also fun !

(Won in 14 days, 55 fights and 1 death)

Great entry ! It feels like you took the theme more as "gadgets", but it's executed really well ! 

I had a lot of fun trying to beat every section, and failing jumps didn't punish you too much, so it was fun to keep trying (it took me a while to understand that I could just climb from wall section to wall section, if the hands were touching it. I kept trying to go as high as possible, fall over to the next wall, and reactivate the hands by pressing E, but it was hard to pull of consistently because of the fall momentum that would pull you down 2/3 of the time haha). Once I understood the climbing better, it was less frustrating, and really enjoyable to play !

The SFX and Art go well together and are nicely polished. ( I just noticed his hand in the background would change color in the Idle animation, you probably just forgot to fill his glove in one frame ).

Another thing that felt off sometimes are the hitboxes with the pipes (it actually helped me with some jumps, since you can almost make it, stand on the side of the pipe, and make a small jump to get on it haha)

Overall a great entry, had a lot of fun playing it (why I noticed the little "bugs" :) ), and looking forward to your next one !

Very polished game experience ! The music and art fit very well together, and the mechanics are very well executed ! Like you said in the description, it's sad you couldn't finish a proper game menu, cause that would really put it all together ! Like mentioned in some other comments, the forge game is really nice, but some sfx would also make it feel complete !

Amazing job overall and definitely a submission to be proud of ! (I wish I had time to polish my game even half as much, but this jam got messy hahaha)

Thanks for the great feedback! 

The dungeons are procedurally generated indeed, using a BSP algorithm (Binary Space Partitioning).

I did try and balance the world size out, especially once we got the dungeon and ores implemented, but I got to admit, I haven’t been able to fully test it once all the mechanics were in place, and I thought the game could be unbalanced in different ways.

I do wanted a big “labyrinth” sort of layout, so that you have to be mindful of where you going, since it’s a game about not getting lost, while managing your resources, and I thought the current amount of rooms was ok (16 every time). 

I also wanted to make sure the game could be winnable in one run through the dungeon (you need 10 magic ores to build the exit portal), and if I reduced the number of rooms with the bsp algorithm, it would be 8/4 (by powers of 2), which would make it impossible to win the game in one run. (I’m not going to tell how to win, but you can only find one magic ore per room)

I could’ve however made the world size and rooms smaller, which would’ve lead to shorter paths between rooms, but then again, I really lacked in time for balancing/polishing.

Thanks for playing and leaving some critical feedback, and I’m glad you got some fun out of it!

Oh, that is all intended, I just wish I could’ve provided some more visual feedback and polish those mechanics out (inventory with the tools, and better forgeUI, since this is what I made to implement the mechanic, and barely touched it since, due to time).

 The recipes for the different weapons are basically checkboxes that get pressed through script once you forge an ore correctly, but are all disabled so you can’t press them yourself.
If you’re talking about the OvenUI, I basically copied the ForgeUI, removed most of the buttons, and modified the script, so yeah, the ores that appear (“copper” + “tin” = “bronze”), are all still buttons, which I also should’ve disabled, but I hadn’t even thought about that!

The game is also about resource management, so I decided you wouldn’t be able to swap out tools, and can carry a maximum of 2, so if you already have 2, and forge a third one, you can’t pick it up until you break one of your tools. This makes forging in the dungeon better on one side, since the tools will stay there, you can go break one tool, and go pick it up. But if you forge it in the forge room, and go out of it, you lose that tool.

It is good to know tho that they seem like bugs to players tho, since I thought it could be understood through playing the game, and getting what it’s about, but better polish is definitely needed for a better experience !

Thanks for the more detailed feedback, it definitely helps!

Thanks a lot for the feedback! Could you tell me which controls were a bit confusing? (I mainly test with controller, but should test more with keyboard/mouse in future jams to make sure it feels good).

Could you also tell me (if you remember) which bugs you encountered with picking up items, would be greatly appreciated ?

Thanks again for the great feedback, and playing the game, and I’m glad you still got something out of it !

Thanks, I totally agree, I basically had 1 day to polish the game, and I tried to focus on priorities (tileset, character, oven, anvil, door, menu), and some particles here and there. 

It would've been really nice to have 2 more days to balance and polish it out, but it is what it is, and I'm actually surprised I got something out in time haha. 

I do agree the tutorial is not that helpful, it's more there as a sandbox/testroom, to test without consequences and pressure, and a lot of ores, to get the hang of the basic mechanics, and test different weapons' durability/damage, depending on what material you craft it with. 

There's a lot that couldn't even make it in the game, cause I didn't have time for basic testing/polising, and would've made the game look even weirder x) (Gadgets, Chests and a key generated with that chest per dungeon, that you have to find, and then forge the correct one to open that chest, which then gives you the gadget indefinitely)

Thanks for playing, and leaving critical feedback, it's really appreciated !

Thanks, your feedback is greatly appreciated ! I'm kind of amazed I got something out in time.

The tutorial was made in the last hours, since I realized the mechanics were a little too "unique/uncommon" to just be thrown into without any explanation, so I quickly used my testroom, and turned it into a tutorial room. For the rest, I want the player to test things out since it's a discovery/survival game, and not carry them by the hand the whole way, you're a forger after all ! :)

 I put the controls in the description of the page, but it's definitely something that should be included in the game !

It's sad the gadgets couldn't get properly implemented on time, but I'm just glad I got something out that is playable, in time, cause it didn't seem like it when I started on Tuesday, when I finally had some idea of a game hahaha. 

Like always, it was a lot of fun working on, and I learned a lot, which is what these jams are all about ! I just had very little time to polish, so had to do a sort of "semi-polish" on everything pretty quick, which is sad, cause polishing and juicing up the game mechanics is a lot of fun.

Thanks for playing, I'll check your game out !

I love the wobble animation, and the art fits well together. It could've been a little more complete with some nice SFX for the mining and some cave ambiance, but a nice concept overall !

Just the intro already is a masterpiece, classic cooler board x) ! The sfx of the cards are on point, with the rifles etc, for someone who loves handling/playing with cards. Very polished overall, maybe a chill background song (almost elevator music) could really fit it all together, while making your decisions, because no card sfx are playing there :p

Overall this is a very solid entry, nicely polished, and the forge mechanic is a nice twist that adds complexity to the classic game of BlackJack, which is always fun to play (without real money ofc, it's a scam, but shhht !)

The Idea is very cool, with a cute art style, and a banger soundtrack ! It's unfortunate that you implemented controller support, but no way to jump with it (at least I tried every button), but it's a minor detail of course. Maybe another forge mechanic could add to the immersion of the game, something other than a list of options, with a button to forge (now it just seems it is there because the theme was Forge haha), but otherwise it's a very complete and fun game ! ( I got stuck on the level where you block yourself out by spawning a barrel on the button under the 2 doors, and thought maybe I needed to use the trap, but every time I spawn a trap I just seem to collide with it and die myself haha). Fun entry, and great job overall !

Thanks a lot ! I really appreciate it, with all the hard work put into trying to polish it up for the Deadline, it sure was fun and I learned a lot ! It could definitely use a soundtrack (that increases in bpm by day or something, to add more variation), and I'm definitely working on one, since I've decided to continue the development on the game (Android mostly, since friends asked to port it to the phone). If you're interested in "becoming one of the testers" (the more feedback the better), I uploaded the Android version (apk download) on my profile (Witch Hunt Alpha). We're currently at the first update already, stuff keeps coming !

Again, thanks a lot for the kind words and feedback, I'm sad I didn't get to try more games out (I thought the rating deadline was sunday like last jam, so I wanted to start rating some more now, but I see it's over  :(    ).

Thanks a lot, really appreciated! 24k is not bad at all, especially considering the lack of power ups right now ! (Only one)

Thanks a lot for the feedback ! It’s so much fun to see someone play and react to your game, and it definitely helps to see what works and what doesn’t.

I changed the night system right before uploading this updated version, because you started at Night 0, and I somehow must have forgotten to update it correctly during the play through.

Also, when the day comes, everything burns super quick, and you have almost 0 cool-down on your firespell, so it’s a constant loop of tension and release (night and day).

Thanks again ! The balance between going fast/slow and high/low is what I was trying to go for, so I'm gad at least some things about it are feeling alright. I have to say, I had to tell my brother and 2 friends that tested it to go left and slow down, cause it definitely wasn't a first instinct haha :)

Thanks again. Nice to see I have the same ideas, just couldn't fully implement them on time. 

I wanted a blue fire bar to fill up for the villagers you burned, and have a special spell system once it is fillled up, and also have them drop potions upon burning very rarely, that basically gives you a second try upon dying. (I have a potion sprite I really wanted to use haha)


The branches have kept me wondering what to do with them, since I basically added them as an incentive for the player  to not just stay up in the air, but haven't really found a better purpose since, and I realised you just barely burn them, so it could be nice to maybe be rewarded indeed.

Very cute game ! Nice aesthetic that is very immersive. I'm also glad to see a game with controller support, since I enjoy testing these games after a long week of coding on my keyboard, layed back, with a controller in my hands, and I just haven't seen much games that implement it (which is sad, since godot did a very good job of making it pretty simple to do once you get the hang of it). 

I would be very interested in any ideas you have on game variation, if you have any, for someone who has understood and played the game to get so far !

Also, when I had a friend or two test the game out in later builds, they seemed to have difficulty to go as far as you did, so I didn't think there was any need to increase the difficulty in the end. But I totally see what you mean, cause I felt the same when testing the game over and over, but thought it was just me that got too used to the game mechanics, and knew how everything works of course.

I even asked if I should add difficulty levels with less or more spawning of obstacles, faster fire etc, but they told me it was already challenging and balanced enough, with the random situations appearing, and having good and bad runs overall (I should have listened to my gut tho haha)

I'm really happy with how I got the fireball powerup in the end yeah, so thanks (got changed visually a lot the last day) ! Could you tell me what felt wrong about the controls ? I have to admit I haven't changed them around too much, because I thought they were ok, so I just smoothed them out and got used to them, but it could totally be a developer thing, where I got used to bad controls from the start and didn't notice.

I totally agree that It needs more sounds (even a soundtrack that speeds up during the day would have been nice !), and I have them ready to go, just things that happen in jams, when you try to prioritize on stuff to get a finished product out haha.

Thanks for the feedback, and thanks a lot for trying the game out, it is always appreciated !

Very much appreciated ! I didn't have to implement everything I wanted, so I tried to polish and juice up the main game loop I had, was tested and worked, so I'm glad to see people still enjoy it ! I definitely had a lot of fun testing the game while developing it (maybe wasted a bit too much time reigning fire hahaha)

Thanks a lot, glad to see people can make it so far ! I definitely wanted a cave section or something (where you'd be forced to go into tighter places for example), to have some difference in the game loop, but I'm already glad I managed to implement the day/night cycle. 

I was working on more power ups, and more gameplay, but just knew I wouldn't have time to test everything see if it's balanced, while also polishing the game with everything in, so I tried to prioritize and focus on the things I had, juice the up, and have a somewhat polished experience in the end.

I'm definitely thinking about finishing it up and releasing it on mobile (why I tried to keep the controls as simple as possible).

Thanks for the feedback and playing the game, it helps a lot !

Just out of curiosity, did you manage to make it to the final boss?

Thanks a lot for the feedback, it helps! Could you tell me which mechanics I should try and introduce more to the player? (It’s probably the box mechanic haha) 

I definitely want to try and make it more player friendly, so any advice is greatly appreciated.


Thanks for playing, and hope you had fun!

Thanks for the kind words! 

It seems like it reached some of its target audience, puzzle lovers! 

I tried to throw the player into the experience with as less help/advice as possible yeah, and made the first “puzzles” to try and show most of the mechanics you’ll need for the game, and tried to find a good balance for it. 

I think I only did okay tho upon seeing the comments, and I could’ve introduced some more tutorial levels before moving onto the harder ones, but I also wanted it to be a little challenging to think about, not just execute a list of actions every time, because you instantly understand what to do.

I am definitely completing the game and planning on releasing a full version once the ratings are over (to not influence this entry), and friends have asked for a mobile version, so I’m working on an export ! 

Thanks for playing and the nice feedback!

Geat job and fun concept ! It would be nice if you could somehow clean the broken eggs off the ground, to clean up your screen, and maybe add an upgrade or something, where someone cleans it up for you for example. You can definitely expand on the idea with some upgrades for your chicken (maybe just aesthetics to keep em comfortable visually, but could affect their spawn rates or something). 

I also think that with the number of eggs spawning eventually, you need an upgrade for bigger carry capacity or at least a barrel that can catch some dropping and you have to bring to your barrel and place back down (just another idea x)) 

The gameloop is definitely fun and you just want to take care of your chickens haha !

Geat job and fun concept ! It would be nice if you could somehow clean the broken eggs off the ground, to clean up your screen, and maybe add an upgrade or something, where someone cleans it up for you for example. You can definitely expand on the idea with some upgrades for your chicken (maybe just aesthetics to keep em comfortable visually, but could affect their spawn rates or something). 

I also think that with the number of eggs spawning eventually, you need an upgrade for bigger carry capacity or at least a barrel that can catch some dropping and you have to bring to your barrel and place back down (just another idea x)) 

The gameloop is definitely fun and you just want to take care of your chickens haha !

Thanks for the feedback !

I tried my best to introduce them in the earlier levels, but it can definitely use more levels in the beginning to familiarize the player more with the box, before playing actual puzzles with it.


I'm finishing the game how I imagined it, with a better difficulty curve, level selector on the left when you start (only accessible if you know how to open that door, by having solved a couple of puzzles first), and just some general polishing, and hope that will make it more accessible to anyone !

Thanks for playing and glad you had a fun challenge, which was the intention !

Thanks a lot, I really appreciate that, since it’s my first entry into a game jam and it sure was fun to make and come up with!
If you’re interested, I’m finishing the game how I imagined it, with a level selector and better UI, and some finishing touches like an intro scene, longer soundtrack etc. I’ll probably be releasing it once the jam ratings are over, on itch as well ofc.

Thanks a lot! 

It is meant to be tricky at first, satisfying once controlled yeah! I tried my best to introduce it as soon as possible to get used to it, but I maybe should have made a couples levels more for the box mechanic before moving on to harder puzzles.


A little tip for stage 6, think about “momentum”.

Thanks for playing !

Thanks for the feedback!

I put the limit of charges at 5 and wanted to make puzzles where you would eventually need 5 charges to solve it, but I wanted to make sure I introduced the mechanics properly, and then just didn’t have time to get to the more complex puzzles :) 

It sure was fun to design the levels and come up with the puzzles, and I managed to add in the boss where the mechanic is used, but not the most creative, you just restart the level if you overcharge haha.

I thought about reducing the limit of charges to 2-3 at the end, but then I had to change all the levels I already made and I left it where it was, I’m definitely still working on the harder levels cause It is a lot of fun!

Thanks a lot, It’s supposed to be a little challenging at first to grasp the mechanics, and I try to slowly introduce them, because once you realise the full range of possibilities with how the ball and box interact, you can do a lot, but I tried to keep it as intuitive as possible without giving much away to the player.


Thanks for playing!