Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

wbelley

17
Posts
A member registered Jun 12, 2020

Recent community posts

very clean and easy to get the main idea of it. easy to get and good to have added the score for replayability, cause as said earlier i wanted to retry a couple times which is a good thing to have. you could definitely make it a newsground type of game if given more maps and gameplay for sure !

the StS influence sure shows which isnt a bad thing, i feel with the forget mechanic you could make an interesting and unique game loop if given a more-than-a-game-jam dev time.  however some spells felt a little... too similar ?like, were they any weakness/rsistance implied ? or the feedback was rather hard to gauge it outside of value changes. But yeah, a nice use of the theme  and all !

same as 2sheep that if he can move while the selection mode, its extremely frustrating, got him and my 2nd attempt but there was indeed some attacks that were very rng in nature like the ghost copies and the laser beam. the other one i've seen looked rather fair however (the bullet hell ones, the chase and the heatseeker missile type bullets. a good amount of variety however ! only if you added frames to anticipate the attacks, it would be more fair. also, unsure what caused that but i beat him while he had 23 hp. maybe it doesn't go to 0 on death ? the theme was a bit mundane in its use, but outside of that it feels it was a good exercice at boss behaviour pattern. hopefully itll help you in future projects ! :)

only gripe being the 'i have to 'move' to the wall then jump and flip to the opposite which feels rather weird, but outside of a mini bug where i lost the axolotl's vision (probably cause it stayed in the middle of its flip for some time), it worked well and straight to the point. also the walls stops at some points if you hit a spike and restart from scratch, is it intentional.

nice game jam :)

gonna add my voice to the pile for the controls, its definitely taking a time to get it. but outside of that, the theme use is a bit on the simple side but the idea is fun and the overall look and scale/movement felt nice, along with the music. :)

fun, nice and cozy. my only minor detail is instead of having the 0 days remaining, id use remaining hours of last day as it would help gauge better. very creative !

can confirm the response you gave for browser works, just that sometimes either it buffers hard or its maybe invisible walls. sadly not much to say about as it mostly just moving (which is a bit wonky) and finding your body position. feel free to comment a bump if you develop it further and have more time !

good pun gameplay use, great balance and challenge scale overall, feels like a bit high quality atari game in a good way. great job !

dont mind the slower pace of this one, and music is a nice choice.
just was a bit confusing about how faith/believers worked overall , but it was enjoyable still :)

(1 edit)

Very solid concept and very fun.
my only issue was that at some point, one of my cards wasnt flippable which forced me into a unwinnable scenario cause the other cards werent high enough to satisfy the demanded number. would also say the slow rotation was a bit of a detriment, but nothing else to nitpick about.
definitely a favorite

simple but efficient, a bit tight difficulty wise but not to the point its a massive detriment, once you get the movement momentum it helps a bit. not much more to say, gj !

same as most, mashing covered most of the mechanic. it could have also benefited of audio feedback a lot and maybe either show what spells it gives you clearly OR make it risk reward like a new book replace a spell cause your mind can only hold so much, so maybe you get a nicer or less nice one.

outside of that, the gameplay loop worked very well and it was definitely fun. one of my favs !

the chicken toy was definitely a funny idea. outside of what was mostly said regarding pathing, i noticed youd get the map blocking your vision substantially at certain parts of the bottom of the maze, and the purple point felt a bit hard to guess what it was, like 10% of the time theyd spawn enemies, but outside of that it didnt seemed to do anything, like unsure if it was win requirements or points or spawns.

definitely a good base to develop on if you continue it.
the music and visual mood were fun and did the job for a game jam.
while the theme powers work and fit the theme, however it wasnt really challenging cause i managed to clear all without it mostly first try  without the blast (cause i missread o as 0, im dumb) mostly by spamming the sword, it felt the enemies damage and hitbox was generous on that end.
but as a proof of concept, it works definitely ! and combat balance isnt very fast and easy to do, granted.

Good fun.

(1 edit)

a visual or audio warning could have done a lot of plus value cause it really felt you had to panic spam all the time. i think it also happened that i had lost an input under 5 seconds, but not fully sure. its frustrating, but it was a creative idea to go with the theme ! digged the parallax and the title pun also.

On my end would say its a mix of sebastian says that the enemies spawn quick (especially at launch, a couple seconds of wait could have been beneficial, and the input mapping felt a bit weird, like juggling with the number and the other keys i mistyped a lot of times which with the enemies gives you few margin of manoeuver, feel like you have to put your right hand on the numbers to make it more consistent which felt weird.
Still gj on submitting !

fun little rythm with a funny theme. planning to develop it  more ?