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Yorn

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A member registered Oct 24, 2023 · View creator page →

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The idea is interesting and I like myself a little speedrunning platformer, so this game was right up my alley. 

Unfortunately the games artwork is basically non-existing, so it feels more like a dev-build/ unity test-scene than a released game.

I like the challenge the game is at first, but once you get familiar with the controls, the level feels too easy and theres not really an increase in difficulty the further you progress.

I still enjoyed playing it a lot though!

Very cool concept! Unfortunately you set your priorities wrong when it came to the art department. You have such a clean and cool looking gold wagon and very cool attack animations, but lack player and enemy sprites (even tho I know you finished your player sprites). I also believe you should take another look at balancing the stages, as the player has 0 clue on what they are doing when they first spawn in, I personally think the first wave is way too tough.

I am huge fan of the different attack types and think you guys did a really good job showcasing them!

Very silly concept, I had a lot of fun playing!

I think the games graphics could be a bit more polished, you should definitely add some textures to the levels geometry to make it feel less like a liminal warehouse and more like a supermarket.  I also think instead of running multiple laps, you couldve made one long lap starting and finishing at the outside where you grab your shopping cart. It feels a bit off, running past the register and taking another lap instead of leaving the supermarket after going through it once. You guys should definitely consider polishing the game a bit more now that the jam is over!

Huge fan of the artwork, it straight up feels like a browser game from 2012! The only thing I have to say is that the player should receive some feedback on which "clothing" items actually helped them survive the round/ made them lose, just so the player gets a bit more insight. Other than that, really good job! 

I am a huge fan of the artwork, I think you guys did a really great job regarding that! But gameplay wise it leaves a lot to be desired. The game is neither challenging, nor gives the player any incentive to keep playing for more than a minute. I think an easy way you could solve this issue is by giving the player only a limited amount of ammo and a certain score they have to beat in a set amount of time, if each fish were to give the player a different score, there would be actual strategy involved in throwing your dynamite. But the way it is right now, I unfortunately did not enjoy playing it very much.

I think the idea is silly and has a lot of potential though :)

This game was really fun to play, the artwork is incredible and the soundtrack is really fitting. I really like the main mechanic. The only thing I suggest you could do change is the field of view of the camera. At times when you are going really fast, it seems almost impossible to react to certain obstacles, meaning it becomes punishing to go as fast as possible.

I had a lot of fun trying to beat my highscore and as everyone else is saying, this game was made to have an endless mode (so make it happen!) :)

I found the game to be rather difficult, which I usually enjoy, but it feels very punishing to play. Because you are airborn at almost all times, you can never see where you land, as the camera is very close to the player. This can work if the player is able to see whats in front of them, but this is not the case here, often resulting in unavoidable deaths. I like the concept of not being able to completely stop, but I think instead of the player instantly dying when touching the sides of a wooden platform or a puddle of mud, you could make it so the player dies if they can't keep up with the camera scrolling. 

I also think the artwork could use a little more polishing, the cheesewheel deserves a little bit more love as it is the most important asset in your game, other than that some audio would've been nice.

I know this sounds like a lot of criticism, but I actually had a lot of fun playing the game! ^^

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I found the narrative very hilarious, the game definitely did a good job portraying your vision! I do have to say, the font and font color you chose, clash a bit with the rest of the visuals. Having the dialogue overlayed on top of the characters you are talking to is not the best design choice in my opinion, instead of having the text where it is, you couldve easily fit it in the textbox on the bottom of the screen and just resized the continue button to fit in there as well. These Changes would make the game more visually pleasing, as the character designs are already very good, unfortunately the UI just feels a little disconnected from the rest of the game.