Thanks for playing!
zasw
Creator of
Recent community posts
Fun idea! The graphics were nice and the music was a jam. The phase shift mechanic was a cool platforming mechanic. I do think the movement could have been a bit more polished with things such as variable jump height, and the camera only moving upwards was a bit funky although not necessarily a bad thing. Good job overall
This is a cool resource for platformer movement examples: https://dawnosaur.itch.io/platformer-movement-demo-2
Congrats on submitting and making all the assets from scratch!
Since you asked for some feedback in your community post here are some things you could improve on:
- The player has a solid background, you should make that transparent
- You could make the player hitbox smaller than the sprite itself. Right now the player takes damage even if the sprite isn't touching the spikes. So making it smaller adds a bit of forgiveness and improves the game feel.
- There's kinda a weird "settling" when you land after jumping? Rather than the player just landing on the floor
- Checkpoints! So that the player doesn't have to restart from the beginning.
- General platforming feel
- Disable gravity when dashing
- Variable jump height
- Decrease gravity a little bit
A lot of this is just polish and technqiues that you learn over time from experience and studying. You could try starting with chatgpt and ask questions such as "What are some techniques that game developers use to make platformer movement feel good?" There are also a lot of good youtube videos and articles that analyze certain games and go in to detail.
Really liked the incremental game and the aesthetics/theme of the shop! I did find it weird that when I upgraded to the biggest hill, I actually ended up going slower off the ramp and had a worse jump. Overall good job with the pacing of the game and upgrade! Some sound and music would be awesome too.
Cool idea! The card/deck aspect was interesting, although not too hard to just create a stockpile of each type of ingredient. I didn't realize I had to grill the sandwich at first lol. I would also recommend having the orders not cover the gameplay space as it often covered my ingredients which was annoying. Nice job!
Loved the art style. The roadkill animations were funny too. The driving was fun, although it would be nice if the camera stayed more behind the player instead of going sideways. It would be cool if there was maybe a total distance driven counter, to give players a goal and compete for a high score. Nice job!
Don’t be sorry! Game jams are all about learning. Making “bad” games is just part of the process. Maybe one way you can improve is to try taking some notes on what you like about other games, and then implement those in future projects. I’ll also be happy to provide some feedback on your game. Congrats on submitting!
I like the idea and inspiration from Enter the Gungeon. The procedural level generation was cool and the upgrade + risk mechanic between level ups was fun (we implemented something similar for our game)! The combat was a bit frustrating, I feel the enemy bullets could have been slowed down a bit to make it easier to dodge. Some amount of invincibility frames after being hit would also be helpful to avoid the string of shots killing you immediately. Nice work!
Cool idea! The visuals were really good. Unfortunately the gameplay itself is a bit lacking, but understandable for a week long game jam. I think there's also some room for improvement in the UI. The size of the pixels in the font didn't match the rest of the game. And a dedicated UI instead of just text on the screen for health and thirst would be nice. Overall solid work for a week!
Cool idea. The graphics were really nice. Some sound effects and music would add a lot to the game and could make it a good cozy game. The vending machine mechanics were well implemented. I felt like it took too long for the claw to grab and dispense the item. Since the player will be doing that most of the time, it may help to speed that up, since I could see that getting boring quickly. Nice work!
Nice work! I enjoyed being able to level up the player and add more weapons. The boomerang knife definitely felt overpowered and made the game pretty easy when I selected that as my first weapon. I think the enemy pathfinding could have used a bit of polish, sometimes they would get stuck on the shelves or not move towards the player. Overall the core gameplay was a lot of fun






