U TELL ME BRUH
Zay
Creator of
Recent community posts
Thank you for your detailed feedback. These are really good power up ideas, and i can imagine also doing like a super fast bounce attack haha - the foundation is good. In the original version, i had it so that the enemies freeze while you are bouncing, but this wasn’t as tense Lol. I should definitely explore these ideas. And good luck to you also!
This game was whacky and fun. the music was a great choice to add to the chaos, without making it too crazy.
I understand this was a 3 day jam, so there wasnt much time for polish (what you made in these 3 days is amazing) but just so you know, i started off with the tutorial (loved the managers lines btw) and my dumbass couldnt find anything salty, so i gave something random to the customer and i couldnt progress properly because the customer had gone Lol ( the tutorial tried to continue as normal)
For the normal gameplay, i had a lot of fun. i enjoyed throwing things around, and appreciated the window to throw random stuff out. the ui to show the flavour levels was also really helpful. I think the pot made food too hot too quick though, it is difficult to make something warm. The shop was a great idea, but i find the prices too steep ( it would be nice to see what the ingredients have to offer too). but i preferred to find the items around the store, perhaps you can pay to reset the area? or randomise the reset?
At one point i had too many customers in the queue ( i mean i could have just taken their orders Lol). perhaps it would be better to remove customer-player collisions, because they trapped me in and i couldn't serve
i think this game has a lot of potential, should you choose to develop it further. It would be funny to have inspectors come in on the basis of you feeding bleach to customers xd. Things like a page to see all orders, and the pantry complete ( i think this is what that empty room was for?) would be great additions. (btw, you gotta remove that thing obstructing the screen, i feel it didnt add anything and just limited my vision).
For 3 days, this is seriously impressive and was, Gg!
You guys turned a simple game into something really suitable for the theme, despite the fart noises ( Lol) i enjoyed playing this. i thought the level design was nice, there were safety platforms in places of hard jumps (that one ambulance in the first level saved me no cap)
The art in scenes was really nice and colourful, and the transitions between worlds was really smooth. i did get blasted by the application not responding audio lmfao, but i thought this was a cool ending to the game. At first i was confused if this was the end though, i did wait for a while and was wondering about the boss fight.
Overall, this was a solid and polished entry, Gg!
The concept of having to find out which walls are walk-through-able was cool, and re-usable in future runs. Its nice that we had a goal to go towards - escape the mines.
I think players would benefit from you writing the controls somewhere, i was trying wasd for ages then tried arrows. I also had the problem of ui not scaled correctly, so i couldnt restart the game and had to instead refresh the page, which got a bit annoying since enemies would fly at me with no warning TT. In my 5th run i went to the bottom left and thought yes no skeletons, just for a massive green goblin (?) to fly at me 😭😂 . I suppose its in the spirit of the jam haha, gg
This game is super peaceful, the rain splatter sound and effects are so nice as are the visuals - it all looks really polished. i liked the use of cubes/ squares throughout (i dont think you used any other shapes which is cool)
The sfx were super nice, despite no music but i dont think music was required for this game. I liked that the controls were responsive to the direction we faced, which is pretty impressive to do in 3 days.
The settings button does not do anything, lol, so its better to just remove that. Also, the game did unfortunately crash on level 3 - on level 2 the frame rate dropped a lot (75 -> 45) with the falling boxes so i think that x2 in level 3 was the cause.
Overall, i liked the idea of following the bug, and wish i could have seen the ending. This was a solid entry, Gg!
This game is cool, it looks really polished ant the art/ ui is so clean. I liked how the ghost looks like its dancing xd and the main menu tracks are such a vibe.
I liked the tutorial you put in (but for future reference please use 'you' and not 'u', idk why that confused me so much xd). Also, be aware i could not go back to the menu from the volume settings page.
The player abilities are really cool and interesting; having to stabilise areas to cross them. this may seem counter intuitive though, as you are just crossing the area twice, so that concept may need some work. I also thought the gates delaying input does hit enforce the theme. Also, maybe not having some jumps be a leap of faith might be better for my heart xd.
This is a solid jam entry, so Gg!
This was so simple but the narrative made it so fun. I played until you warned me not to anymore xd. A new bug every level to progress was seriously clever, the pause glitch being the most (input while paused is always a problem ahha)
The animations were smooth, and weirdly i felt an attachment to red Lol, i was sad he didnt make to to the end with us xd. This was a good entry, Gg!
This was super fun to play, i like that each round has its own perk to strategise around. The art is amazing, and the sprite animations are fun - despite them only being stretched/ scaled, I enjoyed the way they moved and it worked really well. I also thought the story was great haha, it really connected everything together.
During my play through, on my very first round a soldier did get stuck at the bottom, which didnt allow me to progress so i had to restart the game - maybe just adjust the collider slightly. Also, i ended up with soo many cards and not really any way to use them - i think 6 energy points is a bit to limiting as per the card ratio.
Overall, this was a fun polished game and a great entry to the jam, and very impressive in 3 days. Gg!
Wow this game was super fun and super clever - everything is suitable for a computer setting, and also the concept of the upgrades being files that are saved on the desktop and destroying these files removes the upgrade TT. This makes the player have to strategise on which enemies to destroy
I also liked the music, and how it changed depending on the player health. The sound effects were also super satisfying, the player shooting and steps etc. I did think the step sound could be slightly lowered though, as to not overpower the more important sounds.
The art and visuals were also cool, the purple blue theme felt cheery. The sprites felt exactly as it would if you were navigating on desktop. I did notice that the shadows were drawn in on the sprites, making them slightly more transparent could look better (im just being picky, your game was great)
This is a really polished and solid entry to the jam, so Gg!
I had a lot of fun playing this, the narrative was enjoyable to read. I played for a lot longer than i should have, Lol, and i appreciate that the points i spend on food/ water is not wasted in future runs. I think it is a bit ambitious for me to get to 100 days though haha, if there were even more text options it might be more motivating. That being said, this was a 3 day jam and the content added in that time is a lot already. I also liked that choosing an option does not always yield the same result each time. (maybe i should play more text based games, lol)
Just a note so you know, at the start i could start the game by pressing the red button when in the credits menu. also, there is a typo for survivors between choices (e.g. survirors 1 -> 0). I also bought a survivor for points at one point not sure where it went though haha.
You did say trying again is what makes the game fit the theme, but i don't really buy that haha. Despite this, it was a really fun game to play so Gg
I spent way longer on this than i should have... The music for this game was so nice, it was super relaxing. i also liked the art along with the top down style and one frame 'movement' - the game felt really comfy.
I liked how the tutorial was delivered by the npcs we met, as soon as i discovered the net, everything was going inside it Lol. I also appreciate you having ents and kindlekin around when needed, and that they are required to destroy certain tiles. There was some frustration here though, ents would keep spawning many trees and water would leak literally everywhere, which trapped me more times than i would have liked. Also, with ents trapping themselves i would need to use kindlekins to release them, but they would get burned too TT.
I didnt manage to figure out what the keys were for, the locked house wouldnt open and i couldnt untrap myself from water to try the chest on the right.
Overall, spawning objects infinitely and such was in the spirit of the jam, so Gg!
Wow you made this yourself in 3 days? Thats crazy. The art work at the start is stunning.
I liked the menu, told us all the controls, but note you can't actually go back from the credits screen.
I didn't realise this was going to be a platformer Lol. the pixel art was nice, i liked the background and character design. I also liked that we could do both melee and ranged attacks. In terms of the platforms, they could be placed a bit better. For the current jump height and speed of the player, the platforms are rotating too fast and the platforms are too far/ high apart. This meant i could not get higher from the bottom platforms and had to self kill. this could be fixed by placing them closer together or adjusting player values. Also, in regards to the first rotating platforms all the bugs got stuck on it and collected together, Lol
I also felt as though the bugs had too much health for the amount spawned, so perhaps decreasing one of these may be in the players best interest. Other than that, it is in the spirit of the jam so good entry, Gg
Wow you made this feel so tense ahha. i feel like im always at the butt of the glitches TT.
The game is super polished and smooth, and the music is nice. the bouncing sound was super satisfying to listen too. I liked all the crazy errors you guys came up with, but penalising the AI too sometimes might make it feel more balanced (i have no friends, sorry).
I appreciate slowing the game down when an error message came on screen, this gave me time to read it and adjust. This is a great entry for the jam, Gg.
This was funny Lol. the death sound effect came out of nowhere lmao so loud, i shouldn't die next time xd. The background music was nice, but the game could have also benefitted from more sfx like sword swinging.
This was a good jam entry, the delayed attack allows for more strategy. I ended up planting attacks and then manoeuvring around it to let the enemy get hit by it. I didnt realise that we had to hit in the direction. so perhaps this could be noted somewhere. Other than this, the tutorial was good, told me all i needed to know. Gg
The 8-bit pixel art was super cute and i liked that you showed us the whole area at the start, this tells us what we need to do without even needing a tutorial. I also thought the idea was really great, and limiting this by not allowing falling through 2 blocks made it perfectly balanced. I also really appreciated the checkpoints throughout
In terms of gameplay, i found the player movement to be too fast, it definitely took getting used to but made precise jumps much more difficult, but thank you for infinite lives. The hit boxes for the spikes etc were felt fair. Unfortunately i got stuck in the yellow bit below the second chest to the left. I could not figure out where to go, so i left it there.
Overall, this was a really good entry for the jam Gg!
The art was nice, although i couldn't figure out so much what to do.
The player movement works well (although the path finding seems to not like the rug lol), however the player still moves and registers while menus are up. This caused the potion screen to keep popping up.
The ui is nice, although on the materials one it is not the correct size, it is too big and covers the screen.
Regarding the knowledge value, it seemed to not be correct when i went to the materials, i thought i would have enough points but then find out it is actually less. Also, why did i keep getting jump scared while clicking lmao, it did give me a boost of points though Lol.
But yes, the simple and buggy mechanics did make me want to cry, so good job on hitting the theme Lol. Well done for a first game jam entry. Gg
The controls changing was crazy haha, it definitely took me a long time to check what the new ones were, and by then they changed again ;0. I did run into a bug, on level 2 i fell into the gap before the slow motion powerup and this didnt kill me - i could move around below lol, so i reset the level. Gg
I spent way longer on this than i should have, haha. This was super fun. the integration of the circle limitation was done really well (moving around the circle, the beats coming from the centre). i also liked the background, and how the overlapping parts of circles were highlighted lol.
The game is super polished and smooth, and the music was great (of course). The visuals are really nice as well - i liked the colours, they blended well. The tutorial was also sweet and simple. I can't really think of an improvement, maybe penalise misclicks so players can't spam? otherwise, Gg
This was a really cool concept, but starting with 5 colours was too much for me 😢, this led to me basically scroll spamming haha. I liked the sound effects, very retro, and dodging the pentagons while staying in the circle hits the theme. Also spamming space hurt my wrists, so perhaps players may benefit from hold to fire. Other than this, the game was great. Gg
This is a solid base for a good game - if you decide to develop it further. simply by increasing the spawn rate and drop speed, the game will become much more tense. I played for a while but then it became repetitive, so these to options would solve that. Audio is also good for making a game addictive. The game fits the theme (minus one <forbidden> shape), so good job! Gg
I saved my family on the second try, ahha. I didnt realise at first i shouldnt place my crops too close together xdd. I appreciate that i could choose my keybinds, that helped.
I thought this game was really cute, the art was super creative, it was almost like we didnt have a shape limitation. The gameplay was fun too, and squishing bugs was super satisfying. i did manage to go into generational debt buying the first upgrades, Lol. but all is well, i managed to pay it off. I like that we had a goal of reaching 1k, but an endless mode could be a fun idea too. gg
This game is so cute, i really like the furniture designs, they look really cool even though they are limited to shapes. The scaling did work for me (don't know if it counted to the score though), my score was around 60? There wasn't much to do after you had decorated all the rooms, but i suppose the decorating part is the fun of it. The game fits the theme, good job! Gg
This was so fun. At first i thought whats the point of pounding, i'll just end up near the bottom, but it was so fun to pound especially from higher up. Especially the trail effects for both actions were very smooth and satisfying. Collecting the 'coin' for power up is a very good idea and definitely adds to replayability. The only improvement id suggest is not having enemies spawn so close to the player, sometimes id choose a power up and bam theres a pentagon in my face, which was quite frustrating. If not for this, i would for sure play the game over and over again. There is a lot of potential for this game (if you add more varied power ups), and it would work amazingly well as a mobile game. I suggest you guys go for it ! Gg



