Skip to main content

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

ZazenSoft

63
Posts
6
Followers
2
Following
A member registered Jan 12, 2024 · View creator page →

Creator of

Recent community posts

Thank you! Yeah I've thought about maybe porting it over, but other projects have grabbed my attention. Maybe I'll have to revisit the idea :)

No that's good feedback! I'm definitely prone to underestimating the difficulty in my games haha. Thanks again for the detailed feedback :)

I should probably ask at this point instead of assuming; how did the difficulty manifest for you? Was the eliminator just too fast, or was the track too difficult? Or if you got far enough, did the ghosts cause you too much trouble? Thanks in advance for any info you can give me :)

The online leaderboard was a really cool idea, and something that honestly motivated me to have 15 or so goes trying to get on it. Keen to see the post jam update!

I like the feeling of drifting around the corners, felt really nice. Some small features like the camera changing depending on speed would help with the car feel. I wish the music looped too haha, but nice job, especially for a first time, hope to see you in the next one!

I really enjoyed this. I got addicted to messing up the run, then going back and trying to perfect it. Sometimes my guy would stop sliding or stop running on the wall, which would screw up the run. 

I got to the drone twice but missed my shots I'm guessing which sent me all the way back to the start, it's a bit of a rough scenario to introduce the shooting so quickly with such punishment.

If you cleaned up the controls a bit and made them more reliable, maybe added a trail for each shot so there's a bit more feedback about the shooting, and added some more music and art, this could be quite cool. Nice job!

Hey thanks for playing!

Cool little game, mouse controls aren't really something I'm used to however. I liked the art style, however the distinction between collidable objects and non-collidable was difficult to make, I would have liked to have seen some the background objects be a darker shade maybe. With more time to develop I could see the slow build up between upgrades and hazards being quite fun, good job!

I'm glad you enjoyed it, sorry about the difficulty however, it was probably too much.

Really cool atmosphere, and a unique idea for the time loop gameplay. I found it quite difficult, although I'm no good at platformers or puzzles haha. I would recommend checking it out.

Cheers, I really wanted to put some music in too but everything I made was ass, and didn't manage to get around to making something good due to time constraints haha.

Thank you 🙏 And we'll see, I may cannibalize some of the ideas into another game I'm planning on making.

It definitely added a sense of mystery that made me interested; if there was a way of deducting clues to solve it from the racing game or dialogue with the boss, that would be really cool :)

Thanks for the kind feedback, but there's heaps of good games out there, and much better than mine haha. Have fun sifting through them!

I got in the firetruck and accelerated a little before getting out. The truck sped up and flew off the edge of the map to my dismay haha. I tried again, and I can see what you're going for. I think this is quite a cool idea, creating an ecosystem of fire defense with water management could be quite fun. I struggled to put out the flames fully, and wasn't quite sure at what point I was getting rewarded with money. I think this game could particularly use a tutorial, and maybe as you said, a bit more polish to avoid the bugs that come with a complicated system like this.

I liked what polish you had time to get in, the menu and transition felt really nice and smooth, the water physics seems to work well and putting out the fire was satisfying. Art was really nice, everything fit together really nicely, would love a pause menu though haha. Great job, I wouldn't be surprised if you wanted to continue working on this.

(1 edit)

Somehow I didn't get sick off the music, which is a huge testament to whoever made that track. That last section with the lasers was rouuuugh though hahaha, it was hard to remember where the green lasers and pink lasers were coming from, so it was mostly luck I got through. I think some models for emitters or something to subtly show where they are coming from would be a good middle ground. Having coyote time for the platforming would be cool too. Good Job!

I really like the concept. Getting my arse whooped but slowly getting stronger each loop was fun. Really seeing the tide turn when I had both the twins deployed was also a cool moment. I like the dingy kind of ambiguous setting, the music pairs nicely with it. Good job!

Peet made me laugh, you can tell he's been in the cell with that guy for too long haha. You must have had a lot of fun getting the people together to make this. I like the music and the art style, not sure about the black boxes around the characters though, I'm guessing that's an alpha issue. Good job!

Thank you!

(1 edit)

Really like this one! The core game concept is really cool and all the bits and bobs to make it function are in and there. There is something satisfying about setting everything up and then watching it unfold. I really like the art style, and how the little hand flicks the units when they die haha. I'd like to see maybe some little health bars above the units all the time, and maybe an outline of the enemies and where they'll come in, but very cool!

I really like the setting, and the speech your boss gave after desyncing for the first time. Little idle game was cool, I had no idea how to stop the desync thing though haha, if that was a puzzle it's beyond my comprehension for now. Good job!

Nice little game, I think you need to enable the file to be played in the browser for the html version though. I wasn't quite sure how the theme of this jam came through, to me it seemed like a pretty straightforward platformer. I liked the art a lot, especially the stars in the background for some reason. The sound design was also good, apart from when you sometimes got glitched on the ladder and the jump sound spammed haha. Nice job :) 

Hey, I like the game concept although I'm guessing it's unfinished? I couldn't figure out the goal in the first room, I went to the exits but nothing happened, and when I ran out of rope I just got stuck. Music was nice and atmospheric, and wrapping the rope around the pillars was pretty cool, nice interpretation of the theme.

Thank you for the feedback and the kind words!  I agree the game may be too punishing, the game definitely needs more polish in terms of balancing, in many ways. Thanks again for playing!

You can refund the upgrades with a button on the bottom right of the upgrade display. But yeah, after the rework the movement upgrades need some seriously balancing. I'll get right on that. Glad you're enjoying it though!

(1 edit)

Thanks for the feedback, I agree with the feedback about the un-intuitive upgrade menu, and I think I overdid it with scaling down the upgrade granularity, 4x was maybe too much, now the upgrades are big jumps but spread out too thin. Cheers for playing, appreciate it.

Edit: Upgrades are twice as cheap and half as effective so should add some liquidity now

A good baseline, movement is smooth and the art has a really nice style imo.

Hey dude, enjoyed the game, loving the art style big time. Game feels crisp and polished, seems like a good vampire survivors clone. I would love for you to give it your own spin, I didn't notice anything that sets it apart in the short time I've been playing, gameplay-wise.

Nice work, keep it up, here's 10 mins of my first impressions. My mic's way too quiet, but hopefully it's still helpful.

Yo, I like the concept, but I did find the UI quite confusing. Things that needed to be clicked didn't look clickable, and it took a bit of trial and error to figure out what to do. I'll add to the queue with my own 10 mins of unfiltered gameplay, hopefully it'll show you what I got stuck on. Love the art though, and the depth of the upgrades, keep it up, I think there's something interesting here.


🫡

Much love

Haha, thank you friend!

Thank you kindly, I think your art eclipses mone by a mile however hahaha. Well done again

Really nicely made and well rounded game with an addictive rouge-like loop. Some effort has obviously been put into the game design of this game, well done.

This appears to be an issue with chrome/microsoft edge and unity's custom cursor unfortunately. Firefox and the downloadable version seems to be working fine. This is what you I get for tacking on the WebGL build; thanks for the info fellas.

Unfortunately after an hour of testing I've been unable to reproduce the issue, if you play again and get the same error could I ask you post an image of the issue? Cheers

Really clever design, love the use of near misses as power ups. The tutorial format is phenomenal and is really nice to see in a game jam. It'd be nice if the cannons were of a slightly darker colour to help with the near misses. But again, great game.

Glad you enjoyed it, could you elaborate on the tearing and movement? There is a CRT effect that would have been nice for me to make optional.

It's literally my only feedback however, I really enjoyed this otherwise, the game feels like a good vertical slice which is impressive for a game jam :)

Nice concept, I had fun. I may be guilty of neglecting the greenhouse to forcefully inject liquid fire down an ant hill.