Skip to main content

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

Zokuin

70
Posts
1
Topics
10
Followers
46
Following
A member registered Dec 30, 2020 · View creator page →

Creator of

Recent community posts

Hesitation is defeat but now in 4 colors and for a gamejam.
This game was excellent all the way, it is simple, it is fun, the idea was amazing. it has variety inside solid rules, the presentation is charming but in this department if I'm being picky I wished enemies were more details or had something aside from the attack signal to make them stand out. When you are getting used to them it happened a lot that I lost them or thought they were still on the side of were the player was and then I was dead. Still does this keeps the game away from being a 10/10? not one bit. this is by far the most complete one of the jam I've played so far.

The switch from 2D to 3D and then again to 3D caught me of guard and I like that because is really interesting to see game switch mechanics and/or artstyles even when is not that common because it basically takes double the effort so I really respect that detail. The gravity switching was quite fun but in this radicates two of my main issues. The hitboxes are unforgiving. I died from the foot pixel touching a spike more than once or twice and the game feels a bit slow specially in 3D when the premise says that something important and dangerous is going on. Overall, good, the game looks good and because you are working with two different dimmension in one game I see that you had to pull off double the effort to make it so I respect that. 

Adorable, the cozy athmosphere and artstyle alongside the simple but quite fun gameplay made this an enjoyable experience. I love the design of the character mouse and the sound effects of the leaves sounds and from the orb bouncing with the walls. I wished there was a quick restart option because more than once I knew I screwed up 2 seconds after shooting and I just had to wait there. But as I said before, a cute, fun and cozy game at the end of the day. A really good job!

A fun and cute game, I liked the artstyle and the voice of the player. Quite charming!

This should be installed in school computers to make children learn how to type fast and multitask. Jokes aside what a good game. The last two nights had me optimizing each and every monster all while typing as fast as I can providing through the mechanics alone the feeling of rushing to finish a task (everyday of a university student). The artstyle is really good and the monster are not the xenobites but are good light horror designs and their screamer illustrations are really good. the music fits  really good and the sfx are really clear but 100% enough to know what they are but there's always a slight thing that makes you think "did I heard that right?". Every single person in the team did an excelent job.

This game is really beautiful to me because 1. The bubble gum girl is really cute I like her design 2. My first attemp to make a video was a platformer with the mechanic of using the knockback of a shotgun and other weapons not only as a way to deal damage but as a double jump and you my friend are making my failed attempt a reality and I really respect that. I wish to see you work on this further because this mechanic is REALLY fun and can be expanded and on top of that you implemented innertia so you can go at break neck speed with some good level design. One feedback I will point out is that the crounching sound is too high pitched and can be annoying but as I said, maybe is pure bias in my part but you got something fun with this concept, please explore it.

A well executed game with an interesting premise. Very polished and entertaining.

One of the most creative games in the jam. The trials are really fun and the way the levels are designed to teach a new mechanic are ver intelligent. Everything is clear and readable as it should be. Really fun and good game.

(1 edit)

It was overwhelming at first but once you understand how to play it becomes really entertaining  and fun to mix particles. The lack of a tutorial can be a down side (I can see people who start the game having to clue about what to do and dipping out) and I saw that it was a problem with the deadline so is understandable. I had a bug in the items where I closed the inventory without picking anything and it made me unable to click anything and that's another thing, items are confusing because the popup with the text describing them are placed beyond the screen resolution. The presentation is ON POINT, it fits perfectly with the space future science fiction setting and the music is a banger all the way. I can see how you can expand this concept because what you have thus far is really fun once you understand it. Maybe something like starcraft or warcraft with missions  with different goals to fulfill like time or simply getting to an energy goal or beating an npc enemy on reaching an energy goal and options to sabotage each other to make it more challenging. This was an amazing job and really good work, I wish to know if you'll work more on this. Also the girl in the shop is cute as hell and that makes the game better.

The art is really pretty with the different lights and particles. the sfx are really good and the feeling of evolving and becoming more of a weird powerful cell is a fun gameplay loop!

This was an interesting game, I can see how you can expand more on this idea with more robots or support items to modify the way you recharge the robots or different attack modes, more robots and enemy types, different layouts and boss sections. There are a lot of possibilities. The sound effects and music were pretty good too. This was a great game!

A relaxing game with a good and clean artstyle. I can imagine myself playing a more refined version of this game with more ingredients, more variety of customers and more ways to cook things. I found some problems with the collisions later on tho but overall a good job!

This hits very close with the idea of uplifting yourself with doing things you once loved and how draining being bored but un-energized can be. You guys made a really good job with this with the beautiful soft and pretty artstyle, the tranquil music specialy the piano one and the melancholic writing. My favorite detail was the painting, how it starts to take form and it is placed on the room and how this one starts to looks cleaner. Really good game I loved it.

There's a lot of features for a game made in only 10 days. The artstyle is really something but I thing you could have done more to add more personalities to the curstomers and that way you could even develop customers with traits like some customers that don't have an issue with you messing the order, customers that are less patient than others, and stuff. Maybe even add a tip mechanic so depending on how fast you serve them there's a higher chance on being tipped. The game can become something more robust, I can see it. It only needs some more polish like it could be nice that you could carry around your recipe book, have more knowledge at any time of your inventory and even maybe an upgrade relate to purchasing ingredients. Maybe a scubscription mechanic that can modify the way you buy ingredients. Something like instead of buying things instantly you have to buy them before you open, with this you can even work on a dishes of the day mechanic, thus you have to work with your current inventory but if you buy a special subscription you can have the option to buy things on the moment if you need them, with this you can even work more on a dishes of the day mechanic modifying them on the go. This way you can reward good planning and give a chance to change strats. You got something good going on, hope you work on it!

The physics were on point and the presentation was the spotlight with all the particles, lights and the models that looked very clean and BOTW-like with the light patterns, I played it on browser and it had some perfomance issues but it is expected with all the things in the levels and effects, it requires some performance upgrades but its nothing that puts you off. Really good job!

Great job for your first game. It is an really pretty game with soft colors and the model of the bird is really cute. The fact that it is 3D and in browser is a nice thing. Only thing I would recomend is that a time limit or certain levels with it would have been nice to spice things up, it is really common for sphere physics games like Super Monkey Ball and play around more with level design, you can go beyond when it comes to physics, just go wild with it!

Congrats on making your first game. I liked how you implemented the idea of getting upgrades of the basic abilities everytime you fail. With more refinement you can make something even bigger so keep it up!

The voice acting and the dark ambient in a scifi setting were really well put together. I never expected to see a 3D horror game to be a game for the jam, maybe something like I did with a lot of darkness but never horror. I only wished that there were more details to know where one is so you can be lost at the start but can learn easier the layout to get familiar with the maze, not enough information to learn the map/layout is common in mazed maps. This was a really good job!

This was one of the games of all time. A true embodiment of Kierkegaardian despair wrapped in Nietzschean eternal recurrence. It shows that the living organism, in a situation determined by the play of energy can use it for the growth of a system; if the system can no longer grow and I'm not sure what I'm saying.

I rated it a disintegrated squirel in a game that is not afraid to play around with a funny style and with the player itself and which idea I can see in a bigger more absurd game out of how many ducks appear.

The game is really fun. You can never go wrong with games related to going fast (Titanfall, Bloodthief, Quake, the few Sonic games that handle speed well) and with this one the whole gameplay loop is entertaining to experience. Really cool!

I got to shoot at Bonzi and that makes this game really good for my taste. In all honesty, really good game. I liked how you used the windows 95 interface for the artstyle and maybe should have doubled down with a more vapor-wave soundtrack since the aesthetic of old windows is part of the style of the genre but just an idea. I was waiting to find a bullet hell and you delivered, maybe some things are hard to distinguish, for example the folders from warning projectiles, but that's the only improvement option I can think of.

Nice collection of minigames that match the theme. I wasn't expecting something like this. Simple but fun!

This was an interesting text adventure, I honestly didn't expect to see on in the jam. The music fits for every character, the presentation is simple but looks really good. I can only double down on feedback that has already been given by others like an option to make the text go faster if you press a key, removing the need to write "next" to continue and adding some small sprites to diffentiate between the characters.

DID I JUST GOT RICK ROLLED BY A GAME IN A GAME JAM?
Anyway, good work on this game, it was a really enjoyable experience. I didn't expect people to try a do a games that inspire people even when the theme of it by itself is a call to create. I loved the artstyle, how you used lights particles, the ethereal pixelart and how the mechanics fits the themes. Really good job. 

Fun and cute game, this is a really impresive first game so I have to say congratulations on finishing your first game and uploading it for the jam. It shows that you tried to experiment and learn as much as posible with Godot and the result is a really creative one. 

I like the style of the fact that you added the logo of the jam in pixel art at the start was a good detail, going full pixel retro at it. The game was fun. it can be a bit complicated but with some refinement in the movement you could make a good retro flying platformer.

This was fun to play, the artstyle and animations of all the entities and sfx are extremelly good! I would even loved if more units variety were implemented because this is a good foundation for a bigger game with more unit variety, maybe more objectives to spice things up and add gameplay variety. Really good job!

The game has a good concept, an auto-battler with cards. Simple and can be fun... but it needs refinement. The presentation is pretty good, the UI is clean, the backgrounds are pretty, the cards have animations that are impresive, like the rotation they do when killed I liked that, but playing feels rough around the edges.
I was feeling really lost while playing because of what another comment pointed out, the loosing spiral, and the problems with the mixing and music and voices over-lapping. With the voices is hard to figure who is saying what and why they are saying something because they are talking one over another, is weird and confusing.
Also sometimes the shop after a fight is empty. One time I lost a battle, had 2 coins left and the shop was empty thus I got softlocked.
Then again, the concept is good, the presentation is good, but refinement is what this game needs.

Charming, from the upbeat joyful music, the artstyle full of color, the funny battle system and characters. Trully a charming experience.

(1 edit)

Really fun game, you nailed that ominous vibe with the text in the death screan and the intro really caught me off guard, plus the bosses were a good challenge and the detail of not having any celebration after killing them, just another black screen, really good. And the music, really well composed and hope you can share somewhere to listen to it. I had this bug, I don't know if it was a bug or intentional where I died from the lasers of the first boss and the screen was perpetually with a red tint, only disappeared after I reloaded the page. Aside from that, really fun boss rush game!

This was a cute entry, I never expected for someone to make something motivational with the theme of the jam when is something that at its core is motivational. Great work and thanks for making this game.

The fact that the game starts while reading the tutorial is great, really liked that, also how crazy they get spawning things overflowing the screen or in the cake and icecream one where it looks like the machine just breaks because things start flying upwards, it was funny, pretty fun game! it really nails the theme.

Everything movement is really good, it just need some chaging values here and there to make it tight. Like faster movement and other things that could be seen in some more play-testing. It just need some polish. I like that when choosing where to dash the games enters slow motion, slowing down the music and sfx during this would have been nice. Good work!

The pencil drawings and the grim-dark artstyle, the epic orchesta music, the monsters design that look so extremelly good, the gameplay loop that is fun and actually can makes you think on what would be the best action to do next. This game goes HARD is so damn good. Only improvements suggestions I could provide is that it would be good to be able to see the status of all the entities in battle in real time not only hovering over the cards so you can keep track of the status of everyone each turn. Also some more feedback on how much damage you've dealt and how much healing or shield has been given with numbers that appear on top of the cards to make it more clear. This are just small suggestions but in the end this is an extremelly well put together, polished game!

For a first game this a fun game, I like the use of solid colors and you can't never go wrong with black and yellow. Making a platformer is hard, there are many things to implement to make a platformer good (coyote time, input buffering, variable jump) but you are here to learn so be joyful in that learning journey. Everyone has to start somewhere and you did pretty good so keep it up!

Simple and yet entertainig. I can see how you could work over this game with more posibilities to make something way more fun. The options to set up traps, hiding, ways to defend, safe zones, more monsters with unique mechanics, a story. Not only that. FAITH is inspired by religious horror movies like The Exorcist or Rosemary's Baby but you seem to try to have your game more reminiscent to forrest horror, the deer enemy reminds a lot of histories from the Apalaches so you can double down in that setting or horror vibe. Some issues I encountered are that the music didn't loop and that the monster gets stucked in the trees if you do it correctly. Aside from that, good job, you did a fun game and it has potential. 

Ambrosia composed all the music, and even without prior experience in sound design, did an excellent job creating the SFX. Definetly got that natural talent!

Yeah... more feedback regarding player damage was on the planning board but got cutoff or was implemented in not an as refined way due to time constrains. Will definetly work on it with more time for polishing. Thank you so much for playing!

I'll add that to the list of things to add since it is a really good feature, thank you for playing!