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[ ! ] Mid-jam Playtesting (Open Feb 4-5) Sticky

A topic by lysander created Feb 02, 2023 Views: 2,278 Replies: 74
Viewing posts 1 to 30
Jam Host (2 edits)

Mid-jam Playtesting - Open Feb 4th-5th

Hi everyone! Having a good jam so far? On Saturday, February 4th through Sunday the 5th, we'll be having our mid-jam playtesting event as usual. Take a moment to see where you're at, and get to a point where you're comfortable sharing your game if you decide to participate! 

It's okay if you don't have your game done— you can still show us what you have so far! Doing this is optional, but we encourage you to post! We also HIGHLY encourage you to check out games with no feedback; let your fellow jammers know you're cheering them on!

If you'd like to participate, please post here with the following information. You may add or remove parts as needed:

Game Title/URL: Self-explanatory.  Link your game here. 

Pitch/Information: A short description of the game.

I'd like feedback on: You can put a list, questions, or description of what you would like critique on. Can be "anything!" if you're not looking for anything specific.

I need help on: If you have a specific problem or bug that you would like help or advice with solving, put it here!

Have fun, and don't forget to play each other's games!

Jam Host unlocked this topic
(+2)

Hungry Cube Game

Title:  Hungry Cube

Information: You eat or you starve

I'd like feedback on: Is the game fun? Or what are your ideas that can work with my prototype?

Submitted (1 edit) (+2)

Hi may be you can use an other perspective, because it's difficult to understand where will the food land?

Submitted
Deleted 1 year ago
Submitted(+1)

Hey cool concept, not sure if you added it afterwards but the shadows were enough of an indicator for me of where the food was landing.

I think it would be real nice if you added a dash mechanic, it would make the gameplay feel a bit more involved.

I think I can work something like that.

Submitted(+1)

Cool idea! Definitely want to give it another go when you more to show! 

I could not enjoy my first attempt although I had better experience on the latter tries and here is why : 

  • I did not like the angle of the camera so much - definitely was confusing at first , got better afterwards
  • I thought I had been "eating" the food but turns out I was not at all , mostly due to the camera angle
  • When got used to the camera perspective - I spent too much time looking at the shadows than the cube or food itself :/ 

Have you considered ? 

  • making the food last a very short time on the floor ? 
    • maybe with some flashing effect to indicate it s disappearing ? 
  • faster movement ? 
    • noticed very late that you could fall of the map , not sure if that s one of the legit ways to lose or not implemented to prevent it 
      • if it intended - smoother and faster movement may bring add to the game


This review definitely gave me a good glance at what I should be changing, thanks for the feedback!

Submitted(+1)

Pin King

Title: Pin King

Information: The pins are alive - Move with the arrows, bowl with space.

I'd like feedback on: Pin movement, general enjoyment, what to tweak to improve the experience.

Submitted(+1)

Hi, I like how simple and entertaining it is, the visual design is good too.

Things that I think would improve the experience:

  • Some indication on the pins to indicate that they are no longer dangerous once they collided, like a flashing color.
  • A clock indicating the time remaining for the pins to spawn.
  • That the pins don't interfere with each other while following you, or that they can collide with each other if they get too close.
Submitted

Thanks for the feedback!

1. That's a good idea. I'm wondering how to implement it, since pins that stand back upright can become dangerous again. Maybe it'll be a simple visual cue like a stopped animation (I'll have a walking animation for the pins) or a different looking sprite.

2. This shows I have to make the frame/ball number system clear, as the pins spawn after you roll and pick up two balls, like in a bowling frame.

3. I agree! This one is something I'm trying to improve. Right now it has a semi-functional workaround, but my current plan is to make the actual area look more like a bowling alley and have the spawn area (the end of a lane) inaccessible so that pins don't collide upon spawning.

Submitted(+1)

Untitled Snake Game

Title: Untitled Snake Game

Information: Snake-like platformer. Keep going forward and eat food to grow.

I'd like feedback on: Is any part too hard or not fun? General advice on how to improve mechanics or gameplay. Any other comments about the game.

Submitted(+1)

Some things are a little confusing or distracting:

  1. I thought the plank hanging over the edge was a bridge in the first gap after the tutorial. I hit it a few times before realizing it was an obstacle.
  2. There are a few things in front of the screen which make it tricky to see where to go.
  3. It's not very clear that you can curve off of a platform and get back on as long as your body is still on one part. Maybe give a more clear example earlier?

Other than that, I really like it!

Submitted(+1)

Looks cool!

Submitted(+1)

Maybe give some more description to what the game is on the page, and some indication what  OS the download file is for.

Submitted (1 edit)

Zombirific

Download Now

All mechanics aren't implemented yet, the disease system is partly implemented. What is not implemented about the disease system yet is that when you are infected by it you will die if not cured in time(however long that is haven't been decided yet).

There are lots of plans that I still want to get done before the jam ends, should I succeed:

  • Some lightning, right now it's abit dark, but I want to add torches and stuff to light up the scene.
  • Dead zombie corpse
  • Particle effect on zombie death
  • tileset
    • torch
    • some kind of wooden gate
    • dirt road
    • other details such as: bushes
  • Some shaders to have the screen flash red when getting infected, the flashing should get faster the closer you are to dying.
  • Passive experience gain
  • Kill streak (to reward more experience for consecutive kills)
  • Screens
    • Start
    • Credits
    • Game Over
    • Win

That is not an exhaustive list though.

Should you want to try the game out, I have uploaded a debug version (windows only).

Submitted

I really like the look of everything you have got in the game so far!

will try check it out again once you have the disease system in.

My experience : 

  • the shooting feels satisfying too.
  • zombies are too easy to trap around the trees ?
    • I could go "off" the map - trap them in the woods and go look for ammo
  • if mouse is over the soldier it shoots backwards and feels like rotating constantly on the spot? 
Submitted

Thanks for trying the game.


Yeah the zombies speed needs fine tuning, and perhaps a dash/charge ability. That's what I had in mind anyway.

I am aware of the mouse, one solution that springs to mind us tweening the rotation so as not to be so abrupt when the mouse is close to the player. I do intend to fix it, might not happen during the jam depending on time constraints. 

I have also implemented blood particles that stick around when the zombies die. As well as some screen shake when the player is shooting.

If there is time left I want to implemented an options menu where you can enable / disable gore/screenshake since not everyone likes it hehe 😀

Submitted

I'm on mac so unable to test it but liking the visual style of the game based on the trailer!

Submitted (1 edit) (+1)

Game Title/URL: Don't Pop by Shume (itch.io)

Pitch/Information: 

A 2D platformer made for https://itch.io/jam/my-first-game-jam-winter-2023.

Your character increases in size over time, increasing your jump height, but get too big you pop. 

I'd like feedback on: I'm very new to this so all constructive feedback welcome. Time is limited but I would like to take on the suggestions with the biggest cost/benefit ratio and implement them.

I need help on: If anyone can show me how to make my jump and run animations transition properly that would be great! Or point me in the direction of coding enemy movement and ranged attacks as that is my stretch goal for this project.

Submitted

Hello, I think it is a good application of the theme. The styles and sounds are somewhat nice.

To improve the jumping you should investigate about "Coyote time", "Buffered jumps" and allow a change of direction on the X axis while the character is jumping.

This video could be useful, it is open source.

Submitted

Thank you for the feedback and the resource! I will look to implement this if I can.

Submitted

Game Title/URL: Protect the Host

Pitch/Information:  
You are a cell in a stomach of a host whose health has been better days! Host needs your help to fight against the bacteria. 

(dedicated to my friend who had recovered from such an incident and whoever had been through fluctuating moods of life that affects our health)

I'd like feedback on: any feedback is appreciated. If you can think of one aspect you liked and disliked point it out. 

Game State: Incomplete

Planned but not yet Implemented stuff: Come back to this once you play the game as it may make more sense, when you are giving your feedback.

  • Win state is currently limited to healing the wounds but I would like to make it so that you need to eliminate all the bacteria and heal the wounds.
  • Bacteria spawn rate needs to be higher at first
  • Bacteria  and the Healing cell spawn rates need to be slowing down as the wounds are healed 
    • this is to simulate the recovery 
    • and also to give chance to eliminate all bacteria once wounds are healed
  • Redraw the player cell sprite/animations
  • music / sound is lacking


Thank you!

Submitted(+1)

The idea is very cool, with a great visual identity ! The only small issue I had was a Healing Cell being stuck at the bottom of the map

I think you could add some particle effects when eliminating bacterias or healing wounds, it would make the gameplay even more satisfaying

Submitted

Thanks for checking it out!

Will definitely try adding Particle effects! 

Regarding the stuck cell at the bottom of the map:

I have had intentions to expand the playable area but haven’t had a chance to go back to! Will have another go at the map design once I have last core element to the win condition.  

Submitted(+1)

Game Title/URL: https://k2aris.itch.io/capsule-survivor

Pitch/Information: Roguelike game, you must survive through the waves and each completed wave will grant you a reward (spell, weapon or passive ability). Well I've only implemented a Fireball spell yet as a reward so there isn't so much choice

I'd like feedback on: Anything you can think of really ! suggestions, bugs or telling me the game is ugly as hell I'm happy to read it

Thank you !

Submitted

Your Game was pretty good. I especially liked the Spells. But I have one minor suggestion I would make the gameplay a bit more dynamic. Maybe you can increase the speed of the player and the speed of the enemies. But still this is a great work for this little timeframe.

Submitted

Thank you !! Increasing the speed sounds like a good idea, I'll test this out. To make the gameplay more dynamic I'm planning on adding new enemy types, spells and maybe a roll mechanics

Submitted

pretty good so far. would be interested to see how it develops!

few things I noticed :

  • pacing of the entire game, from the player movement to attacking and the enemy movement feels far too slow. 
    • moving from 1 corner to the middle to get the orb took like forever :/
  • You may have plans to adjust that but as it is right now even with speed improvement given as power-ups. feels like too slow at the beginning. 
  • the delay on the fireball is too long ? 
  • there seems to be circle around the player - outside the that circle shadows look fuzzy - did not quite get what that was. 
  • Not sure if I had seen it the very first time I played but the "Equipped Spell : Fireball" is displayed even if I have not completed the first wave.
    When it s shown but I cant use it - it shows near the "mana" bar then after first wave the text moves up near the health bar and now then it can be used. 
  • I liked the indicator when the enemies spawn. perhaps show that a bit earlier than the enemy appears ?
    • had one spawned literally right behind me - when I was in the left bottom corner 
Submitted

Thank you so much for your great feedback ! 

I've been adjusting some aspects today and I increased the speed and decreased the couldown of the fireball.

UI has some issues in the web build, I don't have those issues in my editor so that's weird, I'll try to figure it out

Spawning definitly need more polishing but I need to work on new enemy types and new spell first otherwise I'm afraid I won't be able to finish the prototype before the end of the jam.

Thanks again !

Submitted

It's looking good so far! I like the fireball particles! It could be cool if the fireball could hit multiple enemies. The only bug I noticed was that you could change which way you were facing mid-attack, so you could hit an enemy to the right of you and the left of you in the same attack. 

Good game! I like it!

Submitted (1 edit)

Game Title/URL: Helmet Point

Pitch/Information: Helmet Point is a short 3-level platformer.

Sir Lancelot is one of the most valiant knights in the kingdom. However, in one of his many battles, his helmet is enchanted by a witch. The helmet, now blessed with life, decides he is tired of being left out of adventuring and being dismissed as a mere piece of armor. He leaves to explore the world.

I'd like feedback on: Pretty much everything. Is the game fun? Is it too hard or easy? Are there bugs? 

If you liked the game, please see some of my other games. You can find them on my profile page here.

Please be aware that this is a beta of the game and may have glitches and bugs. If you find any bugs, please tell me.

Submitted
Deleted 1 year ago
Submitted

Game Title/URL: https://lightningspell.itch.io/nebula-mining-corp

Pitch/Information: This game is an idle game in which you need to click on asteroids in range to collect them. These asteroids get converted into money. There is an energy bar at the top, which needs to be refilled with the use button.  

  I'd like feedback on: Almost anything and especially Ideas to improve the Gameplay loop and other Ideas to make the game more interesting.

Submitted

I really did not understand how I should play, you may add something to give a clue of which are the controls etc :

Submitted(+1)

Thank you for your nice Feedback. This help me a lot. I will make a  kind of tutorial in the final game. I can really understand your confusion (At this state of developing is this game quite hard to understand).So here is a short explanation of the main gameplay. The core gameplay is to wait for incoming astroids and collect them. Your hooks should catch them and drag them to your ship. There your Ship should convert them to Money, which you need to buy upgrades and energy.  I also noticed that some controlls don´t work like i intented to make them, so there is still a lot of work to do.

Submitted(+1)

good luck on your journey I ll try your game at the end of the game jam :)

Submitted

Growin' Around

Description: Platform game where the character is a plant-humanoid and will be surrounded by plants in a scenario similar to a laboratory where experiments were done with them. These other plants can be used to swap sizes and overcome obstacles.

Help: Currently I'm looking for a 2D artist, if you are interested this is my Discord Emilio Martin#6841.

Submitted(+1)

core mechanic of shrinking/enlarging objects is really cool! 

the tree's collision was bit weird or was difficult to jump on player kept sliding off of it.
Feels like player it s not jumping high enough or even at lower mass levels it feels too heavy ? falls back down far too quick ?

Keep it up! will check it out again later. 

Submitted (2 edits) (+1)

URL:Soil Soldiers

Title:  Soil Soldiers

Information: Rougelite. Go through semi-procedural generated dungeons and destroy the plant menace. 

I'd like feedback on: Any feedback is appreciated! Is the game fun?

NOTES: Build with Godot. There are a few bugs I am aware of, such as dying does not always reset progress, and music can be buggy. 

Submitted(+1)

Hi, I thought it was fun, the visual design is nice and the music is great. I think you're doing well, keep it up!

Submitted

That's already fun I agree

(1 edit)

URL:https://theredactedgamer.itch.io/the-intruder

title: the intruder

info: kill zombies hit enter to progress rounds 

i would like feedback on: anything and everything. (i work in construct 3)

people who helped me: moses(will be the pixel artist), GloriousGold (music).

Submitted

Hello, can it be that the game page is not published? I get an error message when I enter.

Submitted

URL:  https://huggetz.itch.io/sweatshop-sunshine
TItle: Sweatshop Sunshine: Totally Ordinary Game About Production

Information: This is a fast-paced bullet-hell(ish) rogue-like about growing your illegal sweatshop business. Right now there's like 1 enemy and some basic systems like collecting orphans.

You travel the slums of a giant dystopian post-apocalyptic fantasy-tech city and collect orphans to work in your totally illegal workshop.


I'd like feedback on: 

  • Artstyle - does the game's picture project the feeling of hopelessness? Do you get the feeling that you are in a totally awful place?
  • Visual effects - what do you think I should add in that regards?
  • How character controlls feel
  • Any bugs you discover
  • Overall suggestions

Enjoy :D

Also rn there's no way to die, cuz I set all enemies' damage to 0,  that's not a bug.

Funny game idea, tried and true gameplay. It might be cool to be able to have the orphans build you upgrade parts for your weapons, and the more orphans you have the faster they get made. Maybe a parody of the nemesis system in shadow of mordor where an orphan escapes then later comes back as a boss you have to fight, that would be hilarious.

Just spitballing ideas, you've got a really solid start here!

Submitted(+1)

Haha, orphan bosses sound hillarious! Don't think imma do something like that for now tho, it would take me too much time :D
Also yeah, I plan to have some of the upgrades be made in the sweatshop by orphans. I don't really enjoy the concept of waiting so orphans will be more of a requirement checkmark, like if you collect, say, 50 orphans, you can expand the sweatshop and get additional crafts or smth. I feel like waiting mechanics would work better in other game genres like factory simulators and such

Submitted

BoomerangGame

Title:BoomerangGame

Information : It is a prototype of our game for the WinterGameJam

I'd like feedback on:
- should we make the boomerang go through enemys or comeback after hit

- should we make boomerange jump catch it or throw it down -is everything readable? -Can you always find the character on screen?

 -is the level design intuitive

 -how does the boomerang speed feel throwing and returning

 - what kind of enemies or puzzles do you think would be fun with this game

This is really fun!  I love the idea!

It would feel a lot smoother and fit into the theme if you could make the boomerang do less damage, but pass through enemies and hit them a second time on the way back. It would open up a lot of room for strategy and a higher skill ceiling.

The character looks great and I always knew where they were, and I was never confused about where to go or what to do. Levels and character are both great.

Speed feels great, it might be cool to make it come back slower than  when it's thrown. That's just my opinion though.

Maybe an enemy that can grab    onto your boomerang for a couple seconds and throw it back at you?  It could also be cool if the boomerang could grab things like health pickups or keys and pull them back to the player. Maybe an enemy or boss could take advantage of this by dropping bombs that the player will pull back towards themselves on the boomerang?


Really really cool idea, I'm excited to play it when it's finished!

Submitted

Thank you for your feedback i really love your ideas we will try to think about it and add it for sure Happy that you like it

Submitted

My only problem that it was too short hah. rly fun!

Submitted(+1)

Game: Pixel Platformer

Information: its a simple platformer where you can find new powerups as you progress

I'd like feedback on: anything really, what did you like about it, what can be improved, or what you think could be added.

Submitted

Hi, you're doing pretty well, I had fun.

Some personal impressions:

  • In some places I had to die to know what to do because you couldn't see the way and sometimes it turned out to be lethal.
  • Some waypoints are close to a danger zone, but others are not and I ended up getting frustrated, an example is this part where there are several danger zones in a row.
Submitted (2 edits)

Thanks for the suggestions

I updated it with an increased camera size to make it easier to see further away platforms

in terms of waypoints, I am trying to find the middle ground between easy and challenging.  I don't want to make it too challenging with few waypoints, but I also don't want it to be too easy with a waypoint after every obstacle. I will try to play around with the waypoint positions later.

Submitted

Hey, I thought your game was great! Tight responsive movement makes it feel nice to control.  A change I would like to see is for the camera to be expanded. I would have to take leaps of faith often just to see what to do next.

Submitted

Thanks for the suggestion

I updated it with an increased camera size to make it easier to see further away platforms

Submitted(+1)

Game : A Wizard's Journey

Information: A simple 2D platformer where the blue wizard is searching for the rare earth potion that will grant him magical growth power.

I'd like feedback on: 

  • Art  - Does the game embody the magical/mysterious theme well?
  • How character controllers feel
  • Is the gameplay intuitive/ clear ? 

   Any feedback is appreciated :) 

Submitted(+1)

Hi, it's simple and fun, it's a great visual design and music. Maybe you could add "coyote time" to the jump.

Submitted

Thank you for the suggestion.

Submitted(+1)

Game Title/URL:  oh, honey

Pitch/Information: clicker/idle game where you produce honey.

I'd like feedback on: if it's fun and if the increase of stats, costs and stuff are working well, but anything is welcome <3

Submitted

Hi, I liked how simple it is, you seem to be handling it well. The music and visual design are nice.

I tried it in chrome and it doesn't keep generating honey when I change tabs or windows, I don't know if this is a bug or it's meant to be.

  • Maybe an interesting feature could be skills that benefit the bees or another element of the game.
  • Another feature suggestion, auto buyers.
Submitted

I think that the beginning goes quite slowly with the progression but it simply depends on how you want the game flow to be. Overall I like the simple graphics and the theme! rly cool :3

Submitted

Game Title/URL: ChallengeThem

Information: TopDown2D Beat'em up.You're a swordman challenging strong monsters

I'd like feedback on: Is it interesting?What can be improve?The pixel art I made is ok? or is it too ugly? Any feedback is appreciated!

I need help on: I use unreal engine.And is there any where to manually control the mouse capture?Thanks!

Submitted

Game Title/URL:  https://deadlyspider.itch.io/morphingbird

Pitch/Information: Grow or schrink to make your way to the end of this puzzle platformer! Made for My First Game Jam: Winter 2023.  In this game you play as a bird who can morph into the appropriatie size needed for the right situation.

Any feedback much appreciated! 

:D

Submitted (1 edit) (+1)

Hello thanks for having me! It's my first time to make a game, I just started learning Godot last week and having so much fun. 

Game Title/URL: Reincarnated As An Adorable Walking Rock In A Peaceful Gardening Sim Game

Pitch/Information: Choose to be Pebble-chan, Rock-kun, or Stone-sensei. Walk around growing plants and enjoying nature sounds.

I'd like feedback on: I'd love to know if you find the game cute and chill so far. Not yet sure what else I'll add, probably more options for plants and decor... hopefully also animals and a day/night cycle. Open to any other feedback and suggestions.

I need help on: I'm unable to get my custom cursor image to work, not sure why! Using Godot on Mac OS 12.6

Submitted(+1)

Hi, the game works well, I like the visual design. I don't know if it's just my problem, but I hear the sound only from one side.

It would be nice to add 8-way movement, personal opinion.

Submitted

Thanks Emy! I'll look into 8-way movement.

Oh nice catch re. the sound! You're right, the birds and the lofi music only seem to be coming from the left - I hear it in the browser version and also when I play the game here on my laptop. Unfortunately not sure how to fix it! Inside Godot editor the sound works fine. I've tried reimporting the audio files with "forced mono" but that still hasn't fixed it.

Submitted

Game: Growing shooter

Information: A simple 2D top down shooter where your character grows with time making it harder to avoid enemies

I'd like feedback on:

  • Possible errors
  • How does the player controller feel
  • Is the gameplay at least semi decent?

In general any feedback is appreciated :3

Submitted

Hi, I found the game fun to play.

You could add that enemies decide to cross an edge if the path to the character is shortened by doing so, assuming it's not a feature that they don't decide to do so.

Submitted

That seems like a cool idea to make the game more fun. Thanks for the idea!

Submitted

I would probably add a cooldown to the shooting as if you click extremely fast your pc may combust into flames with the amount of entities moving on the screen.

Submitted(+1)

I'm actually doing that as I'm reading this comment haha

Great submissions so far. Keep up the great work!

Submitted

Game Title/URL: https://brayniverse.itch.io/growth

Pitch/Information: I needed a super simple game mechanic in order to be able to get close to actually finishing something. So given the theme, I thought why not build a mechanic where you need to grow larger and shrink back down to hit targets.

I’d like feedback on: Anything really. But I am considering using the mouse to grow/shrink instead of the up and down keys. This would work by holding down the mouse to grow and letting go to shrink. My concern here would be that the shrinking feels less in your control.

I need help on: If anyone has used Godot and knows how to fix the CORS error I seem to have with my exported game that would be grand.

Thank you

Submitted

Game Title/URL: https://sacrisquia.itch.io/erina
Pitch/Information: Leave a trail while moving, trap enemies into your trails and survive 
I'd like feedback on: Is the game fun or the mechanics are understable?
sorry if my english is bad

Unfortunately I didn't complete my game in time for the jam, but it was still a great experience and I had lots of fun playing and reviewing everyone elses games.  I'm excited to use my experience from this jam to participate in the next one!