It's incredible how you guys managed to make this game in 48 hours. Pretty polished and fun with very arcade feel. Nice Job!
0new4y
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Fun little clicker game with reasonable progression. Sometimes I wish I can see the levels of my upgrades so I can feel that sweet sense of progression, but it's nice to get a mini cutscene dialogue every time I buy a new item upgrade. Also, seeing numbers on exponents ($1.01 E+04) rather than basic numbers ($10100) feels a bit strange. But nevertheless, it was very enjoyable. Nice job!
The art style is pretty good, I like the clean UI system to upgrade the player. I found the controls a bit hard though, maybe speeding up the rotation and acceleration/deceleration would help (?). Also, some warning about the incoming enemy meteors would be nice (even a simple text like "Enemies incoming!" would help) , since a lot enemy quickly swarms around the player in like 15-30 seconds and I'm completely taken by surprise on my first playthrough, haha. Overall its a pretty fun game
The art style is nice and the puzzles are fun. I find it a bit difficult to differentiate between the walkable floors and non-walkable floors though. Maybe you can differentiate them by adding outlines? Or maybe have more contrast between the color of background and the color of foreground. But overall, it's very fun
Nice game, especially for a 48 hour project. It's somewhat like spore, but you must plan ahead so that the amalgam is scalable. The graphic also reminds me of PS1 era. However, I feel like the swinging of the arms is a bit unclear at first. I thought it would swing left to right, instead of up and down. 2 playthroughs fixed this issue though
Fun game with hard controls because of the sudden randomness in movement. Maybe the game is too hard for my preferences, nevertheless it's a great hard game. Maybe you can implement some reward in keeping the scale of the balloon, when the scale is in the dark blue spot, the balloon will have some Splash killzone effect on pop. So, it may reward players who keep the right scale but slightly miss the targets
I uploaded a submission named "Death's Palace (jam ver.)" about an hour before the jam submission ends. I had put the game contributors as "ShotgunFlamez, 0new4y" on the form. I recall the game was already on the submissions page about 1 hour before the jam ends. However, I noticed yesterday that I accidentally made the visibility to the project as "Restricted" when I submitted the game, and it seems like the submission is removed from the jam. Can you clarify about this? Did you removed the submission because of it being "Restricted" at the end of submission period, or did it get automatically removed by Itch.io system?
Glad you liked the game :D . I just watched the video and seems like you encountered a bug on the last level, truly sorry for that. I didn't manage to disable collision detection from under the ground tiles, so the game treats as if the player is jumping (thus adding more force upwards). Didn't thought that players can trigger this bug by using the jetpack (。ŏ_ŏ)
Hi, I loosely interpreted this year's theme as two slime lovers trying to meet each other (being joined together). I agree that the game's mechanics might feel like it doesn't really connect with the theme. However, I'm happy enough that I managed to make something during my first 48-hours jam. Cheers :D
The idea is cool, sort of like tower defense game, but the towers can't attack and you must attack manually while linking to these towers. I read from the game page that there's a lot of bugs, and indeed the bugs listed there were in the game. I just wish that there'd be another version without bugs, because the idea sounds great!
If i can suggest something, it's to edit the square colliders of the trees so that only the ground/bottom part of the tree has colliders. I think it's more natural that way, because you should be able to walk behind a tree in real life.
Anyways, don't give up! Making games in 48 hours is pretty hard, so be proud that you submitted something in time :D
Cool mechanics and application of the theme. I like that the snake move slower when it's too long, forcing the player to strategize whether to make multiple small "snakes" to dodge attacks or simply make a long "snake" with a bigger risk of getting hit. I agree with others that it's quite hard to differentiate enemies and fruits when the screen gets chaotic, maybe some more contrast between these 2 things could help. Overall it's really fun
Nice game, i agree with the comment that it's like Deepest Sword but top-down. Puzzles are easy enough to finish quickly so players don't get stuck for too long and get frustrated. I wish there were some music/sound though, as the sound of finally killing the man across (the) river would be satisfying >:D
Interesting mechanic. Last level (Level 3) is a bit too hard with all the bouncing colors though. Maybe also add different face emotions for blobs when their color is indeed needed for the painting, like a smiley face when it's needed for the painting and angry face if it's absolutely not needed for the painting and is just there to mess the paintbrush's color
Concept is great, hitting the melee enemies so they disappear for a while, allowing you to pass. The art is great, and it's actually better to play on mobile because a console-like screen is available there (plus, the button inputs are better on mobile). The platforming part is a bit hard though, because the character is really slippery