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A member registered Jun 10, 2020 · View creator page →

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fair enough

didn’t expect anyone to actually read this lmao

done 🙃

doubleplusgood selection of high quality games here, go play them already!

welp, thanks for letting me know how to actually aim, but even then, the controls still felt very, y’know, off.

(anywho, unrelated suggestion - you might want to consider making the J&I intro splash screen thing a little bit shorter, or make it skippable. did get a bit bored waiting for it to be over so I could get into the game)

That was a very inventive implementation of the jam theme! I also like the visual style of the game.

Main nitpick is with the complete lack of any audio - which lead to quite a few failures from enemies reaching the middle of the thing whilst I was looking away from it, either dealing with other enemies or trying to enhance my defences. I also wasn’t a fan of the rather dramatic camera sway as well, felt a bit unnatural.

Still, pretty good work, given the time constraints.

well, the aiming is a bit necessary for gameplay, seeing as it’s nigh impossible to point the character in the right direction with the movement keys alone!

but still, I’ll fiddle around with the mouse sensitivity, and give it a second go.

Oh hello there! Fancy meeting you two here!

Pretty nice little game you have here. Pretty effective concept, didn’t overstay its welcome, and I adored the overall presentation of it. I rather appreciated the ending as well, felt nice. Good work!

That was a pretty nice game. I did struggle a bit with the movement (it was certainly more dramatic than I was anticipating), but the overall presentation and game concept were pretty darn good. Would try to give some more feedback, but I’m out of spoons rn, so tl;dr nice work!

I’ll be honest - the controls ruined the game. I liked the core concept, and the visuals were pretty nice too - however, the horrible controls made the game very unenjoyable (and made aiming nigh impossible - unless I was missing something major with how exactly I was meant to use the mouse to aim, as all that did was show a line out in front of the mage; nothing movable with the mouse). I was wondering if you had designed the game for controller or something (I thought maybe it wouldn’t be as horrible to control if I used analogue controls instead) - to no avail (nothing happened).

Not sure what else I’m meant to say here.

I was not expecting to experience a science-based existential crisis delivered via the medium of interactive fiction, but here we are. Genuinely was not prepared for it, but I was both overwhelmed and rather impressed. I genuinely respect the hustle.

Not sure what feedback to give - but having some coloured text to indicate whether a line is a prompt/place name/a thing/words text (should be doable without external modules via using ansi escape codes) probably would have helped to make it a bit more readable. But still, nice work.

That was a very interesting implementation of the theme ‘Built to Scale’. I wasn’t able to scale very far (got past the vertical pillar, but got stuck on the hill later on), but this was a very nice game concept you have here. Well done!

in terms of .pck file you forgor the .pck file (there is an option in the export settings to embed the .pck file in the executable though)

You do realize that the original project is distributed under the CC-BY-SA license (see scratch.mit.edu FAQs), right?

It looks to me like someone’s not complying with the CC-BY-SA license.

well, there’s still time to reupload it as a .zip 🙃

(alternatively, Godot has an option for embedding the .pck within the .exe file - and, assuming you’re not using C# in Godot 4, there’s also the option to export it as a web build so it’ll be playable via browser as well)

absolutely glorious. bravo.

That was an impressive game.

So, as usual, couple of nitpicks. Firstly - the very wonky controls for placing things were a bit of a pain in the backside (for example, genuinely wasn’t able to put the flatscreens into the wall brackets, so I had to leave them depressingly laying against the wall on the floor). Secondly - it didn’t seem like the non-front speakers were functional in demo mode (even when providing the appropriate amount of power) - but then again, my own audio setup is a cheap crappy headset, so I’m guessing that those speakers might be connected to the appropriate output channels for players who actually do have an audio setup - however, it did kinda make the end results of the speaker setups feel a bit underwhelming. Finally - I’m not sure if levels 3-5 were meant to have background music or not - the first two definitely did, but it sorta cut out from there, idk if that was intentional or a bug.

Anywho, nitpicks aside, I still found this game somewhat enjoyable, even if the controls did make it somewhat frustrating at times. I also liked the optimization task of trying to squeeze the budget as far as it would go without resorting to a mountain of default cubes. Didn’t have anything kicking around on my hard drive for use with the media helper, but that component in itself is an impressive technical achievement, and honestly congrats on getting this pretty inventive interpretation of the theme up and running. Great job!

That game was pretty good.

A few small nitpicks though.

Firstly - it felt a bit too much like a player’s success or failure hinged a bit too much on whether or not they could get a turret down during wave 1. On my first attempt - I didn’t manage to get a turret down ASAP, and so I quickly got steamrolled and naturally lost. Second attempt - I made a point of getting a turret down ASAP, and then the rest of the game was a total cakewalk. Secondly - might be worth binding the escape key to a pause screen or something rather than instantly restarting the game when pressed, just to avoid mishaps. Finally - would be nice if it was possible to play the downloadable version in fullscreen rather than being stuck on windowed mode (even after trying to alt+enter to force it into fullscreen).

Still, nice game.

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I am utterly speechless. Never used vim so yeah I don’t entirely get the joke, but honestly I felt pure joy with this experience. Bravo!

(Have noticed a slight bug on the windows build - keeps duplicating my inputs for some reason, idk why, so it keeps moving the line twice instead of once, and ofc it’s a bit hard to close vim when :q<ENTER> becomes ::qq<ENTER><ENTER>. but then again chances are I’ve probably done something unexpected on my end in the meantime ~~such as not running it on linux~~ so 🤷‍‍♀️)

this isn’t ‘so bad it’s good’, this is unironically good, smh my head 😤😤😤

but honestly this is a pretty good game, I didn’t manage to finish it though because I am horrible at these sorts of games, but like this game is a genuinely good game. not sure what else I can add here which hasn’t already been said.

that was a pretty nice game.

the start was a bit of a slog (took a while for things to get going with the fishing and the collection upgrades), but by the end it became pretty enjoyable.

Genuinely enjoyable game. Did feel like the final level could have used a checkpoint or something (died near the end and then backtracking all the way back up was a bit of a bore), arrow keys as a movement input would have been nice, and keyboard keys to swap projectiles/throw them would have been nice as well (possibly using the arrow keys + z/x/c control scheme), but then again, those are all minor nitpicks.

Still, great work with this game, and it truly is some peak so-bad-it’s-good content :)

Great game concept you have here. Controls were a bit of an issue (probably would have been worth using some keyboard controls, like in Cook Serve Delicious, because the flailing around with the mouse didn’t feel very good), and there is an issue where running out of time with one drink will inevitably cause the following drink to end in failure as well (after all, if you barely miss the window for an ingredient for drink #1, that ingredient would end up in drink #2, thereby causing drink #2 to also be incorrect).

The latter issue probably would require a rather large overhaul of the gameplay and musical content in order to be addressed - seeing as the main way to fix it would be to make the audio more of a ‘call and response’ prompt (no cup whilst ingredients are being rapped, then given the cup to put the ingredients in, then cup is removed before the next rap) instead of the ‘uhh try to put the ingredients into the cup at some point’ gameplay which levels 2 and 3 felt like they devolved into (a consequence of those audio tracks not really lending themselves to that gameplay structure).

Still, nitpicks aside, pretty good game you have here.

I genuinely have no idea what’s going on in this game, but I’m guessing that’s intentional.

It’s pretty impressive how you somehow managed to get this working within Scratch of all things.

That was a pretty nice game, with excellent sound design, and it’s some peak SBIG content. Great work!

I noticed that njacke’s already mentioned the issue with ‘actually placing the food on the table’ (which caused me several game overs), but I will say that it was a bit difficult to actually see the patience bar thing on the HUD (given how tiny and out-of-the-way it is). Also, I did encounter a few instances of the game suddenly having massive lagspikes every so often - might be an issue with the nature of the game as a Godot web build (which could be addressed by offering a desktop build), or it might be an optimization issue, not entirely sure.

Finally, some feedback for fully completing an order from a table (y’know, a ‘thank you’ or a ‘go away, food time’ line from the patrons) might be worth considering (to, y’know, indicate that that table is done), and a bit more feedback for punching the annoying patrons (y’know, like an impact noise or something) might be worth considering as well.

Still, great job!

this bird is just like me fr

but honestly, this was a genuinely impressive (and surprisingly deep) game, especially for something thrown together in only 8 hours. Well done!

I’ll confess that I did find myself cheesing through the final level (after many failed attempts at doing it legit), but I genuinely enjoyed my time with this game, and I greatly enjoyed how the ‘buggy’ pause screen was used as the core mechanic of the game.

One QOL feature I would have liked would have been some sort of visual indicator of Depressed Bird’s current velocity direction (just to make aiming those particulary tricky pause slides a little bit easier), but still, great work nonetheless.

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This is a rather impressive game, and seems like it’s the love(grand)child of Hotline Miami and Project Zomboid. Just needs a bit of polish around the edges, but what you have so far is a pretty good game.

So, some nitpicks (but, y’know, these are coming from a perspective of wanting the game to fulfil the potential it has). First, I’d suggest trying to implement some sort of custom cursor override for the game (y’know, like the cursor crosshair thing in Hotline Miami), because the mouse cursor is a bit intrusive over the gameplay experience (and, on a related note, a ‘middle mouse click an enemy to lock on to them’ function would also be pretty nice). Secondly - it wasn’t very clear that the character with an X on their head at the start of the level was meant to be friendly. I initially assumed they were an enemy, got rather confused when neither of us were able to harm each other, and it took way too long for me to realize that they weren’t an enemy. Might be worth rethinking their inclusion a bit. Third - the lack of an ending or anything was a bit of a disappointment. I’m guessing that the structure of the game was intended to be one of those ‘play level -> rescue people -> more upgrades available in the starting area -> continue’ sorts of games (and honestly yeah game jam time constraints understandably got in the way of that), but some sort of win screen or some sort of payoff wouldn’t have gone amiss. The onion torch was a surprise to be sure, but imho it did feel like a bit of a letdown compared to the nunchucks. Fourth - it didn’t really feel like there was much of a reason to not use the revolver/rifle (barring the novelty factor of the nunchucks), as their endless ammo and ranged capabilities made them a bit too optimal (sure, they made more noise, but they still got rid of enemies before they could pose a threat). Might be worth considering ripping Hotline Miami’s weapon system (limited ammo/weapon choice, have to find weapons on the ground or from enemies, could possibly enter with a weapon though) to keep things a bit more interesting, or maybe you could consider adding some enemies who are immune to gunfire (like those enemies from Hotline Miami 2) so, again, there’s a reason to not use the guns (and whilst I’m thinking about it, the ONION torch did feel a little underwhelming). Finally, the music choice just felt a bit too ludonarratively dissonantly calm and cheerful, but like in a way which didn’t really work out (also the music doesn’t actually loop).

Still, nitpicks aside, given the whole ‘having to make the game from scratch in one week’, you did remarkably well, and I am genuinely impressed by this game.

As a sidenote re the itch.io page layout - might look a bit better if you used the current ‘banner’ image as the ‘embed background’ image instead (seeing as, y’know, it’s roughly the same aspect ratio as the embed anyway, and the embed background image is shown front and centre on the game page anyway). I’d also suggest checking out seleb’s ‘Better Minimal Unity WebGL export template’ as well, to avoid having that embed background image intrude on gameplay.

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as a sidenote - when I noticed the various instruments being mentioned in the 3rd level, I kinda suspected that I had either missed something like buying more instruments, or that ‘not having the instruments stated in the script’ was part of the joke.

However, I can confirm that the new starting position seems to convey the presence of stuff beyond the conveyors suitably well :)

(also, the new skip cutscene button is greatly appreciated too 😅)

no problem :)

Not very satisfied with the ending. Killed 1146 enemies (the final 600 or so were apparently invisible, somehow dying from a guitar riff after reaching a combo of 300-ish from the triangle), the exit door eventually opened, and I was left to wander a desolate wasteland until eventually reaching the end of the floor and falling into the void. Also, didn’t find any reasons to use the cymbals or the slide whistle (inconvenient locations on the controller, didn’t want to risk losing my combo). Also, might have been worth making the enemies a bit more fragile, seeing as there is an utterly ludicrous amount of them for the player to force their way though.

Still, got a solid concept here, even if the execution was a bit dodgy.

I’m genuinely confused by this game but in a good sort of way. Nice work.

That was some very good SBIG content. And as someone who’s also a first-time Godot user, your end result was pretty darn good. Great job!

I was able to work out the strategy for the rollers somewhat quickly (looping them around the pillar), however, their status as bullet sponges does mean there’s plenty of opportunities for things to go badly in the process (so, y’know, having to redo that fight in order to have an attempt at the content after it was a pain in the backside).

Re the ending and ‘three empty rooms’ - well, there is the question of whether or not the three rooms prior to the ending area actually served any purpose. Perhaps placing a checkpoint there, and building up some anticipation for A Big Fight may have been a better purpose for it (rather than fodder enemies), and probably would have worked suitably well given, y’know, SBIGJam and all that.

And honestly, I get where you’re coming from, about playtesting being a pain.

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This was a rather good game, and surprisingly brutal about confronting the player with the consequences of their (in)actions.

One minor nitpick - I tried to make the window of the downloadable version a bit bigger (I kept accidentally moving my mouse outside it) and that kinda messed up the positions of the frogs and the conveyor belts, which probably wasn’t intentional.

Still, pretty nice game (my high score was 15 alive at once)

First things first - I’d suggest marking the downloadable version as being for Windows/Linux/Mac, so it’ll actually be downloadable via the itch.io desktop app.

But, to be brutally honest, I genuinely didn’t enjoy this game. The title screen hurt like hell to look at, so I found myself actively dreading having to put up with it. The trial and error needed for the jump/match modes wasn’t facilitated by losing booting me back to the (very painful) title screen before having a second attempt - and I ultimately just threw in the towel and used snipping tool to get me past that match level, but I was strongly considering giving up on the game right there. I would also suggest making the instructions for the level in question viewable within the level itself.

I eventually gave up on the game entirely after level 8, as I simply couldn’t deal with any more eyestrain from that godforsaken main menu background, and I was starting to resent my time spent with this game.

I can see that there was some genuine effort put into this game - but ultimately, the game was just a rather bad experience.

That was an alright game.

To be honest, I’d suggest making the ‘hold’ functionality available by default. Clicking constantly doesn’t really offer much in terms of challenge besides inconvenience. Secondly, I’d strongly suggest making sure the game doesn’t attempt offering the player any one-off upgrades yet again (as the spreadshots and holds don’t stack, so there’s no point in offering them to the player again - as I found out the disappointing way after wondering if the spreadshot would stack only to be faced with disappointment). Finally, I’d suggest producing a desktop build of your game and offering that as a downloadable version instead of just having the web build (yet again) as the downloadable version, because web builds aren’t easily playable locally.

Nitpicks aside, I can see some signs of a rather good game here, as everyone else has already mentioned. Just needs a bit of polish around the edges.

thanks for that, I have updated my rating and my comment accordingly.

That game was pretty nice, I’d say.

Most of the things I would say have already been said by everyone else, but it does feel a bit like the game was designed a bit too much around the piercing upgrade - without it, it’s nigh impossible to make a dent in the incredibly large horde of enemies, but with it, they start dropping like flies.

pretty solid concept, all things considered. one minor nitpick - it would be nice if the arrow keys could be used for movement instead of just WASD (maybe also with z as an additional jump button in addition to space), seeing as, y’know, that tends to be the usual keyboard control scheme for 2d platformers.

Either way, pretty good work.

truly one of the rhytm abcs of all time