Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

5uso

21
Posts
A member registered Jul 17, 2022 · View creator page →

Creator of

Recent community posts

That was so well made, love the cutesie style! You can just tell how much how much went into making the game feel oh so nice.

I was messing around with the conveyors and was surprised by the little secret at the end :)

When coming up for interpretations of the jam theme I thought of this meaning for "scaling", but was afraid of not being able to deliver on the idea, it's not easy to make systems like this one behave. I'm glad you managed to pull through with it, and with a cool spin on it too!

Thank you! I was also impressed we could pull it off, guess you can get a lot done in a couple of days if you focus. Definitely managed our time better than in our last entry, the 4 days were nice to not stress as much

You made Eniah happy (reaction pictured below)
 

Yeah, the purple crystals probably shouldn't have a hitbox the way they do currently... I set them up in a way that made it kind of annoying to correct later on.

Thanks for the feedback! 

You had me when you named the game "Banana For Scale". Simple but very polished. Could probably throw some some wackier mechanics into the mix to spice things up, with extra dev time. Pretty nice! 

Hi, thanks for the comment! I take any similarity to Mario Odyssey as a compliment, you're right that the low poly terrain is slightly reminiscent of luncheon kingdom. Having tried Crescendo, I think it's the most original spin on the jam theme I've seen thus far, great job on that!

Cool stuff, hadn't played this kind of game in a  while.

I especially like the game feel, feedback on actions via sounds and VFX is on point!

We ran into some last minute issues with the respawn system. Sometimes it thinks you're softlocked and is too eager to bring you back, sometimes it misses and doesn't, sometimes it tries and still doesnt! Biggest regret this jam is not putting more time into testing it 😅. But hey, I hope it didn't detract too much from the experience. Thanks for the comment!

Lil' game for lil' wizards (or big wizards, if you press up enough times). It's got some nice atmosphere.

The moment where the big flying spike rapidly approaches you reminds me of those banzai bills from super mario world kaizo romhacks, cool to see.

I experienced some issues with collisions when scaling. That sort of thing is tricky, I'm sure with more time to develop the idea you could get it to be more consistent, keep at it!

Thank you! Need to get some more practice dejanking my first person controllers. Glad you enjoyed it!

Very nice! I dig the vibe especially. Puzzle design is simple but keeps you engaged. The secrets are cool, I missed a few but they feel right, not in the way so not trivial but not horribly hard to find.

The one thing I think brings the experience down is the camera, the angles feel quite restraining and it points mostly at the ground when you're small. Making third person 3D cams is so hard.

The different elements come together quite nicely and it feels like a finished little game!

Whoa, that was so cool!

Hadn't thought of musical scales when considering ways to interpret the theme, super original. The presentation is also very classsy for a jam.

Super simple but I think it shows a lot of potential. Also the dynamic music element is smart, having a composser on our own team, wish I had thought of that :)

Over the last day some peeps have been competing trying to optimize this as a speedgame and it's been so cool to see!

Leaving the current record here, because it's just so nice

It makes very clear that our collisions got ssome issues, and somehow that just makes the run even better

Yup, can see how that'd happen. Thanks for playing!

Pretty nice, tiny game fitting for a jam.

With some more dev time it could surely benefit from more gameplay variety. It's also happened to me during jams that I try making something with procedural elements and end up running out of time to implement content even if I have the basics laid out.

I like that it presents a theme and sticks to it for the different aspects of design. It also seems that the systems hold up quite well during normal gameplay not trying to break things, which isn't a given in jams. Good job!

Thanks! I agree that the movement came out rather janky... We tried to make the controller adapt to the mountainous terrain and with the limited jam timeframe it was a bit underbaked. Im glad you enjoyed the game either way!

I was playing in v5_unstable. The sound did seem to play correctly, but I guess the timer did something weird. I could play the sound multiple times. Running into last minute export troubles is always frustrating, but at least you managed to get a playable version out :)

It's a simple little platformer, it's got some of those jam quirks, but its is what it needs to be.

Moving props around the level such as the jump pads is interesting and used for some interesting puzzles, though backtracking is common and slows down gameplay.

It's nice to see that you shipped a full, self-contained experience in the timespan of the jam! It's easy to overscope and get carried away, but this feels focused and finished.

It seems something must have gone wrong with the upload... Happens to the best of us

Hey! Interesting idea, bit obtuse but that's not necessarily a bad thing.

I first went in from the jam page and didn't understand the controls, taking a look at the game's page clarified that you need to press 1 in order to see the explanations for them. Once I saw those, you can tell there's quite a bit more to the game that meets the eye.

It can be difficult to navigate and tell in which direction you are moving (especially with low contrast settings). I eventually found the big shadowy figure and honked at it, though I didn't see anything happen after that.

Overall, I like that it's trying to do something different. You didn't go for a stereotypical game archetype and there's value in that imo. It currently lacks clarity, and I think it's something you could improve upon with more development time.

Btw, it's cool to see more people giving Godot a spin for this jam! Were the effects like the text warping at the beginning and the animated sea texture achieved with shaders?

Thanks! Such is the jam life, we should get better at finishing stuff

Me too, my friend, me too