Everything- from the sound to the art to the gameplay, was top-notch! And the take on the theme was really unique. I don't think you really needed the "scale of pain" cus it didn't actually add much difficulty, just meant I had to take a break every so often, but other than that the game was amazing!!
Alexio Games
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I really love these kinds of games, where you use the UI to interact with the world, and this was a really smart way to do it, and a great way to incorporate the theme. I will say that it felt a little unfinished, but I want to see this developed further, and would definitely pay for a more polished release with more levels!
This game was really great! Everything about it was really intuitive and super fun. I've never seen level design be that simple yet fun! Literally my only issue with this game is that sometimes when you were trying to scale rooms the scaler UI would disappear before u reached the end, but other than that this game was as close to perfect as possible!
I loved the game, it was short and sweet, real quality over quantity here. The art's really impressive, and I liked the use of the theme. One thing is I think I would've liked a more abstract way of measuring balance. Maybe a bar? The numbers changed really fast and it was distracting from time to time.
Very solid game! I would've liked some of the quality-of-life features in most versions of Tetris (soft drop, pause before the piece gets stuck, etc.), but it was still very well done and polished! I thought that the connection to the theme was a bit of a reach, but a lot of thought clearly went into the game. I liked how just as I felt settled into one orientation, the game would flip, so I was always thinking on my feet!
This game was really fun to play. I loved the simple art and Sokoban feel I got when playing it. I think that you could make way for players to toggle scaling, rather than having to constantly hold a button down and have less screen shake when walking. Overall, very little quality of life things- the game as is is really fun and engaging!
I think that the game could've tied into the theme better, but everything else was on point. The movement, in particular, was great. The hover boots didn't work quite how I thought they would, but they were really engaging. I liked the signposting when I went to open the inventory, but I wonder what it would've felt like to have to come to the realization that I needed to change gear by myself.
I really liked this one. I like almost any physics Tetris game, but the way you did it really showed a good understanding of the theme, and there was a lot of polish for a four-day jam! My only real note is that it was really hard for me to see what was going on in the game, maybe having a closer camera would help with that.
I loved the concept of the game; it really fit the theme nicely and felt really easy to understand, but it still needed a lot of skill to succeed. I especially liked the Backpack Hero influence, and how you brought that into an action game. I think that a smaller scope could've done well here- some polish at the expense of a feature or two would've brought your game from noticeable to something really special!
I liked the concept of the game; building a skyscraper is a really neat idea, and it's presented in a clever way. I would've liked it if the game was more difficult, maybe by making it so that you have to balance floors on top of one another rather than having them stick together. Still, it's a promising game!
I really liked the game; it feels like a really well-done mobile game (I mean it as a compliment, promise). I would've liked to see the NPCs react a bit since there was a maniac with a cannon running through the building, and they just kinda stood there. Also, while I liked that you would have different endings based on the way you played, I would remove the different endings from the description, because I didn't feel the need to replay since I could just see all of the endings. Overall, a short but sweet game that has a lot of potential if you decide to expand on it in the future
I really liked the idea, but I was kind of confused by the way it worked in practice. The character wouldn't always follow the line I drew for it, usually because it would stop before the line's endpoint. Also, I don't know if this was just a me problem, but the "shoot" button didn't work, and enemies wouldn't hurt me. Still, I really like the idea behind the game and would love to play a more polished post-jam version.
Awesome game, really challenging and fun. That being said, there were a few (very minor!) things that kind of irked me. The game had a great, unified art style... except for the platforms, which I felt took away from the clean, flat art that the rest of the game had. Also, the camera movement was jittery. Still, the game was really fun, and I really liked how you managed to make a platformer using only mouse inputs!
It's a great game. The sound effects were especially satisfying, and I like how the theme fit into the game. That being said, I think reaching $300 is maybe a little too much for a jam game, and it took a while to get there. Setting the criteria to a lower amount will make the game shorter, but also more engaging IMHO.
I really loved this one; the controls were really well done, and there was a great translation of normal car movement to mouse movement. Having to dodge other cars really added a level of depth and complexity to the game. The UI was functional, but I would've liked to see something that you made yourself there, rather than the default Unity UI assets, but that's a nitpick. Loved it!
Great recreation of a popular game. Super fun and kept me engaged for a good while! My only complaint is that it feels like the theme wasn't the focal point of the game, it kind of felt like you knew what you wanted to make going and shoehorned the theme in at the last minute. Still, the game you made was a great recreation, and I loved it.
WOW. That was insane. The atmosphere was beautiful in a sad sort of way and felt perfect for the theme. A great example of quality over quantity, and I was surprised by how hooked I was, even though it was so simple. One slight thing I noticed is that if you walk backwards, the words disappear, but they don't reappear when you walk forwards again. That's a really small thing though, this game was fantastic.
It's a really great game, I love the VVVVV gravity flip; that felt really nice with this kind of game. It was a little hard to read my health; it kind of blended into the background a bit, but honestly, that's a really small thing. It did feel like the game didn't really fit the theme? Like it was kind of shoehorned in? But the game's great either way, and it felt like an old-school platformer in all the right ways!
It's a really neat game; it's obvious a lot of effort went into it. Felt nice to control, and the polish was really good. The atmosphere was perfect for the theme! Some real quick notes- the really intense into felt like sensory overload, especially the flashing lights. And the grey body kind of blended in with the background, even with the bright light over it I was still missing jumps because I couldn't see my character! But seriously, those tidbits aside the game plays really well and the atmosphere fits the theme really well!