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benanimating

42
Posts
A member registered May 06, 2022

Recent community posts

Congrats on making it into Mark’s b-roll!

I love this game in concept. In practice, you might want to adjust the difficulty curve, especially at the beginning. [To anyone who wants to avoid spoilers, skip the rest of this comment.] There's a principle in mystery role-playing game design that you shouldn't introduce red herrings, because your players will find their own red herrings all on your own. In tracing the first three ships, Falcon-841 was the one with all the activity, so I assumed that was the path I need to follow. A ship disguising itself by changing it's name is a pretty advanced concept to throw at the player right at the beginning. To realize that's what's going on, you have to understand that reservation is time the ship remains at the station and that that you can figure out when a ship should depart based on that information. That's a lot of concepts for the first clue, when the player is still trying to figure out how to navigate the tables. That said, this type of game is absolutely my shit, and I'm definitely going to come back to it later.

Most of the people want things I don't have, so they don't trade. And sometimes they just take the item and don't give anything in return, so my pool of things to trade just gets smaller.

Once I got in the room with the tables, I couldn't figure out what to do. I don't know what grabbing the tape on the table did. I went around in circles until suddenly there was nothing at the end of the hallway and I just fell off the map. That happened twice.

I'm sorry you weren't able to implement your tutorial, because I couldn't figure out how to play. First, I'm waiting as I see these feet coming in from the left since I don't know what to make for them. Then I see a number on their shirt? I'm guessing that corresponds to the food I have to make somehow, but how? Is the number how many ingredients go in their taco? Does it matter which ingredients? It's not clear.

When the game starts, I'm already falling off the bottom screen. This game also puts you in unwinnable situations. I had a game where two logs fell in quick succession and there was no way to get on top of them to recover.

The camera made navigating the house really difficult. Half of the time the camera was clipping through walls and I couldn't see what was going on. Also during the last game, sometimes it just wouldn't focus on certain cats and despite circling them and mashing "e", they wouldn't fly backwards.

Ah, that make sense.

Cute style! I wish it was explained that the colors correspond to building sizes because it took me a few levels to figure that out, but great job!

This is a vampire survivor clone, but congrats on finishing your game!

Very fun, and a cool style!

Very cute style! It's like a single player .io game. Quite addictive!

Not sure how the mechanics work? Supposedly I can place buildings, use resources, and there's a conveyor belt of some sort, but I just have a gun and there's no indication of how to do those other things. Also the game makes me join a network, which feels weird and sketchy for what's supposed to be a single player game.

Sorry, I don't have controllers, only a mouse and keyboard. I'm assuming that's why the game didn't respond to any input? And I'm only one person, so I don't know if I would have been able to experience this game anyway.

Not sure why this is in Chinese when the audience of this game jam is English-speaking. Also not sure how this connects to the theme.

Very cool game! Just to echo what everyone else said, I wish it was clearer when a module needs fixing, and I wish the reason for the server going down was clearer. Creative idea, though.

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Really creative concept! This feels like a game I would have played on nitrome back in the day with the music, visual style, and creative concept. My only nitpick is that the last level was missing a visual marker for the lower left hand side, so I didn't think I needed a tape measure there. (But it turns out I did.) Really great work!

Out of the 30 games I've played in the jam thus far, I can confidently say this one most deserves to be highlighted in Mark's round up video. I hope it does!

Interesting idea, but controls were very hard to use.

Not really sure what the goal of this game is. The blue box makes the ball get bigger, but only some times. Other times nothing happens. Also the ball is really difficult to control.

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Very interesting idea! I wish the ball didn't move slower when the circle is smaller. That way there's a trade off between size. (Big ball: you can move a lot but the ball takes forever to move around the circle. Small ball: ball moves around more times per minute but you can't move very much.) In any event though, you've got a creative central concept to build on here! Nice work!

Love the visual style. The bomb key didn't seem to do anything. I wish there was some gameplay trade off between being big and small. It just seemed like I should be small the whole so I stay below the bullets.

Took me a minute to get the hang of the game mechanics, but interesting idea! Thanks for including instructions; SO MANY submitters don't do this.

Not bad start for a bullet hell game, but it's not really connected to the theme? Isn't fighting big enemies part of most of these types of shooters?

Couldn't figure out how to get out of the closet. The first time I turned on all the lights in the house but when I got in the room it was dark and I didn't have my flashlight so I got stuck. Then the 2nd time I went there straight away with my flashlight, but the key in the room didn't work on the door and mouse hole was too high for me to get back into so I got stuck again.

I wish you could move faster, or at least be able to dash.

Why does "D" strafe right, but "A" rotates? And "E" rotates the other direction? Couldn't figure out how to strafe left, and there were no control scheme instructions.

Cool concept, I just wish there was more to it. As long as I kept moving, it was pretty trivial. I wish I had a way to attack, besides the one bolt every second. Then even though it's not challenging at least I could feel like I'm decimating the enemy. Maybe there was a way to attack and I couldn't find the controls.

Very interesting! While I was playing, I was thinking, "this FMV can't have been easy to make in this time window." And judging by the ending scene, I was right, haha.

I didn't understand that the camera height placement was correlated with my actions until after I'd done several questionnaires. I guess I was slow on the uptake.

Very creative! Nice work!

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Fun concept! Nice music. This could use some polish, but the toggling between growth and shrinking is a clever mechanic, and it's satisfying to destroy the objects. I don't love the lazer movement; it makes me feel like I'm constricted. Maybe it would be better if it moved instead of rotated? Just a thought. Great work!

Game is buggy. There's no option to destroy buildings, so if you accidentally build more consumables than generators, you're screwed. Sometimes the game greys out the building option so you can't build anything. 

Sorry, neither executable was playable.

Not bad!

Not really sure what the settings tweak. I did get a kick out of setting everything to zero and seeing the rocket shoot off in the wrong direction.

Not bad!

10 out of 10 name. I wish the snow and the sand didn't look so similar.

That's a very big file for a very short game! You should probably have a solution for players who get stuck in the jumping section to get out without having to restart the whole thing, but given that the whole game only takes about a minute, it wasn't that bothersome.

Interesting central idea. It'd be great if it transitions between the different sizes faster. Holding down on a key while I wait for the blocks to get the right size isn't fun. It'd be better if it snapped between the different scales with a key press, instead of having to hold down and wait.

You have a great central mechanic, my friend! I'd love to see it fleshed out to its full potential.

Interesting idea. Building a vehicle modularly out of legos is pretty cool. Needs more polish. Tank controls make it hard to maneuver effectively, and it's not fun to spend lots of time looking for enemies in a barren environment, only to be surprised by an overpowered vehicle that destroys you in no time time at all. It'd be great if there was more strategy around brick placement, to further build on this concept.

Sorry, I couldn't play this game. It gave me the message "The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem." when I tried to run the exe. And when I tried to open it in the browser in the zip, it gave the message, "Failed to download file Build/SlimeAdventure.data.br. Loading web pages via a file:// URL without a web server is not supported by this browser. Please use a local development web server to host Unity content, or use the Unity Build and Run option."

There are a lot of ingredients, and it's not very fun to run back and forth 11 times, go into the computer menu, click the item, and run back. And if I pick up the soup by accident, there's no way to put it back, that batch is ruined. I was only able to sit through making one complete soup, and it didn't work. I wanted to try again to figure out if I did something wrong, but it's too monotonous.

The difficulty curve was a bit steep for me, but I loved the concept. I could see this getting even deeper while maintaining the simplicity of the core mechanic. Maybe there could be some risk/reward mechanic around keeping yourself large or hugging the edges, where the riskier you play the faster your xp grows. Just an idea.