Yay! Thanks. Dig your stuff too <3
Ben Crooks
Creator of
Recent community posts
YAY FISH!
I enjoyed this for how simple it was. Perfect amount of juice, really easy and simple. I wish I could have upgraded more.
I major thing the game was missing was a reason not to fold. You could fish once and fold and there was no repercussions. If there was a "haul to beat" it would be cool to bet against the system in that way. Like: "I only need one more dollar to beat the "haul to beat" and then I will" unlock the next thing, or get a bonus or something. Otherwise, I had a great time fishing <3
Sick art. Very memey. loved the wizzard with boobs
I dont know if you guys played the original harry potter games (im old) Jump to 3 min in the video.
You just had simmilar mechanics and I thought it was funny you both went for the wizzard theme.
Sometimes the patterns wouldnt let me go in a certain direction, but other than that, it was a very clean game. Well done <3
Super cute, I played "the tower" card every time because so pretty. Love the scene and the mood.
I think the game play was a bit random, I don't know if I was playing it correctly, but there was no way of knowing what the card values would show?
If you didnt have the player lose completely, and had the cards remember their value. It could have been a nice trial and error way of playing.
Overall very much enjoyed the art and mood, good job
HIYA!
Amazing jam game, well done!
- Juice is epic
- game loop is very simple and I knew what I was doing right off the bat.
- The randomness can kinda screw you because its DIRECTLY linked to money. The balatro loop is that you are rewarded for completion, not for how much you complete it by. So the dice have a positive feedback loop with your growth, which can cripple you (or make you op).
- That being said you have some great mechanics to combat this, the rerolling is amazing and super strong. Took me a second to see that you could buy at the shop.
- It took me ages to figure out that I could sell dice (even though it was a bad move)
Obviously this stuff would get better with balancing and tutorialization. Seriously had a good time playing this, great game
We Just released the Prototype of our new game; Combo Kingdom!
The game is a mashup of a match-3 and a tower defence.
Players craft buildings by matching three, collecting them and placing them into the world. A huge horde of goblins will attack and try break your castle!
Give it a go and send us your thoughts!
https://mbewu.itch.io/combo-kingdom
inventory system I totally get, the crafting table x inventory system is unpredictable and often crafts things you don’t want and need.
Physics is always an issue making consistent 😅
Interesting that you thought the saws were better than drones. I have had some players saying the opposite!
Yeah there are some bugs like the ammo that make it a bit unpredictable.
The shop is nice to swap things out if the rng isnt working for you. But I totally agree, it would be a nice place for items you cannot craft like new weapons!
Thanks again for the feedback
Totally needs an end goal. I think a boss tied up into some narrative would make it dope! I was thinking some hell-themed bosses would be fun, like Cerberus.
I would love to add some new weapons! I think it would spice the game up in some exciting ways! What kind of weapon ideas do you have in mind?
Really appreciate the support thanks for playing
I have been working on this prototype for the last 2 months. Its free, please play it and enjoy it <3
xoxoxox, ~ ben
In a world struck by a massive food crisis, desperation leads the president to make a dire pact with the devil. The gates of hell are flung open, unleashing a nightmarish realm where humanity must farm demon meat to survive.
Dive down to hell through pipes and passages in this 2D platformer with a twist: instead of going side to side, you go down. Defeat demons to advance through the tunnelling pipes! Along the way, gather resources to craft essential items to help you defeat the enemies.
Every few levels, you can activate the Harvest; You must escape molten lava flooding the pipes, collecting meat on your flee to the surface. The meat is exchanged for cash, which can be used to purchase upgrades and items in the shop.
PLAY HERE
Instructions:
Resource Collection and Crafting:
- Collect items from defeated monsters.
- Use resources to create weapons, respawns, and upgrades for speed and damage.
- Click items in your inventory to move them and create upgrade combinations.
Critical Hit:
- Shoot enemies while touching them to deal more damage and drop more items.
The Harvest Phase:
- Every few levels, trigger the Harvest, causing lava to flood the pipes.
- Make your way back up, collecting as much demon meat as possible (shoot the meat to collect it).
Selling and Upgrading:
- After the Harvest, visit the shop to sell your demon meat.
- Use the meat as currency to buy items and upgrades.
Thanks for playing!
Yeah I'm uploading a post-jam build not with a character :) it does feel alot better.
Separating the clicks is a good idea, the people who were playtesting were also spam clicking which I didnt like too much.
Yeah, I originally planned to have it like that, where the player adds the drawing after finding ALL the plants, but I was worried that they wouldn't know what they were looking for. Perhaps I am holding their hand too much.
Yeah there could be more of an "end" Maybe a finishing poem or something.
Good feedback, thanks
I loved this! Very quirky!
The art reminded me alot of night in the woods <3 very pretty.
Strange your project was in html lol, Having the art and text being on a full application screen would have gone a long way.
A lot of the narrative was going back and forth, but loved the characters. They are all doing such dodgy things, and at the end the kid was like "the community is really nice and tight knit" lol. I liked the undertones of something else going on. Good job!
Hey had fun playing this.
Art was great and I love the feeling of dragging the blocks into you with string.
The writing was good, I felt Like you could have got away with getting rid of the text in the beginning and explaining it less literally to start the game. Trust your audience to figure it out.
The credits in the beginning were a lot of work that was a bit unnecessary. I think to start a game of your first impressions are quite important. I think putting that at the end would have felt more rewarding.
I think a smart way to "end" the level would have to just have an expensive block limiting you from passing. That you had to finish the other sections before going through.
If I had any mechanical crit, it would be the jump. Check out "Ghost jumping" just add a delay to when you can jump after leaving a platform and it adds 1000000% better feel and control.
Overall great mood and a well put together project. Good job <3
THIS WAS SO GOOD <3
WELL DONE!
Narrative tied into the death thing like you were talking about really well.
The ladders were the only real issue for me. I died on them more than anything which just made me frustrated.
Really good game feel and art, and tied together WITH VOICE?! I havent seen many game jams with so much voice acting.
Slowing down scaled really well and I really felt sluggish and the mood was reflected well.
I was waiting for some redemption, some way to come back from the pit of despair. RIP
You must run a dnd campaign! Got the feeling from the way it was written.
I really enjoyed the writing. There were moments that made me chuckle like "our favourite broom!" lol. I felt invested in the characters.
Not the hugest fan of the "you got caught, retry?" sequence. With these types of narratives, I expect all the dialogue to pan out. I.E. We got caught, how should we escape? Its ALOT more work because the branching narrative becomes exponential, but it pays off. (Not expecting it for a jam)
Giving the player meaningful choice makes them feel like they have agency. I liked being able to screw up, I just wished it panned out. Making the players decisions have consequences (that pan out) is its own sense of progression and "reward"
In general the characters movements and expressions were really nice.
Like Kaeyara standing on the chair in the beginning. Those small details have payed off, good job.
The string at the top, I thought it was some kind of health bar? and confused me right until the end. Glad you explained it though.
WHAT WAS IN THE SCROLL THOUGH?!!
Yeah! I saw the bug! Its actually not updating the image when it is forced to a specific page. Such a silly oversight But I guess thats what you get with an 11 o-clock submission.
Yeah I wanted it to be more of a poetry thing. But the book to be more in depth as well. For instance when you click on a plant it'll say something unique about it. This is how it flowers etc.
The free form writing is also nice. Perhaps I can tie that into the poetry and make it more interactive.
Thanks yeah, I think I spent too much time on the art and not enough time on the poetry.
Thanks for playing <3
Thank you!
Yeah I love love to play with more block types for the level creation too <3
Yeah alot of the game was poorly timed, Like when you win, I want it to zoom in and spend more time looking at the winner before they transform. And the combat was too quick and the level design too slow :)
Things you find out in a jam though :')
Yeah I was thinking about doing a snake-esque mechanic. But I imagined the levels would be too broken if you killed yourself in 2 seconds lol.
So I made it more simple for the jam sake.
Great feedback and alot of thinks for me to think about in future! Thank you!!