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Berriis

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A member registered Aug 05, 2019 · View creator page →

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Honestly a very very polished game, I would not have expected this was made by one person in 2-4 days without premade assets. It's a very simple concept, but I can see how complex this game can get. I only managed to get to level 3 before dying immediately but I really have no big complaints with this game. I think the only nitpick I have is that there was no music, but the sound design even without music felt really satisfying.

Overall, I really enjoyed this game :>

I loved the intro sequence to this game, it felt very polished, the entire first level was about as perfect as a game made in 4 days gets. However, I think the 2nd level where you fall down the sewer pipe was not very friendly as you can't react to anything that comes your way. It's just trial and error until you memorize where you need to be while falling which was a little frustrating. I also wished that there were more puzzles that required the size changing mechanic rather than just stomping on enemies to kill them.

Overall, I think it's a game that potential, I assume there just wasn't enough time to make more. If y'all do continue to develop this game I look forward to a more polished game with more content :>

Super cute game! I found it really funny that I could basically flying as long as I was touching anything, but it didn't really take away from my enjoyment of the game.  I did find the fact that the camera position relative to the pup didn't change as they grew slightly annoying, by the end all I could see was dog butt lol

overall fun game :>

I think this is really cool concept you have going for a puzzle game, and I absolutely LOVE puzzle games. However, there were some things here and there that lowered the overall experience. 

I think showing a difference between buttons that must be held and buttons that are toggles would help. I was a little frustrated checking every button to see what type they are, only to realize what I thought was a held button wasn't, I just accidentally hit it twice cause of the bouncing cloud.

Also, on level 3, I think the jump is a little mean for a puzzle game, I was not expecting to do precision platforming.

Otherwise I think this has potential, and I look forward to more levels if you continue to develop this game :>

Loved this game, the art was super cute or funny, and the cholesterol mechanic was clever. Only thing for me is that the tutorial & deck buttons were mostly covered (even in fullscreen) so I didn't know they existed until reading other comments.

I really loved the aesthetic of this game, and I think it's a super cool concept where you have to optimize your ball size for speed. Similar to another player, I got softlocked after my ball got too small while going uphill, but otherwise I think it'd be a cool party game with friends with some more polish and if you had more levels and obstacles for the player(s) to deal with!

:>

Really cool game! Your game gave off similar vibes to Potion Craft: Alchemist Simulator, but with more humour which I loved. The only problem I had at first is that it's pretty hard to choose which mushroom to take to get a good response, but I realized that it's more fun anyways to terrorize your customers, even if it costs me all my money.

Went bankrupt, had fun though :>

hahaha that's just how game jams are, sorry if it seemed like I was pointing out obvious things you already knew

I think the concept of this game is really funny, but there were some things that made me not enjoy this game as much as I could have.  I was having serious lag issues while playing, and besides that the actual gameplay got stale quickly as there was no challenge or added extra depth to the game. 

It felt really good to start racking up speed as you lay more and more eggs to propel yourself, but whenever I hit a planet or asteroid and came to a complete stop, it was the worst feeling since the speed multiplier from laying eggs is based on current speed, not my size. I would be moving pixel by pixel while being a giant.

Overall, I think this game has good potential, it's just a little unpolished for now

I love the graphics of the bird contractors, and the general vibe of the game. I wish that there was a better tutorial rather than just a wall of text you force the player to read, and it was really annoying that when clicking any buttons in Mine mode made me dig the dirt behind the button too. 

I also think that it would be cool if the contractor birds dropped little hints on their "perfect dream home" in their request dialogue rather than just needing to guess and check for the hidden requirements for better scores.

Overall, I think it's a pretty cool game that just needs a little more polish :>

Neat concept for a game! I think it's a little frustrating to rotate the pieces sometimes where the pieces don't rotate the way I clicked depending on the angle I'm looking, and the game stopped working on turn 7 (everything disappeared), but it's definitely a cool arcade game

:>

Really fun game! I really liked the art style and the graphics, especially for the intro cutscene showing the backstory for the little gecko. The mixed use of avoiding obstacles in 2D and 3D was a really cool concept too! My only complaint is that the game really lags on the first playthrough but otherwise it's a solid game.
:>

Super cool concept! I think this was a very creative idea, but I do think the gameplay does end up feeling very very slow. I think if there were some other possible ways smiley could affect the "player" and then speedup the clicking in some way or another, it would definitely bring it up a level.


Especially when it takes 2.5 minutes to just play a beginner map, I can't imagine how long it would take to play a higher difficulty haha

Overall, I think the concept and execution are super cool and this is definitely a great demo!

I LOVED this game! Everything about it feels so polished, from the amazing artwork, to the sound design. It felt so satisfying hearing the sounds of the frogs jumping and moving the lilypads around, it honestly amazes me how good the sounds and music are. The difficulty scaling feels just right to me, but I can see how it could get difficult juggling 3 different frogs haha

My only "criticism" is that the gameplay is little too simple, but honestly, the whole vibe and experience was what really had me hooked and I think with how good everything else is, I didn't even really notice until I had to dig real deep into my brain to think of anything bad to say.

Overall, absolutely beautifully polished short game!
:>

As a support player, I love this game. 

The art is super cute, and I especially love the opening sequence! The game did unfortunately stop working on me a couple times (both my DPS and the boss stopped doing anything), but after a couple resets I managed to play the game through to the end.

Super cute game, loved it :>

Super polished game! I could 100% imagine this being a super fun multiplayer game I could play with my friends where one of them could play as a thief.

As of right now though, I feel the game is a bit too easy with only a single thief, especially since there are so many guards with very very powerful utility.

Overall, super fun game, I really do hope you consider continuing development of this demo!

Super fun idea, I loved the art throughout and the overall atmosphere was amazing! I was surprised you managed to find time to make a level editor within the 48 hour time restraint, y'all are just built different I guess haha

My only "complaint" was that the built in levels were a bit too easy. In most of the later levels, I was given way more fires than I needed to complete the level making a lot of levels pretty trivial, as I didn't need to think about resource management or my fire placements. Otherwise, its a pretty neat puzzle game!

:>

I absolutely loved the art and overall atmosphere of the game, but the gameplay did feel a little frustrating at times. It feels pretty bad when I release a rabbit right next to a lumberjack and they just ignore it ;-;

Overall, fun chill game about being The Lorax.

Amazing game. I loved everything from the art to the music, and the level design was super fun to explore what's new in each room (especially the gravity one haha). My only gripe is that the platforming itself felt a bit too out of my control (gravity felt too strong and everything was moving a little too fast), and it's frustrating when you know what the solution is but the movement feels too unfriendly to execute it.

Overall, super fun and cool demo!

Really cute puzzle game! I absolutely loved the art, and the puzzles were designed pretty nicely. I loved how you turned the first few levels into a "tutorial" without having an actual tutorial with tons of text that no one would bother to read *cough* my game since we had no time *cough*.

I adore puzzle games and this was overall, a very fun experience!

:>

Super interesting idea!  The concept is a fish just swimming around and eating not just fisherman, but the entire BOAT was pretty funny when I first saw it. I also had a laugh after understanding the name of your game.

Probably just a skill issue, but I found it super annoying when hooks came flying at me from off screen, since I wouldn't be able to see the boat for the hook cue. I think widening the view, reducing the hook speed or reducing the range of those hooks would make for a better experience. A couple other  small things like being able to see past the water on the borders make the game feel a little unpolished, but that's just the 48hour game jam experience haha.

In all, it was an enjoyable game and a really cool demo :>

I love the concept of your game! I genuinely had a few good laughs watching the "speedrunner" zooming around spamming through dialogue boxes haha. Despite the simple and short game, think it was an amazing gameplay experience :>

I really  loved the soundtrack and the sound design of your game! 

As another commenter has already said, I think having more variety of tasks would make for a more interesting experience. Besides that, I think you miswrote the controls, I spent a few minutes trying to left-click on everything only to realize you actually need to right-click haha

Overall, pretty cool demo for a game!

Cool game! I really admire that you were able to create most of the art and the music during the game jam while only working on your own. 

I did feel that sometimes the "player" would be moving a little too slow for my liking so I think it would be nice if there was a 2x speed option to help pick up the pace a little. I also think that the concept couldn't been developed a bit more into interesting levels as the stages went on, since it started getting a little repetitive.

Overall, still a fun demo that I think has potential if you were to continue to develop it! :>

Love the aesthetic and overall vibe of your game. The puzzles were definitely pretty interesting and not as straightforward as I thought they might've been.

One thing that really annoyed me throughout is that the diagonal perspective really screwed with how my brain perceived which control meant which direction.
I understand that this perspective really helps with giving the player an idea of where the faces of the die are at but its very annoying when your die doesn't move the way you want. 

Just an idea, consider having a more straight perspective and let the player slightly turn the camera to each side (maybe with mouse movement) so that the controls feel smoother, but still give the player just as much, if not more, information than it does now.

Overall though, I really enjoyed your game!
:>

Fun game!

I really liked the art, I thought it was really cute.

I think the different guns could be more unique (or more balanced). The sniper was just by far the worst weapon in my experience, the only upside is that it doesn't give carpel tunnel. Maybe the sniper could have a larger range (could look further away).

On the note of range, basically none of the enemies posed any threat since even the or shotgun far outranged them already (which made the sniper even more useless). Maybe make them faster, knockback resistant (knockback also made the pistol really OP), shoot faster, etc. 

Cool concept! I found that in most levels, I was just running past everything to get to the exit. Block rolls feel redundant since you way outspeed basically any enemy, and attack rolls would be redundant if it wasn't for the last 2 stages that forced you to fight.

I think if you added some sort of tutorial or any explanation for what's going on or what you can do would improve the experience a ton. I was pretty confused at first on the objective, the controls, etc. Although these might be obvious to someone who's played a lot of similar games before, it's helpful to new players.

Even as a nerd gamer, some features felt "hidden" and I think should definitely be introduced somewhere (you can deflect arrows with an attack, the purple rocks disappear when all enemies die).

Overall it was a fun little game though! 
:>

Fun little tower defense game! Had a bit of a power trip using my lvl 69 lasers arrow towers.

Most of my feedback has already been said below, but some other thoughts I had:
- wish there was a 2x speed button, sometimes the wave feels like it takes forever :<
- being able to edit where the tower is placed before the round starts. Sometimes I would misclick a tower position, and for a tower like the arrow tower, it just makes it useless
- have the waves be more consistent in difficulty scaling would be nice. I try to maximize upgrades and minimize used towers, so if in one level I start leaking enemies, I would put in more towers the next level. But then it turns out that one singular level is the hardest one for the next 10 waves and I get sad
- at really long range the crystal tower just misses. idk if this is intended behaviour, but my "infinite range" sniping fantasy of a lvl 30 crystal tower was shattered

I love roguelike games and your game just felt very smooth and polished overall! The art and animations were amazing (D20s were always a joy to destroy), and the fact that your cursor can only go as far as you can dash is really neat QoL feature.

Mhm, time is almost always a limiting factor in game jams haha. Considering all of this was done in a week, I was very impressed and I'm glad that you will continue to polish it up even after the game jam is over. Once again I just want to reiterate that I honestly loved your game so much and I'm so disappointed at how underrated it is (literally, this game only has 21 ratings so far). Was it not possible to make it a webGL game? I find that in general, people are less inclined to play downloaded games.

The key to making good levels is having a whole lot of playtesters to tell you how bad your levels are and then proceed to fix them all hopefully
:>

Yeah, unity tilemap leaves some gaps between the sprites unless you do extra things to fix it, which we couldn't find time to unfortunately and hoped it was a small enough detail that most wouldn't notice
And for the hole in the double-eclipse level, we noticed it too late and were too burnt out to fix it. 

Glad you enjoyed our game though!
:>

The lighting was done through the use of shaders, and I can't elaborate more since it was Lunasii who worked on that (I can however, say it was done with a lot of pain and mald involved). The method we used for the shaking words is a trade secret, but I can reveal that if any sane programmer saw what we were doing, they would lose their mind over how horrible it is.

It's always a blast to watch someone play something you made! Glad you found our game interesting enough to play through the full thing and not just a few levels haha
:>

(1 edit)

This was a pretty interesting puzzle game, but unfortunately, my brain is way too small to understand what the heck is going on in most of these puzzles lol. It would be cool if you have a playthrough of your game somewhere because I'm honestly really curious as to how the puzzles are supposed to be solved and how it ends (EDIT: I finished this game while writing this comment and revisiting sections to write on :D). 

The graphics are super pretty, especially with the goop puzzle. The music is great and doesn't get old (even after listening to it for a very extended period of time as I tried to find my way through this game). It all comes together for a really creepy atmosphere and I think its just amazing. Honestly, I think it would be really neat if you could port this over to a VR game somehow; I'm not sure how well that would work or play out but in my mind it would make for a really cool game.


No big complaints but here are some thoughts I had throughout the game:

  • I wish there was some indication to show what I can interact with (pick up). I know you had the eye symbol to show what things are like inspectable or interactable (I'm honestly not sure which), but since it seems like it was on most of the time which confused me more than anything. I spent a lot of this game just spam clicking everything to figure out what I can do (for example, I had no clue how to input codes and didn't realize I could click on the arrows).
  • This is only a problem because I'm a little stupid (or the puzzles are just too hard, idk), but I wish there were extra hints for those who get really stuck on certain parts of the puzzles. 
  • Another friendly addition would be a way to see which pieces are in the wrong places. You could also consider dividing the chess piece positions into 5 separate parts each with their own feedback to tell the player which ones are correct. Right now, it feels like I'm solving 5 puzzles all at the same time, and there is no feedback as to which ones I did correctly or incorrectly.
  • I'm not sure if this was intentionally designed this way, but consider labelling which chess pieces refer to which person. Maybe this is just part of the puzzle but I had very little clue which chess pieces referred to which person. Some were a bit more obvious than others (like the soldier and the person bleeding), but I felt a little lost when I came back to the chessboard at 11:50. Maybe this was intentional and I was supposed to figure it out with clues given, but I couldn't. A little more on this in the first point of the spoiler section following.


SPOILERS BELOW, BEWARE READING FURTHER 
you have been warned


  • While writing this comment, I managed to complete the game and it turned out it was just because I couldn't recognize which chess piece was who. I finally completed the game after restarting and putting chess pieces down as I completed the puzzles. Not sure if this counts as "cheating" the puzzle, since the guy in the booth said to only come over at 11:50. 
  • I had no clue I could jump in this game. I'm not sure if it was necessary, but I could not find any way to get to the pigeon chess piece without needing to jump. I think leaving that out of the controls made me feel cheated when I finally found that chess piece on top of the booth.


END OF SPOILER SECTION

Excuse the long comment (and the possibly pretentious vibe of this paragraph), but most were just suggestions to hopefully improve the quality of life for the player in this game. I find that when making puzzle games, clarity of information and showing all the necessary information to solve puzzles is key for an enjoyable experience. Some things might seem obvious, but that's usually only because you created these puzzles and know how they're done. 

At least for myself, my friend and I struggled with clarity when running Shadeshift by our playtesters. Many got very frustrated on puzzles as they were confused on mechanics that were poorly displayed/explained (or even never explained) as well as visual/design clarity. 

 Overall, I had a lot of fun playing your game. It's definitely my favourite puzzle game I've played from this jam.

:>

Very impressive game considering you made everything yourself from scratch. The sfx were pretty fitting, and the music was interesting to listen to as well. The pixel art was pretty well done and pleasing to look at despite not being too complex either.

There's a bug where I can just lift everything off the conveyor and they'll just disappear without me losing lives. Having a system where they snap back to the conveyor or something would prevent this. Screenshot below.

The music, albeit pretty nice, unfortunately didn't loop for me, or it just stopped for whatever reason which was a shame.

Gameplay wise, I only wish there would be more of a challenge since for the most part, it never really got too difficult for me. Making the conveyor faster in the later levels or adding even harder challenges with more tools required to detect counterfeits would be cool. Having an infinite arcade mode where the conveyor slowly gets faster and faster is another possible addition that I think would add to the game. The concept being displayed, however, I think is pretty neat and definitely showcased the potential of such a game.

The story was pretty neat but the spelling made me feel like I had a stroke reading sometimes. For the most part I could still understand what the boss is saying, but I had to reread some dialogue a few times, so try to keep the intentionally (I'd assume so at least) bad spelling at a readable state.

Overall, had a quite a bit of fun playing this one.

:>

I enjoy bullet hell games, and I love how you created a metaphor to dealing with stresses in life. At first I was overwhelmed with everything that was going on, but as I got through the days, I learned the patterns to dodge shapes and "deal with the stress". I think you took a simple concept and added to it with a neat thematic idea.

My highscore was 2/8 stress with no others getting stress and no emptying cup. As a bullet hell gamer, I did the thing that must be done and looked for a safe spot. Screenshot below lol.

Doing a run without cheesing it, I realized there was a bug where the stress gain rate didn't double when I emptied the cup. Did 9 cup emptying and ended with 3/8 stress with 2 others getting stressed.

I think my least enjoyable part of this game was the acceleration when moving. it made it really hard to do precise inputs for dodging when I wanted to and it felt like I had less control over myself. That's just from a gameplay perspective, but I guess you could say it fits in with the stress theme since its hard to control yourself when dealing with stress?

Fun little game.

:>

Starting with things I liked, I loved your choice of sfx and music, it really added to the relaxing atmosphere, and all of the 3D models and graphics were very well done. It created a very ethereal feeling while playing the game which is what I assume you were going for.

Things that took away from the relaxing atmosphere the most for the were the scene transitions (seen quite a few comments on this already, but you can read the same complaint here again lol). The cyan expansion transition, albeit pretty cool, is like getting a flash thrown at me. After every level, I felt the need to close my eyes because of how bright it was. Consider fading it into a more mute colour when you pick up the goal.

More on the transition, this is the more common complaint I've seen and its the scene loading. It causes the audio to go completely haywire and destroy my ears, and with the flash its really like I just got flashbanged after every level.

Moving onto the gameplay, I feel like calling this a puzzle game is kind of a shame since there isn't really very much puzzling to be done. Maybe I'm just being too harsh since, as I said before, you were focusing more on making an atmospheric game first and a puzzle game second, and you succeeded in that.

Some specific gameplay things I would like to comment on:
- I know its supposed to be an atmospheric game so the slow movespeed is fine, but please please PLEASE make only short levels. Walking a marathon made me more stressed than anything, and if there are marathon style levels, make it more interesting than just walking.

- the camera angle was kinda weird for me, but I started to get used to it after a little while

- there's this bug where you can turn walls you're jumping to mid jump, which leads to softlock states since you can't turn walls if you're standing on that wall tile, was really annoying that I had to restart

- the "proximity sounds" (idk how else to call them) are sometimes kind of wack. I would have some funky object to my left, but the sound effects are coming from my right ear. I think you did sound effects relative to the player's orientation but since the camera doesn't turn with the player it was really disorienting.


Feedback might've been a little too harsh and unwarranted since I usually don't play atmospheric kinds of games, thus I am probably unqualified to give serious criticism, so don't take everything to heart. For a week of development, I think it was not bad.

:>

I loved this game. Everything from the art, to the sfx and music, and even the simple yet fun gameplay. I especially love the detail where the music and sfx get all blurbly underwater (if that's not a word, it is now). Honestly no major complaint to be made other than maybe a relatively weak link to the theme. If anything, I'd be excited to see more (adding an endless mode), and maybe even some kind of boss fight with the kraken (heard the boss music and was disappointed to not blow it up) if you decide to continue to work on this after the jam. A very enjoyable experience.

:>

Left a rating a while back but forgot to leave a comment, so here I am :D

I absolutely loved all the art and sound design, it really built the atmosphere for a beautifully creepy game. I'm honestly super impressed at how well the art all fit together and was consistent considering you had multiple artists. I've seen too many games where they would have 2+ artists and the game would look like a mess of inconsistent art whether it just be style or even pixel size (if it was a pixel art style). If I could give 7 stars for graphics I would have.

I wish there was more to this game in terms of gameplay and design. The Walkman mechanic is super cool and all, but I think it could've been explored more thoroughly. The couple uses of the Walkman was explored in the first minute and then not really expanded upon, just repeated. The "levels" started to feel repetitive with no real sense of danger whatsoever. However, I do feel that your team was going for a more atmospheric kind of game rather than a challenging one, which is understandable and you definitely succeeded on that end.

Just some other small nitpicks I can remember:
- it'd be cool if I could see in a clearer way how much time I have left on the Walkman before I have to start rewinding other than just the visual/audio cues near the end (for an indication more subtle than just a bar to show this, maybe the blue light circle radius gets smaller and smaller as time goes on, or it gets dimmer)
- maybe make the creepy stuff move faster for an increased sense of danger
- adding platforming to a horror game felt a little off, since horror games usually have slow movement to build suspense, but the slow movement (and even the slightly increased movement during Walkman mode) felt really awkward for me to platform with
- the death animation felt slightly too long

I don't really play these kinds of games very often so I feel like a lot of these criticism are because of that, and if so feel free to just ignore it, but overall it was a pretty fun game!
:>