Skip to main content

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

Blue Peanuts

667
Posts
4
Topics
37
Followers
9
Following
A member registered Mar 22, 2018 · View creator page →

Creator of

Recent community posts

Cool idea and narrative. The art fits the overall vibe the game is trying to sell. I always get scared of clicking the green button, which is good. I don't really play this type of game much, so I don't know what type of progression you could add, but right now the game is too stationary for me. However, as a one-off narrative experience, it is quite solid.

Thanks man! Can always count on you for constructive criticisms.

Amazing sounds! Great presentation. The game was even better with a controller. Though, I wished the gameplay tied in more with the theme.

This game is amazing! Deserves to be one of the winners for sure! Though, it does feel a bit too tight for a puzzle game. In some levels, I was unsure if I was just not getting the puzzle, or my execution was at fault, and that made the game feel a bit less fun.

Thank you for the feedback! And yup! It's quite a bummer that THAT bug survived to the official build.

Also, we wanted to let the player know when they get the "perfect parry" with more particles. (It makes the stagger bar go up more.)

(3 edits)

The great:

Another great game from your team! Was eyeing your game for a while, but decided to play it now because of the lack of a web build, (pls make web build next time ;-;). Amazing visuals and sounds. This has to be my favorite, "dungeon defender", game from this jam. It was very fun until it got repetitive, (which is unavoidable in a game jam). My favorite thing about the game is the choice to either keep the reward or sell them. In my first round, I got absolutely destroyed since I tried to hog all the upgrades. And it felt great to be the one destroying the enemies when I understood that the selling system wasn't just there as a filler, and the design itself felt very fair from the few minutes of me playing. Overall, the game gave me a really fun PvZ feel.

My 2 cents:

Making the gold cost go up didn't really feel that good as the player, and it just seems like it was a band-aid fix for the player getting op too quickly. I wished heroes arrived from multiple entrances, since the speed stat feels a little useless right now. The difficulty curve just leaves you bored after a few waves. 

Midway through writing this comment, I just realized you could win the game with 10k gold.

I really like the whole concept. Everything is so intuitive and easy to learn. I can see this being a smaller system in a larger game. I imagine maybe a roguelike game with this kind of mechanic. I see this game as a proof of concept for a system with amazing potential. Well done!

This game's really polish. Creative idea! I really like the Pokémon style NPCs. I don't know if that's what you were going for, but I still like it. The controls add a lot to the helpless feeling being the pin. Making the pins knock each other down was also a perfect choice.

God damn you added controller support!?!?

This game was fun! I really like how you did the snake body. I wish you could kick the apple by dashing into it instead of being near it, though. Would add some more player expression and feedback.

This game concept seems really good to expand upon! Really creative. Although, I wish there were a little more complexity to the game. The meta right now seems like you can just stall one person and that's it.  But that's one design problem that's really hard to fix. The whole visual presentation lacked a lot, for me. There were barely a sense of style, and a lot of the sprites are in weird sizes. The really liked the sound designs, though. The idea got a lot of potential, just wish the execution was better.

That was really fun and creative! Each minigames feel fresh. I felt that the sound doesn't really fit the comedic effect the game was going for, though.

(1 edit)

If you are expanding upon this game, you could add shops between each round for buying more spaces/powerups. It would give some risk/reward.

Great execution. I love the animation that you added for the procedural generation.

My only complaint is the inconsistent pixel size and the font.

Other than that, lovely game. So much potential. I'm surprised that you actually went with procedural generation with this amount of time.

By moving, do you not mean by WASD?

Also, that's the only battle in the game at the moment, so you didn't miss anything. :D

Thanks for playing and the feedback!

I really like the text on the bottom. Just a little nice addition.

I wish you could drag the weapons into the boss to be the one to attack with it, but I guess that would make the game lean away from the theme.

After playing it a few times, I still don't really get the point of gold, though.

Overall a great idea with great execution. Love the chaotic aspect.

Such a polished game with a fun idea. It's so chaotic I love it. Although, the fact that it has a perspective 3d view made it a little clunky to get used to. A future idea that could be fun is maybe some enemies are weak to certain types of weapons, Or some armors are better against certain enemies. Could make hot swapping equipment a fun addition to the game. 

Simple idea with great execution. I really liked the idea powerups on certain enemy slots. I wish the arena was smaller to fit the camera, though.

I really like the idea of a reversed Papers, Please game. I just wish there were more done for  the game to be more creative with the theme, (though I understand it's because of time constraints. Right now it's kind of just a simple timing game. Here are a few ideas that might be interesting. Maybe you could forge passports in a certain way that you choose, but that country security will slowly go up for that certain way of forging every time. Maybe you could buy more tools for forging as the game goes on. Or try to forge the passport in a way that would fit the customer's face.

This game is really well made! The idea of adding new rules were the right play by the devs here. Can't believe being a card is this stressful.

The game was really easy to understand. I understood everything even without reading the description! The controls itself, were hard to get used to for me. I really wish I could use my mouse and WASD to play.

If I were you, I would try to reimagine this game to be a little more fast paced with some tight controls to catch tricky blocks and place them down in time.

This game is so unique from the idea to the execution. Even the weird controls added to the immersion. Can't believe I'm amazed by the presentation in a game with mostly just void. This deserves one of the top spots for sure.

The coding interface looks so good, and incorporated really well into the game flow!

Gotta say, I do regret choosing the captcha and popups tho.

Nothing much more for me to say except make it a proper roguelike with more benefits for the players.

The idea of being the plushie is such a fun idea!

The controls are straightforward enough for the game. Though I wish the claw wasn't so easily cheesed.

You got a cool initial concept going! Though it seems like you didn't have enough time to execute them properly.

It's amazing that you managed to have so much dialogue going, it really gave this game a unique impression for me. I wish there were more to "Roles Reversed" than just the story though.

Obligatory "OMG CAT"

Love the art! Fun gameplay. Awesome spin on the theme, that was probably the most creative game I've played in this jam, (although, I haven't played much).

One thing that would've made me enjoy the game more was to reward the player for following orders instead of punishing them. Maybe give the cat a treat as powerups/heal each time you obey?

Obligatory "OMG CAT"

Love the art! Fun gameplay. Awesome spin on the theme, that was probably the most creative game I've played in this jam, (although, I haven't played much).

One thing that would've made me enjoy the game more was to reward the player for following orders instead of punishing them. Maybe give the cat a treat as powerups/heal each time you obey?

The game's really fun! The presentation was awesome, and everything just fits nicely together. One complaint that I have is that the theme doesn't really show much apart from the setting. Imagine if you swap the villain to be the hero instead and the game would play the same. Other than that, awesome game.

(1 edit)

Normally, the boss would target random goblins every time, but there's a chance that there's a bug that causes the boss to keep targetting the same goblin. Sorry for the unpolished experience!

I really really really like the sounds and the art. One thing I hope you could implement after the jam is more visual feedback for each thing you do. (maybe card tweens a bit when picked up, some effects on hit, etc). Right now it just lacks that oomph, in each action you take. I'm a really big fan of slay the spire, and the mechanic you introduced was a great spin! I'm so glad you made the back side quite op, and not just -5 instead of +5 and anything like that.

I also think more weaker fodder enemies would be great. If expand upon this, maybe add some weaker enemies that are easy to defeat, but incentivizes the player to use some of their backsides before you face the elite. 

Will definitely play the game again if it pops up on NewGrounds or something.

I enjoyed my time playing the game!

Didn't really have anyone to try it out with at the moment. The visuals are amazing. I really liked the feedbacks for the events happening. A nice spin for tag in general.

This being the first jam game im playing sets the bar quite high for other games. :D

You took a simple concept but executed it perfectly! Everything is so satisfying, and everything so simple to learn. Making the "Shop" a right click was a great choice.

Thank you! We found the bug 5 minutes after grace period ended. T^T
But the end screen is just a home button and restart, so there's no missing content that you should be aware of :D

Thanks for the feedback! We were planning for 3 bosses which slowly ramps up mechanics, but turns out that's too much for a 2 days jam for us.

Thank you for the detailed feedback! We really wanted to do a lot more with the game, but kinda bit more than we could chew so we had to settle for what we have. Building your party was something we were interested in, along with more fights with combos to parry. :D

Some levels were frustrating, and it was unclear at first that the laser could be disabled with the robot, (I only knew because of your reply to a comment). But other than that, lovely game. The enemies were satisfying to hit. The length of the game was perfect for a jam. The story, even though simple, was a fun addition. I like how the friendly robot can block bullets from the enemies.

Great Submission! Like others have said, the upgrade choices are really interesting and well designed. Though I was really unlucky and couldn't get single a robot heal in a run where it was always on half a heart XD. Another thing I found a little bit annoying, is that sometimes the aliens spawn quite unfairly close. Other than that, I liked everything about it.

Lovely concept. The game was easy and simple to learn. I like how smooth the tutorial was done. 

At first, I didn't really understand how the game could become interesting, but as soon as the second screen came up, I knew I've found a great game.

(1 edit)

Thanks for the constructive criticisms. We tried to make the game "baby mode", since my previous games were too hard for a jam. I guess we went overboard with this one >.<

It was extremely hard for me to score until I noticed that you could jump in the net. The main menu thing was cool, (accidentally exited the game twice, since I'm dumb). I like how the robot is being cheeky every time time it slaps my bottom. The footstep and bounce sound was really satisfying to hear, even though it's extremely simple. I would say that it doesn't really fit with the theme, though.