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Boateye

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A member registered Apr 20, 2015 · View creator page →

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It was very validating reading your feedback, thank you :) You have some real talent on your team, so I wanted to be sure that you got the recognition you deserved!

I appreciate you and your teammate, Jefftacular, commenting and trying out our game! I agree that the physics of it all is very satisfying and even with the lack of juice so i can imagine how amazing it would be with better juice. I don't expect to keep working on this game anytime soon, but i'm definitely proud of what we were able to submit this year.

The spirit shifting mechanic is really well done! once i saw that there's extra mechanics like your body floating slowly while in spirit mode, and the momentum you get from rejoining your spirit this movement really opened up! 

There's a lot of play to this movement system and your level design really allows for people who grok the mechanics to soar through them and sequence break them which i find rewarding. 

However, you've also made sure to introduce levels in an order that subtly teaches the player these more advance mechanics, so great level design and difficulty progression!

Congrats on completing your first Game Jam submission!

I played for about 10 minutes and here is my feedback:

  1. The controls feel pretty nice. The compass and red velocity line really help to control my lateral speed.
  2. Music is pretty pleasant and adds to the relaxing atmosphere. 
  3. It's really hard to know how high I will Bounce. This makes it really difficult to figure out which platforms I can Bounce to next. 
  4. missing a platform feels SUPER punishing. Adding in some "checkpoint" or a floor that catches you at certain height intervals will help alleviate the frustration of missing a platform.
  5. Somewhat related to #2, but it's unclear if there is an intended path of platforms. They feel a bit haphazardly placed and it felt like I ended up on "islands" where there were no platforms close enough i can reach while also making upward progress.
    1. This does not mean make this linear, but more like a core path + side paths  that may be harder or easier. Similar to a Sonic level or a Mario level.

If tuned well, this could feel like a nice hyper casual/zen gaming experience. If you could nail that state of flow this could really sing!

WOW i can't believe this was made in 48 hours! your aesthetic and tone is consistent, i did not expect a battle system with the cat and everything felt like a long lost gameboy title without the LCD ghosting! You deserve my first  perfect rating of the jam!

Looks great, controls are pretty good, and i like the SFX. This game just needs a bit of extra juice and a cyberwave or similar soundtrack to go along with it and then i'd have no complaints!

What a GEM of a game!! Really novel concept, fun gameplay loop, and an excellent ramping of features! The only issue was the onboarding experience was rough. figuring out how to read the UI took a minute. Improve that literal first 60 seconds of onboarding and i would have zero complaints!

I have some flashes of brilliance ;)

Thanks! The randomness is a bit frustrating at times, especially since there's no real "deck" in this iteration of the game. The cards act more like dice here, but i hear you. it's something i'd want to iron out, for sure.

Thank you for playing! Your suggestion was a path i considered taking for this game. Emphasizing the "puzzle" in puzzle platformer. I went with this method as i felt it was easier for me to implement in the time allotted. If i were to expand this idea further, i'd include levels with exactly the restriction you mentioned!

Well done! I intentionally left that path in for people who saw it and felt up to the task :)

Fun warioware clone! i feel like the only missing bit of polish was more SFX on each of the microgames. they felt a bit hollow whenever i won them, but other than that it's well done!

this could have been a fun take on the Necrodancer sub-genere of games but the movement not at all being in sync with the music makes it feel like my controls are just annoyingly gated behind an arbitrary "golf" timer. Ambitious attempt!

Thank you for playing! Yes, it's quite frustrating getting stuck with kings when you have no enemies to use them on. If I expand on this title, I'd definitely work on mitigating those frustrations.

SUPER FUN AND POLISHED! i'm a sucker for warioware-esque tiles and this is a great one!! great color palette too!!

Ah well i didn't get that far in the short time i had to play it. that's good to know! then i would suggest bringing in concepts like that earlier in the game because that's the most interesting part of this game.

The music in Castle Fun feels out of time becasue the part of the song you're supposed to follow isn't obvious. the bassline is hard to hear and the melody feels more intuitive to move in time to for a DDR style game that isn't inherently tied to an instrument like guitar hero.

other than that, it's a cool little title!

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Fun concept! it felt fun to control multiple character but there's no real incentive to. The optimal way of completing each level is to have 1 maybe 2 characters (so you have a backup in case one dies). Then moving very carefully through each level taking the safest path. 

It's okay to make your player have to engage with the most fun part of the game or else your game is just incentivising them not to play with it, thus making it boring.

This game is chaotic, but it feels intentionally chaotic! I will say that it's a bit too much too fast in terms of what you're asking the player to pay attention to from the jump. You need to ease the player in a bit and layer in the chaos.

For example, start each day with moving to dodge one kind of enemy like the pigs or the skull lasers. then after the player survives that, give them a rhythm segment with no need to dodge enemies. then give them a different kind of enemy to dodge, then another rhythm segment but now you have to dodge 1 kind of enemy, so on and so forth

Great little clicker title!

Interesting concept. This would have benefitted form a tutorial or at least a clearer indication of what i was controlling on the screen. for a while, i thought i was controlling the guard since the player was so small and started the game hiding in a train cart.

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Thanks! I think i made that level a bit too hard. it's like the dirst dash tutorial level but the gap is more precise AND you need to kill the bats. If you want a tip, try dashing and attacking at an angle or controlling your direction as you dash. those are hidden mechanics that i didn't teach that well, admittedly.

i LOVE the boss designs and this game is super juicy!!

you don't see many RTS games in jams so this was cool! The perennial issue of bad pathing is hard to escape in this genre, it seems and the strange collision did get many of my goblins stuck :(

Tuning in and here's a link to my game: https://boateye.itch.io/card-jumper

neat idea, but movement was unbearably slow on the larger levels

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Thank you very much for your detailed review! It's very telling that you completed it twice, with the unintentional "victory lap" music. A.K.A.: the bug where the boss music persists after the fight is over lol. 
I know many people say this about their jam titles, myself included, but this game definitely has the highest chance of being developed more after the jam is over, so i'm glad that you expressed that same sentiment!

Side note: Tetra Ho! is great and unique and i hope you work more in it, too!

I completed the game and loved it the whole way! I loved the wario ware feel of it all! and the music was fun and adorable!!

Super unique concept! Very difficult concept to get your head around and would benefit from some solid tutorial levels. super cool proof of concept, though!

Thank you so much for playing! I love card games and platformers so i was surprised that no one made one already (according to Google, at least). This is my 5th game jam, but the first game I've made that i'm actually proud of :)

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Excellent idea, cool take on the puzzle platformer/adventure game concept! The princess level is difficult and seems very "moon-logic". The goal is clear, but it's unclear how the tools given help you achieve it, unlike the levels preceding.

One issue i'm seeing with the them in general is that it's hard to "rewind"  a game w/o it just feeling like hitting "retry" on a puzzle or doing yet another time-reversal based game. This is NOT a knock against this game in anyway, more against the theme itself. This is one of the best games of the jam and the best one I've played so far!

Thanks for playing! I'm sorry about the bug you encountered. We thought we squashed it for this released :(

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Appreciate the blunt feedback! While we have 4 people in the credits we all had other projects and/or day jobs we had to attend to while learning unity in order to participate in the jam since we had about a month of experience between us. We'll definitely be able to push out better games once we get more adept at this!

Thanks for playing! i played yours earlier today and i left a comment for ya there :)

Very unique entry! There's a lot going on from teh jump, so it felt like i was playing the final levels of a bigger game. This could do well with a slower introduction of the mechanics and moving pieces. plus, it would cut down on the amount of text you put up on screen trying to teach teh player everyhting all at once if you space it out over many simpler levels than 4 very dense ones.

Controls were a bit stiff (i especially dislike up being jump in games) and they wereconfusing. There should be more feedback/teaching of how the game loop works here. Also, the dash was jarring and felt glitchy. 

Loved the music and aesthetics, though!

Very Celeste inspired movement, excellent jumping controls even on keyboard and a fun premise! great work all around! Some of the death were cheap like getting killed by a moving snail from the next screen as soon as i transitioned over, but the checkpoints were generous enough for it to not matter too much.

Controls were loose but fun, the combat was funny but had a bit more depth than i initially thought. Some jumps are finnicky with teh physics. especially that double jump you have to make on the level where you learn how to throw your sword.  at first, i thought i couldnt make it, but i had to jump in a veeery specific manner and it just seemed like i cheesed the game. One of the best games in tha jam, though!

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Hi all, and thanks for checking out our submission for the jam! Please note the following:

*KNOWN BUG*: If you let the fish escape by getting too close to the top of the screen, the game doesn't properly stop your boat's movement toward the shore. Try to not let this happen! Unfortunately, i did not find this bug until after the jam was over.

No, that's an unfortunate bug :( sorry the game was broken for you