Skip to main content

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

breadpan

40
Posts
A member registered Nov 17, 2023 · View creator page →

Creator of

Recent community posts

The game is too short! I will be adding more levels soon so players get to experience more bread!

The in-game instructions was actually a quick add as I realised I didn’t have time to add a tutorial level, but they will be moved over to that once it’s done. Refactoring seems so horrible to me most times as it feels I’m not progressing forward in terms of game content/mechanics. But with how short a game jam is, I doubt I have time to do much optimization. I will try out a different style of coding the next time round to see how much time I can save to polish up the game.

You mean a pointer that aims at the collectable so the player knows to pick it up? What about an indicator above the collectable pointing down at it?

The game will be getting a new update, with new maps and changes to the current ones so hopefully the feel of getting lost won’t be as frustrating anymore!

Thank you for taking your time to try out the game! I hope you’ll stick around for the next update, and all the best for your game as well!

It took me quite awhile to get the hang of the game. It is quite a complicated game, but quite interesting once you manage to get the hang of it. The art looks great, music and sound effects are all pretty nice! The amount of mechanics and content is so much for a 2 week game, but the lack of a tutorial will put players off due to it’s complexity.

I hopped into the game blind without reading anything, and was completely confused of what to do. I was still wondering if I was in the correct game, as I thought of claymore as a sword and the game being about fighting, but rather I was faced with electronic circuit puzzles.

I died quite a number of times at the start just figuring out how to play the game, but once I understood the game, it seemed too easy. The game is very unforgiving when you build, not giving any energy back on selling/trashing placed objects, not even if you accidentally misplace a wire. But the amount of energy that it gives per round is too much, which leads to the first 1-2 days being absolutely horrible, as you’re struggling to get energy. But subsequent days like day 5 onwards being so easy I could just click the play button without changing anything.

The game also needs some indicators, to show that moving things around actually costs energy, and that selling/trashing nets you nothing. As with the current game, it’s better to place new things down than moving/trashing them, as you gain nothing (other than space) from doing so.

I bought the XL generator for both Attack and Agility/Speed on day 3 due to the massive amount of energy given, and basically didn’t need to touch it at all until around day 11. The only things I needed to keep track of was the number of Defense nodes, and the exact value of Healing (which can be cheesed using incrementors). On day 12, I needed to increase my value for Attack, so I simply bought another XL generator, combined both powers and just continued to AFK. I was sitting with over 10k energy on Day 17, with my Attack, Def and Agility values way over the required amount, only really needing to double check my Healing and Def node count.

As such, the game seems boring the longer it goes, as you’re just building more without any challenge past the first few days.

The early game also seems luck based, as at certain times, I roll a number higher than 10 in Attack, which requires me to get a better generator or incrementors, while sometimes I roll a 9 and not have to bother.

There are also quite a number of typos which can easily be fixed later on, such as “became you new user” in the intro scene. The ability for a player to choose their name if they want to would also be great.

The game is a really great puzzle game, and has so many mechanics that it feels a little overwhelming to begin with. But I don’t see much relevance to the word Claymore, as other than the artwork, which actually looks more like a Machete or Falchion rather than a Claymore, it doesn’t seem to have a link.

I can see that you put in a lot of work into the game, considering the massive amount of building types and mechanics you implemented, but I feel some polishing and tweaks would do well so that players can enjoy the mechanics you spent so much time on implementing. A great prototype for a 2 week game jam!

I will definitely be adding a tutorial stage which introduces the objectives and a simple upgrade so the player knows what to look forward to. The level design was a little rushed so I definitely will be working on that to teach the player the game mechanics.

I will be keeping the fact that you can make it to the place where you’re supposed to sleep without finding anything, but I will be heavily emphasizing in the tutorial that you need the item in order to sleep, to incentivize the player to explore.

Thank you for trying the game out! Good luck to your game jam!

A really fun little game! The idea and mechanics were great, the art was also fitting!

The only issues I found were that sometimes the high jumps would not work properly, but it pressing too early, or not long enough. The 360 turn also seemed to not work at times, primarily after an auto jump off of the edge of a platform and spinning. It seems you have to press the space bar most times to get the 360 to go through, not sure if this was intended.

I really liked the combo of being able to do a 360 off the bat, onto an enemy’s head, which then goes into another 360 where I slam down onto another head into another 360. This feels really smooth and satisfying to pull off, though at times, I feel I can chain a slam into another slam, while other times I can’t. It seems that there is something with the automatic jumping when you don’t press spacebar that is stopping some of this from happening.

I feel an indicator of where the character is at (on the ground below the player), or maybe a small “preview camera” of the player would be great, as some levels I actually jump out of the screen boundaries through the top and am not sure where my player is or if I completed the 360.

Other than that, the game seems like a pretty complete minigame that was well made in 2 weeks. Great job!

I mainly do optimization while writing the code as it feels like a lot of hassle to come back and refactor code after you have finished. When coming back to refactor, I feel I’m kinda not progressing at all in adding content to the game. But with how short game jams are, and how small of a scope the games usually are, optimization might be a mistake, as I spend more time writing the initial code, leading to a lack of time for more content.

This is my first game using Godot, so I have yet to use much of it to it’s full extent, especially the profiler. I will need to look up some guides and test it out for myself!

I definitely agree with the more levels, there was initially a plan of 3 levels, with 2 more if I have time, but clearly looking at how I only have 2, something went wrong. I will be adding more levels soon though, and giving some power ups a good boost so players can enjoy them.

The egg area is definitely quite difficult, the main reason was that a different type of enemy was supposed to be placed there, but due to there only being 1 type currently, I had the amazing idea of adding multiple enemies, causing it to be quite an unbalanced area.

The power usage should regen when restarting, but it is already added to my bug list which will be squashed in the next update!

The music will be updated again, which will have better audio and a seamless loop.

I spent quite a while incorporating the animations in, so I’m glad they at least looked decent! I will be working on it more so they are smooth, so I hope you can give it a go again!

Thank you for taking your time to try the game out! All the best for your game!

Really interesting game! I loved the graphic style of an old TV graphics, with low polys, kinda similar to how Lethal Company is, you pulled it off really well. The music and sound effects are also very fitting.

I finished the first (and seems like only) level a few times, with the first being just normal gameplay, then I tried to break the game. I’ll mainly be leaving details on the bugs and exploits I found, as well as some things that could be worked on. Do let me know if you want more!

Settings/pre-gameplay

The textures of the game seem a little wonky, when I move my player while eyeing one of the rocks beside me, it seems as though the texture is moving. I’m not sure if this was intended. The ground, especially at the spawn is also pretty eye-hurting to look at if you focus on it while moving.

There should be some settings for things such as Mouse Sensitivity, Brightness and FOV, as these usually are the main things that contribute to motion sickness in 3D games. I know this can’t really be done due to Web Browser currently, but the “Esc” key in the game should open up the settings menu.

Game mechanics/balancing

For starters, currently there doesn’t seem to be a point to getting Vivula, as there isn’t a way to spend it, but I feel you might be adding it as some sort of upgrade/requirement soon.

The dash is on too low a cooldown, while the guns take too long for the heat to dissipate. Currently I find myself spamming dash throughout the entire game, as it refreshes so fast that it doesn’t even matter. The guns take a long time to refresh when it is overheated, but this forces the player to use the Missiles and Orbital Strike, which might be a good thing. If the game difficulty is supposed to be hard, the guns are actually quite balanced around this, but the dash makes it too easy.

It doesn’t seem like you have to defend the mining extractor currently, so in subsequent runs, I simply placed it down and started it, before running all the way to afk at the shuttle area for it to be done. The enemies don’t seem to be able to pathfind to the player that way, so although I did hear battle music and 20+ enemies detected, I wasn’t in any danger at all.

There is a rock/arch close to the shuttle area that you can go up (I dashed up it, not sure if it’s possible without dashing), where you can kind of safespot against most enemies while waiting for the shuttle. There are times where the ranged enemies can shoot at you, or even climb up the same slope, but the melee enemies are basically all stuck.

It is easily possible to excavate and extract in the shuttle without killing a single enemy or taking any damage (mainly because of the dash)

Bugs

When you dash before the the shuttle lands, you can kind of glitch through the walls to instantly drop to the ground. Similarly, when you dash after the shuttle leaves the map, you can drop down onto enemies before it throws you into a loading screen. I have not tested if you can die if the enemies hit you right before you enter the loading screen.

When climbing onto the safe spot I mentioned, you can technically dash more into a taller rock at the top of it, causing you to enter the wall and momentarily drop onto enemies stuck below before getting teleported back up. Could be some sort of visual glitch but I ended up not going too far up to hug the wall.

Some suggestions

Indicators might be something nice to add, for things such as where the enemies are spawning, where the extract position is after the mining is done, the range of the orbital strike are some examples.

Homing missiles, or a small explosion when the missiles land. Currently the missiles feel more like a burst of the base armament, and it doesn’t seem like they actually explode unless I missed it.

Adding HP to the exacavator, so the player has a reason to stay and protect it instead of just running and waiting at the extraction point for it to be done.

A very well made game so far! I can see that a lot of effort was put in to convey the atmosphere and art, and it just needs more content and polishing to be better!

(1 edit)

I took a look at the “Johnny upgrade” game that you mentioned, and the way the upgrades worked in that game is not what I am aiming for in this game. But I do agree with you that the player needs a lot of patience to figure out that there is such mechanics in the game. I will be adding more mechanics for the player very early on in the game, with the first few upgrades being add-ons rather than full mechanics. I will also be adding ways to let the player know what they can look forward to in the game, as I very much get the feel that it is just like any other platformer at the start.

Regarding optimizations, there were some issues I had that caused performance issues, such as making the map too huge due to the initial player model being quite large. The enemies also had multiple raycasts as I wanted to expand on that but didn’t have time, as well as the fact that they still run even while off screen added a lot onto the performance issues. Though I also realised that certain browsers ran the game way worse than other browsers. The app version of the game runs perfectly fine, thus the optimization was mainly for web browser only.

Thank you for taking the time to try my game out and leaving some good suggestions though!

It is a really well made game that has a simple gameplay loop. The art and animations look really nice, and the concept of a magical cannon on a castle matches really well with the spells. The music was fine, but sound effects are really good. I only managed to make it to wave 60, I’m not too sure what the intended wave was to reach as sort of an average baseline.

There is no settings option for the music or sound effects, which would be great as the music was a little loud.

The spells are a little costly, as you only get 1 energy (I shall call it energy as I’m not sure what the name is) per round. With some spells costing 3 or 5, they can be quite hard to save up to with the amount of enemies that spawn.

I like that some enemies are randomized to give you 1 energy as sort of a way to deal with the energy problems, but I still feel there is a lack of it. Some 5 cost spells seem really bad for certain runs, like the 5 cost lightning’s attack only was in a diagonal pattern, so unless there are a number of enemies, especially those that give you back energy in that pattern, it seems quite useless.

I like the unique types of spells, lightning goes through armor, the bullet pierces, fire burns, ice pushes back and freezes. But currently, I feel fire seems way too strong, while the ice seems a little weak. In later waves when there are enemies on every lane, the ice doesn’t push them back all the way, and with the freeze only being 1 round long, and the enemies knowing to switch lanes, it makes it quite weak. Whereas the fire spells seem a little strong, especially with the burn and large area. The lightning spell seems to only be good for armored targets or sniping targets behind, but the bullet does better in every other scenario. So far, the spell I use the most to push waves, were fire for damage, bullet to get some cheap energy, lightning to clear armored targets and ice if I have no other option.

If possible, spells should also include a short tooltip or description when you hover over them, such as the damage, how long fire burns, ice freezes, that lightning goes through armor etc.

You mentioned endless waves that were randomly generated for maximum replayability, but I feel some sort of permanent upgrade so players can push further and further would be great. Manually created boss waves, at maybe every 10 waves, or 50 waves could also be really good.

I’m not sure if the game is going to be updated further, but currently it stands pretty well as a complete minigame. It does have potential for more content, and perhaps some balancing tweaks to deal with the hordes in later waves, but it is really great work for a 2 week jam!

Thank you for finishing the game! I will be adding more levels, the third level is already in the works before the end of the jam, but I replaced it with the end of demo as it was not complete and pretty buggy.

Regarding the arrows, I will be adding something else to guide the player instead so the player knows which direction to head. There will also be multiple toasters per level, so it will be more “Open” compared to what it is currently.

The slimes will be smarter as currently they only patrol around or chase the player, as such they do not pose much of a threat currently, but I will ramp up their difficulty soon.

Regarding the pits, some falls were actually instadeaths, primarily in the second level, but the ones in the first level were actually safe. It was not really obvious due to the level design, so I will update the platforms and level design so the player knows which falls are deadly and which are not.

Once again, thank you for completing the short demo! I hope you check back again when the game is more updated!

The game is really simple, and it is actually quite long! The music and sound effects really fit the game, as well as the old style art. The dialogue also added a storyline and some depth to the game.

I really loved the concept of multiple tower defense maps running at the same time, and so far, this has got to be one of the longer games in the jam I have tried. I only managed to finish the East side so far but with no save option, I doubt I will be getting past this again. The difficulty is definitely quite high the further you go, as you have many maps to defend at a time.

On the main menu, the volume sliders are a little hard to see, as the slider and the background bar are nearly the game colour. Only when clicking on it to change, does the slider look easier to see.

Placement of the tower was a little confusing initially, as I didn’t really know where were valid placements, so It ried everyone before realising it was the darker coloured areas outside. Also, the map’s current movement with the right mouse click or WASD seems a little awkward to use. I feel something like right click, and dragging to “pull” the screen toward a direction would work better.

Fast forwarding should be faster or have different speeds, and should speed up towers as well instead of just enemies.

I really liked that you center the camera on the tower you click on, making it really easy to draw focus, but there seems to be a bug, where clicking on “Fortify” if you have a tower behind it cancels the Fortify to move the camera to the tower.

Overall, a really well made game, needs some polishing, but the core gameplay mechanics and art are really well made.

Thank you! I perhaps overscoped considering this was my first game jam, so many things were cut out from the game.

I am definitely planning to take the project further, adding in all the things I wanted to initially add. The upgrade and attacking system will definitely be worked on, to make it more interactive and more obvious, like one of the previous reviews mentioned, I will be adding things like a Honey-covered bread, and maybe the enemy leaving a honey trail if it gets affected by it.

Regarding the avoidance and strategy playstyle, I will be focuses heavily on the enemy AI. Currently I only have it to simply have 2 states, which is Patrolling, and Chasing the player. But I will be expanding on this so the enemy has a sort of “mind of it’s own” with it’s own stats, which should help so that in certain scenarios, the player can’t ignore them.

Thank you for your kind words! I hope you all the best for your game as well!

I managed to complete the first level, which I’m not sure if the end as it simply displayed “what did you think was gonna happen”. I liked the concept of swinging around to break files, but I feel there is a number of things that could be improved.

For a game who’s primary movement is the swinging mechanic, I hope the swinging could be improved on. The swing’s radius range is actually smaller than what’s displayed, as I’ve tried multiple times to click on something that is close to the edge of the range and it not grappling to swing at all. The grappling hook should be thrown out in the direction the player clicks regardless of it could grapple onto a wall or not. I’ve played some games with similar mechanics, like Terraria’s hooks and Rain World’s Saint character’s tongue, which use a similar grappling movement style. Some mouse click correction would also be great, as certain platforms are so tiny that even if I feel I clicked on the platform, with how the camera moves with the player, I end up missing and have to redo that part of the jump. Perhaps clicking in a small range of the platform auto grapples you to the platform itself, to make it more forgiving.

The tutorial section with the Shift and mouse click was quite confusing, and I had to look at previous reviews and your reply to said review in order to get an idea of what to do. I was stuck pressing shift jumping on the file, going toward the file etc. for awhile before I realised I had to reach a certain speed threshold.

The momentum that you get from swinging around actually feels really great when you let it build up, but the initial first grapple seems to be quite disappointing. Maybe a way to sort of “fling” the target in the direction so it goes a little above instead of just to where was clicked might be a good thing. Also, many times I’ve tried grappling to the edge of a platform, and trying to jump to get up on it and was disappointed it was not a mechanic. Larger maps might also help if you want make full use of the good momentum you have of the swinging mechanic, larger open areas for the player to swing around. With maybe traps (like spikes) instead of platforms that break your momentum.

The main menu with the play button also does not seem to scale with browser size, as it automatically does a sort of full screen to the current browser size, I’m left with a gap at the sides of my browser that’s just grey. The game itself does scale with the browser size (albeit showing more of the map with a bigger browser size) so that’s great.

I feel with the right tweaks, this could be a really fun minigame, as the swinging itself was great when the chance was to have fun with it was given to the player! Great work for the game jam!

I’m glad you like the bread!

The poisoned bread does kill the slime but it takes quite a while, and there’s no damage indicators or sounds played so it seems like it doesn’t do anything, but I will be changing this in the next update. I will look into why the bread doesn’t reset upon restarting as well. I’m sorry that it ruined your experience there, I hope you give it a go again when it’s fixed.

Initially the toss the bread button was to exit the game, but I realised there wasn’t such a thing for web games so I just left it to play the sound instead haha

Thank you for trying!

(2 edits)

The game is really fun! Even now while writing this review, I still have the game open and am trying to get more swords. It is one of the more complete games I have tested so far, I will start off with the good stuff, before moving on to what’s bad and some ideas.

What I liked

Firstly, I really liked the relaxing BGM as well as the sound effects for many things, such as button clicks, the dice rolling etc. Only thing I would change is exchanging the Upgrade Sword sound effect with the money gained sound effect after a battle. The sound effect played when the coins fly off the screen sounds a lot like hammers on an anvil, which I feel would fit the Smithy more.

I really loved the variety of swords and the fact that you can combine different parts of it to make different swords. This adds endless content, as you simply need to add more parts and you’ll have a larger and larger variety each time. The enchanted and unique variations only serve to add even more variety to the already huge variety.

The general art style of the game is really nice, I love how detailed the rocks at the bottom of the game looks. I love the background moving slowly, and the swords dancing around while you sit at the menu (especially the baguette). I also liked how the sky colour matches the itch page’s background so it blends in at some parts. The UI also looks really clean. For the most part, the art seems like something I would expect from a fully completed game, not a 2 week prototype.

The core gameplay loop is really fun, the ability to expand your army, fight different enemies, test different sword combinations makes the game fun for quite awhile. Though there are definitely areas to expand on here, which undoubtedly would have taken longer than 2 weeks.

Bugs and what could be improved

Let’s start with a minor one first, opening the settings menu while in the initial starting dialogue causes the chat box to be half covering the Settings menu.

At the quest board, when I accept a quest, it simply disappears. There is no clear way to re-view the quest I accepted. A quest list, or a “Accepted quest” popup would be helpful in telling me I have the quest. Also something which I don’t know is intended or not, but the dancing swords are hidden behind the quest board. I feel it would look better being in front of it, considering it would only cover the bottom-most part, and with how the quest board doesn’t have any updated visuals upon accepting a quest, it seems like it would be fine being in front.

When battling, I initially didn’t know what the dice roll meant, but understood that it was the turn order pretty soon after. When the sword attacked, there was no visual or audio feedback for how much damage is dealt or which sword got hit. A damage indicator and an animation on the sword that got hit would be a good way to display this. I also don’t understand the chest I have to click on at the end, as all it currently does is make the “Back to town” button show up. Is the sword piece supposed to come out of it instead of already being displayed above it?

For the Smith area, when I first started the game, I was very confused on what each part actually does, when clicking on the parts, or even upgrading the swords, it does not display what stats it gives and whether it was an upgrade or downgrade. A tooltip or stat display would really help. Initially, I actually thought the “None” sword was a type of sword and replaced parts of a sword with it to test if it would give better stats. I’m not sure if this is intended, but the sword dancing in the menu does not update if a weapon is upgraded in the Smith area, it only updates if I return from a battle.

Similarly, for the Army area, there is also no way to see each sword’s stats. I can’t tell which sword is better or worse without swapping it into my army, going in battle to test it out and potentially losing. Also, I can’t tell if the placement of the sword affects anything, if it does, a hint would help. If it does not, it might be worth removing the option of swapping sword order around.

The swords have different upgrades like Pierce, Heavy, Cleaving, Reckless, Vicious. But I have no idea what it actually does. Some of them I can kind of guess, like cleaving might hit multiple enemies, heavy might roll a lower die but do more damage etc. But I feel a way to display these stats would be good.

Lastly the shop, for some odd reason, I could not sell any item at all if my inventory was full. I also realised later on that this was the only place I could see the stats of individual parts of the sword, but I still couldn’t see the stats of a fully completed one.

Earning coins feels a bit too easy currently, making powerful items like the Katana upgrade almost trivial to buy early on.

Some ideas and suggestions

Considering you had inspiration from Tinker’s construct and Super Auto Pets, both of which I have played and experienced before, I feel that you could split the sword more. Currently, the sword is split into the hilt and blade, but I feel you could do it like in Tinker’s construct, whereby you split it into handle, guard and blade. This gives your game more variety, and you can split the current hilt assets into two parts.

In super auto pets, position matters because each pet has a unique ability to affect neighboring pets. If sword order matters here (for buffs or combos), consider showing when these abilities might trigger.

A way to gauge the quest difficulty would be great. As the more I play the game, the easier it gets for me to recognise the silhouettes of the different swords and gauge how hard the battle will be. But when first starting out, I feel it’s pretty hard to tell when you’re going against a tough battle, as you simply see “Hunt 1 Sword”, but it could easily be a 20/20 sword. Either a way to display that the enemy is too hard for you, or a general difficulty of the enemy would be good.

A way to use up the extra sword souls you have after you get a full inventory would be good, maybe to exchange for coins. The shop would also do well with a way to refresh the current stock, maybe for a cost of coins.

Last but not least, I’m obligated to ask for more Bread swords. Please also buff the baguette.

I really liked the sticker on the taskbar. I don’t think the password needs to be a memorable word, but I feel the taskbar or sticker being able to be viewed while in a terminal, or the sticker being on the side of the terminal instead. Since it wasn’t a thing that was meant to be hidden, considering it was stuck to the side of the taskbar rather than having the player memorise it, I don’t think it’s bad to make it easier for the player to view it.

The horror theme seems definitely interesting, as even throughout the game, such as the ladder lights flickering, or diverting the power, it all provided to the atmosphere of a horror/dark themed game. It gave me a slight feel of a Chilla’s art game, which is really great as atmospheric/psychologic horror seems to be one of the more popular themes in that genre. The game in itself currently is already pretty dark themed so it fit really well. While certain horror games use jumpscares and blood, I feel games that use more atomosphere, like Subnautica are also really popular. You mentioned Lethal Company, Iron Lung and Mouthwashing, which I feel all tie in to this horror theme. I don’t think it’s easy to make a game that makes the player feel nervous/anxious while building up anticipation with a dark atmosphere. So many times, like when I first diverted the power, I was thinking if climbing back up the ladder would give me a jumpscare, or even the locked room opening. I scrolled down to the description a few times to check if it was a horror game.

But at the end of the day, it is up to you and your theme to consider. Since you mentioned making more light-hearted games, this type of games might be things you personally dislike or are uninterested in exploring.

I spent way too long playing this game. The game feels really good, and I saw you’ve already put it up on Steam.

I found some bugs with the game, mainly with the main menu, after playing it a few times, returning to the menu and changing the settings seems to always have the “Combolite” logo appear everywhere, blocking the screen. I could also start the game while in the settings screen, though at least I could exit the settings while in the game itself.

The balancing seems good, though it’s very luck based, perhaps a way to increase the $15 you get, or permanent minor upgrades after every run would be great. Some runs I get to go very far with just good rolls, while other times I basically can’t do anything. I feel sort of a skill expression for people who have played it more so that their runs don’t just end due to bad luck would be good.

The game seems too big to be a web browser game, and would definitely do better as a standalone app. I had some performance issues running it in Chrome but it seemed to work better in Firefox.

A way to turn down the brightness would be great as well.

Overall a really complete and good game, just needs some finishing touches and it will definitely do well!

(1 edit)

The tutorial is really nice, as well as the characters. I’m glad you gave the option to skip the dialogue as I had to sit through it for most other games so that’s a great thing to have. Music felt really fitting and it visually looked good.

My first issue was the “J” key to attack, the swing felt really hard to hit, and when I’m going at a high speed and pressing it, more often than not I miss the swing as it basically needs near pixel perfect timing. When failing, it also makes the game extremely frustrating as you lose all momentum and basically have to backtrack and redo it again. And with how slow the momentum is to buildup, it basically meant running, gaining speed, hitting a wall, then having to build up speed again. I definitely feel the attack should be more forgiving, as even at times I hit the blood cell and still get damaged, losing all momentum.

The game is not easy, and it is very common to lose momentum from random walls, to blood cells etc. So I feel a way to “reset” instead of having the player walk back would be good. I do know that you reset to a checkpoint after a few damage taken, but I would rather it be like Geometry dash where you die immediately and go back to the checkpoint without delay. This way, you don’t have to feel like you always have to backtrack after a failed momentum jump. As I’ve been “trapped” in areas a few times, where I have to backtrack all the way to a wall, and move forward at full speed and jump in order to just make it over a wall, as movement speed seems to also affect how high you jump.

For a game that is built around momentum and speed, I feel you did a good job making the player feel good going at high speeds, all that’s left is better level design to let the player keep high speeds for longer. This game has great potential though, and with enough polish, I could see people trying to speedrun it.

I’ve always felt the jumping feeling a little off in my game, so this would definitely help! I will be implementing this in the next update for sure.

Is there any other things you feel that are normal in platformers that are missing here?

Thank you very much for your feedback!

Weird, different browsers I have tried on gave different issues. Not sure if this is a thing to focus on.

I agree with the environment feeling a little bland. I was initially thinking of hand drawn platforms, before realising how much work went into that for other games. As my platforms were all made to be dynamically scaled, hand drawn made the textures stretch which looked really bad, thus the simple color. The initial plan was to build it in a kitchen, considering the home is a rice cooker and the player is a bread. I will look back into hand drawn platforms and see if I can make them work. I will also look into the black line appearing when the bread jump.

On top of the little pause, I was planning to add a indicator, maybe an exclamation mark with a sound effect when you get spotted so the player knows when they are in danger. Some level design for new enemies will also need to be explored.

By shorter, what do you think of zooming out the camera so the player can see more? But I definitely understand the diverging routes being hard to navigate without a map or something similar. So I will need to find a way to guide the player.

The music is already in the works of being updated as it was basically my first time touching anything music related, so I made a extremely short audio that looped.

The upgrades showing more differences is a great idea! I never thought of how to show the slimes being slowed, and only thought of maybe a damage animation/damage indicator for poisoned slimes, but I might work on something different, maybe showing the slime “drunk” in a sense for that instead.

Thank you for the feedback! I will definitely be trying out new ideas to see if they stick. I hope you’ll be able to try it out again when it gets more updates!

Will definitely look into the animation! Thank you for the kind comment!

The art was nice, the animations were smooth and the gameplay was simple but worked.

I really disliked the camera, as for some reason the square to show where you were facing kept wobbling around, basically having permanent motion shaking. If the game was any longer, I feel like I would be puking. The camera also feels way too smooth, I get that you’re trying to show the scene in front of the player, but in combination with the camera moving when the player moves, as well as with the mouse moving, it just makes it a mess. Perhaps a delay before the camera actually moves, and a range of player/mouse movement that the camera ignores would be good.

Should try to at least put some sound effects in, as I feel something as simple as your attack having a sound effect would be good enough.

I would see this being on minigame websites if more content and fixes were made.

I really loved the atmosphere, the 3D also ran really smooth, though I would have loved if there was a settings menu for the mouse sensitivity.

Some issues I had was the task pad going through objects when I was walking too close to stuff. And also my tiny brain being unable to remember the password since I can’t press Tab to see it when in the terminal.

To whoever made the “It’s Spreading!” disc. Thank you. I was basically listening to that the whole time hopping around the ship while trying to find where I was supposed to go. I would constantly restart it, so a looping option would be great.

To be honest, when I was playing around with the game, it seemed to really fit a horror theme, I wonder if your team has considered making a game (be it this, or another) with a similar atmosphere but horror based?

I’m also not sure why, but performance was a little laggy in Google Chrome, especially with the opening sequence being unskippable making it painfully long. But testing the game in Firefox made the performance way smoother with 0 lag.

(1 edit)

Really cute game.

I love how it can already work as a demo/prototype to a full content game. The art is great, the sound effects are great, the music reminds me of Kingdom Come Deliverance, which fits the theme. The battle kind of looks like a pokemon battle, which design wise is great. But I’m just hoping Nintendo doesn’t have some weird copyright in place for that.

A way to explain what the specific skills, like Strength, Agility etc. do would be great.

The difficulty seems a little easy currently, as I just upgraded Strength all the way, and basic attacked all the enemies. I bought a damage potion, which I didn’t even use (if it needs to be used) and I only restored my HP at the final place before the boss. Even then, I still didn’t feel like I was in any danger of losing at all.

The game seems like it would do great with a story, and with the cutscenes, it seems like a preview of what’s to come, so I’m looking forward to that.

Thank you for the review!

I will definitely be working on the backgrounds and design. I tried experimenting with gradient backgrounds as I didn’t really have the time to draw an actual one and it seemed really horrible, so I stuck with a full color background for now. The design was also really simple as I was more focused on the programming part, so it will be my main focus now.

The idea that every ingredient changes the bread is great! I was originally thinking of that as well, as the bread was supposed to just be a dough, and the upgrades were adding onto it to fully become a bread. But due to the lack of time, I left it as a bread for now.

It is true that the game is pretty basic, as most things were rushed through unfortunately. I do want to put more time into it and see where it leads.

Thank you for the bug reports! I did not have time to do much testing with the upgrades so these are really helpful. The BGM slider seems to keep breaking, I’ve had the same issue twice while testing the game out and had to keep fixing it. I fixed it yet again after the jam so hopefully it is working in the next update.

At the start of the jam, I took some time to do proper event signals, as well as dynamic code to make things optimized. But as time went on and I started rushing certain things, I basically dumped a bunch of stuff in global variables and hardcoded a bunch. In the short run it seems fine, but if I’m hoping on a full fledged game, it seems like really bad practice. So I’m still trying to figure out where’s a good balance for this.

Once again, thank you for the kind words and review!

The idea is great, the art and animation were amazing, and the music fit well!

I feel a tutorial is needed for this game, and with the opening scene having an empty area, I feel this might be a good place to add some tutorials on the controls. I tried going into the game without reading the description (where the controls are) at all, and it was basically impossible to play.

The game feels really slow, the cutscenes and transitions felt really slow, even at the opening cutscene, I thought my game was lagging with how slow it was, perhaps a way to skip it would be great. I spent awhile clicking around for invisible buttons and mashing keys on my keyboard, thinking a “Play” button was gonna pop up before realising it was a cutscene that brought you straight into the game. The transitions from one map to another also felt really slow. The time it takes for the turret to start turning when pressing the lever felt slow as well. While it might be intended, I felt similarly with the animation of the explosion attack. I died a lot of times, and with how slow the screen fades, I felt like I was spending more time in the death animation than playing the game.

The boss was really difficult and felt a little lacking in terms of what you can do to him. It felt like the best way to defeat him was to do nothing but run around, which seemed un-interactive.

Perhaps a line indicator for the turrets like how the enemies have would be great, as I died in the starting area from the first turret destroying the wall, not being able to see that there was even something there preparing to fire. Also, although the line indicators did show they could attack, it felt weird that the enemies were able to attack me through the walls. The turrets also sometimes changed directions while charging up, leading to me running right into a beam.

I liked how the map was designed to let the player learn the game mechanics, such as the cracked wall, gaps etc. The fact that enemies were put behind the cracked wall to let players know that the explosion could kill enemies shows how much detail and thought was done to show players the game mechanics.

I did not think much of the main banner of the game, but the art and music are much better than expected. Especially the boss fight, huge props to the composer.

I really liked the indicators for the game, such as the turret lighting up before firing, as well as the enemy attacks, though I feel more should be added. There is indicators for when the enemy starts an attack, but I feel that another could be added right before the attack actually launches so players can dodge at the last second.

The game is really promising with the current prototype. In fact, with some polish, tweaks and balancing changes, I could see this game being on Steam for more players to enjoy. A really good entry and well done to the whole team!

The visuals and music is great!

One problem I had was the start, I was quite confused on what to do the first few times of trying the game out and kept dying. The controls although all there, don’t really explain what they do so I have knowledge of controls but no idea how to use said knowledge. I also initially didn’t know that left click was a melee attack, nor that spacebar slowed down the movement. Some tooltips you can hover over, or text to explain what they do would be great!

A problem I found also was the empty room before the 3 chests, for some reason, my frame rate dropped upon entering that empty room, and it carried forward to the chest room. I’m not sure why, but I tried it on multiple browsers (chrome, firefox etc.) and it was all laggy. I was using the default settings, with the background being the flat color background.

Really nice game! Feels like a tower defense version of Vampire Survivors, but I hope that the upgrades has a little delay. When I spam my mouse to put down holes and the upgrade pops up, I basically instantly select an upgrade without seeing what it is.

But really fun!

Simple little game. Though I would have preferred if there was an option to change from WASD to mouse click/hover though as that seems easier to control the boomerang.

Not sure if it was tested, but the game was very laggy when I tried to play it in full screen. The base version of the game is a little too small in the browser.

Great effort!

Thank you for your feedback! I will definitely be going crazy on how far I can bring the game.

Regarding the optimization, when I initially ran the game on browser about 3 hours before the deadline, I realised the game was running at a very low framerate as it was stuttering. I did some minor changes to the size of the textures and it improved a little. But it was really surprising to me, as running the game as an app was completely smooth, while the browser version still has parts where it feels slow/laggy.

Initial plan was to have the bread be able to be thrown or dropped! But sadly the throwing part was left out due to a lack of time. Will definitely add it in a future update though!

Thank you for your time!

Hope to see it updated! Perhaps a font size change for the PICO-8 could work? It doesn’t have to be too small, just enough for most text to be in the same line without hyphens

The sound effects are amazing! The gameplay is quite simple but really polished. Though I have the same question about the Pogostick as someone had below. There isn’t really a need to jump, as the jump is barely high enough to avoid 1 enemy, and there are also no platforms or objects that you can play around with.

(1 edit)

Really nice sound effects!

I’ve had an issue with attacking when getting hit, as your attack gets cancelled, and at later waves where there are many enemies, you can basically never attack. Making the attack unstoppable, or only being able to be cancelled once would be great, so it isn’t constantly getting cancelled.

I really like how you are able to move while attacking, but sometimes if you spam the attack in a direction while moving, and quickly change directions to attack, the attack still goes in the previous direction. Though I’m not sure if this was due to the attack cancelling as enemies were hitting the character.

Though the game is great and really polished!

Very simple game with an intuitive mechanic! The fact that it was done using Scratch allows the programming part to be sped up a lot due to code blocks, so the extra time taken to polish the game and the art is great!

(2 edits)

Really nice and simple game! I feel some sort of indication of either where enemies can move, or if enemies can kill you on the next turn would be great. In later waves, the amount of enemies would be a little too much to keep track of where each one moves.

I tried the upgrade where enemies avoid the firelight and killed an enemy that was half covered by the firelight, but was killed right after that, not sure if the entire tile needs to be covered by firelight for the upgrade to work.

The font also seems a little too big for the upgrades, making the words hard to read as they’re split to a different line many times.

You get to see a Censor v0.6.0 on game over if you have the game in full screen, not sure if this was intended.

Fun little game, the idea is really nice. Though I feel a short tutorial at the start would work well. A white outline or something to make the dagger stand out would be great.

Thanks for trying it out! I’m planning on updating the game with better graphics and mechanics soon. All updates will be completely free, so do stick by if you’re interested!

Really great game! Can’t believe it is this good in just 2 weeks

Though I have a slight issue with level 8. I’m not sure if this was intended, but pushing the block to even get to the fire seems extremely slow. It took me at least a good 30 seconds of just holding down the right key to push the block into the hole. Is there another way to do this level?

Amazing how this was done in 2 weeks! It feels great to play, and the tutorial blended really well with the gameplay