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Bsix

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A member registered Sep 20, 2022 · View creator page →

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Very relaxing game with beautiful art style.  Music was very calm and I really liked the creaking stairs sfx.  Also, good job including nice details like the tombstone markings.

Because it was a download game, I didn't see your game page on my first playthrough so I was only rotating the sparkly objects.  I thought rotating them was only about 'haunting' the house.  After hitting escape, I realized you had a checklist of the items/keepsakes in the house.  

On second playthrough (and after looking at game page), used R to pickup items.  This got a little confusing as I was trying to collect all the items but kept dropping and picking up with seeming little control over picking up versus dropping.  Inside the house, it was really neat using some of the distractions (tv, clock) and the fireplace as a shortcut and the vases to hide in.  

I really liked the ghost character.  

Also, really appreciate the 'quit' button for any download game so I can avoid ending program with Task Manager.

Nice submission!

Neat little game.  I liked the graphics and the pentagrams where you could 'buy' upgrades.  Sometimes after getting resurrected, the enemy shots would just instantly kill you over and over.  I had quite a few rooms that were empty, looks like the maps were procedurally generated which is pretty cool.

I did think is felt weird to move from the game to the Gameboy UI.  Moving the mouse to press A after using keyboard in the game...kind of broke the 4th wall...so I guess you were ready for that potential theme as well.  But it did feel a little awkward to press 'A' on screen. 

Nice controls and lore text, I thought they were kind of amusing.

Interesting game concept.  The spawned duplicates were too large so they took up a lot of room on screen.  After having a few buddies, there were bullets flying all over without a real sense of 'control'.  I liked that you had the white blood cells idea.   Would be neat to see a more functioning version of this game, as the concept seems good.    

Nice dig for treasure game.  Game proves that it's easier to go down; digging back out takes a lot more effort.   

A couple area to consider if you plan to continue to develop the game: I think it would have been nice to have a mobile shop.  I don't think most people dig down and climb back up to go train skills.  Since you've already shown us the big gem goal, I bet most (like me) continue to dig and not backtrack away to go train.  Perhaps some of the gems could become visible once you start breaking the tile.  This would give some chance for 'reward' on any dirt block even if you don't go toward the visible gems.  It's funny how the gems are still a micro incentive, even if you don't bother to go train skills.  The game may have felt a little better to play if you can hold left mouse down to keep digging.

I liked that you allowed the pickaxe to hit multiple blocks at once.

good submission.

Nice game concept with nice 3d models.

I thought it was a neat idea to have the 3 animal skills.  The user interface could be more clear about which skill is currently active.  The mole dropping the character into the ground was obvious, but grasshopper and snail I saw the yellow poof but wasn't sure what happened.  Only after a bit, I noticed my jump was really high because grasshopper must have been set.   I think this could be improved by changing the color of the active skill tile or outline the tile for the active skill.   

Movement was a bit rough and walking through doors was not very smooth as the colliders on the player or door made it a tight fit.

For level 1, I didn't get the cubes to stack (maybe snail could have done this somehow).  But I made the large jump up just by spamming jump and eventually I got up there.   I could not determine how snail worked.  And I didn't need the mole skill (but I did think it was funny how the legs and body dangled under the bridge, since the location of the model was just lowered).

In level 2, I didn't really see how the skills helped much.  maybe you needed to be small to go down the final tunnel...or the bat to get jebaited?  Not sure what the bear (being big) did.  Did fall through the world once, but it looks like you had logic to reset the level.  

level 3, in the maze there was a invisible ceiling which makes sense to prevent skipping ahead with grasshopper, but for level design, it might be better to not have grasshopper jump as an option.  I guess getting hit by the spike traps took one of my 'two lives', I saw blood, but not sure the lives were tracked on the UI.

While I like the concept of the changing skills, it would be nice to see these have more impact in the gameplay and some indication which skill is being used.  Ideas: Grasshopper - glow around your legs, Snail - slime trail, Bat - screen color tinted with another color to indicate using 'vision' skill.

The music and settings were nice and tranquil.  A lot of time building your levels with all the models, good job putting the levels together.

Thank you for playing and leaving a comment.  Ah yes, this was the first time I tried to fade between audio sources and forgot to loop each of them.  I've just made this fix to my post-jam update version.

This is a nicely polished game.  The idea of a potato running around the sharp rocks is a funny concept.  I would suggest selecting a different button for dash.  I tried both WASD and Arrows for basic movement and neither felt like a natural combination with X.  My best performance was with WASD-Space with left hand, and then just use my right hand index finger on X to dash.  

As a platformer, this required a lot of precision movement.  For me the game was very difficult to make progress.  The visuals and audio went really well together.  I liked the object permanence for the potato shreds on the ground.  For the dash and death sounds...did you record some swishing sounds with your mouth?!  They were great.

Great submission.

Very clever game and quite challenging.  I only had a little success.  I think the amount of time that the maze walls is shown is way too short (felt like 2 seconds?).  There is barely enough time to plot your first path to the goal, but (for me) not enough time to look at the rest of the maze that will be critical to adding checkpoints and rotating the board.   

The idea for the game is solid and I think could be the starting point for a more complete game.  The timing for how long the player get to see (and memorize the walls) is critical to reaching a broader audience without a large percent giving up in frustration due to not ever having time to learn the walls.

In fact, I almost think you could allow the player to study and memorize the walls for as long as they want.  And only hide them once they take their first move.  This would give the player a chance to say 'Yeah...I think I've got it memorized' and then...be able to test how well they actually remember it.  Even if they look at it for a minute and 'memorize' it.  I think it could still be challenging to add the checkpoints and deal with rotation.  Because adding things like that can jar your memory, even if you think you had it well memorized.

Great submission.  I wish I would have been better at it as presented.

Nice little crafting game.  Kind of evil to have your test subject that you throw potions at.  Made a yellow potion that didn't seem to have any reaction.  The red potion, I felt like I drank it instead of throwing it?   It was a little confusing at first that you need to interact with the bench to get ingredients.  At first I thought each of the squares against the wall would give a different ingredient.  Also, just a web browser game issue for using 'Esc' key as this just makes the browser focus on the active browser tab.  So it was a little difficult to exit out of the recipe book because you needed to hit 'Esc' key twice and then refocus the game on screen each time.  For future WebGL game, probably choose a different key for 'exit' function.

I didn't hear any sounds/music.  Adding these in the future would enhance the game quite a bit. 

Very nice pixel graphics.

Nice use of AI on a polished jam submission.   Good take on the theme.

A very tranquil interactive experience.  Was pretty easy to 'do the right thing' and increase happiness.  I didn't encounter any downside to going negative on cash...still making those donations and leave tips.  I thought it was particularly funny that after retracing your steps you could decide to A) find you keys or B) not find your keys.

Nice post apocalypse game.  I liked that you had the little video of the guy inside the bunker hearing the alarm.  The art style of the background and your video was really nice.  I looked around for a weapon but didn't find one, not sure if any were around or not.  Otherwise just a good zombie puncher!

Good submission.

Simple game and on target for theme.  It's a funny little parody.  Would recommend that the timings between transitions are made shorter as some of the pauses are pretty long.  A little sound effects or music could have been additional steps in the journey to fun and enhanced the mood.

Nice basic dungeon crawl.  The baby character is a fun concept that was implemented with funny combat sounds.  The first time I hit jump, I was pretty surprised at the super high bounce (felt a little out of character...but hey, it's a baby who is not afraid of spiders, wielding a flaming hammer!).  At first, I was simply using my little fists, then after breaking a box, the fun ramps up.  If you plan to make updates to the game, I suggest some background music and drop the lighting a bit to enhance the mood.

Cute game and good take on the theme.  

The voice acting and background music gave the game a very good and light-hearted mood.

Movement was a little slippery, especially when pushing the boxes.  Frequently the boxes would slide all the way to a door and then there was no way to get on the other side of them to push them away from the wall (this ended multiple runs).

The initial 'The End' should maybe say 'The End...?' or something like that.  It would have been pretty easy to stop the game right there.  You do have a number of 'endings' and then the final roll credits.

You had two types of buttons, one that needed the box/player near it to hold active, and a switch that only needed to be touched once.  For clarity, these could have been differentiated in artwork to show they had different behaviors.

Looks like you had a concept ready for breaking the 4th wall as well.

Very nice submission!

Relaxing game.  At first it was a bit confusing trying to figure out if there was a way you could influence the colors to try and 'collect them all' faster.  In the end, I think it was a random wait to get one of each color and popping the seed blooms just contributed to the 'score/counter'?

It was neat to see the seeds bounce around and sometimes burrow deep into the ground.

The art and music style set a very nice atmosphere.

Interesting game.  Simple walking sim (parkour?) takes a dark turn for civilization.   Music and voice gives the game a well developed atmosphere.   

The game has a nice atmosphere.  Good colors, music, and sound effects working together.  I like to imagine that the cube had red eyebrows.

The biggest area to improve is the camera control.  The rotation is very sensitive which makes it hard to look around naturally...instead you need to look around carefully. 

With all the pickups around the map, it was hard to know that the lantern(?) models where just there as decoration or for light.  I did try to collect them and fell through the world.

I had a cache of power-up message, but didn't really see where that landed....or was it just a bunch more pickup add to the map?

The maze level is easy enough, but a little disorienting due to the high walls compared to the airy feeling of the main map.

Good submission.

Great atmosphere.  The cave is very dark which makes movement challenging but is also a huge part of the mood.  I think it's great how you introduce new mechanics...with explanation and in game signs.  The wall climb and dash are a bit hard to get comfortable with.  

I was at the door and rusty keep map.  After the block at the top of the screen crumbled below me, I wasn't able to make the dash over to the key.  It would be a good idea for crumbling platforms to regenerate after awhile.

Even though we are told that we can light the lanterns, I didn't see any way to light them.  Maybe they are supposed to light just by touching them?  In the webGL version there was never any light from lanterns.  No light from the lanterns left where you die either.  The idea to leave lanterns that add more light to the map is a great idea...but unfortunately it didn't work on my browser.

The red eyes fleeing from the light felt a little inconsistent.  Sometimes I would shine my light directly on the eyes and they would fade away; other times they would be moving toward me and still get me.  I think they need to be in the brightest part of the light a certain amount of time??  it's unclear.

The background music was a perfect fit to your game.  The art style was really nice to look at.

Congrats your first game jam!  It's a big step to build a game in a short time and then publish it!

I few things to consider if you plan to make improvements to this game:  

  • each jump felt a little like a trust fall.  This is because the distance/height of the jump 'feels' like the target platform is a little too far away or a little too high to jump to.  Most of the time you do end up making the jump, but it doesn't feel like you will.  At least for me.  I think one reason for this is the lack of see where I am standing.  The camera angle feels very tight.  You really lose track of the platform you are standing on while looking to the next one.  I'm not sure if a change to field of view for first person would help, or maybe a little more zoomed out and camera set a little higher
  • when jumping to a lower platform you can really tell the character is quite floaty  (this may be a reason the player can make jumps that look to far away).   Frequently the gravity scale is set a little higher on the player to provide more snappy movement.
  • you could probably have different size platforms.  On some larger platforms the player could walk around and have more options to plan a route.  As is with the small square platforms, it's very limited to just hopping to the next.
  • when reaching the 'end' of a series of platforms, it doesn't feel quite right to drop into the lava, the same as missing a jump/platform.  This was probably to meet the theme of end/death to new beginning/new life...but it felt like a punishment for reaching the end.  I think the player being moved to the start of the new map would have made for a more natural feeling of reaching the end and then starting on the next.
  • I didn't hear any sound in the WebGL build.  Sound effects can really reinforce what's happening on screen to bring it to life.  Background music can really help set the mood.

Keep at it.  Good submission.

Fun little game that takes quite the left-turn.  Music and sound effects do a very effective job at setting the mood at each stage.  As probably most people do, we hate surveys, so you've really created a little nightmare here.

Nice music and graphics.  Very retro feel.  The car is very drifty and hard to correct once it gets out of control.  Did feel good to get to the finish line and then try to improve on lap time.

Good walking sim with creepy atmosphere.  Just the right length for a game jam and nicely on theme.

I saw your recipe book linked on the game page so I was able to play the game loop.  Mixing, serving customers at the desk.  Overall, the game did have a good mood because of the music and graphics.  I thought 'N-Ice to see you' was funny.  

The game could use a little more instruction to get people started.  I think it's fine with the recipe book (much better than just poking and guessing at mixes since the total number of combinations is huge.  I think if you were extending the game, it would be okay to have drinks that only required a few ingredients...rather than six in each drink.

This is a beautifully crafted game.

It took me awhile to figure out what was going on, such as, needing to click on the bud to open up it's movement arrows.  Sometimes I would accidentally trash can a growth option because I thought I was clicking on it to select the action (my fault).  Once you figure out how the game works...it's really fun and interesting.  I like the way you've integrated the game jam theme.  having the vines 'super nova' is just a very creative idea to unlock the complexity of the game play.

Well done.  I think this could be the start to a full game. 

This was a cute game.  Loved how your started with 'the end' and had a chance to showcase your in game credits.  For gameplay, was straightforward and felt good.  I loved the texture you used for the carpet, it's just like a theater could have.

Nice submission!

Fire rate and damage all the way!

I enjoyed trying the game multiple times to try different stat allocations.  The art style was nice (I loved the engineering/architectural grid texture.  The 3D room was nice as well.  With the fire rate enhanced, shooting was nice and snappy.  Nice submission. 

Pretty difficult game.  I suppose it's hard to take care of yourself when you're worried about someone else...or it's just hard to take care of two people as the same time.  I did notice that I was able to finish levels with only one character making it to the flag (not sure if that was intended or not).  Getting two people through takes a lot of patience.

Background music set a good mood for the game.

What an important game to make.  

Good thing that I read the story on the game page before hitting play, the in game version of the text is only on screen for a brief moment.  I suggest this stay on screen until the player clicks a button to move onto the start screen.  I could definitely get the feeling of running away from staring eyes and others that made you uncomfortable.  Your bandaged character was running toward the papers (art, poetry, etc).  

You should feel good about making a game that highlights this history and trauma in a way that is expressed so personally.  I'm glad that Sidcup was able to help offer some new beginnings...but it's true that some scars don't fade.

Thank you for making this game.

I really enjoyed the art style.  For the Game Jam purpose, I think towing 15 planets was a little boring, I suggest dropping that to 5 planets until you have more mechanics in the game.  I thought the way the ship towed the planets was funny (in a good way).   The turning radius of the ship was very large so it took a long time to change directions, I think this could be tightened up to make turning easier.  The story setup was pretty funny.  In the end, I did decide to save the humans and tow earth into the black hole...I hope the stardust helps.

Nice submission and good use of theme.

Artist on the project should be very proud, I really like the art style.  Movement and controls were pretty good too.   Sounds effects and music were nice.

Some suggestions:

Artwork - it was hard to differentiate the different levels of the scene.  The background had a similar weight to the usable platforms which caused my brain to strain a bit to make sure I was seeing all valid locations I could jump to.  Maybe if the background items were darker or something, to allow the playable surfaces to really stand out (like everything stands out now)

Gameplay - when going well, gameplay was fun.  In all my runs, the fun quickly turned into frustration at two things 1) the screen auto scrolling forward and trapping you  2) the jump being too short to get yourself out of situations before the auto scroll killed you.  I felt like navigating the platforms needed to be very close to spot on to ensure you didn't miss a jump you couldn't recover from.   I did see that you could save yourself at times with the sense ability to move walls to escape.  It was simply a matter of the scroll being pretty fast and having little time/opportunity to fix a fall or bad move before you can do nothing but die

I would have loved to see if the map flipped over (like it looked like it was going to due to the platforms below (or reflections?).  I simply didn't get that far after a number of attempts due to the comments above.

nice submission though.  I'm probably not good at the high-precision punishing platforming.

I think this is a nice start to a game with a pretty well developed ambiance.  

Currently it's a little rough, but it's got good potential.  I do like the film grain appearance as this really contributed to the mood.  

Some suggestions: 

  • on the roads when you reach the limits the player can travel, maybe there can be barriers or rusted out cars or fire across the road instead of running into an invisible wall.  
  • I ran all over the map and up to may items that seemed 'of metal or rust' but they were not collectable.  Maybe visually differentiating the items you can pickup a little more from 'scenery' would be helpful.   
  • I personally would have liked an inventory count on screen to help me keep track of how many (x/6, x/1) items I had found toward the goal.  
  • I didn't end up finding them all, but if I had, I would also have been interested in some visual indicator on the building or location I was supposed to return to...I'm not quite sure which building or door it would have been.

I got stuck in that little shed with a pickup item (tool) in it...that ended my run.

Nice submission.

Interesting side scroller with a lot of technical work in the game dev.  I like the shaders being used in the neon/tron world.  The animations are all neat.  The intro scene does help us get a sense of 'feeling' for the character.  It was hard to feel any sense of threat because many of the skills were so powerful they cleared all enemies in front of you and could be used continuously.  It does seem like I spammed some because the attacks got queued up and sometimes I needed to wait for 7 or 8 skills to unwind even when there were no more enemies.  I think you've got the good start to a fun combat game.  To really excel, the combat and not combat will need to fluidly move between the two states (in my opinion).  Music and sound would really help bring the game to life.

Also, you may want to put a content warning that the game includes a visual representation of suicide.

Good submission.

(1 edit)

I really enjoyed your game.  It was very relaxing and addictive.  Very neat mechanics for watering and growing the base tree.  The sounds were all great, the music set the perfect mood, the trailer on the seed flying through the air was beautiful.  Was great to have the slow mechanic for accurate yeeting.  Did notice that after planting anew, the speed meter does not work until you've yeeted once.

This is a gem in this game jam.


Edit:  Also, the screen shake was perfect.

The music, sound effect, graphic and, animations all work well together.  For combat, the down time between swinging your sword make the combat feel clunky and forced me into 'hit and run' tactics.

On my first playthrough I selected 'wake up' at the end, it was not clear that was the same as quit.  

I think it's a good start to a game and a good jam submission.

The music was really nice.  For gameplay, the player controller worked well and jumping and movement were responsive.  One jump is a little high and you get stuck on the wall allowing you to jump again (not sure if this wall grab was intended or not).  If you start on Garden or Space you still respawn in Home when you die.  Getting to the end of the platform should probably end the game or send you back to select another map.  

The title of your game makes me chuckle...that's one angry bird...and that wall must come down!  It was fun making the trade-offs as each round started.  Good defender progression. 

The first time you kill your character is precious...the way you have him die and the title of your game.  I suggest you have the kill button be left mouse click or a key on your right hand.  It was difficult to move and kill yourself at the same time with all the actions being on WASD-R.  Some of the bugs up high were very hard to reach, the jump felt a little too short given how high some of the blocks were to reach.  

Fun submission.  

Good concept with some tricky puzzle solving to get each coordinated or separated in order to arrange their movements to each door.  The penguins stuck to the walls a lot which interrupted movement a lot for me.  Perhaps there is a friction setting or a slippery material that can be added to adjust this.   Good music selection for the game.

I enjoyed playing.  Nice submission.

Nice game.   Sound and graphics all went together perfectly.  The gold ships were always turned around firing at the top of the screen.  I was never sure what the green bar (green star pickups) was used for.  I don't think there was an explanation other than on the resurrect screen that it called it PP.  Because it was not full screen I did have one period of time where I didn't know why I wasn't shooting...my mouse fell outside of the game window.  And when clicking outside the game window it paused...but then going back into the game, the ship was stuck at the bottom and could only move left-right but not up.  

I had fun playing.  Good submission.