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BuzzyBee

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A member registered Sep 06, 2019 · View creator page →

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Would love to see more of this one, would be nice to use what I learned in the tutorials a bit more!

In the encounters with the enemies that you can kill, I never really felt it was worth it and just ended up running past them. A reward for killing enemies would be really nice to see

Thanks :D

I haven't actually finished the game yet, but the fact that you made a 4D level for a game jam makes this an automatic 5 stars for me

The game is also very well polished around its jank. In the first level with the superliminal blocks, I managed to drop one of them out of the map and was a bit worried I softlocked myself, only to turn around and see the block back where it initially spawned. There's a lot of what I like to call "fun jank" in this game that I really like seeing in games that play with space like this.

Wow, high praise! Thank you so much! I have considered making this one a full game, but I don't think it's likely because I'm going to be very busy for the foreseeable future and I actually have another idea I want to develop in that time. It might happen, but I wouldn't get my hopes up. Glad you enjoyed it!

This game looks and sounds great and the puzzle design is really fun and fits the concept very well! Also a very creative interpretation of the theme. There being a level reset button but no undo action button did make it quite frustrating, particularly the last level, but I can see that this has been mentioned a few times, so  won't get too into it.

Very cool game!

Really fun game that has some really satisfying mechanics! The sound design is really good, shooting the laser is something I would want to do even without the enemies because that shooting sound is so good. The lack of enemy variety was very noticeable and I did feel like I'd experienced everything this had to offer very quickly, but my play session was ended by the game crashing (crash message below) so I might just not have hit a point where the game expands more.

Very cool game, would love to see it built on!


Damn! This looks, sounds and plays great! The levels are designed really well around the mechanics and trying to remember everything as you go, particularly in the 3rd level was a really fun gameplay loop! There is some minor jank with trying to place pieces near the right edge of the plan and also trying to walk through doors that open towards you, but those were the only real problems I noticed.

Love the music and general sound design! They go really well together and it makes it a very chill game to play despite the somewhat stressful nature of "oh god, did I put the camera in the right place" so it strikes a nice balance there. The humour also fits the tone well and is genuinely quite funny.

The art, both 2D and 3D is really cool. I especially like the title screen, it's very stylistically reminiscent of Persona 5, but the skybox and general environmental design outside of the banks also stood out to me and fit really well with the silhouetted characters and unshaded (if you don't count lighting) block colours inside the banks. Not sure how to finish this bit so in summary, game look nice.

I could see a system that rewards players for entering the scheming system fewer times working really well for this. Other than the 3rd bank, my general strategy was "go in, find 2 or 3 things, leave, add them to the plan, repeat" and the 3rd one did end up being my favourite because that felt less viable and I was more challenged to actually remember where everything was, but I'm just spitballing ideas at this point, the game is still very enjoyable without this :)

Yeah,  using esc to go back to the menu was one of the last things I added so I was pretty tired at that point and just kinda went "eh, the game's short enough to get back to where you were pretty fast" but def should've made it save where you were up to at least in the same play session. Thanks for the feedback, glad you enjoyed it!! :D

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When it hits, it hits well, I just found that there were quite a few spots where enemies would just walk past the trap without it activating or it would fall off the tower and explode, hitting nothing. I think it's less about it being more powerful and more about it actually applying the power it has. I really like the idea of it, but it just wasn't hitting enough for me. The other towers are really fun and more than made up for it though!

I wasn't immediately sure how this fit the theme, but it became very clear very quickly. The art style and puzzle design is super fun! I will say that I think an "undo last action" button would fit much better than just a straight level reset, but the the puzzles were really fun to solve! I also really liked how all the moving parts synced up with the music, that was a really nice visual touch

This game is really good! the style if very cute and the main gameplay loop is incredibly fun! Figuring out what each tower does and where to place it is a good process that actually made me feel like I was getting better at the game.

The acid trap felt too weak. Pretty much any time I tried to use it, I realised it didn't work where I'd placed it and put something else there instead, but that's just about my only real problem with this game. Really fun use of the theme and really good tower variety!

Really fun game! The lack of air control does make some of the more precise platforming sections very frustrating, but the puzzle design is really intuitive. I did spend a few minutes trying to do the wrong thing on the second level, but as soon as I figured it out my reaction wasn't "fuck that, that's bullshit" it was "I can't even be mad, that's actually a really fun solution to that puzzle" which can be a really hard balance to strike in this type of game

Really fun idea with great execution! Loved the simple gameplay loop and the music was really cute. The upgrade system was reminiscent of roblox tycoon games that I used to play a lot, which was a fun little bit of nostalgia too.

I think I'd prefer it if the whole game was kept in 1 big level and you kept the upgrades you got throughout the whole thing, but the way it's actually been done with separating it into different levels is also very enjoyable! Good entry!

Thank you!! The credits was one of the first ideas I had and I just kinds went "yeah, I need to do that." Glad it was a good difficulty too, I have a habit of making these things too hard lmao

Ayy, big compliments! Glad you enjoyed it!

Yeah, I did notice the problem with shooting  straight down on resizable platforms but by the time I'd figured it out I was too tired for bug fixing. Thanks for the feedback!

Thank you!!

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Been trying that on the build that's currently up (I think I changed it since your first comment) and I can't recreate it so I may have fixed it by accident, or it may just not be happening for me. Either way, a level reset tutorial is on the docket for last day additions

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Yeah, 100% agree on the visuals. I did everything myself and I think I'm pretty good on the music and programming side of things, but an artist I am not

Ah. if you press R, you can restart the level, but could you tell me how you did that?

Thank you very much!

Not gonna lie, I was worried it would be too easy. Thanks for playing!

Thank you very much!

Super cute game! The music fits the visuals really well and the balancing mini game is very fun. Good job!

I love this. The idea of only moving using the recoil of your weapon is one I really like (I've made a platformer like that before and it's really fun to work with.) The sound effects are really satisfying, especially when you grab the minigun upgrade and use it with the shotgun. Would like to have seen the minigun rocket launcher, but I can see how that would have been game crashing. The game would probably benefit from having a custom cursor since I found myself scrambling to find my mouse when trying to switch weapon (alternatively, being able to switch with number keys would also work.) Incredible entry, great job!

I had both buttons pressed but the indicators didn't turn green

Really fun idea presented very well! Found the guy resetting whenever I made any changes a bit irritating, but nothing game ruining :)

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Love the aesthetic of the game! The gameplay is really fun, but I'm too small brain for it

Really cool mechanics and ideas, but the door in the level where you use the ice and concrete to get over the lava didn't open for me so I didn't see if there was anything past that.

The game is really awkward to control, but it looks great, has a fun concept and I really like  the chef character

Really fun mechanics! The last level hurt my brain

Really cute graphics and music! Turning the character with the camera has a really wide angle ("he turns like a semi truck" - Jemmeh in chat) that feels a bit awkward to move with, but other than that the game controls well :)

Fun game. Really like the graphics and the gameplay is satisfying. Couldn't figure out how to keep my guy from going out if there is a way to do that though

hey, no worries. I probably should have checked if the game crashing was actually intentional. The timing of it felt very "ooooo spooky game crashing on purpose," which was just unlucky (also I was kinda rushing to end the stream at that point.)  Having now replayed the game in its entirety, I can pretty confidently say that I wouldn't have picked up on how the "revealing circle" mechanic connected to the story of the game, but the game itself is connected to the story better than I initially thought with the main character trapping themself in it. That part of the story did feel a bit like it came out of nowhere, but I imagine it's something that would be expanded on if this was expanded into a full ARG/analogue horror series. For that bit in the 2nd level that I criticized, I am gonna partially take that back because I realised it plays a different cutscene to the one you see going into the level, but I will say that it shouldn't make you restart the level once you get to it.

I think I know where this would happen, will fix it if I do the post jam

You can get out the wall if the button is pressed again, which should always be possible, but I definitely should have included a level reset button in case there's ever a situation where it is not. Glad you enjoyed the game other than that!

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Initially didn't leave a comment, but I do actually want to to expand on why I gave the game the rating I did.

I did really like the gameplay. The physics felt good and the mechanic of using the circle to reveal parts of the level was really fun and creative. If that was the core of the game, I would have rated it higher than 3 across the board (I changed the creativity rating from 2 to three for the circle mechanic) The game also looks and sounds great.


What brought the game down for me was the horror elements and one specific bit in the 2nd level. Starting with the 2nd level, that bit that looks like a level goal but actually restarts the level including the cutscene before the level feels unnecessary. If it just reset the level, it wouldn't be too much of a problem, but forcing the player to wait 45 seconds watching something they've already seen was kinda of frustrating, especially when you don't know that's the actual level goal.

Onto the horror bit, the initial reason I gave on my stream was "this isn't my kind of horror" which isn't a great summary of my critique of the horror elements of this game. A lot of the horror elements felt like they were present for no reason. A lot of the text implying that the "I have done something" feels like it's just present for the sake of being creepy. I didn't get the sense while playing that they meant anything, which led to it feeling more cheesy than creepy. Same goes for the faces and the "these are your victims" at the start of the 2nd level. The lore was presented in a very vague way that doesn't really open the door to any questions deeper than "what actually happened". The exception to that is the between level cutscenes that give pretty direct information about some monsters, but these cutscenes feel very disconnected from the rest of the game and the information they provide doesn't link to the gameplay. The horror and the mechanics of the game feel like 2 disconnected ideas. My main question with the story of this game is "how does it connect to this circle my character can use to see things that are otherwise invisible?" if a gameplay focus had been put on monsters that you need to avoid instead of the circle mechanic, the two major elements of the game would have blended together much better and created a creepier atmosphere, although I do appreciate that this would have been hard to do given the timeframe for development.


tldr: the horror and the gameplay aren't connected enough for the horror to be engaging which kinda brings the whole game down for me


Again, I do want to say that the gameplay itself is very good, it's just that which surrounds the gameplay that I found to be lacking

Glad you enjoyed. I could probably have added a little glow around moveable objects to make them easier to keep track of. Will probably do that if I decide to do the post jam

(I know I already replied to this but I thought of a better one) I don't have a gift, I have autism /lh

yeah that's fair. I did debate stopping all current momentum when you changed gravity, but ti didn't feel too great. The way it works is that the more speed you have in one direction, the longer it takes to slow down once you change so you can moderate your speed by changing directions constantly, but I probably should have communicated that better in the game

I wouldn't call my art abilities a gift lmao, but glad you enjoyed it!