ohhh hii ronuu
cakeu
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i spent too much time replaying this until i finish it x) was alot of fun
+ weapon mechanics are great. timed reloads add a ton of depth to the game
+ well balanced difficulty, i always felt like i was "on my toes" while not feeling the game's unfair
+ wave reordering is a really cool mechanic that could be expanded upon
- i didnt know that i could use MouseWheel to change weapons, the HUD didn't indicate i could hold numerous weapons. i thought that when i'd buy a weapon it'd replace my previous one, so i got stuck a few times thinking i ran out of ammo even though i could switch guns
cool concept, i liked picking a contract and going on an adventure B)
the intro sequence also acting as a tutorial was a really cool addition.
my only gripe is that if you adventure too far into a dungeon, the enemy count is super high and it gets really hard to survive. i wish there were cool upgrades letting you dash, attack faster and so on!
(hey, that's a cool idea if you guys plan on making a full game out of this!)
Hi there!
I'm one of the devs from Butter Fly Games, and our submission is SCP-2317: The Countdown, a game about experimenting with an entity of the form of a door that leads to Alternate Universes.
Try our game here, rate it and we'll try it too! https://itch.io/jam/brackeys-11/rate/2514597
i find the idea to be quite interesting - having a Zelda-like isometric adventure game with a companion that you actually control (instead of having something like Navi annoying you all the time with dialogue...) and for a 4-day Game Jam game, the idea is quite well excecuted. i also really like the dialogue system and how the statue keeps on encouraging you to keep on going when you die!
my only gripes with this game are:
- the controls are really weird and i wasn't able to check back on them without restarting the game
- the game sort of just "plops" you into this world and doesn't really explain its mechanics
- fighting was bland and a bit clunky, for a full game you'd need to make it a bit faster and smoother and maybe add a few attack variations (light/heavy/charge etc), but i understand that it wasn't really manageable for a jam
- puzzles really weren't much of a challenge and didn't really feel rewarding. the game suddenly ends without much of a build up or anything, just some text
hey there! thanks for the nice review
i thought that the level design would teach this to people automatically - from my playtesting it did at least - but you're supposed to do an arced throw where you aim a bit upwards and let the stone fall, instead of just throwing the rock in a straight line (i dont know if i explained this clearly enough)
preety charming visuals and i find the level design to be quite good.
it definetly is on topic, but i found the "ai companion who shoots down aliens for you" to be - excuse me for the term - quite lazy and badly executed. the "gun bug" also ruined my experience, and at the end i was swarmed by enemies and left with absolutely no ammo.
try also not putting an arbitrary (and very short) time limit, especially right at the start of the game - that's a really bad design decision imo.
eheh, i doubt that's a tiny bug but sure x)
it is something we knew from the get-go after choosing to disable collisions on boxes (which as Imated mentionned, lead to abusing levels and outright skipping most of the puzzles), so i did my best to minimize the chances of that happening via level design: i gave more than enough vertical cleareance at every button drop, so it rarely happens in normal gameplay.
the robot blocking you was totally an oversight, and definetly leads to quite frustrating gameplay sometimes though - i'll give you that. the only reason it happens is because of the interaction where Bebop gets mad when you throw too many rocks at him (totally worth it btw)
glad to hear you've enjoyed the game though!
Great art and music but even after 10 minutes of playing i couldn't understand how the game works. Am i supposed to press the arrows in a sequence, or just press the one direction which as the most arrows? Why does my attack make me lose a life even when i press space at the correct time?
The tutorial doesn't explain the quite punishing game mechanics and i quickly ended up frustated, unfortunately.
Quite a unique concept! I especially liked the inverse gravity and how you've designed levels to be played in both ways - that truly amazed me the first time it happened to me.
My only gripes with this game is that the exit isn't clearly indicated and took me quite alot of time to find, but also the camera: it frustrated me to no end to constantly fall into pits of death because i couldn't even see where i was going!
Concept is preety fun and you guys nailed the visuals, but unfortunately i was confused what was going on most of the time. Enemies hid behind the HUD and the slot machine bonuses weren't explained. I'm confused as to why enemies stopped shooting at me: was that one of the bonuses i got from it?
With a tad bit more polish, i could see this as an amazing endless shooter with a really fun slot machine mechanic!
Concept is preety cool! It took me a quick second to grasp the dice-rolling mechanic but when you get into the flow of the game, it's quite fun.
I found the platforming mechanics quite frustrating though - i often fell just before reaching a platform, and because of the unusual jump mechanic (more of a leap than a vertical jump) i fell into the void quite alot of times.
The dice animation is quite slow too, and it's length added to the frustration of losing a level - it almost felt like a punishment!
This is far from a critique of the game though - it looks really, really nice for a 48hr Game Jam game and has quite alot of content (i heard some people spent 20 - 30 minutes finishing the game, that's a heck of alot for a Game Jam game, great job!)