Reminds me a lot of classic flash games! The style works so well together and the puzzles were fun. I love how each new mechanic was introduced without needing any explicit explanation.
CatIcedTea
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Hey! I'm a developer from US-East also interested in teaming up! I work on Godot using C#. I haven't really tried teaming up like this before so it'll be a new experience for me. I have a few games I did for jams on my page if you're interested, I'm still somewhat of a beginner. I also have a friend that does music and sound that helped on our latest game who will most likely also join to help.
I can also do some 2D character art to help, but horrible at animation. I did the art in my games so far but it's really draining on me. I also have some art outside of games but haven't really practiced for quite awhile, here's some https://www.pixiv.net/en/users/72307045 (I mostly do sapphic art).
I really like how cute your artstyle looks, especially those 3d character models!
Nice little endless runner with a good foundation. I did notice that the player movement were a bit choppy. The player sprite is also seems a bit blurry, and I think this video might fix it. Gameplay wise, it is very simple but I think most of my suggestion for stuff that could be added are already pretty obvious, such as difficulty progression, new obstacles, collectibles, and power ups. Stuff like permanent upgrades could work too.
Simple but cool platformer with the rising water mechanic. I didn't look at the controls on the main page and it took me awhile to know you can dash. I felt that it might be a bit too floaty and by having faster jump speed and more gravity, it would make things more fast-paced, but that is just my preference.
Pretty cool! It's very nostalgic to me playing this, it reminds me of those flash games back in the day where each run you get more money for upgrades, like that penguin flight game and also those catapult games I forgot the names of. For your first game, this is really good. Some music would've really wrapped up everything together. And having the upgrade menu be more seamless rather than sending you back to the main menu to do it would've made a much more cohesive experience (this one doesn't require all that much work, it would just need a new menu that doesn't say it's the main menu).
Thanks for playing! It was kinda hard to balance it, certain builds made stuff way too easy while other builds made it a grind. And yeah, I would've loved to do more text and events, but unfortunately I had to devote time to fixing edge cases, debugging, and general polishing while also balancing my time between making art for backgrounds and enemies. It was just a case of what takes priorities first and how much is just enough for things to work. But I am glad to see such a detailed feedback, thanks!
Very nice charming little arcade game. Excellent 1-bit pixel art. It has surprisingly deep decision making and risk assessment lol. I found myself thinking, stuff like is it alright to go for this mine? would it touch the fish going up? what if I collide with a spawning mine? It kept me on my toes lol.
Hmm... A few simple way to do it would be to make it so it's limited and you can only use it for a short time before needing to recharge (though it will be a quick recharge). Another would be to make enemies or only certain enemies be invisible when you use it so the player would need to deactivate the water vision in order to see incoming dangers. You can also try restricting the player's movement so they move slower when using it.
Hi, I had a question regarding the rules on teams with people you don't normally work with. I was hoping to do this jam with one of my friends where he would be doing the sound and music, and I will be doing the rest. We've only worked together on a game once before this very recently and I was wondering if that is okay.
I was hoping to play a section involving having the mermaid tail lol, but nonetheless, I love the art, especially the character design.
I think having some music during the collecting would've contributed really nicely to the dreamscape atmosphere rather than only at the end when you've collected all the water.
As for the water vision mechanic, there wasn't any incentive, gameplay wise, to turn it off other than to just see the world. I think having some other mechanic to incentivize you to turn off your water vision would be good.
And as I stated before, the atmosphere and the character design really interests me, I kinda want to know what sort of world you had in mind for this game when you made it.
It's a good idea, but missing important Quality of Life features. I often found myself failing within seconds of starting due to something happening offscreen, not even knowing it was happening. You can do something like, indicate the player when a plastic bag is about to spawn or is just spawned and make sure it is a reasonable distance away for the player to react and get there in time.
Very fun! The time to serve customers are a bit tight but once you get it down it wasn't too hard. The art is also really cute. I do think the change to the collecting section is a tiny bit jarring personally. I found a lot of time I just wanted to get back to serving the customers lol. I also gamed the system a bit by preparing all the ingredients beforehand while I had time, like getting the drinks ready, fish already cooked, and salad already prepared for the next customer.
Hey, your game's idea is pretty cool! Here's mine if you don't mind https://itch.io/jam/-pixel-game-jam-2024/rate/2721259