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codeWonderland Development

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A member registered Aug 07, 2018 · View creator page →

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Update: I finally lost my first game at round 44, test cubes for the win!!! I will be playing this a lot in the future

It's so simple, but I love it so much!!! I was just testing a bunch of pirate jam games, but I've been on this one for like an hour..... You've got another Steam Wishlist from me!

The concept is super unique, but the execution could use some work. In practice, the optimal way to play is just dock your ship and the corner and do nothing for like 5 minutes. Also, I would see a certain amount of points gained during the level, but that number was not the same as what I saw in the upgrade section

I am a fan for sure! I just wish the input was locked so I didn't keep scrolling while playing

Painfully difficult, but a ton of fun and a great twist!

This one was a bit lackluster. I wish you had put more effort into building out more levels, as the ones that are there took less than a minute to beat. There are also times where the art design is great, then the binary background was just a pain to look at

This game is gorgeous! It has a ton of promise to it, but right now my one complaint is that it's too easy. I didn't find a way to lose. Incorporating a timer into the gameplay, and needing to reserve your Karen power usage could be what really pushes this over the edge into "Game I play on repeat" territory

I like the concepts of this one, and the upgrades you were able to unlock. I did have two major qualms though: 1. If you spam click, or even better use an autoclicker, the game is ridiculously easy, and 2. There's no way to exit fullscreen without just closing the tab and re-opening it

I always love a 2.5D game, and this one is beautiful, I just wish there was more content / features. From a polish perspective, you definitely struggle with the OG Paper Mario issue of it can be hard to line up with other things on the screen, so maybe make hitboxes a bit more forgiving

This was an interesting one. The polish and juice is there, but in some ways it feels like it's all juice and very little content. From a visual standpoint it's gorgeous, but the audio felt very grating and I had to mute it. Even though it doesn't really fit the theme, I like the concept of a fruit ninja clone, but the gameplay ended up being mouse jiggle simulator more than anything.

The concept of this game poses some interesting strategy ideas where you are balancing what you target to get further. Really just needs a bunch of polish at the end of the day, as well as some more content, as there isn't much replay-ability to it.

This was a really cool concept, and it looks beautiful. I like the creative use of the theme with combustion engines making you go through space. I do find it really difficult to control the ship at times, but honestly I can attribute that to a skill issue on my part. Great job!

Very fun game and beautifully executed. There is not a game in this jam that feels nearly as polished and well thought out. I only wish there were more levels!

One of my favorite entries to the jam by far! Definitely the most original concept, and a blast to play. Clearly fits the theme as well, but in a way that I don't think others would have considered. I have rage quit and come back to replay this a few times at this point, and will probably keep coming back periodically in the future

🐸🐸🐸🐸🐸🐸🐸

I'm really considering it, if only to get more eyes on the project

Were you on the green when the ball clipped through? There is a spot there where I know I need to push a fix to the model as soon as uploads are unlocked

Thank you!!! I worked very hard on it

Really fun game! I would love to see the actual platforming mechanics cleaned up a bit, sometimes you clip into floors and the momentum is a bit weird

I pushed a few fixes this morning, hopefully that helps! I'm still figuring out this whole web export thing, the performance is a bit hampered

I can tell you are just trying to learn how to make games, but you definitely just stole another Itch.io game that got big on youtube: https://shawcat.itch.io/living-for-plants

It's okay to make games inspired by other ones, hell I just made a simple blackjack clone, but don't just take someone's ideas without crediting them.

This game is wonderful and should be the hands down winner of this jam. Where so many other games feel like half baked games instead of fully fleshed out minigames, your submission by far feels like the most polished, enjoyable game here. 10/10

Mwahahahahaa!!!!!

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This is definitely one of the most promising games of this entire event, wonderful work!

That being said, I feel like there are a few minor tweaks that would make the gameplay a lot more enjoyable. I've taken the liberty of making a QA style list for you:

  • The intro cutscene is way too slow. I love that you made it, but it feels like it drags on a while. Maybe just speed it up for those who want to see it, and give the option to skip for those who don't
  • I would love a more in depth tutorial around movement and abilities. I see that you have notes pinned around the world for the player to read, but I definitely skipped over a bunch of them at first just jumping away from enemies. You could probably just do a little popup message at the bottom of the screen instead that disappears after a bit instead of the pinned messages
  • I stick to walls when I jump against them? Since there was no tutorial around movement really, I'm not sure if this is intended, but since I can't jump off of the wall after it feels like it's not. Maybe make the player slide down over time with some gravity?
  • The jumps feel really floaty, and the movement feels very fast. I feel like just zooming out the camera a bit and increasing gravity would fix this. Fine tuning the character controller can be difficult, so I definitely recommend looking at GMTK's Platformer Toolkit for reference.
  • The mixture of keyboard and mouse here feels a bit odd tbh. I don't like that I have to go back and forth between them so often. Maybe rethink some mappings or add controller support


Again, an overall great game so far, and I think that some polish would go a long way.

I love the concept! I feel like you might want to take a little more inspiration from Brick Breaker than Pong here with the paddle physics. Right now, when the ball hits the paddle, it just bounces off the paddle like one would expect given the angle. However, that doesn't give the player any control over where the ball goes. In Brick Breaker, to make this less frustrating given the goal of breaking the bricks, the ball bounces back at different angles depending on where on the paddle the ball hits. If the ball hits in the center, it bounces according to the angle it approaches the paddle. The further from the center the ball hits though, the more the angle will be adjusted in that direction, almost as if the paddle where a semi circle instead of a rectangle. Honestly, this one tweak would give a ton more replay value to the game.

I like the concept of this, but the puzzles did end up feeling kind of repetitive. The falling every 4 steps feels very akin to playing an old Game and Watch game, but it does mean that I'm just proceeding with the same back and forth maneuver throughout the whole game. The fish added some helpful variety, and I think if you were to expand this concept, adding more creatures like that which interact with the world would be very interesting

Thank you! I do plan on continuing to improve it throughout the month. Your feedback is super helpful and exactly the reason why I posted the project so early like this <3

I really like the idea of this jam, and I wanted to put in a submission. I was also thinking about doing a group project and submitting that as well. Is it okay to have multiple submissions?

I'm actually having an issue with this. I'm using a wired nintendo switch controller on Arch Linux. This controller works for other game platforms, such as retro arch, but doesn't work for this game. The game itself is beautiful and worth it to play even without the controller