I think the game is fun and unique but it gets hard a little too quick, and I dont really feel like there was much I could've done to make it easier. With the basic staff I could only take out about 5-7 enemies before I died, but all the levels I could pick were 10+ enemies
DAmieba
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Interesting idea, but it was a little buggy. Hitboxes were messed up, particularly when you get near a wall (seems like the wall hitboxes stuck way out from some of the walls) and I had a hard time figuring out the cooking, I assume you just try to click all the yellow items and not the red ones? Presentation was good though
Presentation is definitely the highlight here. I think the game really nails the crafting mechanically and aesthetically. It does feel a little...on rails? Like you are just crafting what it tells you and when you are able to make choices they dont affect the fight scenes much. Overall very solid, good job!
Thanks for all the comments! I appreciate the positive feedback and all the problems you guys have brought up. A lot of the problems being brought up are things we wanted to work on, but ran out of time for. We barely finished in time, and we plan on trying to address them. We have a lot of tuning to do on the rhythm system, mainly making the timing be more natural and communicating it better. We really wanted to add a dodge move and have you start your turn to the beat to work with the 'dont stop' theme of the jam, but we need to work out the rhythm issues first.
For those of you that liked this game, give us a follow, we plan on having an update out in a week or two.
Rated your game, its really good! Gets a little repetitive after a while, but thats bound to happen in a fighting game that was developed in a week. I think you have a lot of potential to expand.
Heres mine: https://itch.io/jam/gdb-juice-jam/rate/1349652
Lots of juice in this one. The visual and audio effects are top notch. By far my biggest complaint is that there isnt an option to move with arrow keys. I'm left handed so it made it very hard to aim with my right hand using WASD, which made it hard to get into the gameplay. Overall not bad but for me this small change would make a huge difference
Would love to try some peoples games, and am really excited to hear some feedback on ours!
Our game is a rhythm based battle game, where a wizard casts spells with dance moves. Overall Im really happy with how it turned out aside from some minor things (and some less minor tuning issues with the rhythm we plan to work out soon).
Check it out here: https://itch.io/jam/gdb-juice-jam/rate/1349652
This was very enjoyable and left me wanting more, which is the best thing one of these game jam games can do imo. One bug I noticed was that I couldnt close out of the credits screen. Not sure if anyone else had that issue but the X wouldnt work for me. I think there should be some sort of indicator that you're the blue team, because my eyes went straight to red and I was very confused for a couple minutes about why I couldnt move before I realized I was clicking the wrong units. Aside from that I think the text when you hover over tiles actually serves as a pretty solid tutorial. The graphics and SFX were also great. This is a very solid foundation to build on if you ask me. The one recommendation I have if you develop this further is not to expand the maps much bigger than this. The gameplay is pretty fun but it would be a little slow if the maps are bigger than 12x12 or so.
I thought the boss was really well designed and the visual/sound effects were really well done. I The controls were not super comfortable to me and it put me off from finishing, although I was playing with a trackpad so thats probably partially my own fault. But definitely very impressive for having been done in such a short time
Thank you so much for your feedback! I know the platforming definitely needs work, the pits are easily the least polished part of the game, I will work hard on improving them in the future, I have had a few friends complain about the diagonal dashing as well so I will probably take that out if I cant tune it up. I'm sorry about the bug where you become invincible. I occasionally encountered that in testing and thought I fixed it. Would you happen to remember any details about what caused it? I only encountered it when respawning, and I'm pretty sure I fixed that, but it looks like other things can cause it too.
Also, it would mean a lot to me if you would copy this comment to the submission page for this game to help bump it up higher on the submission list. Thanks!
Game Title/URL: Mask of Spirits.
https://damieba.itch.io/mask-of-spirits
Pitch/Information: A short action game in which you fight monsters and traverse dungeons. Themed around death, spirits, skeletons and the like.
I'd like feedback on: The base mechanics mostly, as well as ideas for weapons and abilities you would want to see added in the future. I had to do a lot of the graphics and sound myself, and I know they could be better with more time but I didnt want to take too much time from programming. the mechanics
I'm working on a game called Mask of Spirits. I'm looking for someone to help with the graphics if anyone is interested. The idea is that you are the ghost of someone that was killed when monsters attacked their village and the god of death has promised to return you to life if you can retrieve his Mask of Spirits, which was stolen. You are given a skeleton body to accomplish this task. The game is an action adventure plays kinda like a 2D zelda. You fight enemies with a sword, solve puzzles and obtain new items throughout the game.
The main thing I need is a sprite for the first boss: the grim reaper. I think I could probably make a functional sprite myself but I dont think it would look that good. If anyone is interested please let me know!
A screenshot of the game as it is now is attached below:
This was only my second jam, and I learned a ton. For my first jam (which was only a week), we BARELY finished on time and our game was super buggy. So going into this jam I decided to plan to have the game done a full WEEK before the deadline because I expected to fall behind. Sure enough I did, but because I set such a hard deadline I still had my MVP finished and reasonably clean 3 days in advance and had a decent amount of time to clean up and polish. I'm happy with how our game turned out, but there were still quite a few features we had to cut, so next time I'm gonna plan for even more polish time.
Also, I had a team member that was super new to Unity, and I assigned him a pretty decent sized chunk of the project. Because he was new he needed a lot of help and I had to spend more time than I expected helping him with his part. So I also learned not to expect too much from others (or even yourself) if they're too new to Game Dev.
I made Dog Days btw, please check it out and tell me what you think :)