Here's mine
Dark_Rozen
Creator of
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Thanks for streaming, I enjoyed your attempt at reading the description. I think your feedback is fair, as I didn't include any smashing sounds (I'm looking for free, copyright-free sound and music assets online, but haven't found many. Do you know of some?). The music was created by me, but it's a rehashing of my music from another jam (I do sometimes reuse music if it fits the game feel). I have had many other complaints about the gameplay, so I'll think about updated it after the jam.
Glad you enjoyed, I should really create templates for different movement types so I can implement them easier into games, as then I could have a snappier movement system. The small hitboxes are due to there collision being detected via raycasts, so I can add a few more and increase the player's range. I was also thinking of speeding the hitting animation up, and have it not stop when the player moves. I'm wondering if more content would have increase the playability, and maybe added more of a reason why the game takes 5 mins.
A fun merging game, though it was quite buggy for me. The balls would sometimes clip though each each and the physics would be quite erratic. The color of each combination seemed to be random, so I couldn't figure out what color each merged ball would be. I didn't realize there was a 5 min time limit until I read the other comment, I figured the end screen showing up was probably a bug. I like the concept, reminds me of the suika game. Enjoyable :)
Enjoyable remake of a classic phone game. I enjoyed completing each level and finishing. I found it funny that during the giant level with only blue and green, if you connect the lines so that they formed a filled in 3x3 square, the inside node connects with all 4 adjacent (not horizontal) nodes. Level design was pretty good. Fun game.
Thanks for the feedback! I was initially thinking of a more grid based approach, but this movement felt more fluid and more fun, while also being a bit harder to control. Maybe I'll use this movement type when making a space shooter. The hammer swing wasn't designed to be too slow, but I guess the animation combined with the raycast detection makes it a bit annoying to hit things. What was your high score?
This is a really nice retro style game, with a simple but well designed mechanic. I couldn't tell if the different colored squids meant anything (were red ones hard to kill? Do they have more speed or power?). The pixelated graphics and audio are good additions. Good use of color, which isn't too distracting. It would be cool to have powerups that you can unlocks, like speed boosts or slashes, but that would be outside the scope of the 3 hours. Pleasant experience :3
A nice, relaxing game with some well implemented mechanics. The burst mode was quite enjoyable, and once it came I could keep popping very quickly. The mouse collision could use some leeway, as sometimes I would swipe over a bubble, but not pop it. Audio was really nice, the variation of the bubble popping sounds was satisfying.
I managed 4783, but I think 6000+ is possible with good routing. This is a good prototype, and would be even better with some polish (imagine having to hold a torch because it's dark in the house, or having cameras that scan for you, or pass-codes you can find that unlock new areas with even more valuable stuff). Visuals were nice, but blurry. Nice concept.
Good implementation of a classic restaurant mechanic. I initially didn't realize I had to overfill the glass to get more points, so I keep getting <200 points per glass. The color matching aspect was fun and quite original. The audio and visuals are really good (though the line work on the slime is a bit bigger than the outlines of other objects in the scene which is a bit odd, I guess you scaled the sprite up). Probably my favorite jam game so far
A nice basic platformer with a clear(ish) goal. Having a grey player character on a grey background makes the player hard to see (and adds artificial difficulty where it's not really needed). Collecting the coins in the correct order was fun, but there wasn't very many. The collision detection to reset the character is decent. Music was great.
The story was fun to read and the tutorial room did well displaying how to beat the game and what each mechanic did (but the door in the tutorial room didn't work). I would look at making the camera a bit more zoomed out to have easier vision of where to go next (I was jumping blind a few times). The boost is quite strong, so it's also difficult to see where you will land. The visuals and shaders are nice. Sometimes the jumps are a bit wide, so I fall down if I jump to early or late. Also no idea that aliens had an floating offices with jump pads instead of normal escalators. Overall fun experience.
This is like a relaxing version of a rhythm game like guitar hero. The spnning ring was a bit confusing at first, adding a tutorial would help with that (though in 3 hours that might not have been plausible). The sound design is neat, and I like the different flowers. I thought the bubbles were cute :3
Here's a few pics from my playthough, I think they are unintended. I like the interactive gameplay, chill music and flowing visuals designs (with plenty to choose from). LBFP solutions (youtube.com)
Neat simple little game. I liked the lives system (I want to add one to my own game at some point). It would be cool if the game sped up over time, and maybe more colours that were introduced later in the game (i.e. you start with 3 colours, then at 10 points you introduce another colour). I played until I gained a score of 40 because it started to feel a bit stale. Maybe different icons (e.g. gems) instead of colours and a moving background could be cool. Sounds effect would also be appreciated.