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DarkArtex

34
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5
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A member registered Apr 09, 2020

Recent community posts

My pleasure! I'll try and answer as clear as I can recall:

-Unfortunately, I am unable to remember if a White Enemy was involved with the sudden lack of movement, however, it was purely after having dashed around the circuit. As I realigned myself to enter the left zone's edge, I attempted to jump and as soon as the motion began, I froze and dropped to the floor. Proceeded to get swarmed by enemies. A similar issue happened 2 more times, under similar set ups. I hypothesise it had something to do with changing directions, but was unable to replicate it by choice.

-Pretty much what I expected! I wasn't too surprised that I started taking damage as the sprites were in contact, but felt worthwhile to point out.

-Exactly! Those I-frames were pretty much what got me through the game consistently, and I was unsure if it being left to discover was intentional or not. If it is supposed to be known by the player before starting, I would include it in the instructions.

Thank you for the submission!

Summary: A wonderful addition! Ran into 0 technical issues and replayed the game multiple times just for the enjoyment! Love the sprite work and admittedly got distracted by reading all the ads, but it was well worth it. Having the obstacles begin before you've even exited the instructions is ingenious as well. Really wanted there to be more, but it's scope as a GameJam is already exceptional, especially just from a single creator! Congratulations!

Thank you for the submission!

Summary: I LOVED testing and replaying this game. Constructing a multi-stage rogue-like for a GameJam is already a wild concept, but to make it so visually clean and polished is incredible. There was of course some noticeable inconsistencies in sprite collision, and sometimes all momentum just stopped after a jump. In one instance, I kept taking damage whilst levelling up. It is also a very crucial feature that (I think) you can't get damaged during a dash, which seems like something which should be more highlighted, but the game is a fun challenge to beat! Replayed multiple times out of the pure enjoyment. Highly recommended.

Thank you for the submission!

Summary: As soon as I reached the Starpower State for the first time, I watched the magical girl crash face first into an asteroid and cut to the Family Guy death pose. That juxtaposition is one of the funniest moments of this whole GameJam for me. Regardless, this submission's winning trait is it's artstyle. It is GORGEOUS, and extremely impressive for how limited the time was. The overall gameplay was somewhat finnicky and inconsistent, such as taking damage from puddles despite being mid-jump animation, but otherwise responded well to the mouse movement. Such freedom of control has been a rarity thus far, and it stood out. Congratulations to your team for this wonderful gem!

Thank you for the submission!

Summary: There was obviously going to be a Tower Defence to be stumbled across eventually! Not bad at all! Liked the unfixed camera idea, allowing to explore around even though it is only a small map. The game ended just as I was getting back into the Tower Defence endorphin stage too, but that's to be expected. Nice game! And, to be honest, Mouse Tower supremacy. Bubi can go home, 5 towers over 1 any day hehe

Absolutely! Thank you so much for sharing details, it's always a pleasure to read into what a creator puts into their creations, even the technical aspects. 

Ohh Unreal engine. Never change lmao. It was definitely the rocks themselves, because the collisions did not line up with the models themselves, but that's all it is to it at the end of the day. I didn't actually notice the shift in spawn rates when the portal activated, possibly due to the IMMEDIATE rush I make to reach the portal before dying, but it makes sense! Thank you for clarifying. 

At the end of the day, this is a GameJam, and bugs and unintentional issues are part of the experience, but there was clearly a lot of skill put into such a small project, and that's awesome! Good fortune to your future endeavours! 

Thank you for the submission!

Summary: Always love a good old Lovecraftian horror aesthetic. Going for a Penny Farthing concept for the cycle is such an ingenious idea. The Deep Tendrils seems to be at least a little more playable than the Crimson Bones, as unfortunately in the latter, it seems that, albeit inconsistently, the good denizens of the abyss could end the run even if you weren't on the same level as they are. Did not encounter this issue in the Deep Tendrils at all. That being said, the creature designs were very cool, and even seeing Connor in this style is great!

Also, losing your sanity is clearly the good ending. A found family in exchange for a feeble mind? What's one more body, sinking into the abyss?

Thank you for the submission!

Summary: This is definitely within my top 5 in regards to the actual theme and originality of the game. In style and general creativity, it was such a fun concept.  A bicycle jousting tournament that dives suddenly into a numbers game for actual damage is so simple yet SO well executed. The actual game itself took a SIGNIFICANT nosedive in actual difficulty and playstyle after the first round, where some shrooms and a magnifying glass was basically enough to send a knight to meet God, but it didn't at all impact the enjoyability of the game's premise. With some further development, this is even a game I would outright buy to play. Was worried we were going to skewer Ironmouse at the end, but good thing we were spared that tragedy lmao. Awesome work!

Thank you for the submission!

Summary: Though it was aesthetically basic, the gameplay was certainly its own. A bit more direction in the instructions would be appreciated, I didn't even know there was another level in store, which was far better than the first. A lot of collision issues caused a lot of bugs, particularly in the directional propulsion when running into a Stream Sniper. The sprite constantly got caught and relocated outside of the road. The difficulty of the game almost always stemmed from technical issues. Regardless, congratulations on the submission! With a bit more quality assurance, this would have made a Grade-A Flash game!

Thank you for the submission!

Summary: Quite the unusual take on the general theme, but a welcome addition! Did find the spells and hitboxes to be quite buggy, a lot of my failed runs came down to the Watermelon bomb getting stuck on an extended, invisible hitbox, and the game is pretty much best played through spamming through the spells than actual set up strategy, but all in all, it was nice. I couldn't quite tell if there was a spawn rate set for the enemies, but it did get quite repetitive to turn around and witness a sea of fire about to end the run.

Awesome! GameJam's should be about making ideas, and if you have something your pleased to develop further, then I'd say you've been very successful! Good fortune towards your future endeavours!

Thank you for the submission!

Summary: Went straight to Hell on the first go. Of course. Full of Cinnamorolls. I think Ironmouse needs an intervention. Overall, an easy game and had a few unintentional bugs in collisions. Sometimes the ramps just... didn't ramp. And the actual audio was choppily inconsistent. Some assets such as the trucks did not get affected by the volume sliders. Though, it was pretty funny to hear Mouse's cooing over Cinnamoroll cut off by a truck engine revving into existence.

Thank you for the submission!

Summary: I hated this. So, you did a fantastic job. Did not expect the game to suddenly switch directions out of nowhere, really threw me through a loop. And any game which consists of hearing Connor scream every 1.5 seconds is a gem. 

I unfortunately was unable to replicate it in other playthroughs, but what specifically happened was that, whilst pedalling correctly, one side tilted as I assume to be intended, but the other side did not. As I recall, I even held down on the left side, which did not animate, and watched as the bike leaned into itself and crashed, despite half of the sprite still being upright. A weird phenomenon! Only happened once, so nothing game-breaking, but certainly peculiar. 

Thank you for the submission!

Summary: This was a blast! Loved the concept and the execution pulled through. Was even fun just organising a geographically economic city layout, even if it didn't impact gameplay outside of the stat boosts from certain buildings. Short and straightforward and found myself coming back to it later just to bide some time and organise thoughts. The game pretty much becomes infallible once you've found Chris and Pete, as even when attempting to lose to the 27 Godzillas attacking the island, the powers that be McDonald's expansionism made it impossible to die. Blessed be the Big Mac. Great game!

Thank you for the submission!

Summary: Actually really difficult for how straightforward of a premise it was. Didn't take too long to get a hang of how to approach each section, and would have been way more difficult without the levels, but even then, by Level 5, there's a very unlikely chance to get to level 6. Sometimes, collisions with the trash did not register even when touching the box directly, but didn't feel frustrating as you were able to keep up with the healing wrenches. Also surprised to see a functioning leaderboard! 

My pleasure! Wackiness is it's own charm, and part of the GameJam experience! Wouldn't be the same without it! ^^

My kudos to the Doodlebug! I could definitely see the reason and idea behind the backflip mechanic, but I think the main issue lies in the timing and momentum. It was difficult to pre-visualise when to do a trick in time without taking damage. But that's the glory of a GameJam; experimentation! Even if it didn't work out as well as it could, it was worth the attempt! 

Ohhh my goodness, bless you and your team. That sounds like a nightmare in crunch time. Either way, it was still enjoyable, and even with the buggy colliders, it got a chuckle out of me to watch a goat float off into the endless expanse lmao. 

There was a clear goal and idea in mind, and that's what matters at the end of the day. GameJams are sooo limiting in what can be controlled when working under such a restrictive time limit, so the potential means a lot in seeing what can be made. And I found you work to be expected in quality, yet still relatively complete! All these factors needing to be balanced cannot be easy, and I really am happy to hear you are proud of what you've made! 

Now get some rest, good lord ahah

I deduced as much, and yet, even when following the beat, it rarely seemed to keep momentum. Either way, the intent is clear. Thank you for confirming. So far, my take for the art still stands, one of the more visually appealing entries I've seen thus far ;)

Thank you for the submission!

Summary: Cute premise, decent gameplay, and the sounds were fun, however it was constantly breaking. Tried 15 different times, used different browsers, and unfortunately SOMETHING would go wrong, whether the character stops moving altogether, the road ceases to exist, the game resets and instantly runs out of health, or the character clips out of the road in a vibrating slosh. And of course, the bug which many others have pointed out, where at the end it unfortunately bugs out. A lot of technical issues made this game not easily playable, however in the potential of what was experienced, it has clear intention and was interesting. An unfortunate rush in cleaning up the technical issues, but still presented decently and fun.

Thank you for the submission!

Summary: Wow! This was an interesting one. Loved the texture in the art style and the general freedom of control over what could be done. Eyebrows raised as soon as I found out you could aggressively throw a Monkey out of the building as I'm sure any Customer Service Agent has wanted to do to an impatient customer. Was actually challenging to complete orders quickly with the object physics and spinning, but not unfair either! A beautiful minigame ^^

Thank you for the submission!

Summary: A very fun puzzle game! Very familiar and yet also refreshingly new with it's style and increasing obstacles. Difficulty lies in how quickly you need to work out a plan before running out of time, but never felt frustrating. An enjoyable experience.

Thank you for the submission!

Summary: As mentioned by Deacrow, the initial Seggs made the game freeze, but that seemed so intentional that I thought it was funny. Either way, very charming, gorgeous artwork for the shop and a simple fun game. Only criticism I can really think of is that I personally would have preferred the jump input to be possible if held, rather than needing to be pressed, as sometimes it made dodging the trucks difficult if they were followed by another truck. Still, lovely game!

Thank you for the submission!

Summary: Simple game, took a while to get used to movement input, but gives you plenty of runtime for the goal. It doesn't seem to respond well to backflipping, especially due to the key also being used to reduce speed, but overall sensible. Lovely sprites too!

Thank you for the submission!

Summary: A very fair game. Every failed attempt felt absolutely at player fault and not the game, especially since the order in the obstacles is the same each time, which could have been randomised to add more of a challenge, but overall, simple, fair and straightforward.... Man I wish had better basic hand-eye coordination.

Thank you for the submission!

Summary: Very straightforward, hilarious concept. Lets you learn as you play, and doesn't really take long to retry if you fail.  If anything I feel like it could be even quicker paced, but learning about how to deal with the different obstacles (Like keeping on the opposite side of the cops who are shooting and driving.) Simple fun! 

Thank you for the submission!

Summary: Having no idea what was going on was part of the experience. I attempted to deduce what constituted as a viable movement key in the game, but there seemed to be no consistency. May have been down to my poor timing or inability to keep rhythm, but the Nightmare Mode patched that issue right up with the Endless Conveyor Of Death. Very wholesome game, don't litter kids. Or litter in general. Nice work!

Thank you for the submission!

Summary: Fell off my bike on first attempt with 0 speed. Crashed into Mt.Fuji at 154BPH (bananas per hour) on second attempt and died. I am all or nothing. The game is very basic, but certainly unique in it's presentation. The animation sometimes stopped working on half of the bike, which makes it somewhat difficult to tell when you're about to hit the ground, and the W clutch key really does change everything, but overall, that was certainly a game.

Thank you for the submission!

Summary: My fungers hurtie. Very intense game. Distracted by the very nice scenery and almost died to cramp. The real cycling experience if you refuse to touch grass. My favourite way to watch Twitch Sensation CDawgVA get into a vehicular collision. Also the music is a jam.

I call it a feature, not a fault uwu

Thank you for the submission!

Summary: Difficult controls, harsh terrain, and the game broke multiple times before I could give a fair review (I don't think the menu buttons work, but nothing a quick F5 fixes), but eventually got the hang of it and blitzed through the game. It's fun when going quick, even though it felt short and I somehow got 16/15 fruit, but it was a cute experience!

Thank you for the submission!

Summary: Difficult controls, harsh terrain, and the game broke multiple times before I could give a fair review (I don't think the menu buttons work, but nothing a quick F5 fixes), but eventually got the hang of it and blitzed through the game. It's fun when going quick, even though it felt short and I somehow got 16/15 fruit, but it was a cute experience!

AMAZING artstyle, all the sprites are adorable. Kept breaking the game by running into sheep and bouncing into the endless abyss, but overall very fun and challenging to speedrun. Multiple endings depending on how much rizz you have. 

I wanna drink Banana milk now.