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DelightfulDev

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A member registered Sep 28, 2021 · View creator page →

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Thank you! My initial inspiration was actually WarioWare. Now that I think of it I could have just made a bunch of "scaling" minigames.. dang

It felt like I was building and it felt like I was scaling, job well done! 

All the attacks felt quite satisfying and the different scaled battles was a good take on the theme

The controls were a bit stiff but the concept and gameplay were well executed, nice take on the theme as well!

Really cool entry! though... why cant the cones stack? (colossal oversight!)
like this:

^

Good interpretation of the theme and nice controls, unfortunately the boxes were hard to push into the holes. So hard in fact that I could not complete one of the levels (you had to make a box large then small again)

Great use of the theme, amazing visuals and a really cool narrative going on here! couldn't find any easter eggs but I did see a dragon egg :)

Very cute art style and quite satisfying infinite scaling mechanics! well done :)

Thank you, I'll check out your game :

Hope you guys have fun! Here's my score :)

First off, really cool game! It controls well, has a good atmosphere, and the music is amazing! The gameplay while fun I think can benefit greatly from a few minor tweaks.

Before anything though, the game is currently incredibly difficult. I had to turn down enemy spawns to 70% to even get past the 1st quest. And subsequently turned it down to 50% to beat the last quest.

This game wants you to play as fast as possible but there isn't enough incentive for it (other than the core % increasing faster). Having more mechanics in place that reward players for playing at high speeds would really help out. Something like increasing size based off velocity to make it easier to take out enemies, or maybe if you do kill an enemy at a high speed it heals your core. 

Another problem I had was accidentally entering the core and leaving a level before I had completed my current quest, from what I can tell the quests are linear so I think it would just make sense to only open the core when the current quest is complete.

This is all my opinion obviously but I really think this game can be amazing with just a couple changes :)

Excited to see what you do next!

Thanks for the kind words, I just watched your devlog, awesome stuff! I also just released a devlog if you're interested in how I made my entry :)

Hey everyone!

Your feedback has been really nice to go through and read, so much so that I'm going to release the full version of this game on Steam (in a few months) Wishlist it if you're interested :) https://store.steampowered.com/app/2858320/Night_Shift_Dissonance/
I also made a devlog if you wanna see my development process!

:o prolific, you are too kind!
This is really impressive work for a first jam! The current issues are simple things that get weeded out with playtesting / experience so I can only see you (and your team) improving with time. I'm looking forward to your future projects :)

Great game idea! (wink) I like the tutorial notes sprinkled throughout, though there was no note explaining the actual goal. It controlled nicely and the PSX look is always a plus. I felt there was a bit too much randomness with item spawns, I went through 5 days and didn't see much rat poison or hedgehogs, that paired with the large map made it hard to persevere. Tightening up the map I think would fix most of your issues! Solid entry.

Really polished, great art, and the story was intriguing. The looping mechanic was cool and it was fun to figure out which items gave me the best resources so I could progress. My only complaint is that after going through the door to the infirmary I wish it had become free to enter again, since I accidentally went to the kitchen and didn't want to go back a few loops to get back into it. Otherwise, great entry!

Pretty cool, the forest level was really impressive to go through, and my game just reset after leaving...

I recommend randomly pitch shifting the gun firing sound each time or even use a 2-3 different sounds (this goes for any sound that will repeat a lot in your game). I thought the upgrades were cool and the enemy variety was nice, at some point I felt insanely strong just demolishing everything but then when I faced the boss I was a little shrimp that got killed instantly. 

playing yours now, check out mine if you can!

https://itch.io/jam/brackeys-11/rate/2533140

Great atmospheric horror, I think keyboard controls would have felt a little tighter but it's hard to tell. My biggest complaint is that there isn't enough things to do to warrant the 6 minutes, for the current version I think 3 is plenty. Also if the TV was actually playing something that woulda been awesome.

Very faithful to the theme, would be nice if after making my selection the timer went to 0 because sometimes I know instantly and I find myself waiting doing nothing

Great theme execution on this one, the gameplay is solid and makes sense (after getting the hang of it). Nice work

Really solid entry, it could do with some environmental sounds like the hum of the lights or something to add to the creepiness. Even though it's short it tells an interesting story and has 3 endings, nice!

The controls are a little slippery but maybe that's just the web version. Apparently the sledgehammer breaks the bricks but that was not the case for me. Nice art style though!

Very cool use of the theme and well executed too! This one does it better than most because you have some indication of what could be behind the door due to the emojis but you still aren't quuuite sure. Played really well and the different weapons were cool, I got the bombs though so I couldn't get rid of the arrows in the final fight quick enough. Great work!

I don't want to miss out on gameplay but it seems like there wasn't anything to do. The audio only played in my left ear. The art was nice.

Nice endless runner, love the powerups

Very cool concept and use of the theme! I liked the room variety, made for some interesting gameplay. Some rooms though felt incredibly unbalanced, ie: picking a number from 1 to 10 is a 10% chance to win... I played 4 times and still didn't get through more than 10 doors. 

At first I wasn't sure what was going on (needs tutorial) but when I figured it out, I loved it! Such a great idea for this theme and really well implemented too! The art and music are great and the few levels I played were well designed. I only wish that new things would happen after each level (security guards appearing or having to get keys.. idk) Great entry!

Some of the hints were a little challenging but a little brute force never hurt anyone :) great dialogue and art, nice work!

The atmosphere works very well, and the gameplay was nice. Idk if I was the only one with this problem but the camera didnt move if my mouse movements were too small, like if I wanted to very slightly move the camera it just.. did nothing. Since I was playing in fullscreen it made me a little nauseous.

Seems really cool but I genuinely don't know where to start, I feel like this is the type of game that you need to watch someone else play before you can even begin to wrap your head around it. The art and atmosphere are great though!

Controls nicely and has cool upgrades, plus nice weapon variety. Idk how but I went through like 4 weapon rooms in a row, one of them giving me the option of 'shorty' and 'shorty' luckily I was already wielding a 'shorty' so that was an easy decision to make... I think letting the player know at the start that hp = keys would be beneficial because I was just spending keys left and right till I was hit for the first time and realized I had been quite literally gambling my life away. Solid entry!

Really strong puzzle that had me pulling out the pen and paper. Figuring out each individual mechanic felt rewarding, and the atmosphere and music were great. I think the first 'hint' in the description should be stated within the game, this is because not only does the player not know the mechanics, but we also don't know the goal, making this functionally impossible without at least the 1st hint (unless it was decipherable through the loading quotes, in that case I missed it). Solid entry.

The 'melting' mechanic is unique and made for some fun challenges. The character moves at a snail's pace though so you pretty much have to hold the run button the whole time, why not just up the players movement and get rid of that entirely? A little tutorial text can go a long way here, like "WASD" to move.. etc. I pressed every button on my keyboard at game start only to read the description and realize I needed to click the door to start. The secret ending was cool but it was hard to tell if it was a bug, adding text in that section would help for this as well. Solid work.

Playing it now, here's mine when you have time :)

https://itch.io/jam/brackeys-11/rate/253314

Maybe so.. though I think with a few tweaks and a bit more time this could turn out to be an interesting linear "point and click adventure" set in the backrooms 'universe'. I'm not sure if that's been done before, worth looking into! GL with your future projects :)

Oh wow this is quite impressive for a first project! Keep up the good work :)

All the door codes felt intuitive and I got some of them in 1 try but then the last door took me ages, it made my doubt my reasoning... I'm still unsure of how it works. Sound and atmosphere were great, art was really nice as well, great work!

Amazing art in this one, really nice controls too, it feels like I'm playing a small section of a huge metroidvania or something. The attack and dash can feel a little "floaty" and unresponsive at times but other than that, excellent work!