Very cute game! Definitely polished and has great art + music. This was a really fun game, great job executing on this!
DrillSoft Games
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I had a lot of fun with Mr. You!!! On Ice! The premise is a great interpretation of the theme, and I'm a sucker for games with a pick-one-of-three upgrade system. I also really like Mr. You's design - he's very cute. The basic enemy attack patterns were easy to understand and deal with individually, but having to deal with several at once was a fun challenge, especially on slippery ice.
That said, I think the game could significantly improve if you toned down the acceleration from being pushed around by your own quills and reduced the size of the rink. I found that the main source of difficulty was dealing with red balloons, because I could comfortably snipe blue and green balloons from almost anywhere by just clicking on their off-screen indicator arrows (a very nice touch, btw). Most of my losses happened because I tried to shoot a charging red balloon too close to the edge, which felt like I had no choice but to unalive myself.
I had fun with Knife Skills! It's a simple yet challenging sort of game that made me feel excited to try to beat my own high score. In an updated version of the game, I'd like to see you update the algorithm for spawning peppers. To me, it looks like you're always spawning peppers in the quadrant opposite from where the last pepper was cut. This looked a bit rigid, and it led to a somewhat frustrating play pattern. To get the most peppers, I had to traverse the longest possible distance on-screen (i.e. the diagonal) without having many peppers in between me and the next big bunch. Reaching those huge packs of peppers always felt great, especially toward the end, but getting there was a bit of a drag. Additionally, I think having some simple sound effects would go a long way toward elevating this experience!
I had fun with Mr. Splat! The artwork is definitely a neat departure from what I'm used to seeing in game jams. It's very unique and suits the weird vibe you put together. For a rhythm game, I think I would've really liked to see the complexity of how notes appeared steadily increase over time. The music was solid, but its relationship to the notes on-screen felt a bit flat. The world needs more rhythm games though, so please keep it up!
Thanks for putting this together! I like the funny little pizza demons a lot, and I'm a big fan of arena battler games. I managed to make it up to Wave 4 on my second try.
The basic premise is good, but I think Pizzageist could feel significantly better if you made some key changes: reduce the map size, increase the player's attack range, and make each sibling tag in and out of the game instead of having all three on screen at the same time. It was a bit frustrating to lose lives even though I couldn't control their movements to dodge pepperoni.
I had some issues with the RMB movement and spacebar for movement - I kept accidentally opening up the developer tools on your game's web page lol. Otherwise, the inputs felt pretty responsive. I think you could improve the game significantly by adding in some goals to drive interactions between the main character and enemies (e.g. some exposition, an EXP bar, or some UI elements to give the player feedback). Additionally, it would've been great to see you lean more heavily into the main character's mutant powers! The head explosion attack was nice, but losing HP felt overly punishing.
Very impressed that this was your first game development project ever - you've built out some solid bones for something that I can easily imagine as a larger project. If you decide to iterate on this concept in the future, it might be cool to forced the player to move in a variety of different patterns. I got to level 8 just by kiting the enemies in circles. Creating enemies with new attacks could go a long way!
Nice demo!
I think the mechanic has potential, but definitely needs some of the stuff you had mentioned wasn't implemented due to time. Cute art and the music was nice. I'd be interested in a version where there's a set objective to accomplish and an option to become big or small instead of having to wait for it to happen.
I really enjoyed your use of busters as an all-in-one resource! Very creative interpretation of the jam's theme with a great sense of style and progression. It was really fun to slowly watch the screen fill up with little guys and buildings. Clicking to assign busters to buildings felt intuitive and responsive.
Thanks for playing BITKIN! Agreed, developing a more robust Bitkin defense system for when you're away solving puzzles is something we've discussed internally. We're glad you enjoyed using the character creator to design your own Bitkin. It was a funny coincidence that you also made a game about little dudes for this jam :D
Very cute platformer! On KBM it was a bit hard to make some of these jumps, but I know that's already feedback other people have given. I liked collecting the apples but it seemed like there wasn't much incentive for doing that other than for the sake of collecting itself. Maybe there should be a certain number of apples needed to unlocked new levels, or the apples could be a currency for some kind of upgrade shop?
I also ran into a bug. After I played the first two levels, I then clicked on the locked fourth level, which seems to have loaded it but the screen was totally black.
Overall cute idea and nice job!
Cool little tower defense game! I think the turret mechanics were really well done. I agree that this is definitely a solid base for a game. Maybe if the turrets could auto fire, or there was something else other than the player's health to protect, there'd be more incentive to play for longer. Nicely done!
Very fun game. After trying to time my shots, it felt like I was able to get the most money in the quickest amount of time by spamming my shots instead. It looks like there may have been obstacles in the sky based on the screenshots, but I never ran into any. Still had a great time playing this one, I love games like this!
Thanks so much for playing! It's awesome to see that someone made it all the way to the end!!!
That is totally fair and I agree that it can be tedious - at some point during the planning stages we were hoping to add teleporters to each room that took you back to the workstations, but that never panned out.
Out of curiosity, do you know how long it took you to finish it?