Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DrunkRaccoon

77
Posts
2
Followers
A member registered Aug 29, 2018 · View creator page →

Creator of

Recent community posts

Just finished the game. Really impressive work and amazing pixel art. Here are some feedback that you could consider when updating the game or working on your next project.

General

  • The text in main menu and cutscenes are a bit blurry which may be caused by the anti-aliasing feature of Game Maker. Fiddling with the interpolation setting might yield a clearer image.
  • I love how flowers bloom under your feet while you move.

Control

  • Holding X would lead to immediate jumping when landing. It would be more intuitive to detect key press instead of key held for jumping.
  • On the other hand, I would prefer to automatically glide when X is held while falling instead of requiring another key press to glide.
  • Landing during air-attack animation would cancel the attack. This makes some platforming section harder but could also allow some high level strats.

Level

  • IRyS doesn't heal you to full health when you first go through the checkpoint, but respawning there does give you full health. Not really a big deal but felt a bit odd.
  • The fan blades in windy ruins don't look like they would hurt you but they do. 
  • Moths in windy ruins are quite annoying to deal with since they exclusively spawn from above your head and fly slightly faster than your move speed while your effective attack range is mostly to the side.
  • The world tree platforming part stretches on for a little too long as the layout is largely the same.

Boss fights

  • Each boss has an amazing and unique moveset. It is really fun to learn what they do and the animations are really well crafted.
  • However some of the moves are too quick and barely give you any time to respond. Some telegraphing before each move could go a long way.
  • One example is mumei's moveset, her downward thrust and sword throw move both have her jump into the air. However the former requires you to move away while the latter requires you to stay below her.
  • Most bosses are quite well paced, but the last fight is a bit repetitive.
  • With all flowers having a hitbox leaving you little space to maneuver, the fight boils down to a test of muscle memory.
  • This trait is further emphasized in her all-out attack where you don't really have enough time to dodge the beams unless you memorize the pattern.
  • Finally, you could give players more leeways to dodge boss attacks by incorporating platforming mechanics into their respective boss fight, fans in moom fight, bouncy node in sana fight etc.

Misc

  • The part where Sana walks away after the final fight physically hurts me. 
  • A chargable attack and/or a way to heal during a fight (like in hollow knight) may give additional depth to the gameplay.

Overall I really enjoyed the game. Thank you for making it and hope you keep up the good work!

Very cute art and music compliments the game very well. I like how you included the flag check of not leaving any of your companions behind so it ties stronger to the theme. Clever use of linking and breaking mechanic as well.

Though, you could explore using one button to link nearby buds instead of having to click them with a mouse , so that controls are more "tight" and accessible!

oh man, this is VERY fun and I am a sucker for anything car based! Slightly hard to control with wasd but once you get the hang of it, the combos are very satisfying. Good job on including the ball coming to you automatically when youre near it if you have lost it somehow.

Though, would be interesting to explore using mouse controls to move the car in the future!

Love the art style! the fact I have monitor two sides to make sure I dont get hit is surprisingly challenging. I love very simple mechanic but indeed very addictive to play. Would also be better to have indications and inclusion of i-frames so you dont punish players too much for getting hit in succession. Well done!

This gives me cuphead vibes in terms of artstyle, which is very good and pleasing to see! Would have been better to see an indicator how long the current rope length is, to let the players have a sense of progression, as well as some mechanic to not softlock players who pushed the block too far away (like me) and cannot further progress the game!

(1 edit)

Interesting game, I really enjoyed the slight touch of adding humour/ judgement to when I got hit by my own PLOW!

Definitely reminds me of Katamari so I enjoyed it. Would have been even better to find and add sound effects to make the players more engaged!

Very well made game, reminds me of VVVVV to a certain degree. controls are simple to understand and tutorial is well made , reminding me of the time pressure! Would have been nice to add a swapping sound que so the swaps feel less "sudden".

A very calming experience and it brings back memory of my old home. It is emotional even without any graphic or music and it joins together the two timelines well too.

If you add some soothing music and graphics for replacement of some text, this would be a therapeutic game.

Some side quest (?) in the past that makes minor changes to the future would be a nice touch too.

That would be a very nice UX addition. Thanks for you feedback.

That's a very interesting and promising idea! We'll certainly test it out post-jam. Thanks for the feedback.

Thanks for the feedback. We get that the balancing of the game is currently a bit on the difficult side and we might have made the learning curve a too steep. As for the movement, we experimented with different control scheme a lot and landed on the one click design because we wanted to "join together" the movement and shooting aspects and by doing so force the player to think in both positioning and aiming at the same time. We will continue to work on the design and make the control scheme more intuitive and snappy.

The levels can be a bit confusing sometimes and the player can just move the cursor all over the screen to win. Would be a really fun and simple idea if you snap on some dragging physics between the cube and mouse instead of having the cube directly at where the cursor is.

Despite that, it is really nice that you finished the game within 12 hours. Be proud of what you make and good luck in the future.

This is like space chem but instead of building machines and writing codes, you use surgical precision to create the element yourself. 

The control can be a little unforgiving sometime as the rocks joined together because of momentum. The pin is a lifesaver and I wished there were more pins sometime to help with the rocks flying around sticking to each other.

But this game is very satisfying and there are already so many clever level. My favourite moment is when I figured out how to connect the small rock to a large one without putting it in the middle of two rocks using another small rock. Not sure if that sentence make sense.

Feel free to come and rate our game too.

We actually did have billiard-like physics in day 1 of the Jam but we cut it out after some play testing because it became too difficult to aim. It could be a nice idea in the future for some difficulty progressions tho, maybe like the different weapons in downwell! Thank you so much for your feedback. We will definitely keep it in mind when updating the game in the future.

Definitely a very unique concept, would be a dream game for aspiring woodwork / designers, game is sleek and focuses on only one mechanic : to join pieces of wood together, and oddly satisfying too when it works.  Great job for your first game jam!

Love the deceptively simple mechanic, and how you apply it to many different puzzle types, great job!

Just a little more polish would have been perfect though, as there were some clipping through the tiles at times.

A very simple, but beautiful game. It hurts me to hear the screech when my fellow birds get scared away by the Eagles :(

The way you combine paper mario esque 2d art into a 3d world is implemented very nicely, would have loved to see more variety of buildings in the future though. Great job!

Very fun and hectic little game! It's quite addictive too, I've already finished it 3 times already.

Cutting people's conversation short by immediately pulling out the cable still earns you a good score tho. I wonder if it would be better if each phone call gradually gives you score instead of a one time score.

I can imagine this system supporting an entire game papers please style! Imagine if you need to keep track of certain conversation spy on civilians by government orders. Hope you continue to work on it post-jam. Feel free to come check out our game as well!

The fact that this was made in GameMaker Studio is even more crazier! It's quite difficult to make a puzzle game in that engine from my experience.

The premise is very nice. I always love a mind-F game like these, imagine pairing this with a portal-like puzzle and also dimensions that enlarge and shrinks you while you walk pass them!

However the movement feels a bit clunky, especially the slow falling. The lack of jumping can feel frustrating at times too. It could use more background to make each area stand out more and to indicate the loop.

Love this game and hope you continue to work on it. Would love to play a full release! Feel free to come and rate my game as well.

Amazing puzzle that has an almost yoga like calming effect. Execellent design as well, it is impressive that level 5 is just a copy of level 1 but with a new mechanic (one-way block) . 

However, the one-way block doesn't always push the skull node right in level 6  and there's a glitch on level 7 where one of the node is connected to the top left-hand corner

Hope you continue working on it after the Jam. Would love to see a full release. Feel free to come and rate our game as well!

Very fun puzzle! Reminds me of Edna in the last jam.

I love the graphics and how it serve as two game in one! But some indicators about how many towers you have left in the dark world would be nice. Feel free to come rate our game as well.

I love the gameboy-ish graphics. The merging animation after ever level can be a bit slow and would be nice if it can be skipped. Feel free to come rate and comment on our game as well!

I loved how you can pretty much decide when to go into the next level. You can explore and find more zombies first before going into the next. The AI that prioritize soldiers is also a nice touch! Feel free to come rate my game as well.

A great little fun game with amazing aesthetics! Love the music and the cuteness of characters in general. Hope to see more levels!

This is like plant versus zombies with a maze that you can design yourself! Would fit the theme better if you can add some combo when you connect different slime in adjacent tiles tho and the game is quite difficult. And the exposition can be a better tutorial as well. Feel free to come and rate our game. https://itch.io/jam/gmtk-2021/rate/1082401

This is so well polished and give me a castlevania vibe and the screenshake as the ball lands is just right! The reaction when you destroyed the ball was pure gold. However the control is a bit sluggish at time, would be more fun if you can throw the friend further and also have an trajectory preview to see where the ball will land, especially when dealing with spike shield. Feel free to come and rate our game as well. https://itch.io/jam/gmtk-2021/rate/1082401

Fantastic game, the stretching of the feels definitely got me laughing for some reason. Great job!

Quite a trippy little game complimented by mysterious visuals, great job!

 Feel free to try out ours as well! https://itch.io/jam/gmtk-2021/rate/1082401

Lovely game with very impressive graphics given the time limit. Great job!


Feel free to try out our game as well!

Love the sprites and aesthetics, great job! Feel free to try out our game as well!

I love how the loose limbs indicate your health. Some collectables would make it more engaging as you avoid enemies tho. Good job on the physics of the string and the controls are really responsive!

Very impressive visuals and audio! 

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401

Very nice game indeed! Love the sprites especially as they are super cute. 

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401

Nice Game! The level design are really outstanding. But the controls can be more intuitive if it is controlled by two separate sets of keys instead of switching around using spacebar. 

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401

Love the game concept, great job!

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401

Very cute little game, love the penguins. Great job for your 2nd game jam!

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401

Love the old arcady vibe of the game, great job!

Feel free to rate and comment on our game as well! https://itch.io/jam/gmtk-2021/rate/1082401