Skip to main content

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

gamersauce

69
Posts
1
Topics
1
Followers
1
Following
A member registered May 01, 2021 · View creator page →

Creator of

Recent community posts

Note: Don't play it until I make some sort of guide! You won't be able to just "get it"! It'll be a day or something. Peace!

I hit wave 8. I really enjoyed it; but the difficulty does ramp up quite a bit once you reach these levels. I barely have time to finish two sides before dying.

Controls-wise, having it be a drag-and-drop is a bit of a... drag, it would be mercilessly more fun with a drag-and-connect underneath kind of thing - it would make it feel a lot smoother and encourage more multi-track drifting.

I can see some additional complexity with a bit of colour mixing, that seems like a natural way to go.

If the music synced up with when waves started, it would be beautiful. I had a couple moments in my playthroughs like that, but they were coincidences.

I like it! I'll check back for a post-jam version, for sure!

It's actually "TO BE DECIDED", as in, something in our game might be themed around something that may be decided upon?
And not that the optional theme is going to be decided in the future?

Great, funny jam submission. Just whacking this puppet against things felt great to do. I wish that the goblins/the boss felt somewhat threatening, they definitely just felt like bigger crates. It's a real breath of fresh air, though.

Wow, this looks awesome. Seems like you take the same development approach as me: build the main mechanic and then panic when you realise that you haven't actually made a game! I'm looking forward to seeing more of this in the future.

The constructing-the-slimes part definitely worked quite well. The overall design of the game made it feel like having two characters wasn't tacked on, and the credits scene was very cute :D

Some constructing parts did feel like they required a bit too much precision, which was difficult with the fast acceleration of the slimes, e.g. with the slime being below the add-on, and having to make it hang-on to the next jump.

Overall, I reckon this is a very elegantly designed game. Good work!

Oh this is great. The music, the gameplay, the feeling of working-from-home, the animations and character design. I just wish there was something to do to twiddle your thumbs, to either "pretend like you're being productive", or playing minesweeper, or even working on a side-project (like a game!)

Rather a good-feeling game to play. It's almost a rhythm game with the strong beat, but it does feel a bit out of sync. The movement cooldown is also somewhat long, which does make sense, but may reduce how fast the game can end up, or introduce a reasonable cap to how far you can get.The most fun part of the game is honestly when you accidentally disconnect and have to try to find a way back to the rope: you're not just copying the movement of what's in front of you. It would be really cool if there was some kind of incentive to breaking the chain sometimes to have that gameplay segment be more common. I like that there's some push-your-luck element too, with getting closer to the blockers being slightly more profitable, but dangerous. 

It's a really good concept, I reckon. The movement mechanics felt great, and the concepts of the game were introduced in a fine way. However, the level design of level 2 was a bit off - I lost all of my followers from trees blocking corner-jumps. There didn't seem to be any mechanic to actually keep most of the followers. It would be good to have more opportunities to gather or disperse followers - either a control, or something in-world like a wall. A highlight for the leader beaver (the one that your camera follows) would be good, as would the camera following the group's central mass rather than the leader (when they fall, it can be a bit disconcerting).

I think that it was  pretty fun to gather and let die your followers, I think that's a pretty neat concept to focus on. Using your followers like sacrificial lambs and extra lives.

This game feels really good to play. The sound effects and the screen shake when activating the laser after setting up an elaborate death trap work well! There were a few things with the gameplay - enemies coming off-screen were a bit fast, so I found myself dying from staying close to the wall. It was also unclear when lasers would reflect around, so I sometimes died from that. You could also activate the lasers multiple times with the same points - which doesn't feel like a purposeful mechanic. I think that the art could go more retro honestly, but as-is, it doesn't detract from the game's presentation. Great job!

The presentation for this is quite nice. SFX and Visual effects were perfect, and the animations for the little alien are great. Music was slightly overtuned, and the record loop felt a little slow. I think I did find a bug in level 2, after dying & pressing restart, both characters chilled in the air, so I had to start the game again. I think it's very impressive to craft a congruent project with so many people, good work!

I like the core concept. It was rather fun making all these new towers, and trying to optimize how much laser I could have on the scene at the same time. I think it just needs some variation in the enemies to change how you'd construct your network, and a couple more tools to construct the network, e.g. a splitter, or additional sources of "laser". I think there's definitely some potential here.

Oh, that's actually a great suggestion, I was wondering how to make the mid-air grab more achieveable!

Really pretty game, the little ship feels great to control. There was one weird thing where the fuel canisters went out of axis and starting spinning around. A little slowdown while towing fuel would be worthwhile too, I think. The zoom out while piloting the mothership helped to reduce the amount of flying to find fuel.

Great puzzle design. I'd really love to see something to reward you when you use fewer moves than you had; like a "perfect score", or even a "you had (x) moves left! Good work!"

I think the biggest that that this needs is some feedback for your selections - after you validate, the valid molecules are highlighted, and sound plays, some some numbers for profits would be good.

Also, it doesn't seem like nitrogen gas is a valid molecule. Definitely should also list ALL valid molecules on the side as post-it notes, rather than just those four.

Nice.

I'm not entirely sold on the prop blocks, since it can result in Bob falling behind a bit. My over-reliance on them ended up causing my downfall.

Juggling blocks forwards is a pretty fun way to have enough blocks to move forwards. An animation/particle effect for the TNT would be good. I didn't put enough effort towards moving TNT outta the way, so I had to rely on the prop blocks I had retained.

Fun game. The little indicators for unstable platforms is really quite useful, and really helps out with gameplay.

(1 edit)

wow cool|

EDIT: ok so I was being facetious, this game is bloody great. I love it!! I have absolutely nothing to add, this is a perfect game!

I used the web version - so some of this might be different in the desktop version.

It was adorable to join up these shibas. It's an interesting way to interpret the theme - but very nice.

I enjoyed this game, but some things were unclear while playing it. Sometimes when clicking a magnet, it doesn't move, or doesn't change - and it's unclear which magnets are clickable and which aren't. I think that making the difference clearer would be a decent step towards user-friendliness. 

With the portal-style instruction boxes - it's a great idea. I think the only that needs changing is to make the mock cursor much more visible, so that the concept of "clicking" is better communicated.

Unfortunately, I got stuck at 7 (without a working restart), but up until then, each puzzle was very doable, and on a good difficulty curve, and I enjoyed them.

As a platformer, the controls and the feeling of controling these babies felt fine. Dragging the other counterpart around didn't greatly hamper the feeling of movement, instead adding to it when they're swinging with you.

For the Q/E skin growth/shrinkage mechanic, I would suggest to make it a hold down control rather than an on press control - pressing either once doesn't feel like anything's happening, since there's no instant feedback. 

I think it's also rather important to have an indicator of when each twin can interact with the world - something like a climbing animation state for the boy and the skin being outlined as the girl. Shift as a swapper would better be replaced with space or f - something closer. 

A bit of a morbid theme... the needle balls and the death sounds definitely were a little... off. I enjoyed it overall. I ended up throwing in the towel at the first level with a pill - I couldn't bear to die one more time.

Really great art - it's really congruent with the game and itself. The music is also amazing - I had swapped out tabs and forgot that this game was running in the background - so relaxing!

I think that my favourite mechanic in this game is the ability to drop and pick up the lantern. This gives you a lot of design space to work with!

First of all, the art & animations are great.

I could handle most things, at least until the gun comes out. It just again proves that, guns are the best weapon. I reckon that a smoother difficulty curve might be worthwhile - only spawning one obstacle per track first, then adding on to that with the enemy variety and more obstacles and speed.

Contrast is also pretty low - it was difficult to discern obstacles from the background, making it a bit harder.

A little bit of tweaking would do this game justice!

Lesson learnt: don't use 8k placeholders hahahahha! Nice!

I like the psychedelic kind of feel for this game. The music and the character sprite are great, it invokes feelings of a... DJ? Anywho, you don't often see this kind of mechanic with a 3D platformer, which is a good thing - it's original!

As a 3D platformer, movement is a bit loose and leads to death sometimes.  It can be a bit hard to discern what exactly needs to be done sometimes, partially due to the world floating out in space. I think a couple blocks as different colours would make that a little easier.

One other thing is that the "power plug" sprite was a bit hard to figure out, it initally looked like some kind of robot face.

It is a little unfortunate that there aren't that many levels. I would have liked to have seen the mechanics played around with more. There's a lot you can do with timelines in 3D space!

I really enjoyed this game, but I can't figure out exactly what I liked about it? It felt like it was the exact right length to showcase the mechanics, even if those mechanics aren't all too complex. This game just feels good to execute - moving around and shooting enemies. The sound effects add to it well; and the music choice fits perfectly. The sprites are cute as hell.

One small thing is that while the camera tilt and the 2d-in-3d environment is really stylish (especially the sprite flips), I noticed that the controls were slightly inaccurate because of the camera tilt. It wasn't anything too bad, but this is definitely something to think about. 

The tag-team-to-swap mechanic isn't wholly original, but it's been implemented in a very  satisfying way in this game. Good work!

I like the idea. It's sad to hear that you ran out of time to put in the game mechanics: as of now, we don't have all that much ability to prevent our charges from being grabbed by the endless void. That's fine if that's what you're going for, inevitability is common enough as a game theme especially with the reaper.

Music, the footsteps, and the clinking chains are very substantial for the game's ambiance. The moral choice at the end would have more weight if there were more of them: 3-4 days telling the narrative journey of this here reaper would tell a better story, kind of like a visual novel

It's decent. I enjoyed it.

I do like the ambiance of the game. My only gripe is the unhook/grab diamond button: I'm not sure if it's really required. Just grabbing the diamond without having to press a button would feel a lot smoother, and would have the added benefit of not accidently unhooking from the rope. 

The unhooking is a great idea, but only really sees use in the later levels. It's easy enough in the beginning to just trip the alarm and get back to the top. I would suggest weaving in the mechanic somewhere early on - so that you can get used to the small platformer segments.

I quite enjoyed the game. Good work!

The theme reminds me somewhat of Loop Hero - the world is gone, but what you see exists now.

It's a very impressive technical feat that you've managed to make all of this solo in jam time without  an engine. 

However, the playing experience is a bit rough as you don't really have much control over what tiles you're going to reveal, only what tiles you're going to put effort into keeping. And in that case, the black void does take away more from you than you can feasibly keep together, like a tide sweeping away a sand castle. 

I would suggest trying out changing what your light reveals (or remembers identity) based on what you're standing on and develop from there. Then, you can try to keep your life crystal patch alive instead of having it die out slowly but surely. Or, for joined together patches of terrain to shrink to the darkness more slowly.

It just needs some tweaks, is all.

I can't believe I'm getting emotional over some brick houses

😭

I can't lie but when I read your description I thought it was kinda pompous but this game really spoke to me. I'm very impressed with the stats at the end, too, you don't see that on a lot of games here. This was a very different experience than the others, but I'm glad that you made this.

(1 edit)

Props for the volume bar (and for the skip button too! wow!)

I love this main mechanic. Being unsure as you fire at where the zombie was until you get a confirmed kill is a great feeling, and turning the torch back on to see one right behind you... The music and visuals really up the experience.

However, I think that the length of this game overstays it's welcome somewhat: the main mechanic is revealed at the start of the game, but isn't really varied, explored, or remixed in any way throughout the levels. It would have been served just as well by one single level. There's also the problem of repetitive stress injury, spamming LMB wasn't very friendly to my fingerbones.

This game dazzled me to begin with, but struggled to hold my attention. Another day of work to add something new would do wonders. Great job!

I've just finished it. Very nice conclusion.  Yeah I think the problem is you've never had to pass the torch back to the sacrifical lamb before - that section is the only instance of that.

Pretty fun game. It can be difficult to see exactly which circles are tagged and which aren't, as well as the circles themselves. The slide movement does feel great, as well as the SFX when you hit something. For level design, I would recommend lowering the amount of slides for some of the levels to 10-20: 50 slides can be fatiguing especially if it's just doing the same thing over and over again.

Puzzle games can be hard to make, but this is a great start. Good work.

The level design is the strong suite of this game - it certainly throughly tests a tried-and-true genre of platformers. It can be fairly difficult and unforgiving at times, but it was enjoyable while I played it.

It can be a little hard to know where to go, since your viewpoint is pretty small relative to how high you can jump. This is the first game I've seen on this jam to use a 3D environment and 2D sprites - which is fairly interesting.  It's a fairly good way to go about adding upgrades/game mechanics - chaining it to progression through the game. Decent music and effects.

There were a couple bugs in the system; for some reason the enemy pirates/sharks seemed to delete themselves before ever reaching the convoy. Turn rate should definitely be increased somewhat to make it feel more responsive, especially before attatching any ships.

I agree with one of the previous commenters that the ship-chaining thing is very interesting, and I think that it should be a core game design tenet; something like, the more ships you chain together you get a higher score or something. As of now, it's way easier to take in one ship at a time.

It would be good if there was something more than just trying to get those 5 star reviews. I think that if this were expanded, a decent direction to go would be to include a business-type aspect to the game: get money to expand/upgrade your boat over time.

I think it's an interesting idea, definitely. The art is fairly cohesive, and the music is fine - but short and could use a few more bars. Good work!

I think the biggest advice I can give is decoupling  the number of orbs from growth - the increased size makes it more difficult to not get hit, to jump (floor detection is off there), and just to move around. The bows/arrows fire too quickly, and are too fast to really work with them. It would also be good to be able to see which orbs have been absorbed.

I think this is a good start as a game, and an interesting concept.

Joined together in a spiritual sense (literally?). Very nice, beautiful in a philosophical way. Sacrificing yourself and giving to another, it's a powerful message. Unfortunately, I got stuck partway through (you're on a branch, and there's a spirit below you with thorns between. There's only a drop onto more thorns) - so I wasn't able to reach the conclusion. Or maybe the conclusion is that sacrifice is meaningless in the end?

I liked it. It's a very basic platformer, but the difficulty curve is decent.