Thanks so much! I will try to get that in post-jam.
HonigBeeGames
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Some interesting magic mechanics and good puzzle-platformer level design! I would recommend working on the feel of the platforming a little more: making the jump a little less floaty and adding quality of life features like coyote-time and jump-buffering. But with a bit more polish, this can turn out great! Nice work!
A solid core concept paired with some great level design leads to a fun game! I did run into a couple bug's though. The wind in the third level blew me outside of the screen, forcing me to restart. And there were some times where the character appeared to get stuck on nothing (most notably, while passing through the tunnel in the first level). But overall, great work!
Love the silly, absurdist vibes! The core gameplay loop of fishing can get pretty repetitive though. I only caught 2 fish and got $10, so the fact that I need to accrue 150 felt overwhelming. I would recommend working on adding some more variety of obstacles into the fishing mini-game so that it doesn't become stale so fast. But this is a great start overall, good work!
Love the musical take on a not-quite 'bullet hell'! Hearing the notes play with each collection is very soothing while frantically trying to dodge the unneeded notes. I would recommend adding a low-key background track for the notes to blend in to, it would add a bit more character. Overall, great work!
Really nice art and a solid core concept with the scaling bullets. I would recommend zooming the camera out a little bit and possibly slowing the enemy movement slightly. Currently, there is not enough time to react to incoming enemies by moving, so the dominant strategy is to stay in one place and shoot. But this is a great start, so keep polishing and iterating on it and I'm sure the final project will be great!
Wow, what a great puzzle game! You took a relatively simple mechanic, but iterated and expanded on it in multiple ways to continually grow the puzzles' complexity! I found the timing of some of the jumps to get a bit too unforgiving after the pillars got 3 stages, though. But overall, this is some truly exceptional puzzle design! Great work!
Such an interesting concept! Having to minimize the amount of time you are touching surfaces makes the levels really fun and almost floor-is-lava-esque. I found the springs very difficult and finicky, though. I would bounce not quite high enough on one, and then take multiple attempts shaving off a little bit of paint before I became small enough to bounce the right height. This slowed the gameplay down quite a bit and became a little tedious. But overall, this is so unique and has a very high level of polish on it, so great work!
Incredibly polished with gorgeous menu navigation and a ton of juice! I had quite a hard time getting a hang of the controls, though. The fact that the background doesn't scroll when you move makes it really disorienting to judge the relative distance between the ship and the meteors. But that might just be a me problem. Overall, great work!
The sound effects here are top notch! The echoey footsteps and humming generator are so evocative and great for a horror game. I could not figure out what to do to open the door, though. Maybe some glowing indicators to hint to the player what to interact with would be helpful? But overall, great work!
This is a solid take on a simple scrolling shooter with a twist! As others have noted, I'd recommend adding more visual feedback for bullet impacts and the player taking damage. I also noticed that the shrinking bullet has an odd delay where it doesn't shoot sometimes. But overall, this is a great start, good work!
This is such a creative concept, and executed with such a cute aesthetic! I found the game quite difficult, though. With how low-visibility it was, I wasted a lot of time just trying to find the right keys on the jumbled up keyboard, and barely ever finished more than half a message. But overall, great work!
Wow, the art design and polish of the UX is incredibly impressive! And I was quite surprised when the gameplay scaled up from simple vials into potions. I would probably have wanted to see a little more variation in fulfilling orders though, maybe customers can ask for a potion to fulfill a certain scenario, and you have to determine which potion to make? But overall, great work!
This is a hilariously unique idea! The puzzle of having to memorize what the layout of each hole is, and plan a shot that would be useful in multiple of them is very complex and interesting. One thing that I kind of wanted, which would make it slightly easier, is the ability to choose the order of which of your previous shots to use. But that might break the intentionality of some of your puzzles. But overall, great work!
The art and menus are so polished and cohesive! And it was really easy to pick up the flow of check the shop -> check the factory to see what materials I need -> harvest the right dragons -> craft the right object -> sell to the shop. I did find that I was way over the gold thresholds, even by the first day they were each set, so it might be good to adjust the difficulty upwards a little bit. But overall, great work!
A typing game is very unique idea for the jam! It took me quite a few tries to figure out to prioritize letting cars through that won't hit each other, rather than just typing each letter as it enters the screen. Maybe a short tutorial could help teach this concept a little better? But overall, great work!