I might remake this game or make a game similar to this in the future that is properly finished with plenty of levels and whatnot
igoz
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I would have loved to play this game but nothing worked for me. It took me about 5 minutes to figure out how to get past the title screen, until I read another commenter saying I had to press tab at which point I was able to get into the game. Once I was in the game nothing seemed to work either. From the screenshots and what I saw the visuals look good but it's not really in a playable state right now.
This game has a lot of potential but there are some aspects of it that really bring down the enjoyment level for me. The first thing is, when pausing time I can't change anything in the UI, like clicking on a different tower or something. The second the bottom UI bar is really small, so you have to scroll to be able to read what the description of the tower is, which is annoying, and combined with the first problem means that I have to waste active time while enemies are advancing just to read what a tower does. It would help if maybe there was less text too. I feel like you could explain a lot of that stuff with less words. The third thing is that the idea of only being able to connect 1 tower to the battery kind of gets old and doesn't really allow for any major progressions. Maybe you could keep the original idea of having 1 tower connected to the battery but then be able to daisy chain multiple towers together, and each consecutive tower could be weaker because it has less power or something. But overall I think that if you worked a bit on fixing these issues the game could be a lot more interesting and fun, because there is something here.
Very good entry, the lighting, atmosphere, gameplay, sound, is all so well put together. Everything meshes well, it feels like 1 complete piece. I really don't have any negative things to say about this game. Really the only thing I can bring up, is that I really don't think that the Smetana playing in the background really matches the mood of the game haha
Love the environment, love the voice acting, love the whole idea. The main issue I was having was trying to control the camera. It seems like the camera was accelerating and decelerating instead of starting and stopping. That made it difficult to control, like the camera was on ice. Other than that solid entry
WebGL build didn't work for me for some reason. Thankfully you provided a download so +1 for that because a lot of people don't. Your take on the theme is one of the most creative I have seen. Something about the models and overall style you created also is really unique. Very solid entry, honestly one of the most creative I have seen.
Great UI, gameplay, menu, sounds and particles. I only really have 2 gripes, the first one is the excessive amount of bloom. Some of the walls are so bright and glowy it's, well crazy. The second one is, sometimes it feels like I'm playing hide and seek with the outlet. I think it would be more fun to try to make it more mechanically challenging rather than just place the outlet in a weird spot. But again, it's still a solid submission. And the menu is really impressive, coming from someone who really struggles with that kind of stuff. Also this isn't a problem I have with the game, but rather an error I found, the wrong faces on the watter bottle are being culled. I can see the back faces but not the front facing faces.
I liked that you kept the mechanics simple, complicated doesnt always equal good. Also, while visually not stunning, you definitely conveyed all the right atmospheres and feelings through the graphics. The 2 players controlled by 1 input is also very similar to what I had in my game, so obviously I enjoyed that mechanic too. (Funny how when you give 400 people the same word to make a game off of some people make similar games). I did encounter one problem which was sometimes I would land on the side of a wall like there was a platform there. Not a huge issue though.
This game is very cute and silly, I love it :) The sounds are also great, not really sure how to describe them but it's like they're out of a cartoon. It fits great. You did a lot with creating atmosphere with the darkness and light, but I think that there is still a lot of untapped potential there, in terms of adding ambience, etc.
The artstyle is great, and from the screenshots it looks like your game has a lot to show, but I was unable to get past the 1st level after the tutorial. When moving my jumps are too short, and when standing still, even after beginning to move as soon as possible I can't reach the other platform. Not sure if it's a level design mishap or it's meant to be really really hard.
To put it simply, this game is really unique. The gameplay, the title screen, the absurd sounds blasting in the background. This is a super creative use of the theme. My only complaint is that swapping between cables consumes a lot of time, it would be nice if there was a quicker way to do it. I'm not exactly sure how that would be implemented though.
Here's the puzzle game that I made:
https://itch.io/jam/lost-relic-games-1/rate/1579100
Here's my frog puzzle game:
https://itch.io/jam/lost-relic-games-1/rate/1579100
Thanks for taking the time to look at so many games :)
Love the title of your game. I'm going to play it now and see what it's like :)
Heres my puzzle game: https://itch.io/jam/lost-relic-games-1/rate/1579100
Would love to get some more feedback on my puzzle game:
https://itch.io/jam/lost-relic-games-1/rate/1579100
It took a little bit to figure out how the jumping and combat worked, but once I figured it out it's very fun. It isn't mechanically deep by any means but for what it is it's a fun and silly experience. The mouse swinging combat is also so much more satisfying than if you had just made it a click to attack type of system. One issue I did run into was that the audio for enemy death always seemed to be delayed.
At first, after playing the first few levels I didn't really think that there was anywhere that these levels could progress in difficulty. But wow, you managed to create some pretty complex levels out of such a simple mechanic. The sound design is also great, very ominous, and along with the screen shake it makes the game feel so weighty. Very well built game. I could see this as a full game people would play on their phone or something. Only thing was I think that I encountered a bug, in one of the levels I was able to complete it without going forward in the level at all, by somehow hitting the other ball through a wall.
The art and gameplay in this is great. I love the idea of being able to connect to so many different objects to help you platform, and also that it provides certain ones power. My only complaint is that the jump feels weird. The falling is fine, the jump just feels unnatural. Not really sure what it is.
This game is seriously great. It's very refreshing to play a game that doesn't take itself so seriously. The idea is so simple, but something about this is still engaging even after multiple rounds. And while the art isn't the best it really fits the theme of the game in my opinion. And the voice acting is just awesome. Like really awesome. I would say I've played quite a few of the game in this jam, and while this one may not have the deepest mechanics, or the best art, or whatever, I really mean it when I say this is one of the best games I have played in this jam. No complaints from me.
Pixel art is amazing, I love the sounds as well especially the sound when you build combine up to the manor (or whatever it is). The UI design is also very impressive coming from someone who struggles with that. Perhaps larger map sizes or different environments could help add more variety to the game.
I like the 3D + 2D combination, as well as the use of theme. It's very creative. The idea of gameplay also has a lot of potential too. The player just moved a bit too slow for my taste, especially when you have to walk back and forth a lot. I also encountered an issue where an empty dialogue box and white square would sometimes appear when trying to sell.
The last thing I would have thought someone would make with the theme "Connection" is a game about monkeys, but I love the idea. The stylized graphics also look great. I would have loved if there was a little more going on though. The monkey also moves a little bit slow. Still I think if you spent some more time working on this it could be very cool.
The game is simple, but not at the cost of its design. Easy to understand and play which is great. The varying level layouts is also nice. One thing I also really liked where the enemy characters, they have fun designs and animations. I did encounter a problem though where when I chose the restart option on a level and then started the enemy wave they wouldn't appear.
Cool concept, cool execution. I liked the (shader?) effect that transitioned between the 2 structures, too. I feel like you should have utilized the concept more because it was very enjoyable to use (you used it a lot at the end but I think some more spread out use of it would be nice). Only issue I had was the camera, I couldn't control sensitivity and the sensitivity was really high, which made the game kind of hard to play, especially it being a 1st person platformer. The camera also seemed to accelerate and decelerate which just makes the camera way harder to control. It would have been nice to have more deliberate movement there. Very nice game though.
I enjoy the gameplay, and also the concept, it makes missing shots a bigger yet still avoidable threat, as well as a second chance to hit enemies. A suggestion I have is that your projectiles will disappear if they hit a wall, since when they go through walls it doesn't really allow the player to use the environment to their advantage. If that makes the game to easy, homing could be more accurate, or maybe they can bounce off of walls a number of times before breaking. One issue I had, the web build wasn't working for me at first and took some troubleshooting to load. Including a downloadable desktop version could help with that.
I think that the idea for this game is very interesting. However it was held back by the excessively slow pace the game moves at, the movement was slow, with a (seemingly?) pointless pause after every move, the long transitions after dying, etc. I think that there is something here though, and with more polish it can be great.
The game does what it was created to do, so good job on that. I played through all the levels a few times and it never felt like something wasn't working how it was supposed to. However I do have some suggestions. I feel like you were trying to go for a very simple color style, but I feel like it turned out a little too simple. Maybe adding some particles and screenshake would help. Also, the white pushy block was almost frustrating to control, because of how it felt like it slid on ice. I think with graphical improvements and more levels, this could feel quite polished.
The idea for this game is fun, and the main menu is well constructed. However, the game is just strange to control. It feels like everything is moving in slow motion, and because there is no way to get a 3rd person view, half the time I couldn't tell what I was rolling / bouncing around on. I think refining the player movement a bit more could make a great game.
At first I was confused why the main menu wasn't working but now I see the game wasn't completed unfortunately :l
That aside the idea of staying connected to an oxygen line is a direct interpretation of the theme but still creative, and it could create interesting gameplay scenarios. I would have loved to have seen your implementation of it.
First of all, I think that for the most part the art style is nice, not over the top but not boringly simplistic either. I also appreciate the addition of music toggle since after a while the music got on my nerves. +1 for making the title screen the first level as well. Not completely groundbreaking but you did it well. One gripe I did have was the perspective made it difficult to gage what button to press, sometimes I would press the wrong button even though I knew what direction I wanted to go because of the movement appearing diagonal from the view of the camera. An option to rotate the camera might have helped with that.