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JabbaDev

44
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A member registered Jun 20, 2020 · View creator page →

Creator of

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Super fun game, well done, I like the pixel art too. I noticed you have a level selection system but the levels aren't saved when refreshing the page, I just learned how to do this during the jam and found it was a lot easier than I thought it would be thanks to this video. I was able to get it all working in about 15 minutes

Pretty fun overall, I like the unique movement that resulted from the limitation also.

Pretty fun game overall, I think automatically pausing between rounds and allowing the player to hit a button to continue would be a nice addition. Other than that great job completing and submitting this game.

I love this game. I can really appreciate a game that teaches its players to prioritize throwing people in an oven right away lmao. But seriously the controls/movement is really intuitive, and it's very easy to understand the game, also great art style. Probably the best submission I've played so far.

Great idea, don't have much to say that others haven't already pointed out so good job finishing and submitting this.

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Thank you for playing. I consider that to be a legit strategy since I don't think it works on the last 2 levels, at least I found it harder than the normal way if it is possible :p

I thought this game was pretty hilarious and fun. By dragging the mouse around aggressively I was able to defy gravity which made it even funnier, but then I got stuck under the main platform lmao. It kinda reminded me of goat simulator but with a rolling pin. If you are using unities rigidbody physics you should be able to constrain it on the Y-axis in the inspector, but depending on how the movement was scripted that might not work. Or you could make #RollingPinSimulator

Nice job overall, something about the graphics on the first level made it hard for me to keep track of the cookies but my eye sight isn't the greatest. The second level was pretty fun.

This is pretty impressive for 72 hours, well done. I can definitely see it being refined and expanded upon. For example on the transition between days, I would make it automatically pause like a dialogue window, and allow the player to click a button to continue. Then you can do all sorts of things there like assign randomly obtained gear to specific teammates for instance. 

Refreshing the page should fix that

Fun assortment of little games and some clever uses of the limitation. I like the art  style as well.

This is so fun. Very original concept, maybe inspired by super hexagon? Also aesthetically pleasing and the music/audio is pretty great.

Really enjoyable game, love the art style, character controls, and it has a good level of polish. My main problem is after a couple attempts I had the score up to 150k and didn't feel like anything was going to stop me so I just let it end. To solve this I think it could benefit by somehow adjusting difficulty to the player skill level. It could grow more difficult over time each run, and maybe if you reach a certain score then new stuff will be added to spice up the next run. This way anyone can get into it, but it also has something to offer the players who enjoy a good challenge, and gives them a reason to play a bit longer to see what they can unlock. I understand these changes were likely out of the scope of this jam, these are just some ideas that I think could improve the game from it's current state.

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Yea absolutely, a couple extra days would have made it much better, but I also could have utilized my time better. I pretty much spent a whole day making the boss song and didn't really have time to implement it properly, the boss will probably die far before the song is over so I wanted to have the song phases change with the boss phases, but also due to bugs I'm not sure anyone will even see the boss lmao. Thanks for checking my game out I'm glad you enjoy it. (I also am continuing work on this project and I believe I fixed all the major obvious bugs)

Yea there are some game breaking bugs unfortunately, even if you make it to the boss there is a chance it will glitch out. Someone else also had mentioned the German keyboard thing , If I kept working on this an input mapping system would definitely be added. Those doors are meant to be triggered by killing the 2 enemies in the hallway above the 4th checkpoint, but sometimes it doesnt work for some reason. Thank you for the feedback.

Great job! Didn't run into any problems, a fun and concise experience.

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Super fun game.I liked the level of difficulty there is a nice rhythm to it once you figure it out. I think my only problem is how random the power ups can be, maybe you could have some sort of system that checks if the same power up has spawned x amount of times, then it has to spawn a different power up, or you could check if it hasn't spawned a power up in x amount of seconds, then the next power up will be that one (or just force spawn one), maybe you would only apply this to the reversal powerup since it is the only one required to win. The game was very engaging also, I was determined to win, and so I did :)

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Super nice job, simple yet satisfying and feels complete. I made it to level 9, was suprised how difficult it got, but I enjoy a good challenge. I think there may be a little too much randomness in the later levels? For example sometimes it gives me the green stuff when I don't need it and other times I never see the green drop when I do need it. (I'm also guilty of this in my game lol)

This is awesome, really liked dialogue and the gameplay is simple but fun. I appreciate all the little  optional things you can interact with too. Great job especially as a solo developer.

Definitely if I were to expand on this game I would allow the player to rebind the controls

Thanks, yea I agree it didn't end up feeling very complete, I definitely over-scoped this project and pretty much only started making levels on the last 3 days.

Difficult platformers aren't for everyone I suppose, but some would argue that the challenge makes it fun. I used to speedrun a game called "I wanna be the boshy", which this game was partially inspired by, if that explains anything :P

These controls are pretty common in indie games that don't require you to have your hand on the mouse, especially metroidvanias (see hollow knight, another inspiration for this game), usually F is V though.

The red character follows the theme very well I think, not only in abilities (fireball, flame dash) but in their expression red is "heated" while blue is "chill". I could see the confusion with blue though, I was going for an "ice slide",  I tried to make his attack like an icy fist but I guess it just looks blue. .

I spent the first 6 days working on mechanics and at some point I had to stop myself and just start building out something playable even if it didn't make sense from a non-gameplay perspective, At one point in the last couple days I said to myself "I'm not thinking anymore I'm just developing", whatever that means lmao.  Appreciate the genuine feedback though, and now I have a much better idea of what is possible in 9 days.

This is great, definitely pretty frustrating and some mechanics are a bit difficult to discover but that's not necessarily a bad thing. The idea is also probably the closest to my game that I've seen so far, great minds think alike! Also the game title is missing the "L" on itch atm.

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Very fun, nice game!

This is really fun! As for feedback, it's not very clear when the player has taken damage if you aren't looking at your health bar (my second suggestion improves this also) an easy fix is to add a sound effect.

The second thing is to have the health/temperature bar attached to the player, right above the player. Since the focus of the game is in the middle of the screen, its a bit cumbersome to be looking back and forth between the progress bars and the player. 

I noticed you are using unity, if you aren't sure how to implement this it can be done by making a canvas, setting it to "World Space" and making it a child of the player, then you would just have to copy over your progress bars and reposition/resize them. You could maybe even remove the temperature bar, since the player sprite/controller also gives you this information.

Some of the art is also a bit hard for me to see but I love this game overall, you did a great job as a solo.

Cool idea! one problem is I don't think there is anything stopping you from just spamming Q and E to survive forever. Maybe you could restrict how often the player can switch colors and have some sort of recharge bar, this would force the player to make their button presses count.

Thanks! Yea something I did last minute introduced an unfortunate bug where the end boss has a chance disappear when you die anywhere in the game (you will know this bug has happened if the song changes when  you die). I will  be surprised if anyone sticks it out to kill the boss, but in my defense I did beat it once without encountering any bugs :P

This is beautiful, very visually pleasing and calming experience. I love it.

Nice job! I think a sound effect when you take damage would add a bit of clarity.

Great job, the art is clean

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Unexpected Consequences

Money = Power

Thanks! Yea I would agree I failed in trying to implement different difficulties. I was scrambling to make the different modes feel cohesive toward the end and kinda screwed up the balance in the process.  

Pretty good game. I appreciate the ambition to build a small open world, with different endings. Building a story is something that I haven't really attempted in my games.

Pretty nice given the conditions! Only problem I had is I thought it was broken at first because my impatient self kept hitting the play button over and over which cancels the game start sequence.

Wow! Really enjoyed this one, nice progression of complexity, and pretty original compared to most submissions I've tried.

https://itch.io/jam/paint-jam-2021/rate/1023243 I would have loved to include a WebGL build but I've never done one before,  I spent a few hours trying to resolve webGL errors and finally got it to build,  but it was pretty broken. Some audio effects weren't working, and there was very bad performance issues.

Interesting idea, nice job

Responsive player controls and it feels pretty complete. Gave me a nice little challenge.

Pretty fun and I can appreciate the type of humor. I think I spent the most time playing this one of all the submissions I tried so far.

Nice! Might be short but it's sweet.