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Jam Bell Games

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A member registered 35 days ago · View creator page →

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Thank you!

Regarding the enemies is something we agree but clearly we needed to do a little more (the reason why outlines are there on ships and asteroids is exactly this one), maybe some little lights could've been a good idea but it's good to know for the next time we do something like this.

And noted on the mirror rotation, maybe we could put it in the options as an accessibilty feature, together with mouse sensitivity, thanks for the input :D

Glad that you liked it!

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Sure, will try it right away!

Is it already uploaded or will you upload it after the voting period?

Good mirrored puzzle, I really liked the musics and the level design and I think the tab key to change the keys orientation was a really really good idea.

It's a little sad that the full screen was not working properly, but other than that, good job!

Nice puzzle game :D

The "jump to push" mechanic was interesting, since it opens up a series of problems by itself, although I would try to make it more consistent to avoid random mistakes due to the fact that an object get pushed or pushed too much.

Other than that the pacing is done really well and the game could be widened to create an interesting complex series of mechanics.

Well done!

Cool game! The simple art was nice and I liked the music.

Only two points to critic, the player get a little lost in the action and the game is a little too small even in full screen, scaling it up would've helped my eyesight :D

Other than that, good job!

Glad that you had fun!

Yeah, we thought about more enemies and different interactions with asteroids, but the time was limited and we already had to cut an almost implemented powerup system because otherwise we didn't have the time for tests and for bugfixing.

We will probably work some more on it, even though probably it will focus more on a desktop version instead of a web version.

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Nice experience, a soothing atmosphere and a take on the theme that not many followed, good job!
I love the message of us being shaped by the idea of others, and that what we consume changes what we become.

At the end I don't know if the reflection was supposed to stay there and bugged out or if it was intended for it to stay in the "ice", so I'll let the creator tell me if it was intended or not :D

Good concept!

The idea was pretty straightforward but the final result is really satisfying, well done!

Haha I did it! I finished it!

Really enjoyed the game and it is a solid puzzle game, like others said maybe level 10 was a little problematic with the real time shooting (and it was less puzzle-y and more luck of hitting it properly in mid-air), but otherwise no complains. It was enjoyable and it is expandable in a miriad of ways.

Only a small note / advice, I would differentiate graphically the walls that can reflect shots a little better, I could discern them after a while but sometimes I had to try because I was not entirely sure.

Also, the art was lovely and the music fit well with the aesthetics.
Good job!

My brain hurts!

Really really good concept! I'd like a tutorial or an explanation on how you developed it from the programming point of view, at the moment I can't figure out a clear way of how to recreate a game like this, something that happens really rarely during these jams. I guess you're using different viewports, and maybe it's because I didn't dab too much into the use of multiple viewports, so it seems really outlandish to me.

The puzzles seems to me that are conceptually straightforward, but the mirrors create a lot of depthness and moving through different mirrors (like the stage in which you go from the mirror below you to the mirror above you through a platform) adds extra confusion (in a good way).

Really really really good job. I wasn't able to finish it right away but I'll come back to it and try to finish it when I have some more time. :D

Really fun and solid game!

The bullet bouncing back and being able to hit you is definitely a good idea and something that made everything a lot more spicy and interesting than a standard bullet hell / reverse bullet hell, with more time and a little bit more development I could see it becoming a really nice fully fledged game, maybe with different arenas, a zoom out with slimes coming from different new directions and so on and so forth.

Well done!

Very well done!

I like the 3D neon-style and I really liked how each mecha had different ways of reflecting bullets (even though the sword seems like the one that is easier to manage, while the 4th mecha is a little hard to understand) even when in passive mode, and how it all combo'd together, good job!

Thank you for the feedback!

And yeah, we put down an outline on the ships but we clearly need something to make them stand out some more, expecially the small ones, maybe some little lights or something like that, but the time was what it was.

Good idea, it looks like we went a similar route!

Sadly, like others said, the controls were a little problematic and it was really difficult to predict the oncoming ships with the addition of the energy to control. I would move to a faster rotation of either the cannons or the mirrors.
Otherwise the skeleton is there for a good game. Well done!

Sadly I wasn't able to make it work

Strong submission here! 

I like the art style which reminds me a lot of Portal, for which I have only nice memories, the puzzles were well implemented and the sound design fit perfectly for the atmosphere, maybe I would've liked some sort of music (and maybe there is since I didn't complete all of the game yet) but it is normal if you didn't put any either by choice or by time constraints.

Well done!

Also, like others said there were problems with playing in browser, I didn't try in other browsers but with Chrome yeah, it gave problems, so I downloaded it and it worked fine.

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Sad that the game crashed at wave 6, but it is a really interesting concept. 

The mechanics are nice, I like all of the upgrade system of both the main character and the minions, a note, if I can, is that a glossary for what the upgrade does would've been nice, it's still not clear to me what "blood pressure" does, or what the teeth do as an upgrade.

Well done!

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Great concept and a proper take on the theme!

I had a lot of fun trying to take a higher score and the rythim was perfect. With the addition of a few different weapons and some sort of "story mode" and improvement system it could become a nice game to put on digital platforms to sell!

Oh don't talk to me about frame rate that breaks, I was busy all Sunday trying to prevent frame drops and I also broke the web version when I tried to use Rapier to improve them (and thus I dropped it in favour of the default engine for the web version, while the desktop ones kept it and thus have a slightly different behaviour for some collisions).

A little confusing in the beginning, I think it would've been better if you just put a shader over the "dead" characters and let them replay the moves, but during these jams the time is always tight.

I liked the puzzles and I think this is a really good entry, well done!

Nice game! I had a similar idea at the beginning of the jam, with some sort of Lemmings-style type of game ( "Memento Mori" is a perfect wildcard for that ) but then we took a totally different way.

Good idea also to put the level select since there is no "hard reset" of a level, in one level I just had too many clones active to be able to solve the level otherwise. Also I don't know if it is intended or not, but it made me laugh (therefore it was positive for me) that the clones did not always do the same stuff that the player did (I had one jump off a platform on which I jumped), I think it is tied to the fact that you probably register the input and maybe the framerate changes, instead of registering the positions of the clones, but the consequences were really funnier than expected.

It's a pity that the game lacks audio, but that is completely understandable due to time constraints, I have been there too, not enough time during these jams and the audio is always the last thing that anyone put in the game, so totally and absolutely understandable.

Really good and solid submission, well done!

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I really like the art style, and the puzzles all seems to be properly thought out, a really well done job, it must not have been easy to design all of the levels to keep a steady pace of difficulty!

A little note, on the controls, I would add a sort of "coyote time" when you're jumping off from a wall and you press in the opposite direction before jumping, instead of having the characters completely disconnect from the wall, I failed multiple jumps because of that since my brain is so used to other games that work in a similar way.

Strong submission, good job!

Thank you very much!

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Hahaha, well done! Glad that you liked the game, probably we will need to work a little more on the scaling of everything otherwise it becomes kinda impossible to lose (and thus a little boring,), but in general we're happy with the result. Thank you again for trying!

Ah the mineable asteroids could have been a really nice idea! Didn't think about that, and it would've been easy to implement too, thank you for the input!

And thanks for appreciating the game, we're trying a little bit more games right now since we're more free and leaving comments, let's hope to have some more feedback from the other jammers.

I really liked the puzzles and the voiceover is always a nice touch imho, also everyone like penguins!.

My only critique was on the lack of fullscreen, since I tried it a few days ago (and didn't have time to comment, sorry), but you already fixed it so good job!

Nice game, I like these games that focus on boss battles, the artstyle is good and with a few more animations and vfx it could become really interesting visually.

The gameplay, on the player side, I think would need a little bit more of work, maybe adding the possibility of different approaches would be nice, but I also understand that much of the complexity went in the differentiation of the bosses so good job! 

Cute game and nice idea with the locked door, I thought I had to go back to the beginning to count all of the candles, stars and books, but by the comments it seems it was easier than that!

I would try to improve the controls a little bit, it's kinda hard to get the timing right in a few places. Also maybe you noticed, maybe you not, but I think you forgot to normalize the diagonal input, at the moment if it moves diagonally the ghost is faster than just moving horizontally or vertically.

Thank you very much!

And yeah, we have to kick away the sound guy, he's too good for us, he put the others to shame :-D

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Nice use of the "echolocation" mechanic, good idea. As others said the controls need to be worked on a little bit, but otherwise really cool. Well done!

PS: and the 1-bit art was a perfect touch for this type of mechanic, nice thought :D

If I can put down my opinion about the two options, just an input:

1) doesn't necessarily have an extreme advantage for the first player, you have to take in account that the second one has the final saying in the movement of mirrors and of the players (but I think you already know that), even though the first has the advantage in the shooting phase. I also think that in this case an Initiative stat make sense because you can say that the advantage of the first player is offset by the disadvantage in having lower stats in other places, so...yeah...it is something that needs to be thought about properly, but I think it can be managed without longer battles.

2) I don't know if simultaneous play would improve the game, maybe more balanced in terms of turn order but would also move the game more in a "read your opponent" territory and less on the "solve a puzzle turn by turn" territory, which is absolutely fine but personally, as a fan of more euro-style board games, I would prefer the second "territory". 

Cute game! Needed a run to understand what I was supposed to do with the phase shift but after that it went smoothly.

Like Noskire said it is a little hard to lose clones if you stand still and keep shooting, I would try to address that in a future iteration.

Well done.

I'm baffled by how much stuff you were able to cram during the jam and having it all working without any issues (for what I could see at least :D ).

The feeling of a board game, like others said, is there, and the mechanics works well together and while it is difficult to take in account everything, it is also really rewarding. I can see it being developed both in a single and multiplayer competitive game with a little bit more polishing.

Only note, like other commenters said, I think is the coinflip that gets annoying after a while, maybe it could make sense to have some sort of Initiative stat that defines the turn order or just a single flip coin at the beginning of the round? Mostly to have the ability to plan ahead better.

Anyway really solid game for such a short time, well done!

Thank you a lot! 

Yeah, we decided for some more features but we just scrapped those due to time constraints, as is always the case for these jams :D

Thank you very much for playing :D

Thank you very much!

Yeah, we are kinda conscious of the performance issues but we didn't have the time and the experience to address them sadly. 

Happy that you enjoyed it!