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JediMatt

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A member registered Oct 29, 2023 · View creator page →

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Thank you! I'll keep that in mind.

Thank you! The pacman idea sounds fun too but yeah pathfinding is always difficult for me and I can imagine how long it'd take to make pacman style pathfinding.

This has a really funny concept that works well. It took me about 3 minutes to find the last tourist though. I like how satisfying throwing the coconuts is.

This matches the theme extremely well! I barely made it to enemy 6 because this really felt like I was playing a level 1 slime, which was fun! I don't have much to say about any critiques but maybe adding more abilities when the slime defeats a knight would be fun instead of just healing.

This has a fun concept for sure. I like how there are spots with no light so it feels more like a dark night and it makes it more of a challenge to find the humans. The problem I encountered was that I could not find anyone for the first half of the run, and I'm not sure if that's intentional.

Thank you! I appreciate the feedback.

All around really fun and well designed! The only thing that I would change is the ratio between how much damage is needed to destroy a ship vs the amount gems heal you; it may be more satisfying if gems healed slightly more, since I had trouble consistently picking them up every time. This is a greatly impressive game for 3 hours! (my high score was 11)

I completed every level first try, but the pacing was good and there were some close calls. I think possibly adding more levels that continue to get more difficult would be good for the game, because that would make it more fun for players with any level of experience.

This has a very interesting concept and I can absolutely see myself playing this game with a friend, although I can't at the moment. I like the take on the theme but it could have been emphasized more. I think with more time and possibly more mechanics or features this game would be even better, and right now the main thing it is missing is more content/mechanics. Maybe there could be an option for more than 2 people, or the map could have a moving obstacle or something like that. 

It took me a few seconds to realize how to complete each level, but after that the game's pacing was well done and was fun to play. I think adding the new projectiles/obstacles every level made the game less repetitive and more interesting. I sometimes was not sure if I passed a level because there was a delay to get to the next level a couple times, so my feedback would be to make the level completing process more consistent and to possibly add more levels. This was a great game especially in a short time!

Thanks for the feedback and for playing our game! I'll keep this in mind and fix the camera/yoyo functions soon. Also, the ghost (green) enemies do 3 damage, and the bat (purple) enemies do 1 damage but have 3 fireballs.

Thanks for playing and for the feedback! These are all helpful suggestions that will probably be added soon. Also if anyone is wondering for future reference, the yoyo rewind feature had a cooldown but I didn't make UI for it or explain, and the upgrade for reducing the cooldown is regarding that; sorry for the confusion. Thanks again for the extensive feedback.

Thanks for playing and for the feedback! I'll keep that in mind when updating the game; I definitely agree that those are some of the main problems so far with the game.

I'm not usually a fan of games with waiting as a mechanic but this game changed my mind; it was very fun! The  immersion into the world of project needle was definitely well done, and it was satisfying to level up each upgrade even though there were timers. Great job!

The graphics are my favorite aspect of this game. I could tell there was a lot to the gameplay but for some reason I could not get the jump/double jump to work so I kept getting stuck; although there is most likely something I'm not understanding, my experience with this game was that it was fun but unfortunate that the jump did not work most of the time. I especially thought the minion mechanic was a fun take on the theme. This game has a lot of potential, great job!

I was hoping to decide on the game idea after the theme is announced, so I haven't really thought about the art style yet. I think once we find out the theme we can make an idea that works with your preferred art style as well as what I can make.  Also, my discord is super.jedi I think it'd be easier to make a plan there if that's okay. (Thanks for wanting to work together) :)

Hello, I'm a game developer that uses unity, and although this would be my first jam, I am interested in joining. I'm extremely bad at 3d art, but I usually make 3d games, so if you would like to team up that would be great. I'm a solo dev so I don't have a team but I'm open to forming one. Have a great day.