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JeJuneCartoons

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A member registered Sep 28, 2021 · View creator page →

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Thank you! Id definitely like to expand the concept in the future.

Thank you very much!

Thanks!

Yea it’s not exactly optimized to a perfect extent. I mostly just keptt everything low poly and resolution. Could definitely improve it a bit for even the most potato of computers.

Thank you!

Thanks for playing!

Thanks for playing! Sorry to hear about the camera issues, Ill definitely give more control over the visuals post-jam.

Thank you for the kind words and for playing! I’ll def add some more camera settings and things post-jam in a quality of life update.

Thank you for playing! Definitely need some more settings and QOL changes post jam.

Really? I’ve never encounter this before. Was this on launch or did it happen mid game, before / after a boss?

I enjoyed this one a lot. Fun art style and characters on display. Nice vibe all around.

Fun entry, I like the visual design and core gameplay mechanic. Combat isn’t the most in depth in this demo but i could definitely see the class switching being a good base for a full game, maybe more puzzle like in nature. Enjoyable experience.

Interesting aesthetic, and character designs. Well made for a month.

Very interesting style. The intro is a bit camp but nothing wrong with that. Gameplay is fun, reminds me of cuphead plane sections and is equally enjoyable to get through. I like The visual design for the bosses.

Very good art and character designs, definitely a highlight. Instadeath isn’t the greatest feeling with how long it takes to get back into a fight with a boss. The combat is fine, and the theme implementation is pretty neat. I like the theming going on, I went with a similar idea of fighting of sins/vices but only got through 2 of them lol. Good job

Very fun game! Duck hunt controls is a classic and has been implemented very well. i really enjoyed the gameplay and the boss has been designed well with his movement and attack patterns. My only critique is the way that the player is damaged. I know it’s mentioned in the instructions but it just doesn’t come across as intuitive as seeing a player character getting hit. If you are gonna keep it as the different targets that need to be defended while also attacking the boss, I would try and incorporate that idea into the themeing of the game, maybe make them villages or just bases or something that Implies “Don’t let this thing get shot”. Otherwise I had a lot of fun with this and could definitely see it as a full release.

Interesting game. I like the aesthetic and character designs. I did like the mapping of attack and dodge being the same, but with its current implementation spamming spacebar is the simplest way to progress through the boss as you’ll automatically attack and dodge.

Fun entry! It feels really good to play, especially the weapons. The exchange theme has been implemented well, I like the hook mechanic for stealing weapons, I thought it would be cool if you could disarm enemies temporarily with it but even as is it’s fun. I could definitely see this game be expanded to a full release.

WOW this boss certainly has a presence. The scale of him and that initial jump into the stratosphere left quite an impression on me. The actual fight and attacks were good as well, I could definitely see the potential here for a full release. The players attack is interesting, I enjoy the projectile rather than melee approach. The movement feels like it would work well with a finalized environment, at the moment it’s just kind of running and dashing out of the way of the bosses attacks, but i see the idea of the wall running and getting vertical to fight being very interesting for a final version.

Thank you for the kind words and playing! I had noticed most games tend to upgrade the player but also increase enemy difficulty essentially negating the upgrade to bring challenge, so this was a fun experiment in a different method. I definitely have future plans for more content and some QOL features like tutorials after the jam.

Thank you for playing! Yea balancing is always a bit tricky. With all the moves that a player can enter a boss chamber with or without It lowered the difficulty over time for some of the more powerful moveset combos.

Very nice art and overall aesthetic. Love the character designs. The story premise is interesting, could definitively make for a compelling tale in a full release. Movement and shooting feel very good and polished.

Cool core mechanic, well implemented switching and supportive objects for making it useful. The base combat is a bit sluggish, and while i understand that the focus is on using the environmental objects to attack instead, the projectiles collide with other things very easily and so even if you set up an explosive perfectly the shot you make to set it off might not connect. Overall still enjoyable, could definitely see a full game of this, maybe more puzzle-like in it’s design.

Always love some big ole chompy plants. The rendering and visual design for the game is very nice. Love the plant. Attack patterns are interesting but a bit hard to avoid, even with the dash as you can still hit / walk into attacks easily after.

Fun art style and boss designs. Interesting core mechanic, definitely a challenge. It would be nice if a hit with the bow also replenished health and the sword just does more healing rather than being the only way to regain health. ATM firing at enemies is just asking to die quickly. Could definitely see this as a full game, maybe more turn based instead of real time, as it’s kind of hard to strategize attacks and health consecutively.

Interesting aesthetic, I like it. The combat is simple but fun, I like the effects for the attacks. The boss could be a bit more challenging with their movesets and attacks, atm I was able to just constantly blow them up and laser them. Definitely worth expanding, I think a full version could be enjoyable.

Camera could definitely use a bit of smoothing, its a bit jerky and sensitive atm. Otherwise I feel like the mechanics work well together and the general presentation could definitely fit for a full release. Reminds me of classic arcade schmups, but 3D which is neat.

Tight controls and combat. The primitives have been arranged very nicely for the environment and character designs, very cubist. Animations and boss patterns are very cool, but with how much health they have the fights can become a bit repetitive, even with the color matching mechanic, which is neat.

Fun little game. Very interesting perspective and control scheme combo, I don’t think I’ve ever seen aiming done like this but it works very well. Could definitely see it make for a good full release.

Very nice animation and artwork on display. The combat feels snappy movement is pretty tight. The first two fights felt a bit one sided, the character switching mechanic is cool but I couldn’t really tell any different gameplay wise. I have no frame of reference for how far I got on the third boss, or if I was damaging him at all. I would love to see this style continued though.

Fun! Interesting control scheme, curious as to the origin of the turning movement system, very different. I like the art and character designs.

Good penguins. I enjoy the models, character designs, and environments. The Movement is fine, but combat feels a bit stilted from the get-go. Upgrades and the exchange mechanic can shake up things a bit but a nicer way to combat bosses from the beginning might help. Overall well made, and could def see it’s potential.

I won’t harp on the camera too much as others have mentioned it but yea it definitely detracts from the experience. The aesthetic and character designs have a nice feel to them, very charming. I do like the concept of the character swaps and different moves that balance one another out. The tutorial was a bit tricky mostly cause it didn’t seem like some attacks were working or I was in the wrong character. Overall i think there’s a very good base game here it just needs to lock the mouse to the screen and have some camera settings and its probably almost ready for a full release.

Very fun bosses and overall! Idk if its the nature of being a web embed or the game but I was having a bit of trouble with the camera, often being challenging to aim. This made the bosses very difficult, so thank you for putting in the game jam cheaty settings, very useful indeed. I liked the movement and combat from the getgo, especially the somersault jump, real fun way of moving being just going up. The bosses have interesting designs and well made patterns. Some attacks feel a bit hard to dodge but there’s nothing wrong with a little challenge. The aesthetic and modeling of everything is very nice and well matched, very efficient usage of time for the exchange machine, i could imagine that taking forever to model. Overall a very fun experience, could definitely see it getting a full release with a bit more time cooking.

Thank you for playing and the kind words! I had a lot of fun working on it, and really tried to polish it up at the end so that the base experience allowed for an easy clean playthrough.

Very fun game. Love the art and character designs especially. Very challenging but an enjoyable experience nonetheless.

Fun game, interesting systems and design. Love the art, has a nice charm to it. The default / base balance is a bit challenging but I’m sure things get better as you change your upgrades.

Very solid entry. Interesting gimmic of the fake multiplayer companion, very well implemented with the dialogue system to replenish ammo and all that. I could never get any other weapons than the default one, not sure if intentional or not. Overall I had a good time, could definitely see this expanded to have a kind of campaign or story to it for a full release.

Thank you for playing and the compliments! I definitely have always been a fan of dynamic levels, especially for bosses. Makes the world feel alive.