Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

JimmyHF

16
Posts
A member registered Oct 31, 2020 · View creator page →

Creator of

Recent community posts

didn't run very well on my pc but what I played of it was very fun

prob my fav out of all the games, feels very snappy and the nail launch is satisfying when it works

a little tricky to get the hang of but the main mechanic is really sick

The mechanics were fun and the level design was solid. Music restarting after every level was annoying, and could've been avoided by keeping levels in the same scene.

Hmm. I felt like most of my time was spent creating the world instead of programming neat gameplay mechanics (maybe that just means my workflow is incredibly out of whack). 

Also, this didn't affect the rating at all, but the name doesn't really fit such an adorable game.

This game is very pretty, fun, and a joy to my ears. All I want now is some sound effects for picking up collectibles, and more gameplay styles. Great job!

Everyone else is already praising this game (well-deserved, it's great and almost certainly one of the best-made games of the jam), so I'm just going to list my complaints and suggestions so y'all can make it better moving forward.

The controls are a bit stiff. I'd recommend adding some acceleration and deceleration to make the character feel natural (or if there already is some, tweak the numbers a bit). More fleshed out animations and sound-effects would help tremendously as well.

The blur effects on sword swings are nice, and I think adding an after-image to the dash would pair nicely with the other effects. Speaking of the dash, I think it's a shame that if you're swinging your sword and try to dash in the opposite direction, you dash forward instead. I'd like the ability to swing your sword and then dash backwards to avoid an enemy attack.

As for the enemies, I'll cover both. The skeletons honestly should not get staggered by every attack. For an introductory level of a full game it's reasonable to have easy enemies, but as the only basic enemies in this game, they're incredibly boring to fight. The boss is much better, though the arena detracts from the fight. The boss design seems like it would fit better in a flat arena, or one with a single platform.

Other random suggestions include a diagonal dash, dashing through enemies, and cancelling attacks with dashes. Honestly I just really love the dash: it makes this game stand out so much more than the other side-scrollers in this jam, and if paired with some more difficult enemies, this could become something really special. Props.

Assuming they are original, the art and music are very commendable. The gameplay is passable, though nothing about it stands out, and I'm not a fan of the character's floatiness. Said floatiness could've been remedied by the level design, but the platform layout really didn't mesh with the character's jump height, leading to a somewhat dull experience.

While Tobor is admittedly adorable, nothing about this game really stands out. The enemies and collectibles don't really fit with the player character, and the gameplay and music is forgettable at best. However, whoever made Tobor is a great artist, and the level design isn't too bad, so with some time to add cute animations, thematic cohesion, and relevant mechanics, you guys could make something very fun.

Despite the grating sound, this is probably the most fun game I've played in the jam, with solid UI, well-thought out lore, and replay-value. I would probably ditch the story considering the style of game, though it doesn't hurt to have and some may appreciate it.

The art and ideas are pretty good, with some fun strategy to be had. I'll admit it's not that engaging, but random generation adds to the replay value. If you'd like to continue working on this, I'd suggest that the battles have some sort of Paper Mario-style action commands to keep the player engaged and reduce the luck a little bit. Also, considering that elements don't carry over to the next screen, I don't really see a reason to offer duplicate choices to the player, though I may have missed something.

The art and music is phenomenal; the controls and gameplay are a little clunky, but still respectable for a game jam game.

The art and music is phenomenal; the controls and gameplay are a little clunky, but still respectable for a game jam game.

Using assets is fine, especially considering this is a game jam game, but it was a little disappointing to find out that nearly all of the interesting features and mechanics of this game were from a pre-existing engine. The game itself is pretty spooky, but the lack of meaningful payoff was disappointing.

darn, I forgot to reset the mines location, so it just teleports you to the latter half instead :/ not sure the score can go any lower though, so it's not really an issue