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JJGamez64

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A member registered Oct 03, 2020 · View creator page →

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Oh no! Sorry to hear you're having trouble D:

Is the sound moving properly from your left and right sides? What does your character say when you try to dodge? And if it helps, you can block (down arrow key) at ANY time if you're worried your timing is gonna be off before pressing the Dodge key. Keep at it! The game is tuned to be approached with patience until you get the movement patterns down. 

Thank you for playing!

Thank you!

Cocky John is meant to be the Glass Joe of the game, the rest of the opponents require a TKO to beat and will have a much higher Stagger and HP threshold. The movement patterns also get faster and more complex with punch combos.

The varying volumes for the actors is the mature of getting the assets from so many different people, all that will be evened out in the final version. 

Any advice for the NVDA thing? Did you play on Desktop or Windows?

You can play it online here now! https://www.newgrounds.com/projects/games/6494693/preview

Try it now!

As of 3/3/2025, the game is now in a playable state that includes the first fight of the game! If you've played this already I encourage y'all to try it again, and the game's Itch Page now includes a link to play it in the Web Browser if you can't Download the game. Thank You!

Disclaimer: As of 2/28 this is just a placeholder testing build uploaded to meet the deadline. The game in this current state is unplayable.

In this game you play as a mysterious new fighter entering the International Boxing League. What sets this fighter apart is that they have total blindness.

You play as Sam Shadow. Use your sense of hearing to learn the opponent's movement patterns and dodge the punches until you can counter attack.

This game is played using the arrow keys. Headphones or a stereo-speaker setup is required to properly play the game. 

I wanted to implement something like that in the same way I had the down arrow over the staircase to show the players where the stairs are once, but having that pop up for just the *first* time the players repair was something I didn't have enough time for unfortunately.


At the very least, how to hammer nails is visually represented in the Controls screen

Just got to play this with a group, really cool concept to get going in 10 days! I enjoy city builder-adjacent games and a multiplayer version of it seems so rad! 

Sir I'm fairly certain you did not produce the edit to this KSI song.

The presentation of menus is nice but two of the three characters don't really function at all. Also who did the music? It says in the description you just did the art. I'm also confused by the characters and their attack animations to fix the bridge when there are no enemies to fight. Did you plan on having enemies to fight?

I really like the creative concept of the game, but I gotta ask. How much of this art is actually yours? It's clear from the inconsistency of the art style of the assets that this they came from different sources. You should at least credit the artists. 

Matches the theme perfectly! I like the little characters and the nautical theme ;)

Unfortunately I am too dumb for the puzzle lol 

Cute game!

Unfortunately we couldn't figure out how to buy stuff at the shop, as there was no tutorial. Cool intro though! 

Not bad if the description is true! I do wish there was more distinction in the credits as to who did what.
As for feedback, it's unclear how to get more gold, it seems like we just gotta sit there and watch it all burn down while the gold recovers.  
Also some more visual feedback or maybe a progress bar would do a lot for the feel of fixing stuff.

Very unique idea! Had fun with it :) Impressive for a young fella.

5 Stars in everything but Audio. My wife and I had a blast playing this and would totally buy it retail!

Ahhh darn. Yeah implementing multiplayer made it much harder to optimize 😬

Thank you for the kind words! As far as the wall jump goes, I spent most of one of the days trying to figure out how to make my own wall jump behavior since I could not STAND how loose and slippery the built-in one was, even after adjusting the values. And because I only had time to make 4 levels, the player never gets to use the precision the "Wall Hold" state provides to the player.

Unfortunately, the stickyness to the wall ended up being a necessary evil in order for it to function in a usable and (mostly) bug free way. I do plan on refining how it works as I learn how to use the engine better and have already squashed most of the bugs present in this submission thanks to some tutoring on the engine! 

Hope to impress more in the future ;)

I think you misread that sentence, though I can see how since my sentences kinda run on sometimes lol. I didn't say the music wasn't from you

It's just heckin dusty in there and he's goin ACHOOOO to blow them away

Alex is streaming on Youtube now and I'm not sure where else to get a hold of y'all. You guys on Discord?

From what I've seen, I'm about to give you the most *objective* review. No one else seemed to notice everything but the music and programming was from asset packs, which really sucks because it'll probably skew the ratings.
But anyhow, you definitely used these assets very well and know how to craft a very nice-looking game world. I don't know if the camera switching to the speaker during dialog was your doing, but if it was you have such an awesome mastery of professional presentation. 
I fear, though, that just like me you ran out of time to tune the platforming to where you'd like it. All of the platforming seems to be the built-in behaviors and it felt really slippery and not very responsive or satisfying. And seeing how well you put everything else together, I'm giving the benefit of the doubt that this is just because you ran out of time. And as for the combat, it chains well, but just doesn't have that juice to feel satisfying to me. 
I would bet if you managed to get yourself a team of talented people you'd be able to make the next indie hit, keep it up!

Get with LevelUpWithAlex too on Discord, he wanted to review your game on a YouTube stream but pointed out the GD thing.

Hey heads up your Jam submission won't count if it's not on the GD Games website

Hey heads up your Jam submission won't count if it's not on the GD Games website. 

Your criticism of the boss echoes my own. It is very valid. And it comes down to a few factors with the main one being I quickly put this boss fight together within THREE minutes of the Submission deadline lol. Other than the music ramping up, there was meant to be some truly special and hype moments in this boss fight, but alas it didn't happen that way. 

And as for the enemies being hard to see, this was due to a bug caused by how I spawn the Doubt enemies with varied sets of eyes, which is a separate object. I did it in a rather crude way that fell apart when spawning them during gameplay instead of them already being placed in the scene, which caused them to spawn without faces when the boss summoned them. 
I appreciate the kind words in the post, I love getting focused reviews like this!  Makes the game feel like it was worth the time to be written about :)

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While part of the levels had to do with running out of time to make them, and parts that would make them more interesting such as spikes (such a basic building block of precision platforming games) and a turret-like enemy, level design is absolutely my number-one weakness in game design. I can IMPROVE and REFINE a level concept or an already-made level. But drafting/creating them just doesn't happen for me in my brain lol.
I appreciate this high praise btw! Means a ton! Couldn't have gotten these results without such a passionate team. 

Amazing concept! It was really cool experimenting and seeing all the different combinations of spells in the game. I struggled with looking at my spell resources and avoiding the rift enemy projectiles at the same time so I kept dying, especially with the low health of the character. 

It's mostly a me problem, but maybe .5 timescale when the first part of the spell is selected to help with accessibility? Either way, can't wait to see what you do next! 

Really cool bunch of systems you got going on here! Classes, upgrades, gambling, etc. Although I should say as a right-handed WASD gamer reaching my left arm over to the arrow keys caused me physical pain lol

Cool idea for the theme of the jam! Love the visual of the scale to keep track of how the interrogation is going and the art is great too! This is just a me issue, but I'm a bit of an impatient reader and wish the progression/skipping to fully typed out text was more responsive. 

Man you are one freaking talented 14 year old! You absolutely nail the atmosphere and presentation, and the bits of attention to detail too. I truly envy how far you're gonna go in your future endeavors. 

Hmm, thank you for letting me know! I'll def look into it.

I think the randomness is fine, makes it so that you need to think strategically when placing objects to work better at any size. Unfortunately  I feel that I didn't have as much control over fine placement of the objects and it ended up being frustrating. This was a really cool concept though! 

What kinda bug did you encounter?

I love the atmosphere and environment in this game! The sound design is pretty crispy too. However, I do wish that the character either had more stamina or we had more time to put out fires. I was almost done with the game and lost to a fire despite dropping everything to get the extinguisher and put it out >:( 

Whoa! Super cool gameplay. I do wish that timer was a little longer though!

Great game! The presentation and voice acting is TOP NOTCH. Having three weapon types to chose from was super cool too. I will say however, the gameplay would have largely benefitted from more juice. Keep up the great work!