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Joll05

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A member registered Aug 15, 2018 · View creator page →

Creator of

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As others have mentioned the windows build doesn't work. I'm pretty sure this is because you've only included the exe file, but it needs the other files and folders as well for it to work.

This was a very good game. The gameplay, although simple, was quite addicting. The aesthetics (both the art and music) were excellent. Although the progression felt a little slow, as after the first couple drills you'd just be going back and forth from the mine doing the same thing every time. I also feel like the controls should be clarified in the game. I didn't really read the itch.io page before I played, and until I did I had no idea you could place blocks. But all in all great job guys, you should be proud of yourselves!

(side note, somewhat unrelated to the game: I loved how you styled the itch.io page)

If you'd had time to make a level showing off the mechanics I think this could have been great. I imagine the jump counter mechanic could be used for some interesting platforming. Perhaps it could even be used for some metroidvania-like progression where you have to get more jumps to reach places. But as it stands with just a tutorial level I can't really rate this very highly. Although the art is good, and the gameplay certainly has potential.

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I'm pretty sure you can submit in any format, but I'd personally recommend making a WebGL build. That way as many people as possible can play and rate your game, and it's also easier than having to download it.

Very cool interpretation of the theme! Unfortunately the game seems pretty buggy. I can't seem to jump very high at all off the ground, which I'm pretty sure makes levels 2 and 3 impossible.  The enemies also seem pretty buggy, and just jitter back and forth. So nice use of the theme, but the game is lacking in the other aspects.

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Cool game! Guiding the diamond with the mouse, whilst still trying not to get too close is a cool idea.  Unfortunately, it doesn't seem to work entirely as it's supposed to, as when I kept my mouse completely still the diamond just started shaking on top of the mouse.  The game was somewhat hard, but I think it's just hard enough that it doesn't feel frustrating to play, and still feels satisfying when you manage to complete a level.


As for possible improvements, it could of course do with some more levels and mechanics (although I obviously understand that you didn't have time to make more). It also feels like it could use some better visuals, as well as some more audio, for example music and more sound effects.

But overall, nice game!

I hadn't seen that game before (or at the very least I don't remember it), but you're right, it is very similar. I didn't mean to make a "clone" of that game, we both just had a similar idea.

Thank you! I do agree that it lacks feedback for finding the matching person. When I was planning I was hoping I would have an animation of them moving back and forth from the stage, as well as sound effects, but sadly I simply didn't have enough time to implement that. If I end up updating this game that is something I'll improve for sure.

And trust me, the offset stripe irritates me too.

Great! I'll remove the notice about that version.

That's great! What OS are you playing on?

After I hit play I see the quote and then come to a black screen (no music playing or anything).

Cool game. I like the "2D graphics as 3D objects" environment you made. Hiding Eggo behind a rock was a cool way to show it off. It took me a little while to get exactly how I was supposed to figure out who should be with who, but once I got it it became fairly easy. I think that could be bacause I didn't pay enough attention to the text boxes though.

Very cool game! I really liked the music. The controls were weird at first because I wanted to dodge attacks by moving away, but also wanted to shoot at them at the same time. That problem kinda disappeared when you got more friends though.

If you showed me this game out of context and told me to guess how long it had been in development I would probably guess a few months at least! The fact that you managed to make this in 2 days is incredible!

You could even say your development speed is unBEElieveable...
I'll see myself out.

That is pretty bad game design...

But I love it!

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The graphics and music were good, but it would be so much better if the buttons you needed to press were in a straight line. It's fine when the people were going quite slowly but when they sped up you could easily get confused and click the wrong key. Also, since there is no penalty for clicking when there is no person there you can just spam all the buttons and get a high score really easily.

Another thing that I noticed was that I wasn't able to look at the scenery very much because I had to concentrate on the roads most of the time. I don't know what you could do to fix this, but it's still worth pointing out.

Dynamedion provided all jammers with a free music library to use during the jam. Unfortunately you were only allowed to use it for the duration of the jam. The track I used was called Golf Cart Chase (I couldn't actually find a link to dynamedion, but this is the same track).

I am aware of a few bugs like that, but I didn't have time to fix them. I might have a go at them after the rating period though,

Cool concept! The level design was good and the music fit quite well, although it could do with some better graphics. The controls also felt inverted, and I often found myself pressing the opposite direcion to where I wanted to move. I felt like I wanted an undo button at times, but I think that that was mostly because I moved wrong a lot more than I would have if the controls were not inverted.

Cool game! It would be nice with some more different enemies because right now it's just the same, slightly different, room. Also, if you go through the final door and you haven't defeated all the enemies, this happens:

Cool idea! I wish there were more levels. The ability to restart without refreshing the page would also be great.

Nice game! You managed to do way more in 2 days than I could. In my first few attempts, I was not quite sure what to do, but when I got the hang of the mechanics it was really fun!

Thanks for playing!

I didn't have any time for playtesting the normal mode, which is why it is slow. I'm glad you enjoyed the creative mode though!

Thanks! That wasn't what I was aiming for but I'm glad you thought so!

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Thanks for your feedback!

You have some awesome ideas. I originally wanted a way to delete buildings but I wanted to spend more time on the other mechanics instead. I thought that if you didn't want them to make sound then you could just mute them.

Also, I'm not that good with audio. I noticed the flaw with sounds "stacking up" (there is probably a better term) but fixing it would mean spending time looking up how to fix it and possibly rewriting some of my scripts. Both of those take time I didn't want to spend.

I'm glad that you liked the concept. If I am ever gonna further develop this game I will make sure to take some of your suggestions into account.

Cool game! I couldn't come up with any feedback which wasn't said before, so here is a speedrun istead: 

It's a cool concept, but I think there are too few levels for it to be much fun.

Also, for me the mouse sensitivity was extremely high. Bcause of that it was very hard to aim.

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Cool game! The graphics and the music are really good!

I feel like it might be better if the gravity was a bit higher. It is nice being able to float to distant platforms, but it is also annoying having to wait a second for you to reach the platform when you're right above it.

Also, you can get stuck on the edges of platforms, but that has already been mentioned.

Thanks for the feedback!

Like I mentioned in another reply, I didn't have any time to playtest so the game is not very well balanced though. Glad you enjoyed it otherwise!

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Thanks for your feedback!

I didn't have time to add a tutorial in-game, which is why I put it in the game page description. If you didn't go there I understand your confusion.
I also didn't have any time for testing the normal mode either, which is why it was tedious. I'm glad you enjoyed the creative mode though!