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Joshua8542

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A member registered Jun 14, 2020 · View creator page →

Recent community posts

Well done on this entry! The lighting techniques used inside the maze go a long way to creating an eerie and almost spooky feel. The maze is easy to explore but the way out isn't too obvious - it's definitely a challenge and the appearance of the enemies definitely keeps you on your toes! From a visual standpoint this is a fantastic entry and shows that you don't need something massively complicated to produce a good result.

I did have a couple of issues that were annoying though:

  • The controls are sometimes not very responsive - for example you can put a down/up input in and the character seemingly just ignores it and carries on the way they came. I found myself running into walls more often than I would have liked as a result.
  • The enemies appear at just the right intervals, but when they do appear they tend to get you stuck or jam you into a certain location, meaning the only solution is to reset the game. I never made it to the exit of the maze because of this, and losing my progress every time to a seemingly random spawn was disheartening.

A little bit of polish and balancing to this game is all that is needed to produce an engaging and fun experience. Congratulations on getting to this stage!

The controls are extremely finicky, which is unfortunate because the idea is there and there's the start of some good gameplay.

Just some general comments from my experience:

  • The same as some of the other commenters here - the controls didn't behave as I anticipated
  • Gravity is significant and jumps are short - the trouble with the perspective is that it's really hard to judge when to start the jump and I found myself getting frustrated with the game more than my own ability
  • The death sound is pretty repetitive - having a way to retry by hitting a key instead of a GUI button would have been nice too.

Overall, a good start that just needs a bit of cleanup on the controls front!

Fun game with a simple premise but challenging gameplay. :)

The only slight annoyance I had was that the enemies can spawn practically on top of you, meaning you pretty much instantly get slammed off the stage. I didn't find I could use the movement functionality all that often as I found myself surrounded by enemies too quickly - I ended up traversing the stage with gentle "slams" instead.

Good work!

Excellent work - the aesthetics of this game are fantastic and there's definitely a lot of drive to succeed. =)

I think all the other constructive criticism has been handled well by the other comments, so to not sound like a broken record - keep up the good work!

A good adaptation of an existing game - well done. It's a shame that some of the animations are quite lengthy without an option to skip, as they can get tiresome after a while.

This game is really, really, really tough. That's absolutely not a bad thing, because it's tough by design and not because of flaws in the platforming. Once you get over the inevitable sliding-about that comes with starting a new game, jumps are highly consistent and predictable and the walljumping mechanic is really smooth and works every single time - no annoying bugs where you get stuck or can't jump like you had intended.

The art style is brilliant and there's plenty of eye candy to take in. Well done to both the team members on a robust and, most importantly, fun to play entry!

Thanks for the feedback! The speed of the character is quite a common thing that people mention - I didn't get an opportunity to have people playtest so issues like this only really became apparent once the jam was over.  :)

I would have loved to have done more with the boss fight but unfortunately time was the enemy. Thanks for playing!

A lot of care and attention has been put into these minigames, well done! 
A few comments based on my experience:

  • Is the duck shooting minigame broken? The score didn't seem to increase despite seemingly hitting the ducks. Having a more obvious indicator for a successful hit, be that a sound or visual cue, would be helpful!
  • The mini golf game is executed really well but the control scheme isn't immediately obvious - it took a couple of attempts firing the ball the wrong way before realising what you're meant to do.
  • What constitutes a good job vs a bad job? A score threshold?

Overall a very nice looking game and fantastic quality given the time constraints - now all it needs is a little bit of polish. :) Well done

Thanks for the feedback!

Hi Newtown, Thanks for the feedback! Definitely some bugs to be fixed here, but it wouldn't be a game jam without them. :)

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Horrifically frustrating and annoying... until you re-read the description of the game and then suddenly it makes sense in the most brilliant way.

The idea is brilliant and there is a moody yet comedic tone throughout - it's very consistent. My only gripe is that jumps are very difficult to control, feeling very "floaty". Otherwise though a good entry - well done!

It's unfortunate that you weren't able to finish this game, because everything here looks and feels fantastic to play - the production quality is something I'd expect out of a multi-month project and not a two week endeavour!

Although perhaps not really a game, it's clear there's the beginnings of something really nice here, and your honest reflection on the jam as a whole is really what matters - it absolutely isn't wasted time and you've still showcased a lot of talent.

If you end up taking this concept further, I look forward to seeing it!

Thanks for the feedback - I absolutely agree that the time constraint came into play very quickly but all things considered, I'm happy with the state of the game so far.

Thanks for playing!

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Good point - there's two ways this can happen, either backtracking at the top of the sandbag lift (in theory the sandbag lift should lock you in the upper portion of the map but this isn't working). The other is simply dropping down before getting the toolbox. One of the gameplay issues that needs fixing, most likely just by dropping down the sandbag lift again.

Thanks Hoid, your game is pretty stellar too!

Thanks for your comment, screever. I hadn't heard of "The Hex" but I'll definitely check it out!

A very fun platformer! All of the basic elements are there - you have a goal, a purpose, and danger to prevent you from getting there.  Obviously you have a desire to win, because you don't want the droid to be destroyed!

A couple of issues I ran into - the fish-eye effect on the camera can be a little nauseating at times, and there was one instance where I got stuck on top of the lava and couldn't get back up - climbing against a wall helped.

The bounce pad is a good addition - does it increase your height based on how many times you fall on it/your initial height? It feels sometimes like you jump very high so an upper cap on that height would help retain control.

Well done on completing and submitting your game!

Awesome, thanks. I'll investigate the walljumping issue and maybe push out a fix post-jam.

The sound/lighting console game is absolutely my favourite minigame for this project, despite all it's bugs and quirks. Thank you! <3

Hey Ypash!

Thanks for the wonderful feedback - I really appreciate it and I'm glad you enjoyed the game. I'll address your comments one by one:

  • Walking felt slow/Floaty jumping - Yeah, I didn't really have a lot of time to tweak the "feel" of the game, probably as a result of overscoping everything else. The platforming in general in this game is not ideal and given more time would be something I would have overhauled completely.
  • Corridors in level 2 were bland - Scene decoration really came quite late - I absolutely agree that at points throughout the game the levels can feel a bit empty and unfinished. Something to improve upon for next time!
  • Wall jumping - This one is interesting because I think I fixed this. It's possible the physics material isn't applied in one of the levels or there's some other issue - do you remember where you were able to do this?
  • Boss boxes - Glad that it presented some sort of a challenge! I was worried about this being a little bit monotonous but increasing the fall speed of the boxes would be one way to ramp up the difficulty.

Thanks for playing - I'll check out your game soon!

I understand now - the camera is a little tricky to understand at first but that makes perfect sense now you say that. Thanks!

Nope, I haven't yet - but I'll definitely check it out!

Nice game, well done! The background music and the timer really gave a sense of urgency to this game and I found myself panicking as the timer got closer to zero! The game controls well, the jump/pick up keys feel odd at first but you get used to it fairly quickly.

I've noticed the lights that follow you around sometimes get blocked by phantom shadows, like there's an object you can't see. That's a very minor visual bug though, I'd say.

Well done!

Fun game with a good execution - the block physics are pretty cool!

The controls are very tricky to get used to, between the numbers, the keys for manipulating the character and the arrow keys for movement. A lot of the difficulty at the moment is coming from the complex controls as opposed to actual walls!

I had an issue with the player sprite disappearing from the bottom of the screen - not sure if that is intentional or if it was being masked by something else...

All in all a good concept inspired by a real world game show - just needs a little bit of fine tuning. Congratulations on your submission!

The idea is original but the controls are very finicky to work with - there also doesn't seem to be that much of a consequence to being "touched". Nice in principle but I don't know if it quite works yet. Hopefully something that can be improved with further development! :)

A hellishly difficult but  fun game! I can definitely see the art inspiration from Baba is You and other such games.

I found issues where the AI could get stuck between walls making them sitting ducks, as well as a very rare edge case where the daggers would just continually bounce perpendicular between two walls making a "ping" noise pretty much constantly. Perhaps a way to avoid that would be for the daggers to degrade/break after a certain number of hits?

All in all, really good work. It's a shame the web version is broken but that's game jams for you! Well done.

Firstly, the production quality of this game is amazing - everything feels really coherent and it all flows really nicely. For some reason I really got a kick out of a big red "UNACCEPTABLE" appearing when I made a mistake - nicely done. :)

The only thing I felt that was lacking was some audible feedback with movement - it felt like things were just "floating" without any sign of impact when hitting the floor, etc. Some footsteps or a jump/fall sound would have gone a long way :)

Anyway, don't mind me - I'm just going to go and entertain my overlords some more.

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https://joshua8542.itch.io/the-knowledge

Thanks for your interest and for playing!

Really fun game - a lot more detail and function packed in than immediately meets the eye. It was a little bit tricky at the beginning to figure out the item system, as it's not immediately obvious that the items then need to be used elsewhere in the game world (could I set the room on fire with the gasoline and burn the murderer?!)

All in all, excellent! Well done.