Skip to main content

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

justinpeeney

22
Posts
2
Followers
2
Following
A member registered May 14, 2023 · View creator page →

Creator of

Recent community posts

That seems to be a consensus on the controls lol. Thanks for playing!

Great job for first time using Godot and under the time limit! The style of the game is really great - the way the screen zooms and darkens when there's a bird overhead is pretty scary! The mouse not being captured in the window made looking around a little awkward, and it's a little hard to tell where the landscape ends, but overall I still think this is in a good state for a game jam. I was able to find 6/8 of the eggs. If you update in the future, I would recommend a sprint with limited stamina and a cooldown so you have more of a chance to escape the birds, or maybe a size changing power-up to expand on the theme! Anyway, well done, I enjoyed playing this little demo :)

Incredible concept and execution! Changing the size and position of the window is such a cool take on the theme - moving the window to collect the clocks was exciting! Would love to see this game expand - maybe enemies that stay in place like the clocks? I like that you could still make it to the goal even if it was outside of the window. I think my time was like 1:54. Only criticism is that the restart button took you all the way back to level 1 instead of the current level. Loved it overall, well done!

Thanks for playing and for the feedback! Yeah, I guess I forgot to put that both players need to touch the goal to move on... I'll add it to the description at least.

Amazing game that fits the theme well! For some reason, as the game continued, I got weird performance issues and the WASD controls seemed to reverse...? I was able to get through the perspective box level before it became unplayable, even after level and game reloads. Might be a problem with my laptop, but it's a shame, because this game is so creative and well-designed - the perspective boxes were my favorite, and I want to play more!

Thanks for playing!

I really like the concept, but there are some problems that make this tough to play. The collision is a little janky, and the game seems to crash if you get trapped between a movable object and a ceiling. There's no way to reset the level if you accidentally drag something offscreen or fall in a pit. Other than that, I might recommend setting limits for how big/small you can scale the objects. Despite these problems, I still enjoyed playing your game!

The jump scaling with size makes for really fun platforming! I loved changing size midair to perform jumps. The levels I liked the most involved using all the different sizes, not just switching between biggest and smallest. Outside of the jam, the concept has potential for more. Great little game :)

Thanks for playing!

I love the simplicity of stacking scalable items, but the scale values and scale gauge add a lot of depth to the gameplay! I was able to beat the first 2 levels. Only criticism is that the mouse controls for rotating the objects felt a little unresponsive, and buttons to move the object closer/further away from the camera after picking it up would allow for more precise placement of objects and better vision. Fortunately, I didn't have performance issues like the other comments. Overall, super fun and polished game - love that there is even a sandbox mode included! Well done :)

Cool little demo! The ray gun mechanic with the scaling blocks has a lot of potential and is really fun. However, the character feels a little sluggish to control, and automatic restart when falling into the pit would be nice - I closed the game and restarted it before I realized I could just press R.

Congratulations on your first Unity project and jam submission! I like the idea and adherence to the theme. The controls feel a little slippery, so I kept falling, but it wasn't too punishing and I was able to finish the game. I think the biggest thing your game needs is feedback. Although I read the instructions, I forgot what the colors meant once I started the game, and it was hard to tell if I successfully pressed a button or what it did.  Some iconography on the buttons, text pop-ups, or sound effects could go a long way!

Finished the game and I loved it! Good amount of content for a jam with potential for more. The controls felt pretty natural, and manipulating the objects was really fun - reminded me of Ultrahand from Zelda TOTK, with the added ability of scaling. Everything moves very smoothly - I especially like the robot's animation. The puzzle design is overall really good, and the "secret areas" were a nice touch. Great job overall! Only complaint is that in one of the later levels, there's a hole in the wall to the left with a never-ending pit... luckily there's a restart level button XD

The risk/reward system of the buffs is really interesting, and fits the scaling theme nicely. I would've liked to see the level and score when I got a game over for more of a sense of progress - I got a few levels in, but I wasn't looking at the number at the bottom when I was dodging bullets. Some enemies and buffs could use some balancing, but overall this is great for being made within the deadline. Overall fun and exciting game! 

Thanks for playing and for the feedback!

Thanks for playing and for the feedback! Yeah, I struggled to make good keyboard controls. Even if P2 got the arrow keys, they still would need a different jump button somewhere. Wish I could update that but it’s the best I came up with in the time limit :)

Thanks for playing and for the feedback!

Thank you!

Giving the player more control over role swapping would be better, I agree. Thanks so much for playing and for the feedback!

I agree that the timer can actually unfortunately slow things down, rather than speed things up as I intended. Perhaps allowing the player to switch any time, but still having the time/block limit on building would be better. Thanks for playing and for the feedback!

Wow, what an incredible submission! The depth of mechanics and number and quality of levels is amazing for a game jam. I see you've already gotten some constructive criticism, so here are some nitpicks that others didn't mention. 

I don't know if this would "give away" the puzzle, but it would be clearer if the platforms/lasers were color coordinated with the buttons that activated them. Also, a laser or something to kill you below the yellow button in the last level would make it clear that you weren't supposed to go down there - I got stuck there for a while before realizing I could restart. 

Again, these are nitpicks - I had a blast playing this! Perfect for the theme, super fun game!

What an interesting way to control a character! The differences in terrain within the computer screen and the addition of the little pellets made for interesting gameplay with only small changes. The collision was a little glitchy sometimes, but given the time constraints and a restart level button, this is just a nitpick. Great submission!