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Doug T

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A member registered Mar 14, 2021 · View creator page →

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Recent community posts

Thanks for choosing my music! The game looks great!

The trick is to never go on a hike with Maddy Thorson IRL

You are allowed to update your itch page as long as you don't change your game.
No one is going to try something that looks so sketchy. Re-name it, and put in a description, add some screen shots, change the theme on the game page to either put in a background, or change the colors to match your game.

The visuals look great! lots of juice!
I thought the controls were a little difficult with the space bar to switch between which shape. I wish the mouse wheel made you expand up and down, and the left and right click would make you wider and smaller.

Is the audio bugged? I wasn't able to hear anything. I am using firefox, but I also tried out the windows version.

I really enjoyed it! Could totally have more theme to the game (instead of abstract) but it matched the theme of this jam really well!

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Final Score is 3501!

This was fun and cute!
It took me a while to figure out that the different pieces of a toy could be adjusted. If I were to suggest one thing it would be to have an empty pattern that you fill in with parts instead of starting with an already done toy.

Wow! an amazing little game, I love the theme and tiles
Only bug I found was that my mouse wheel registered as mouse events.

Excellent color scheme, 

Stellar SFX

Relaxing Soundtrack (I would totally hire that guy)

Cute tiles and title character!

Awesome! Glad you enjoyed it!

I am part way through this game, and I gotta say I love the vibes, and its super awesome so far!

I just finished the boss in the pyramid and I know the jam is quickly coming to a close, so I wanted to give you some feedback before that.

I was super worried the first time I died and it said "game over" but it turns out I was just teleported to the start of the dungeon with no real loss in any items gained. So that was a big relief. Maybe it would be better to say something different? or nothing at all? really not sure on that one. 

I love the design of showing a boss move in a safer location with the mini-boss before having the player fight the boss. 

When you jump across holes, you really need a lot of precision to land on a single block. I like to stand all the way in the floor square, and one pixel down means instant death. it makes it difficult to fight the final boss jumping from one platform to another, and a slight misjudge means falling to your doom. 

 Another thing that would be a big quality of life improvement is de-spawning the boss's projectiles if I fall in a hole, or making me immune to taking damage for a short time after taking damage.  example: I didn't realize I could get the boomerang and make the boss fight super easy at first, so I wound up trying to jump around and corner it with my sword.  The following thing happened a lot: I would try to dodge the bone (I think it has a fairly big (too big?) hit-box, so it's scary) and wind up falling into the floor. I would get picked up and set right in front of the bone, and the bone would hit me, and push me right back into the floor.  Essentially taking 3 damage in a time span that I could do nothing about after the chain started, and feeling like I got one-shot by the boss.

A small thing is that whenever I fall into a hole while at one health, I would be put back on the floor again before blacking out. It would be nice to skip that step and loose my health first, do the check for health, and blackout to my last entrance instead of watching me get placed back on the floor only to die.

Maybe you're exhausted and tired, maybe these aren't easy things to fix, and all that is just fine These are some quality of life/ higher polish type changes. You already have a nice little gem here, so I am just hoping it gets as polished as possible. Also I may just not be that skilled at gaming, and I prefer an easier journey. I realize I wrote a wall here, but it's not because your game is rough, it's because its already great, and I am excited to see where it goes from here! 

I can't wait to play the rest of it later!

For anyone else looking for the spices, try in the bushes to the right.
Bushes need to be cleared away in order to harvest materials. So you start off with some spice and salt - enough to make a few pickles to ensure your survival, and then finding more materials from under the bushes suddenly becomes more important.

I would like to test your game, but I can't extract RAR files. Would you be able to upload a web or browser version?

I love this concept! 
I was always a healer in MMOs and I absolutely loved it.
This game feels a little too fast paced compared to what my nostalgia remembers. It was all about manna efficiency, and keeping up the HOTs, with the occasional shields and a well timed big burst of healing based on how well you knew the boss's attack pattern. 
I was too busy spam healing and button mashing to really notice the boss's attack patterns.

Anyway, I will check back on this in a few months to see if you change any balance or add more to it. 

I don't know why matching games feel like they need to swap. like it doesn't make any more sense than removing it. I guess it's become kind of a standard of the genera. But hey, No bugs and a great experience

Ok, so I like the game, I want to like the game, but you need to have checkpoints. This game isn't nearly as much about the platforming as it is the interesting enemies and making sure you don't get hit. I really like how the coins are actually useful during the game play.  I unfortunately had to quit after dying (probably near the end) and restarting a lot.  Citing "skill issue" is kind of insulting too.


Only technical issue I saw was that when i was on the lowest platforms, the UI for the rust bar was covering my character and the enemies and made it difficult to see.

Very large game, and very intensive on my old computer.
I wish I knew what my goals were, or what this game had to do with decay. I just caused a lot of property damage.

Ok, so I normally really don't like difficult platformer games. but for some reason this one was really captivating.

I played through the whole thing, probably falling to my death at least 100 times, but it wasn't a big deal and I wanted to keep going. 

I would love to see this idea expanded with more levels and interesting mechanics.

I am a little thematically confused, why am I spoiling food? and why is that a good thing that makes me money?

I loved it!
I really wish I could move them sideways though like other match games.

I also wish there was a goal of fruits that slowly increased per level. I got to 234 fruits sold and slowly watched all my money dwindle away. (extremely thematic in multiple levels)

Ooh no, I know!

My feedback style is to focus on some very specific actionable items to help you focus your efforts for further work or for the next thing.

I really hope I'm not discouraging. You are where everyone starts. A finished game IS a big deal!
There is no better way to improve as much as game jams. If you do 5 or 6 in a year, by the end of it you will be so much better than if you were to work on only one thing during that time. Jams let you have feedback, see what other people do, test out something, and develop your sense of how much time scope takes.
Each jam gets easier, because you have a history of things you've finished, and can hone your ideas and techniques.  The tools and techniques now verses 10 years ago has really improved in the indie dev scene.

You are at an exciting start!

I like the over-cooked style camera and gameplay. 


I think the conveyor belts move a bit too quick to catch up to any boxes, and the grabbing arms to the side is not intuitive. Maybe an animation to make the arms wiggle or something when you hit space would help.

Great narrative. The opening actually made me chuckle.  You have crafted an entire experience in such a short time!

I only have some small nitpick critiques. None of them really impacted the game. 

The Y-sorting of the trees (some trunks were on top of the trees in-front) 

If I hit "e" during a conversation, it registers as speaking again. The continue button hitbox was too small

The timer was a little stressful, and I feel like the game would be better without it.

I like the visuals, but I was very lost about what to do.  for whatever reason I felt the controls were rotated 90 degrees in the wrong direction.

Also it looked like you designed this game for a 4k monitor, and I don't have that, and I couldn't re-size the window. 

I realize after a while that wall-jumping was a thing. I have never liked wall jumping in any game, and was never able to successfully do it here either. I really love this vibe and game in general, but please make some sort of auto-wall jump option, or maybe some levels that allow for single jumps. 

if you work on this in the future, I imagine a race to a certain score would be a fun local  multiplayer game.

I love the art style, and the concept of needing to predict and grow your platforms!
This one needs more ratings. 

I was unable to get past level 2. Could you post a video of yourself doing the whole game so I can see the other levels you designed?

Great sound effects, but I feel like it should have some calm music.

I like the art style, and I think Godot is a good choice for this type of game.  Some good music (even royalty free stuff) would go a long way in this. I'm thinking some 80's rock or grunge or something.

Ok, a few big issues with this though. 

When going to the side I seem to be gaining speed even when bumping against a wall, thus holding right and then jumping makes me bounce off the wall to the left. This is infuriating when I am trying to jump up to the right. In fact, the whole player control system should probably be re-done to feel more responsive.
although I like the idea of building up momentum, and I think that would be really good in a platformer (almost like Sonic)
I see that this is your first game (on itch atleast) So I like to send this link to anyone new and wanting to make platformers. It is way too detailed, but it shows some things to think about with a player controller:

I liked the feel of moving around and changing speed.

I don't feel like there was any point to jumping? was there a purpose?

I wish there were a bunch more gems to collect in normal mode, but you just didn't have to collect them all

I got all the gems, but nothing happened.

the platforming was a little tricky. I liked the animations though

Zen game, Not sure it was made for this jam though. 

The timer was really stressful before I knew any rules

This is a really innovating!

It was really challenging and I am worried you overestimate people's ability to get through a basic tutorial.

I would love a story reason to be the way I am.

I really enjoyed the graphics and sound and menus/ UI

I wish the AI was more reactive to me, and it was really annoying to get stuck in a hallway without the ability to do anything. maybe a limited use item to help me in that situation would be great.

Extremely colorful. My kids vibed with it

I would like to have more sound effects feedback and somehthing to help me understand what is good/ bad and where my character is.
The text was very difficult to read, and I couldn't figure out how to change any options.

I really like the art, and general mood you made. The triggers on the traps are well timed too!

Would love to have had some music. The game was very slidy, would rather see more control over my character.
I thought it was strange that the spikes would kill me if I slid ever so slowly sideways towards them, even if they were facing up.

I share this link to anyone new to game design who is into tough platformers. It analyzes Celeste - one of the best challenging platformers out there. You probably know all about it, but just incase here it is: 

I would like to know where I am applying a force to, and maybe slow down the time scale a bunch so I could watch it flip around better.

Also, I really don't want to put the reflector on the demon core, and incite criticality!
Does the half life of the core come into play in this game?

Thanks for playing!
Ok, so some googling helped me, but I've never seen Rick and Morty.
The character was inspired by Dr. Demento, and the first sketch included his top hat.

I liked your map, and the controls for navigating it.
Controlling the group of cats was nice and easy. 

The game got stuck at the end of the dog's turn.
I'm not sure what the resources are (the mice?)

I would love some sound effects too.

Let me know if you update this, because I love the concept and would play it again in a more complete state.

Woah thanks! I didn't know about the scroll wheel.
I wanted to implement a click and drag the camera around function to prevent it from zooming out too much, but I wasn't able to get around to it. I plan to fix the selection bugs after the rating session.

I really like the competing priorities.
You might get a gnome who's power helps you change and stack the deck, but if you focus on that too much, and don't get enough points, you may not get to the next round!

I thought the next round requirements were a little steep, and the font size on the web build is kinda small. 

Excellent sound effects and music.
The art is cohesive

I love that you are using a mech, but for peaceful activities! The world needs more wholesome games that aren't all based on destruction and death.

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I like your character's personalities! Quite a long story for a jam entry, but you delivered a great game.
I can see you are mastering the JRPG genera.

The way the music matched the story beats was wonderful!

The UI looks great and intuitive, I especially like the way information is displayed on the character portraits.

I think I would like to see some animation of the player characters doing attacks instead of just the portraits, but you gotta pick the battles in a jam.

Thanks for the play and the advice!
The walls were actually paper too! -  just not a very large texture.