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Jyunaut

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A member registered Jan 12, 2020 · View creator page →

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Nice concept!  I appreciate how the first part of the game naturally shows you all of the game mechanics before the real game starts.  Throughout my playthrough, I noticed that stacking the snowballs felt pretty buggy most of the time so it was difficult to get the game started.  I also think that the monster moves a bit too fast for you to make decent progress.  Other than that, nice work!

I'm super happy that you enjoyed the game!

Yeah I was struggling to find time to really polish out the enemy idle and peek timers but I'm happy that it was balanced enough to not be too annoying.

Thank you for your feedback!

I'm glad you liked the game feel!  I put a lot of effort making the action stand out.

And yeah I give a lot of credit to the artist for Shiina and Sakana for learning how to segment their art for rigging in Spine.

Very cute game!  I liked the different mechanics as well.  The game probably would have benefited from some extra VFX and SFX to give it a bit more oomph.

But overall, nice job!

I really enjoyed the variety in the different characters!  The reload animations were simple but showed a ton of character as well.  Very nice work!

I also ended up getting stuckin one area because one snowman spawned next to me against a wall and i couldn't jump or escape because they weren't moving.  There was only one instance of it happening though.

This is a nice and polished idle game!  the art and animations were clean and the attack animation was hilarious.  I think the game would have benefitted from having the scaling a bit faster since the game started to drag on a little longer than I felt it should.  Overall, nice work and I especially loved the credits lmao.

The animation on the slot machine is pretty slick.  I think this has a pretty good foundation for a cool story-based/horror game.  Although, I wasn't quite sure what to do with the hairdryer and screwdriver.  Overall, I think the presentation was pretty spot on!

Once I got a hang of controlling my momentum, this game was pretty fun!  Since this game is pretty difficult at first, especially when trying to understand the controls, I feel that the game should have some sort of fast restart button or have a quicker transition from the lose screen so as to not make losing feel as punishing.  Also, unlocking a new character killed one of my runs due to the intense slow down which broke my flow.  Overall, nice work!

And the fact that this was made with no engine is super cool!

Like ImpTheArtist mentioned, the overall premise for a Phase-themed coffee shop does feel quite nice and cozy, but some UI issues and clarity for the player are probably the main factors holding it back.

I also noticed that the UI doesn't scale properly with the screen resolution.  In Unity, you can adjust the canvas scaling to scale based on screen size rather than a constant pixel size.  Hopefully this should solve some of your UI issues!

Most importantly, congrats on pulling through and finishing a game!

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The snowboarding controls were clean along with the IK leaning to really sell the feeling of riding a snowboard!  The music choice was fun to listen to as I was cruising down the hill as well.  I think adding some simple stuff to collect while riding down the hill would have made the game a lot more engaging though!  Nice work!

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The descriptions on how drunk you are were pretty funny.  I also liked how the beerdar highlighted red when you were heading closer to another.  It helped a ton!  But because it was so useful, I found myself staring at the top-right corner most of the time, so perhaps having some sort of indicator near the middle of the screen would be helpful.  Nice work!

Super cool!  I noticed that this game was inspired by Enter the Gungeon which I loved playing and this game did remind me of it.  For the gameplay, I think the enemy projectiles would benefit from being slightly slower but have more of them fire at once.  This may give the player a bit more time to react while still engaged in dodging so it feels less cheesy when you get hit.  I also loved the cutscene art and the epilogue at the end!  Nice work!

wow, it's insane how many systems you managed to implement in just 2 weeks.  the combat intro is pretty cool, but i found that the combat itself was too easy since you can one shot enemies.  overall, nice work!

super cool implementation of the light mechanic and the platforming was clean too.  nice!

thanks for playing!  the controls can definitely be improved.  the feedback is much appreciated!

ayy!  i really appreciate the feedback on the visual and audio indicators.  yeah the gifs were actually added after the game jam submissions closed since we found that the controls weren't explained too well in game!  so if we decide to expand on this game, we will definitely add them in the tutorial in some way.  perhaps on a tv screen or something haha.

Thank you  for playing! I hope you enjoyed it ;D

Nice work!  You guys got a lot done in such a short amount of time.  The overall pacing and progression felt pretty good.  I would have preferred to have more than one skill available early game since having the stick as the only option was a little tedious.  Great job!

Music slaps.  I don't really play pet simulator games ever since Neopets, but I can still appreciate the excellent work and polish put into this game. :>

Wow, super polished turn-based game that plays very well.  Nice work!

Oh man, I appreciate you leaving a comment regardless!  Thank you for giving it a try!

Super cool puzzle game.  Like a previous comment, it felt like solving a Rubik's cube, which is a cool take.

I'm glad you were able to complete the game!  And I'm happy you liked the art and sound haha

Thank you so much for playing!

I'm glad you enjoyed!

Ahhh I see.  So you would hold the mouse button, drag it in a direction and let go, all in one quick motion for each swipe.  Hopefully that helps!

Super charming game!  The voice acting was a nice touch to the overall experience.

Very neat physics cutting game!  It was simple, yet challenging.

Cool game!  The art and music was great and the platforming was challenging.

Thank you so much!  I'm glad the game felt good to play!

Aw, that's a shame that you couldn't get past the chaining.  What was the main reason?  Could we have communicated the controls better?

Thanks for leaving your feedback!

Short and sweet, loved it!  The boss fight was a welcome surprise and wasn't too cumbersome.  Nice work!

While the amount of actual content is small, the gameplay that was there was really satisfying to go through!  The sounds, character animation and feel was nice.  I think it would have been better to hide the health bars to reduce clutter since the objects get destroyed after a few hits anyways.

Nice going!

Cool game!  Once I got a hang of the controls, things started to make sense.  I would suggest to combine both the pick up and place drinks to a single keybind to make the controls more intuitive.

Loved the atmosphere of the game!  As mentioned in a previous comment, I do agree that the jump control feels a bit floaty.  To make it feel better, you can apply a bit more gravity on the fall state so it feels more snappy.

Cool concept!  I'm not sure if I misunderstood anything, but it seems that the reload button wasn't working, which made it difficult to go through levels since you also had to shoot the button to open the door.

Thank you so much for playing!  I'm really glad you enjoyed it ;D

I appreciate the feedback!  Communicating how the controls worked was probably one of the hardest parts of developing this game haha.

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Neat game!  Love the transition between realms.  The art style, while simple, really works well with this type of game.  Also love the small details you put for the lantern not working in certain places.  The transition does feel a little long though for times when you keep switching back and forth.  Good work, overall!

Oh man, same sentiments with the other comments.  Didn't really understand what was happening in the overworld, but the overall vibe of the combat was super cool.

For the combat controls, I think that the input layout would have been cleaner with just three spells (Q, W, E) since having to press the forth spell is a bit cumbersome.  Especially when you have to focus on dodging, it keeping your fingers in a consistent placement helps make the combat feel better.  And simply pressing to attack would be cleaner rather than having to select the enemy first.

The cube can be anything as long as you set your mind on it.  :)

Thanks for playing!  Much appreciated.