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KryptoPixel

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A member registered Jul 09, 2021 · View creator page →

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What an endearing and funny little experience! It was almost like reading a children’s book with a wicked twist. Adding more chapters, and perhaps making the pig an actual detective to solve different cases in other scenarios would be a way of expanding and improving it post-jam, if you’re looking to keep working on it. Awesome job!

Very polished experience, especially for a game you submitted to (holy hell) 4 different jams. The art, sound and overall atmosphere is insanely well-done, and the gameplay is very appealing, especially the scissor mechanic. For a post-jam version, I would tweak the control scheme — click to move can work, but since the gameplay is so fast-paced, WASD (or at least allowing the player to hold the mouse button to move) would feel more natural.

Amazing art and mood, it feels like a nod to the Flash-era of indie gaming. The concept has potential as well, with some tweaking and improvement it could be a highly addicting arcade experience. Hopefully you’ll keep working on it post-jam!

What a charming title — that is, until you choose the first adventurer to “leave behind” and see it turning into a PUDDLE OF BLOOD. The art and sound contrast well with the dark nature of the game, which is simply devilish-ious!

If you’re looking to improve it post-jam, having a way to restart each level would be a welcome addition. Also, some collisions might need to be looked at, I got stuck on the arrows once, and often in certain corridors. Awesome job, congratulations! 

You somehow managed to strip down the autobattler mechanics to a simple, yet super engaging and fun experience, which is super impressive, especially for a jam! Hopefully you’ll keep working on the game after the jam, as with some minor improvements and polishing, it could be something great. As for feedback—I disagree with what others said about balancing. At first, I wouldn’t care too much about tweaking the numbers, as I believe that it’s better to gather A LOT of feedback before doing so. Focusing on the gameplay mechanics, UI and replayability elements (such as meta-progression, a high score page or leaderboards) would be more productive for this sort of game at the early stages of design and development. Congrats!

What a banger, great job! The art, atmosphere and story make for a very engaging experience — everything was very well put together.

If you’re looking to improve the game after the jam, I would make it a bit harder, which better matches the harsh reality and tough decision-making that the game is looking to convey. I got to Rome on my first try with no real effort. Admittedly, I made some, let’s say, morally questionable choices, but was never really punished for that (I did get a priest to be all judgy on me, but that didn’t stop me from getting to Rome). Perhaps having a post-game screen giving you a “morality score” (which is something we wanted to do for our game) or having multiple endings would fix that. For instance, you can be dethroned by your people for being a terrible leader, or never getting to be a king at all since people would refuse to support someone who ate his little brother’s arm or sacrificed a stranger for a couple of juicy steaks.

Super impressive entry, congratulations!

Thank you for playing and leaving feedback.
All the art and sound were created by the artist PiJaMar.

About the double jump, unfortunately, we finished development close to the deadline. At that point, it would have been too risky to change the mechanics, so we decided to focus only on fixing critical bugs that needed to be resolved before publishing. It definitely needs some good polishing. Thank you again!

Thank you very much for the feedback. The Art and Sound are PiJaMar's work.

Regarding the timer/countdown, you're absolutely right—a visual element in the final seconds would look great. If we return to this project after the jam, we’ll definitely work on that.

Just walking around and shooting monsters is quite satisfying, and the fruit mechanic has potential. In this current version, however, while eating fruits is definitely fun, it has a low impact on the outcome of each run. I was easily able to finish the game by mostly sitting in the middle of the stage, barely moving, and without eating any fruit. This is of course easily fixed by tweaking some numbers to increase monster spawn rate and overall difficulty. Also, it’d be great to not have to keep the mouse button pressed to shoot. There is a lot you can do with this prototype if you choose to keep working on it (and I hope that you do).

Rock solid platform movement, awesome cutscene, great art and animations, innovative mechanics and you even managed to add a freaking leaderboard?! Super impressive! As others pointed out, the main aspect of the game that needs attention is the difficulty spike.  The core mechanic translates to a less “natural” platformer movement control, so it takes a while for the player to internalize the physics. Polishing the collisions would also make the experience more fluid (the game would greatly benefit from a more forgiving “coyote jump”) — which is very important as this is clearly designed to be a speedrunner playground. Great job!

Superb gameplay! With a few tweaks and improvements to the UI, more content and juicy polishing, you could look into making it into a commercial title. I felt that limiting the slots in the first waves would help prevent people that are highly allergic to math from just giving up, as it can get a bit intimidating. Awesome work!

It’s amazing how much you accomplished with such a simple, straightforward mechanic. The sprites are amazing, and the mood and vibe are super pleasant, which is great for Idle RPGs. Adding meta-progression in a post-jam version would fit this one like a charm. I hope you keep working on it. Great work!

It would’ve been impressive enough to add a skill tree to a game jam entry—but somehow you managed to submit the game to TWO different game jams!

There is a lot of potential here, and once I figured out that I should match my attacks with the enemy colors (and avoid hitting them otherwise), the gameplay opened up to a highly dynamic experience. Skill trees may be intimidating to some players — so for a post-jam version I’d work on easing the player into this one. Great job!

You made it super satisfying to click to smash the bugs, and the art is very charming. For a post-jam version, as others pointed out, you might want to rework the hitboxes. It’s too easy to kill your own bees while it’s too difficult to hit the enemy bugs, which move faster and more chaotically. I would also recommend fleshing out the gameplay mechanics by adding, for instance, passive abilities (like a shield to your bees) and perhaps tower defense elements, like being able to place a carnivorous plant that attracts and eats enemy insects, or something that shoots against your enemies every few seconds. I just hope that’s not how you actually take care of your bees, it seems exhausting! 
Props on finding a cool and fun way to honor your father’s memory <3

I like the concept a lot and I’d love to try a more complete version with better performance. From my experience, the game will freeze after combat, am I missing something? Also, maybe due to the slow framerate, I felt like the treasure pickups should happen automatically, unless the time mechanic has some sort of payoff I’m not seeing. I hope you keep working on the game!

The core concept is super solid and potential-heavy, and the tongue-in-cheek art and sounds give the game an ultra charismatic vibe. I don’t have much feedback as I understand this is a short (and definitely sweet) game due to the free version restrictions and the nature of it being a jam title, but I’d definitely start with fleshing out the replayability aspect of the game. I hope you keep working on it!

The gameplay gave me Spore and Agar.io vibes! I like the whacky, simplistic art style and the BGM is super catchy. I feel like the game could use multiple enemies at once, perhaps items and/or a high score / leveling up system of some kind (basically anything that would add more depth or complexity to the gameplay) if you’re looking to work on it after the jam.

Oh no, it’s as if Balatro and Inscryption had a baby game, how could I not love this? The aesthetics, the atmosphere and the gameplay are top notch for a jam game. If you’re looking for feedback for a post-jam version, having the rules more clear for people not familiar with Fool would be welcome. I also agree with what others said, that the UI should be clearer — highlighting playable cards could even be something the player can enable/disable for immersion’s sake. Super impressive entry, please keep working on it!

The great part of you being very ambitious with your scope and concept is that you ended up with an invaluable proof of concept brimming with potential. Apart from what’s already been said (fixing bugs, tutorial, UI improvement), I’d say the initiative mechanic is unnecessary — the game is more than interesting without it, and it slows down the gameplay. I look forward to seeing the post-jam version, especially to try out the exploration part of the game. Congrats!

This one is definitely special — it left an enduring aftertaste of nonsensical amusement. I’m pretty sure that something happens once the blue area (Germany I guess) vanishes, but I experienced a game-breaking bug at the end of one of the Balls war stages, so I wasn’t able to complete it. Spoilers, please? 😛 As for feedback, sometimes it feels like the ball should jump but it doesn’t, perhaps it’s a collision issue. Also, even though I’m definitely all for tight, precise platform movement, I feel like the ball being bouncier would add to the craziness.

The idea is quite interesting, and the gameplay loop has a lot of potential. It took me a while to find out how to control the balloon and that I was able to aim with the mouse, and I wasn’t able to figure out exactly how to optimize crew management. If you are looking to improve it post-jam, those are the main points I’d focus on. Congratulations on the submission!

The fact that you managed to create and publish a complete title, with an intro, story, menu, cool art, music and sounds, and thoughtful level design in a game jam is super impressive! I like the coin / level select mechanic in particular.

If you plan on working on the game after the jam, I’d recommend experimenting with precise platform movement. In general, “slippery” physics will work better in tempo-heavy platformers, but this is more of a single-screen precision experience, which benefits greatly from tight controls. There are also some collision issues that, while perfectly understandable for a jam game, would definitely have to be corrected in a more polished rendition as they break the gameplay momentum. As one final nitpick, I would add arrow key movement controls, as some platformer players will simply not play a game without that layout. Congrats!

I understand the submission is more of a prototype (with a very high amount of content, but still); so, as asked, I’ll give you feedback on the idea. The gameplay loop is undoubtedly satisfying and engaging, and the multiple ideas you’re looking to implement have great potential. I would recommend focusing on a few core mechanics to publish a polished MVP for people to playtest and give further feedback. On a side note, I’m a big hater of slippery platform movement, but in this game it makes sense as it felt more like a quirk of the character I chose / had to play than a design choice hindrance. I’d still think of a way to eventually make the movement less slippery, with items, upgrades and such. TL;DR — the idea is solid, with loads of potential. I hope you come back to it after you’re done with your personal project.

I had a smile on my face the whole time I was playing this game, and it gave me a hefty amount of chuckles. The art is amazing; it perfectly suits the mood, and the palette/color selection is exquisite. The character design is simply flawless.

I think the game has huge potential, so I hope you decide to keep working on it! If you do, I think the game would greatly benefit from a more complete UI, perhaps giving a preview (or hint) of how much you’d lose/win with each choice, and some sort of way to track who you helped (categorizing requests in moral areas, for instance, could be a way to shortcut this to prevent or mitigate decision paralysis). I get why you didn’t do it, as it could give away too much, which totally makes sense in a shorter game. However, in a more fleshed-out version, it could be crucial to keep the decisions strategically impactful—especially if you choose to procedurally generate or randomize the characters/letters/etc., as others suggested. Great job

Thank you for playing and rating our game!

The gameplay is good.
I liked the tough choices. Well Done.

I was a bit confused at first and had to play twice to figure out who I was and how to defend/attack. After that, it became fun. I really liked the music and art style.

Maybe in the first fight, you could add a tutorial to teach the player the basics or give them a few hints about the gameplay.
Great job on the game!

A very polished game—it even has a tutorial!

Was this project already in development, or was it made entirely within the 10 days of the game jam? It’s really impressive.
It feels a lot like a finished product, already with fine-tuned details.
Art, music, gameplay—everything is great. Congratulations!

At first, I was a bit lost and didn’t understand, but then I read the hint on the game’s page. That made things clearer, and I was able to play until I won. I suggest adding hints like that directly in the game.

It’s a good game, and I see potential in it once there’s more variety in the choices, levels, and difficulty.
The way the controls work, using ASD, confused me a few times. I usually play games that use WASD, so when I pressed S, for example, it sometimes felt like I wanted to move one tile to the side instead of to the last tile.

I understand the type of bug you described; I’ll try to recreate it here. 

And thank you for the suggestion about the window mechanic!

Thank you for playing and rating our game!

The audio and visuals are masterpieces by PiJaMar, he deserves all the credit.

Regarding the ladder, we’re aware of the 'bug'; we just couldn’t fix it in time. When you overlap a ladder, you lose some platform movements, like jumping. Unfortunately, we didn’t have enough time to polish issues like that. That said, the overall experience wasn’t bad, and we managed to finish on time for the submission. In the past, something like this would have annoyed me so much that I’d have felt the need to fix it before working on everything else.  And probably missing the deadline. So yeah, I think we’ve made progress in that regard

And we’re so happy to see that we received one of the highest ratings.

Thanks again!

I love the concept, gameplay, art, sound and the insane amount of polish for a 10-day game jam. For me, the greatest strength of Orebits is that you managed to  design and implement mechanically and tactically engaging gameplay in an idle game. It gave me similar vibes to when you’re grinding a streamlined old school ARPG or MMORPG.

It also has a bunch of tough choices throughout the game, so it fits the theme. Props

The mood is on-point and the dialogues are devil-icious-ly funny. Also, you made a complete game with different endings, that’s a hell (pun very much intended) of an achievement for a jam! If you’re looking to keep working on the game, I would start with fixing the collisions as it would greatly improve the gameplay. A bug-free version of this game would be super appealing.

I would also recommend trying to keep the pixel density consistent in your art. For instance, you used bigger pixels for the background, and smaller pixels for the characters, which is something that pixel artists tend to avoid. While this is of course subjective and there are no hard and fast rules, the overall consensus is that, if you’re looking for a slicker, more polished retro look, having the same pixel density (or “pixel-size”) for all your sprites is preferred

All the sprites/illustrations in the game are PiJaMar's work. 

We are happy that you liked it.

Thank you for playing and leaving feedback!

Thank you for playing and leaving feedback!

Im happy that you enjoyed.

About the level time, unfortunately, we ran out of time for fine-tuning, but it was in our plans to better balance the game.

Indeed, even though saving people is the natural thing to do, in this crazy game, saving only people could cost you your own life. Tough choices.

Thank you for playing and leaving feedback!

The reference came naturally as we put the idea together, and it worked well.

As for the controls, they’re strange even for us; unfortunately, we didn’t have enough time to explore alternatives, though it was in our plans.

Thank you for playing and leaving feedback

Thank you for playing and leaving feedback—we really appreciate it!

Thank you playing our game!

We weren't sure if the difficulty would be well-balanced, as we finished the final tweaks right up against the deadline, so fine-tuning wasn't possible. As for the choices, I'm glad you enjoyed them! PiJaMar created them all.

Thank you for playing and for taking the time to explain the bug you encountered.

I can understand what you faced. I don't know exactly why it happened, but thank you for letting me know. I will look into it.