i really enjoyed the simplicity of it, but i do wish it was more fleshed out in level design. still though, i think it's quite a cool little game.
LeafLight Studios
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awesome suika-like!!! super simple and easy to pick up, very unique take on an oversaturated genre, it feels very fun. the physics on the balls was a little weird to me at some points where the sheer might of friction was able to hold up a massive stack out of nowhere, but aside from that it basically functioned as i expected and was very fun. i do wonder what the most optimal score is, and i may just have to try and get it.
it's a very simple and well executed idea except for the inconsistent speed. it feels like it makes the game harder on an unfair basis, and it feels like it's bs when you don't fly as far as expected. if there was some sort of indicator that the different parts of the tower had different speeds and that knowledge was available to the player through like a simple texture or something i think it would be a much better game. guess i'll have to see how recoiler 2 turns out.
i'm impressed you got a first person shooter to run nice enough in a web build! i was unable to for mine lol. one thing was that i immediately ran forward at the beginning and was able to fall out of the map so an invisible wall or kill barrier would probably be a good thing to have to stop that, but i figured out that i was meant to just turn around and go investigate the very obvious tower and i had a blast. i wish there was more options for how to attack the monsters, and i do wish they had more interesting attacking behavior but overall it was a pretty cool game.
although its a really simple mechanic, it lends itself will to this game and works extremely well. i didn't fill up every level's potion or find even a single secret i think, but i still enjoyed it a lot and i think it's good that it allows for skilled players to have a harder goal they can complete. also congrats on getting controller support, i didnt figure it out in time for my game. my main critique is that dying or resetting does take kind of a while and it would feel better if that went faster, but it's really no big deal.
this game is really cool, i love the artstyle, the little details such as the magnifying glass in the book, it all ties together to make a really cool and appealing game. now i'll admit it's not exactly for me, the whole making things for a customer thing, but i think its simply proof of you games quality that i still enjoyed it nonetheless. well done, awesome atmosphere and cool game.
so the spellcasting system is something i really like, i love seeing experimental stuff like this and that will always be cool to me. my main suggestions are two things: first of all, although having a limited resource to cast spells normally makes sense, i do think it would make sense in this case to not have a resource limit as the ability to cast spells is dependent on the completion of a minigame basically and thats enough already to limit the player, so adding an extra cost with the philosophers stones isn't necessary in my opinion. secondly i do think the player should NEED to cast a spell to get the game started, maybe by making illuminare necessary and have enemies come as a result of the darkness? i really like this game and its unique system, well done, with more spells, a more full gameplay loop and enhanced enemies i could see it working as a full release.
really nice art and fun although simple gameplay! i got to a best time of 410, but i'd say my main critique is that the combination abilities (or at least the one i saw, being the fireball looking one) seemed much less powerful than the original abilities (in this case being power level 5 and fire level 5), so balancing could probably use some work, and although the lack of animations isn't ideal, i do love the little purple guy so yeah cool game, i like the arcade feel.
hey thanks for giving it a second shot! that really helps. the spells are probably just a bit too complicated at the moment and could've used some balancing. with regards to memorization you could check any spells you previously cast or found in the memory castle from the pause menu, but that probably could've used a much better tutorial to explain as well. i may continue working with this idea in the future so it's good to know what to change, thanks for all the feedback.
lots of people are saying they cannot get past the first skeleton, did you read the spell scrolls on the bookshelf along the way? most spells you can get from that will definitely help, and the game might take some patience to get used to at first but trust me it's really cool once it clicks. i do hope you give it a second try if you feel so inclined.
so it has gameplay similar to random bullets, but i think that into the rain has much more of a "game" to it and feels much more fun to progress through. maybe more platformer mechanics could add a lot of depth to the game, but thats just a random idea. i'm also pretty impressed with the performance on the web build not being bad despite the multitude of raindrops.
the cutscenes were pretty cool i think, and the different enemy types are really cool, but the player's movement feels very weird, and they seem to get caught on invisible edges which prevent further movement - seemingly at random, making it much harder to avoid the lasers. the mirrors are weird as everyone else stated already but you knew that already. the fight with robot ofo was almost unbeatable but i did manage to beat it eventually. neat project!
this game absolutely slapped and deserves way more attention. the dialogue was witty, the gameplay simple and understandable yet also challenging and interesting to play around. this game was pretty awesome, i beat the whole thing and i'm really impressed that this was your first time making a game, well done!
i'm glad you liked it! yeah the sword not dealing damage was probably a result of hitting one of the goblin knight's armor pieces or weapons, although with the hitboxes as jank as they admittedly are it's extremely possible that it wasn't really your fault for not dealing damage. it definitely needs more time in the oven for the combat system lol.
i think that often times it was a bit too punishing, as cubes would either go too high or too low pretty immediately. a wall jump ability of some sort could definitely improve this and make those higher cubes worth chasing after. overall it felt like a classic mario party minigame, so it was ultimately enjoyable. i got a 38 as my highest score although thats mostly because i hugged the wall of an exceptionally tall cube while everything else melted away. pretty neat, and i guess i'll have to check out lava hop 1 now.
i think something like walls or water in the middle of the grass to prevent players from cheating so easily would've been nice, i destroyed johnny red first try without cheating so it's a bit easy, especially with off-roading as free as it is. i think that the concept of a racing game against the best racer ever with an absolutely cracked ai would've been awesome, but i guess johnny red was simply overhyped lol. i do think that a timer would've added a lot of replayability to the game, as it is a racing game after all. something to consider for future endeavors.
the game crashed on me because too many monsters were spawning in lol, i didnt really see any indication that the hero was getting stronger from the genetics over time, and i didnt see any indication i was ever hitting them but i did really enjoy the game and i really enjoyed the concept of a generational survivors-style game.
solid little game! although i do wish there were more tile mechanics than just the ones we got, maybe tiles that fall if you stand on them for too long could be cool. i really really liked the kangaroo's idle animation, that's not something you usually see with game jam games, and i thought that was just excellent attention to detail and polish.
i think it was really cool to have the monsters pretty much exclusively just knock the player back rather than having them deal any damage through health, it really drives home the aracade-style focus of the game with the enemies mechanics tying purely into one lose condition, and i liked that it felt tight and focused for that reason. i do think that the blue fiery enemies are a bit hard to tell that they are enemies, maybe something as simple as an outline around them like the wolf and player has would make that more clear.
the prompt is absolutely nuts, i love it. the racing is cool and i honestly really liked the weirder drifting controls and the more dizzying camera, it made me feel like i was fighting for my life inside that car lol. i do feel like more weird ideas could've been incorporated to make it truly fit the subatomic theme, maybe something where you can only ever know your position or speed at a given time, or some other cool references to the science behind subatomic particles and their weirdness could lead to some even cooler ideas i think. still solid game, i just wish it incorporated that idea of subatomic particles because i think that'd be really interesting.
i think it's a solid 2d collect-a-thon, which is a genre that isn't really explored too often so it was interesting to see. i think i got to the end, i got a gun and high-bouncing shoes and went through a hole in the roof into the white void. if i missed something then lmk because i'd love to explore everything in this game but assuming that was it, it was neat, i liked platforming around and finding all the tribal leaders.
it is really tough on keyboard to figure out the inputs, i'll have to plug in a controller and try it out but i think the idea of a quick time game is honestly really cool and underexplored so i like seeing neat ideas like that. also the music absolutely slaps. i'll have to plug in a controller and give it a real shot some other time, but i think this idea has some real promise.
alright so unless so at least to me the sprites all appear a bit blurry, they don't have the sharp edges that you'd expect with traditional pixel art. i see you used godot which has linear filtering built in. for pixel art you want nearest if you don't want the weird bluriness to show up. you can change this in under each sprites "texture" property, or before starting a project where you don't want the bluriness you could go to the import settings and change the default filtering to nearest (it's set to linear by default, which works better for something which is high-res and has curves for example). ultimately it is a stylistic choice so it's up to you, but i find that most newer developers don't know that their art can appear crisper if they are going for that pixelated style, and it really helps to give your spritework a higher degree of professionalism if that's what you're going for. hope this cleared it up!
the health bar is a fair nitpick! a number does pop up on the top right for the bosses health but that's only while locked on, and the confusion oj equipment is super fair too, i think i might make a video tutorial to go with the project because it can be kinda tough to grasp on the first several passes. thanks for giving it a shot!