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matt_bezer

21
Posts
A member registered Aug 25, 2024

Recent community posts

Happy to hear that you've already solved some problems and that you are planning on the future. It's always sad to see some interesting projects die with the Jam.

Thanks also for the explanation on how you've used the theme, makes more sense of what I've thought. 

Keep up the job!

I think this is a cute game, but it has some technical issue.

Gameplay:

- Simple controls, simple mechanics and clear tutorials. Everthing on the basic level works, but this, compared to other games in this jam, feels short. 

Then, there are the issue: I could alway pass trought the border of the screen and I got stuck between the screen and the bookcase. And sometimes I've slipped when I was moving the objects. 

Graphics:

- I've seen they are made by one person and thanks to that, they are coherent, even if simple. I also liked the color palette, fits very well the general idea. The animations are ok, useful for a four-day game.

Music:

- No music and it's a pity, it could have given more cosy vibes to the game. 

Relevance to the Game Jam's Theme:

- Basic, you applied it well.

So, I've seen better, but it could have been an interesting entry, without those issues. 

I think this is a cute game, but it has some technical issue.

Gameplay:

- Simple controls, simple mechanics and clear tutorials. Everthing on the basic level works, but this, compared to other games in this jam, feels short. 

Then, there are the issue: I could alway pass trought the border of the screen and I got stuck between the screen and the bookcase. And sometimes I've slipped when I was moving the objects. 

Graphics:

- I've seen they are made by one person and thanks to that, they are coherent, even if simple. I also liked the color palette, fits very well the general idea. The animations are ok, useful for a four-day game.

Music:

- No music and it's a pity, it could have given more cosy vibes to the game. 

Relevance to the Game Jam's Theme:

- Basic, you applied it well.

So, I've seen better, but it could have been an interesting entry, without those issues. 

I had some problem trying to play this game:

- First, it almost crashed on every loading screen.

- Second, on challenge mode, it was very slow on making me change the perspective.

- Third, I got five stars as score and I've painted only one single line.

- Fourth, for the graphics, the loading screen are all streched.

It's a shame, because the concept is interesting. When I've found I could paint on the buldings I was very excited, but it end here. The idea could be developed, the style in simple but atmospheric.

However issues are here and they directly affects the playability.

I think one of the most complete game that I've found.  I enjoyed playing it.

Gameplay:

- I am torn, because I had fun creating my cannon-turrets, but I didn't feel I was building something. I used my break more as weapons than building pieces. I repeat, it was fun. There are a lot of bricks with different effects and this works more than fine. I am just confused by the premise of the game, that's all. Even more after I reached the last level of the Story Mode.

But, after this, I can say you did a nice job. Even if the concept is simple, you understood how to make it more engaging and varied. Some more levels on the story mode and this may become a fun mobile game. 

Level Design:

- I will put the Arcade togheter with the first two levels, because I've found them too much easy. In detail, the second one should have been a little more harder, while in the Arcade could have raised the difficulty little by little. 

First one is ok, it has a very clear tutorial and shows you well how to play the game.

Then there is the last level. Oh boy, I think I was unlucky. I was happy to have finnaly a challenge, to build to greatness and then... everything broke. Or better, I think I've broken the game. I went on with my turret strategy and I've found myself with too much money, too much death enemies and too much bricks that I couldn't move anything, the bricks started to shake and I couldn't place them in order to make a tower. And they jumped from one side of the screen to another, I think thanks to some mine brick that I haven't noticed.

I think I've also broken the shop: the waves were ongoing when I was trying to buy something and it was appearing constantly, so much I always had half of the screen hidden.

Please, solve this problem because I really want to prove myself and reach that line. 

3D:

- Nothing to say, it works well, both as model and animations. Loved the amazon box as shop.

Graphics:

- Very polished, both as backgrounds, UI and sprites. They blend well with the 3D models. The bricks are recognizable and I didn't confuse one for another, even in the most chaotic part. Yes, even when I broke the game.

Music:

- It works well, it creates a good background for the game. If I am right, there are three different tracks and this is very surprising for a Game Jam. It is a plus for a game created in four days.

Narrative (?):

- I am... surprised? I mean, usually the games made for Game Jams are so small that nobody has a narrative designer; game designer or artist do the narrative, if necessary. Exeptions are visual novels, but this is not the case.

What can I say, it works for the game. It's simple, explains your objective and... that's all. I think the very achievement is to have created a story mode when you could have only set the game on the Arcade.

NB: Small note, kinda irrelevant for the actual game. What is the brick at the centre? Because on the tutorial it's called  "Ten Commandments" while on the last level "The King". It isn't confusing, the design helps the player to recognize him, but I've found this difference. And one last thing... is the anachronism about the Ten Commandments made on purpose?

Relevance to the Game Jam's Theme:

- Kinda forced but... hey, you aren't the first and niether the last. 

So I can say that this is one of the most completed games that I've found on this Jam, or in a Jam, and I think that the big team helped you a lot. But still, good job on creating something big enough for four days. Some more levels and you already have it. GG. 

I was first intrested by the cover, but then I found an enjoyable game worth my time.

Gameplay:

- It's very simple, but it uses well its elements. As I usually said, most of game jams products could become potential mobile games, but this one is different. Not in a bad way, thought. I don't see its potential in creating progressive levels, but more in its original core: an infinity loop with a score. And I would put the real difficulty on the speed, because if you start to become very fast, this game could become very challenging.

Also, you did a good job on making the rules very simple and intuitive. I have a flaw, when I'm tired I don't follow the written tutorial and I decide to understand the game only by playing it. I did this with yours and I got the "color rule" after two terrible runs, thanks to the model animation and the vfx. 

3D:

- The models are simple, but funcional for a Game Jam. Also texturing was not bad and I liked the patterns on the glass. 

Be careful at the columns of the ruins: they are not perfetcly polished, it seems they have some faces flipped.

Graphics:

- Funcional, even if the idea of the positioning of the stained glasses isn't great in concept. But this is my personal opinion. It gives the idea of it only for the colors, but... hey, it's functional to the gameplay.

The only thing I really thing you shuold refine is the tutorial image on the itch.io page. Now that the Game Jam is over, it's better for the page itself.

Music:

- Very enjoyable track, it express well the happiness of the main character. Maybe if you play a lot it could become a bit repetitive, but this is the risk for every track in this infinity-loop-games.

Relevance to the Game Jam's Theme:

- So much literal that, I think, could have been developed better. Do n't misunderstand my words, the game works and it's engaging, but I've seen better on this point.


So, I had fun playing this game, good job.

I was first intrested by the cover, but then I found an enjoyable game worth my time.

Gameplay:

- It's very simple, but it uses well its elements. As I usually said, most of game jams products could become potential mobile games, but this one is different. Not in a bad way, thought. I don't see its potential in creating progressive levels, but more in its original core: an infinity loop with a score. And I would put the real difficulty on the speed, because if you start to become very fast, this game could become very challenging.

Also, you did a good job on making the rules very simple and intuitive. I have a flaw, when I'm tired I don't follow the written tutorial and I decide to understand the game only by playing it. I did this with yours and I got the "color rule" after two terrible runs, thanks to the model animation and the vfx. 

3D:

- The models are simple, but funcional for a Game Jam. Also texturing was not bad and I liked the patterns on the glass. 

Be careful at the columns of the ruins: they are not perfetcly polished, it seems they have some faces flipped.

Graphics:

- Funcional, even if the idea of the positioning of the stained glasses isn't great in concept. But this is my personal opinion. It gives the idea of it only for the colors, but... hey, it's functional to the gameplay.

The only thing I really thing you shuold refine is the tutorial image on the itch.io page. Now that the Game Jam is over, it's better for the page itself.

Music:

- Very enjoyable track, it express well the happiness of the main character. Maybe if you play a lot it could become a bit repetitive, but this is the risk for every track in this infinity-loop-games.

Relevance to the Game Jam's Theme:

- So much literal that, I think, could have been developed better. Do n't misunderstand my words, the game works and it's engaging, but I've seen better on this point.


So, I had fun playing this game, good job.

In my own experience, you won't get the right time scheldue on the first, neither on the second game jam. You don't know how fast you can be and how complicated your idea actually is. But they give you experience and with this experience you understand how to plan better next time. So, don't worry, the most importat thing is that you've understood your mistake and you've learnt something. This is the real purpose of Game Jams.

This is hard, because the game it's too short to give a more detalied opinion.

There is the idea, very similar to the old "Bounce" game, with the grown mechanic. The gameplay was intiutive, but I found some elements misplaced. I mean, you didn't need them to end it, half of them could have worked in the same way. I also didn't feel a progression between the three "rooms", but this is a problem only if I take this as a finished game. As "first level" it works ok.

I could also say that I felt a random choice for the assets, but I think everything was thought to be funcional and short, in order to complete the Jem with a completed game.

A very nice experience. I haven't finished the game yet, but I will come back, because right now it's personal, I need to finish it.

Gameplay:

- It has simple rules, but the exection makes them interesting and challenging. I like the progression of the levels, they help you to understand the gameplay, but I think the "second seed mechanic" could have been explained better. I've got it after some tries. Maybe you need one more line of text to explain it or a different set of tiles. Or maybe I am just dumb.

But still, I liked how you created something like this in 4 days. You've optimazied the time given to you. 

I also think that a game like this could be a potential mobile game, working only on some variations (type of plants, enviroments) or it can stay as it is, a small game created to challenge yourself.

Graphics:

- You did a very nice job here. Everything is coherent and polished. The palette fits with the game mood and the pixel art helps to have a "cozy feeling". It's also simple but well-finished.

Music:

- It does it's job. It fits the game and the mood.

Relevance to the Game Jam's Theme:

- Got the idea of "grown", but not so much the "scaling". Was it the number of tiles? I think I'm missing something.


With that said, GG. When I have more time, I will come back here and finish it. It's a promise.

It's an ok entry, but I can't say more. And the best part is the art.

Gameplay:

- I can understand that this is a solo developed game for a game jam, but I think it could have more materials, because most of the entries in this genre have them. 

This doesn't close the door for future developments. The idea of crafting on different planets could become a winnig one, if you use it well (ex. some materials could be found only in some of them). You have also to integrate a game over, without it will miss a proper challenge. 

NB: I found a bug. When I was overgrowing in some planets, on the map it didn't show me the real number but, when I travelled to the plent, they changed. I think this happens only after some big numbers, before I didn't have it.

Graphics:

- As I said, the best part of the game. Everything  is coherent and funcional. The UI fits with the backgrounds and they, even if simple, looks good nad polished. I only found only one problem: the aura around the orange planet, in the map, has a straight cut on the top.

And maybe, put an hover on the planets'prices when you can buy them. At first I didn't get I had to click on them and not on the planet itself.

Music:

- Well choosen, but the sfx of the slots can be annoying after a while. I think its pitch it's too high.


Relevance to the Game Jam's Theme:

- I can see the "grown" but not the "scale". Maybe it was the planets' size or cost?

In the end, it could become interesting, but you have to work on it.

I should go to bed and jet I found myself testing my math skills. No, it wasn't a great idea, more for my brain than for the game itself.

For what it is it works well, remiding me of some "train you brain games".

Gameplay:

- Do good math = score; do bad math = no score. Simple and catchy, even more if it used as an educational game. Everything to make kids learn, those days. 

But I think it can developed more, even on different levels with even harder maths. Or, if this is the format, you have to add divisions and more multiplications. I almost only got those * 0.

Good idea the countdown, so you are forced to think quiclky without any mistake.

Graphics:

- This section need an improvement. The pixel idea is good, but you need to polish it up, as background and as UI. The elements are all there, but rough.

Music:

- Well... you've found the perfect one.

Relevance to Game Jam's Theme:

- Very forced. I can get that you change the number size with the calculations and they might grown... but still it doesn't fit very well. Or at least I think this was the idea. 


I enjoyed my time playing it, now I try to sleep.

I should go to bed and jet I found myself testing my math skills. No, it wasn't a great idea, more for my brain than for the game itself.

For what it is it works well, remiding me of some "train you brain games".

Gameplay:

- Do good math = score; do bad math = no score. Simple and catchy, even more if it used as an educational game. Everything to make kids learn, those days. 

But I think it can developed more, even on different levels with even harder maths. Or, if this is the format, you have to add divisions and more multiplications. I almost only got those * 0.

Good idea the countdown, so you are forced to think quiclky without any mistake.

Graphics:

- This section need an improvement. The pixel idea is good, but you need to polish it up, as background and as UI. The elements are all there, but rough.

Music:

- Well... you've found the perfect one.

Relevance to Game Jam's Theme:

- Very forced. I can get that you change the number size with the calculations and they might grown... but still it doesn't fit very well. Or at least I think this was the idea. 


I enjoyed my time playing it, now I try to sleep.

Another good "simple but great idea".

Gameplay:

- Here lies everything. You have three simple controls (move, shoot, explode) and one mecanics: grownig. Mechanics that also you enemy can use, creating more and more challage. You have to think well when to shoot/explode, before you have no more space to move. 

If you wanted to recreate the feeling of an old game, you did it very well. 

Graphics:

- Perfect for this game. Maybe a little bit minimal, but this is only personal taste.

Music:

- One of the few time where SFXs can do the job alone. Usually I like to hear something on the background, but here would take away the retro-taste of this game. 

Relevance to the Game Jam's Theme:

- Perfectly on theme. And not only that: you were able to use in a very good way the small amount of time given to you. Four days are still four days.

GG, you're on a good path.

It was nice, but rough. It has a nice concept to be a catchy 2d platform, but it needs some improvement.

Gameplay:

- Simple controls, but not always functional. I found two major issue: the wall-jump and the dash. They work, but are not handy. For the wall-jump I think its needed a sound effect so the player knows when the slime is actually glued to the wall. Then, I would change how the direction of the dash is setted. I won't use the position of the cursor, but only A/D or Left or Right. This makes the gamplay more funcional and less frustating.

The other things works and I think there is room for new ideas. I liked to think that, in the third level, I had to be smaller to get to some platforms. So, the game would not become a simple "eat-eat-big-big", but also a more strategic one, where you have to be careful when to grow and when to resize.

Liked that you size is also your health, it makes you eat the enemies even without a score.

NB: when I died in the first level, the game crashed and I had to reload the page to play again.

Level design:

- I didn't found the second level very balaced. It's easier than the first one, you can beat it in a few seconds, even without the power up. I think the third one is a better example on how to increase the difficulty and also teach the player on how to use a new feature. 

It also has a usless "enemy", the person on the left. You can't reach it and you can kill it only shooting the slime. So it makes you only smaller and weaker. You might change how the "slime balls work" (aka. If you hit something, you gain again size) or it's better to take it away from the level.

As I said, third level interesting, first good as tutorial and fourth... I think I got the idea of the final battle, but I missed a little the jumping part.

Graphics:

- For what I've understood, they are all assets and it's clear from different packages. The enemies and the silme have a completly different graphic from the others and it's quite unpleasant. This because they have no shadows while the others, even if simples, have them. So, please, be careful, because the style was cute and well fitted for the game. 

NB: In the first level, you can pass throught the first railing on the tent, when you came from down below. It looks like a mistake, maybe it is better to take it away.

Music:

- Great absentee. In games like these it helps the player and gives the rythm to their action. I thought you didn't put it because you didn't have the time, but then it appeard on the fourth level. I hated you, just a little bit, because it fitted well the atmosphere and I didn't need to put mine. You know what to do, just do it.


Relevance to the Game Jam's Theme:

- Perfect.

So, in the end, it has some problems, but it can become at least interesting. I had some problems in the third level, but I decided to finish it. It was a challenge for me and here I've seen the potential.

And sorry if in some points I wasn't clear, I'm a little bit tired right now. 

Very chill game, perfect for a break.

When I search throught game jam submissions, I find two potential type of games: lager and bigger projects and great mobile ideas. To be clear: great mobile ideas isn't a downgrade. On the contrary, it shows the ability to create small but smart ideas, perfect for those looking for a fun, catchy and short experience. 

Maybe this one is more relaxing, but still can fit casual player who are on a job break or just chilling in their living room. More precisely:

Gameplay:

- Simple, intuitive and perfect for those who like to maniacally order things. Controls are simple, perfect for a chilling experience. There is a progression system that challenges you to get the best score to move to the next level, something perfect for game like these. Maybe the balance isn't perfect, but I will explain it better on the "level design" section.

In the end, with this kind of gameplay, you can create a tons of level, and maybe some extra "power up" or "downgrades" can make the gameplay less repetitive. I've seen something in the "city level", where some placements could be very problematic, but I think there is room for improvement.


Level Design:

- Here comes one problem: I felt no difference between the dinner table and the room. On the contrary, I've found the room easier than the table and it kinda disguided me on the gameplay. 

First, at the table, I've understood one thing: similar things nearby = good, different = bad. So I've tried to put the food with the food and the "breakfast" with the "breakfast". Then I've moved to the room and I've just smashed things on one corner, creating the perfect unlivable bedroom. And I've won very easly. 

Then I've got to the city and... oh boy, this was litteraly on a different level. Here the table rules came back and harder. In the end I got it, but I think the second level, "room", should be balaced better, to be the perfect link between "table" and "city".


Graphics:

- I can't say much, most of the game is based on imported 3D assets (well chosen, but not crafted by the team). But I can say one thing: the screen indications (points and wrong positioning) are very clear. I don't get why there are negative point when you can not place an object, but still, graphics work.


Music:

- Nothing to say, a perfect and chill background for the game. 


Relevance to the Game Jam's Theme:

- Not bad, but I think the "grown" part is a bit forced. I get the idea of "bigger palces", but it's something that affects only the level.


Still, I've enjoyed playing this game. 

I think this is one of the games that shows how much you can do with very little. 

Gameplay:

- It's easy to get, but not has much to win it. The random factory makes you constantly consider a different strategy and this could make the experience always enjoiable. It has the taste of an old arcade and it works well in this concept. Maybe it could get repetitive, but only after a while.

Ghraphics:

- Some of the most basic that I have ever seen, but they are functional. And this is very important. GG for following this route for a game jame.

Music:

- The great absentee of this game, because it could have given an even more retro-taste to the experience. If your retro idea wasn't Pong, I mean.

Relevance to the Game Jam's Theme:

- Here I see the only problem. I don't get the "scale to grow" idea if I don't have to stretch it out from "time stopping" plus "make you unites bigger". It could have been developed better.

Still, good job guys, you know how to use such few time to make something interesting.

I think this is one of the games that shows how much you can do with very little. 

Gameplay:

- It's easy to get, but not has much to win it. The random factory makes you constantly consider a different strategy and this could make the experience always enjoiable. It has the taste of an old arcade and it works well in this concept. Maybe it could get repetitive, but only after a while.

Ghraphics:

- Some of the most basic that I have ever seen, but they are functional. And this is very important. GG for following this route for a game jame.

Music:

- The great absentee of this game, because it could have given an even more retro-taste to the experience. If your retro idea wasn't Pong, I mean.

Relevance to the Game Jam's Theme:

- Here I see the only problem. I don't get the "scale to grow" idea if I don't have to stretch it out from "time stopping" plus "make you unites bigger". It could have been developed better.

Still, good job guys, you know how to use such few time to make something interesting.

I have a saying: " If I can't get the gameplay in 5 minutes, it isn't worth my time." 

When I've realzied that the actual tutorial wasn't explaining almost anything, I knew I wouldn't finish it. Of course, I can sit down and think about how it could work, what was could be the gamplay based on the general idea, but... this is a farming game, not a puzzle game. A better tutorial could be very helpulf, because some (if not most) of the people could not enjoy the game at its fullest.

It could be a funny idea, especially for those intrested in the genre. It has enough crafting to sell the idea, it's a potential demo, I could say... but I really wanted to get to the end to give a more accurate rewiev.

I can only say that music it's ok, enough for a Game Jam and the Art could have been a bit better, expecially the shrine.

Please, don't understates the tutorials, they could save your game.

I have a saying: " If I can't get the gameplay in 5 minutes, it isn't worth my time." 

When I've realzied that the actual tutorial wasn't explaining almost anything, I knew I wouldn't finish it. Of course, I can sit down and think about how it could work, what was could be the gamplay based on the general idea, but... this is a farming game, not a puzzle game. A better tutorial could be very helpulf, because some (if not most) of the people could not enjoy the game at its fullest.

It could be a funny idea, especially for those intrested in the genre. It has enough crafting to sell the idea, it's a potential demo, I could say... but I really wanted to get to the end to give a more accurate rewiev.

I can only say that music it's ok, enough for a Game Jam and the Art could have been a bit better, expecially the shrine.

Please, don't understates the tutorials, they could save your game.

Small but enjoyable game. 

When I search throught game jam submissions, I find two potential type of games: lager and bigger projects and great mobile ideas. To be clear: great mobile ideas isn't a downgrade. On the contrary, it shows the ability to create small but smart ideas, perfect for those looking for a fun, catchy and short experience. 

Here I see a potential mobile game, one capable to fit casual player who are on a job break or just chilling in their living room. More precisely:

Gameplay:

- It has one simple understandable rule and, once you get it, once you start to play and enjoy this game. I would only add one thing: a propres use of the score. The easiest implement could be an amout of points to unlocks the next level or just a global/local ranking.

N.b. : I've found a little bug, in the "city" level. I was capable to eat entire buildings, but not the trees.


Level Design: 

- I think the "Beach" level is a great tutorial, thaks to its "islands-structure". The others two are a progression, but I didn't feel so much difference between "city" and "town". Actually, I think "city" has a spacing problem, where the player could get frustated after a while. The distance between the objects it's too big since the begginig, resulting in a fake difficulty.


Graphics:

- Here it comes the sore point for solo developers or small teams during game jams, the 2D or the 3D art. For this game and the jam it's enough, it makes the gameplay clear, but for future developments it has to be refined, even for a mobile game. 


Music:

- I might say that it is fine and well fitted for the game, but I couldn't close an eye at the arrythmic drums. I don't know if it's an artistic choice, but in the "city" and "town" levels the melody and the drums where on two different tempos. Be careful: some people wouldn't notice this, but some could find it very annoying.


Relevance to the Game Jam's Theme:

- Good relevance, almost literal.