Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MedEdArcade

23
Posts
4
Followers
A member registered Oct 05, 2020 · View creator page →

Creator of

Recent community posts

Really impressive aesthetically for a jam! I kind of echo what everyone else said about the core mechanic feeling a little too random. I counted cards (or runes?) which helped a little. Also was unsure if there was actually any difference between any of the gods or if every one had the same deck and same logic for choosing runes? Great job regardless!

Too young to have played Asteroids growing up but guess I would not have been very good at it haha. The ship controls weren't great and was sliding way too much so it got frustrating. Ultimately just decided to stay put and spin around firing which honestly worked out for the most part. Really liked the enemies and upgrade system though, nice additions.

Solid jam game! Some background music would've been great 

Am a sucker for Portal-like games so this was enjoyable! 

Really impressive work for just 9 days! Loved the art and music.

It's a nice idea and I actually really like the gameplay mechanic! But instructions were very unclear. For example I didn't realize the yellow vase was "home", initially thought it was just decoration and so wasn't sure what my objective was. Didn't know which blocks could be moved by hitting. Also did not realize you could collect multiple commands at once or that you could delete them by hitting them which led to unnecessary restarts. I made it past the tutorial but stopped afterwards, not due to difficulty but frustration that I had to keep setting up the block for the platforming portion every time I restarted.

Really nice for a jam game. Unique idea. Main points of feedback I have:

  • Something to delineate enemy health better, all enemies being the same color but having widely varying health can be confusing
  • Not sure if it's a bug but there were definitely turns where enemies just didn't do anything and then it was back to being my turn
  • sometimes hard to click on the tile when enemy is standing in the way, clicking on the enemy should also result in an attack
  • Needs something to increase the strategy. 'Currently way too easy to stay by one or two numbers that give you attacks and wait for enemies to come to you. Could implement enemies who stay put but have ranged attacks so players have to actually traverse the board. Or could make dominoes inactive for a certain number of turns after they have been walked on so players can't just stay in the same area

Nice, simple mechanic. Really challenging. Would've liked some audio and also a more visible progress bar (didn't even notice it until the end)

Love the art style!

Feel like platformer in an ancient setting was a common idea for this jam (I made one too!) 

Liked:

  • variety of hazards
  • death animation is great
  • challenging but has forgiving checkpoints

Didn't like:

  • acceleration didn't feel great and it was frustrating for those jumps that required you to be moving on a very small edge in order to actually make the jump
  • limited movements, would've been smoother to play with other platformer movements like wall jump or a shorter jump when you half press the space bar

Other Suggestions:

  • There is a glitch on the escape route where the check point is in line of the arrows so if you respawn on top of the arrow you die and it keeps repeating for a bit
  • In addition to time, death count would also be a fun addition

Love the artwork! Was a little unclear what I was supposed to be interacting with though. Thought I had to push the blocks onto the switches until I figured out I could interact with the switches.

Like the tab mechanic to scan rooms. Main points of feedback are an indicator for when I could use abilities and maybe make the bullets a little bigger or colored to contrast more with the background so they are more visible? Also, the character was sliding all over the place, definitely needs some tweaking if precise movement/jumps are desired.

Liked the music but might have been better to replace the pulsing effect with sound or other means of communicating heartrate. Having the screen constantly move in and out was not easy on the eyes.

Ugh, that is so frustrating. I just checked my code and it was a simple fix I can update post-jam. Thanks for mentioning it! I am shocked that never came up during my playtesting. I'll add a note of the bug to the description so people don't just accidentally skip the level.

Music and some sound effects would've been nice. Also just from a design perspective, in the third level, the spike is too close to the spawn point. With how fast the level reloads players will likely still be pressing the right key and briefly continue to move when the level restarts. The spike is so close that they'll just die again.

My main feedback is that push and move should be the same input. Also assuming it was a bug, but I solved level 3 without the key?

Automatic restart when you hit a bomb would have been nice and was not a fan of shift, would've preferred space bar as an option, but eventually got through it after multiple deaths. Solid work! 

Nice simple game. Would have liked if aiming was controlled by mouse position rather than doubling up on the movement keys.

Really enjoyed the puzzles. Would have liked the order to be a simple on/off toggle so I only had to press the space bar once. Also, the text made me question if I needed new glasses lol. But overall job well done!

Really polished for a jam game and nice use of the theme. Nice art and atmospheric music. The difficulty curve was spot on.  Great work! The only constructive criticism I have is maybe having the ambulances be different colors or have something else other than the name above them to differentiate between them, I'd lose track of which one was tied to 1 and 2 when they were out driving. 

Loved the music. Hated how it reminded me how bad I am at typing haha.

Nice take on the theme! Liked the animation of blood circulating. Would have liked a little more variety in the events that popped up. Also, strangely enough, the game got easier as it went along. Once I got down to two limbs it was very easy to manage. Made me think that pacing wise if you started with one limb and built up to 4 it might play a little better.

Nice take on the theme! Liked the animation of blood circulating. Would have liked a little more variety in the events that popped up. Also, strangely enough, the game got easier as it went along. Once I got down to two limbs it was very easy to manage. Made me think that pacing wise if you started with one limb and built up to 4 it might play a little better.