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Mensch2134

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A member registered Jun 04, 2021 · View creator page →

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Yeah, sorry. The spotlight spawning and collision are surely a little buggy, we didn't have time to really polish the associated scripts. But there should be an explanation on how the game is inteded to work on the games itch.io page. 

Thank you for your feedback tho, we appreciate it!

There should be an accesible explanation on the games itch.io page. We tried to finish the game itself and unfortunately had no time for an ingame tutorial, sorry.

But that is nice to hear, thank you for your feedback! :)

Thank you! Actually there are instructions on the itch.io site. Without that, i get that it is not intuitive :D The light zone spawning is no way near to perfect, so i get what you are saying, sorry.^^

But thanks for the food for thought, stuff flying around actually sounds like a possible fun addition! And the game is already supposed to be a couch coop two player game :)

Unfortunately it feels like the theme is represented pretty losely. But the concept itself is fun and i like the visuals a lot! Audio blew my ears, but i guess it would be easy to implement volume options. I had to turn down the windows sound tho. :D

I have seen this idea in a few other submissions, so it is not unique but very well executed in this case. It feels like a polished game with nice music, great leveldesign and pretty pixelart!

The core mechanic feels awesome but i think this needs a little polish. I was struggling with the mobility and pace of the game. Music and look is pretty cool tho.

And still, nice idea. This could evolve into a pretty fun(free) game.

#FreedomForWashington

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Hm, i think the scope of this project is blurring the positive aspects behind the idea and concept. It seems very much too ambitious for a 48h Game Jam.

But you did a great Job with what it is so far. :D

Great idea and the implementation feels great too! Of course the Levels could be prettier but the music is already a pretty awesome fit. There is one specific moment tho, where the flow is kind of broken. Getting stuck in tight spaces is a little frustrating. Would be cool if in some later iteration you can flow through the levels like in a "Getting over it" Speedrun. It has great potential!

Fun Concept, seems like a perfect mobile game for boring moments.

Would be great if there was some visual feedback(without guessing and clicking beforehand) on which parts of the circuit you can rotate. And why do the circuit parts only connect one way? That seemed a little unintuitive.

But overall a nice little puzzle game and great work integrating the theme!

Thanks! We reached a time limit at some point, where we wanted to do atleast some UI and the losing/winning so we just stuck with the "easy to implement" randomized approach and unfortunately had no time to work on a more "desinger friendly" method for spawning the spotlights. Thank you for you feedback!

That's nice to hear, thank you!

This one is really hard. But that is great. It has this speedrun charme where you have to try over and over again to find the perfect way and that feels pretty rewarding in my opinion. 

I had the idea that you could build in some "checkpoints" so you can explore and find your way first, but to finish the whole level you have to disable the checkpoints and make it in one try. Controls felt great, its just a little hard at the moment. I really like it!

I like the concept and the first few levels really did a good job of showing what you can do with that mechanic. At some point the levels got pretty hard tho and the orb sometimes behaves a little unexcpected physics wise. And i think you are supposed to lose when touching spikes or the arrows but that doesnt seem to be implemented yet?

But i think its a very nice concept and it would definitly deserve some time of yours to polish it more!

Very polished. The pixel art is cute and you got me with Level 3 and 4. But all levels were great and it even has a tiny storyline you can finish. Music is great too, i love it!

A little explanation would be nice. I did not know how to get from HO to CO2, it seemed like i had the same starting molecule as in level 1. I thought maybe you have to split off the hydrogen to make room for carbon? In the last minute i then found a CO Molecule, weirdly moving at the same buttons as my HO molecule. So i figure this is a bug or the game is sadly not finished?

I like the idea tho.

Generally im not a big fan of visual novels where the connection to the theme is well...the story? Because there is nothing more than "People joining together in a Pub and talking". But with this one i had the feeling its way more convincing in utilizing the jams theme. Sure, it is anchored in the story too, but the clues and conversations really conveyed a "together". 

I liked playing it, but it needs a little polish in dialogue and visual clarity.

What to improve is already mentioned in other comments, so i wont go into detail about that, Nice Job!

Great Concept! I like the visuals with sprites and lighting that looks awesome. And the gameplay is well executed, too and the sound design is great. Even better if alle the sound design was made during the jam, it is so atmospheric!

Maybe make the scientists rotate in a motion, i had some moments where one just instantly turned on me and alerted the whole level.

But its still awesome!

I think some additional HUD would be great. Like a cooldown indicator for the dash and a custom cursor for visibility purposes. And i would like the controls, player speed and projectile speed to be a little tighter and faster. I love the Concept and i can imagine it being more fast pace so you run, shoot and dash like a maniac around the level to protect the monster (and yourself). 

But still, thats a great submission. Awesome mechanic fitting the theme so well and I love the music!

First, thank you for testing. I like that you were able to test it out as two, because we weren't able to playtest that...yeah, not ideal to make it couch coop then in the first place but anyway. 

I get your criticism, really. On the itch.io page we already mentioned, that the light zone spawning script is not ideal. I think we lacked a little experience in unity to really get that mechanic to a more or less polished state. 

Sorry to hear, that you had such an experience, we are here to improve!
Thank you for your feedback!

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Hm, well. I did download it again to give it a try, but it seems like i mistook the "on release" implementation of jumping for a bug :O Sorry! I guess it is made that way because you have to "charge" for the super jump?

But i think that is still a thing that makes me a little uncomfortable with the controls :/ Sometimes i like to "time" double jumps by holding down spacebar until the 2nd jump. Idk why, but jumping on release of spacebar was a little irritating to me.

Edit: I just read the latest comment from HedbergGames and i guess they did a way better job explaining that issue^^

I love the speedrun approach and your block merging mechanic. But i didnt really get into the flow of figuring out the fastest ways and actually using the block merging mechanic. But that could be cuz of my preferences and me never doing speedruns.

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Hm, sadly i dont like the textures and everything is pretty small. The sounds are not great for such repetitive actions, too. Its hard to find something innovative in this game, sorry. Maybe you should have gone with learning abilites by gathering your limbs? 

I liked your animations tho!

Nice core mechanic, but not that unique i have seen some other games with the same mechanic. But i liked your level transitions and the 3D approach. Maybe pump up the colors and shapes a little. 

But nice level design for the concept, i liked it!

Ooohhh, switching in the main menu, that was kind of too big brain for me, sorry :D

Your visuals look nice. Personally would have loved a different camera angle or a moveable camera. But the attachable shell is a great realization of the theme, i like it! As Xenosis mentioned, adding different shells with different abilities would be a great addition!

Hm, i really liked the idea but was surprised to finish it after the third or so level. Its hard to not get the controls mixed up. After playing i still feel the pressure of these like "oh no, black player left BLACK PLAYER LEEEFT" moments when the timer is ticking and ticking.

I think you could really do some fun stuff with this mechanic and it fits the theme really well. You could vary the timer for levels more focused on "getting to each other in time" and other levels focused on "getting the jump right".

I like the aspect of finding and remebering your way through the maze, but an improvement on the visuals could have made it lot more fun :/ 

I guess the Artstyle is debatable, but it feels like a solid clicker game. Funny setting tho.

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Nice take on the theme, but even better executed! Its one of those games that is hard to learn and hard to master. But its fun, i love the pulling to charge on to the asteroids/enemies.

Great mechanic. Switching worlds is like not a very unique idea, but i feel its rare to see a good execution of the concept, like in this game. I really like the level design, too. Every level introduced a new way to think about the switching. Would have loved to play past Level 7. I somehow managed to glitch the impossible jump there but then fell down again... :(

I think there is a nice idea behind this, but it is really hard :D Plus I had the feeling that sometimes i could not select a node? Would love to see it in a bigger resolution so you can see the enemies earlier and build like a huge "magnetic fiel" network!

It looks cute and i guess there is a nice story behind it. But i just could not get the grip on how to actually do something in your game :/ 

Maybe add an explanation to your itch.io page?

I like the idea and the execution is good. I guess the number of possible words would increase in further iterations, so thats not really a negative point for me. 

Personally i dont really feel the music, its doesnt really fit the setting. And the setting in general could be improved. Why is there a teddy bear in a cave? 

But i really like the concept, real good integration of the theme!

That is a nice small game. I like the interpretation of the theme. But I find it hard to get used to the hitboxes, because of the perspective.

I love how fun this already is! The idea is nice and playing with velocity physics and stuff always has the potential to feel satisfying and this one definitly does! 

For my taste, the cart is too fast and a litte janky to control. And i think it would be quite nice to have the ball camera focus on the hole as soon as you detach from the cart.

Other than that, nice work! 

I like the idea. It is kind of joining two games into one. Sadly i am not smart enough to do both at the same time. Its like rubbing your belly in a cyclic motion while tapping on your head, i just cant do it^^

I fkn love the light source/double Jump mechanic! This trade off between vision and agility is awesome! I'd love to see a little more "story" behind the light source, player character and the world. Very creative approach on the theme, too! Nice Job!

Awesome Art! The core mechanic feels like it needs a little more explanation and the level design could be improved to use the mechanic more and in more creative ways. It has great potential tho, i think!

This feels so polished and thought through. Not much left to improve but the number of available levels. The theme couldnt be more integrated and playing is just fun and relaxing! Best of luck getting to the top 20. The best game i rated in this jam so far.

PS: Lofi HipHop was the perfect choice.

Very pretty art style and the visual execution in general is awesome! Animations, menus, HUD. The Controls feel clean too! But as the player gets the ability to "swap, rotate, swap, collect, rotate rotate" like a maniac, if they want to (well, at first i thought thats the game^^), they lose track of the story. I guess its intended to follow the story, so maybe make it that you split the game into the collecting coins/avoiding your enemies "living the daily life" phase and a story phase. In the story phase there would be no enemies/no level failure and you can just enjoy the satisfying controls and animations while you follow the story? 

Feels like i played it the wrong way tho, so maybe you need to force players more into playing the intended way?

Anyway, still a pretty awesome game!