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mewwww17

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A member registered May 28, 2018 · View creator page →

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Thanks lol, I wasn't sure how exactly how early it should get challenging, but I'm glad you liked it.

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Before anyone questions why the heck this game is what it is: Two words, One Room.

One Room to rule them all, duh. Well what's the biggest room then? A warehouse. What happens in a warehouse? Capitalistic monopolies. One Room to rule them all.

Am I just sleep deprived? Probably. And I shouldn't be. When providing feedback, kindly keep in mind that despite this jam being well over 2 days long, I only had 16 hours free to work on my submission. I then chose to sleep-in for several of those hours, instead sacrificing my already unreliable nighttime rest to complete the project. Now it's 5:20am, I have to work in 3 hours, and I can't sleep. So I'm ranting. Raving even. But if you still don't understand why I'm going through all of this effort: Two words, One Room.

Yo this was lit (pun intended), great graphics clever gameplay, creative take. I really thoroughly enjoyed this project. I feel like there's definitely space to take this to another level, but for a jam this really nailed it. I do feel like the positioning of the end goal was sometimes a bit hard to spot and I did freeze the game after I beat it (I was curious what clicking "Next" would do, if that's the reason). It also took me embarrassingly long to realize the cactus were negating my fire (cacti have lots-o-water inside, duh). However, this is maybe my favorite I've checked-out thus far. Great work!

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It's a mod of a palette from LOSPEC (great site) SLSO8 (I just added a few colors)

A rewind functionality sounds awesome! Maybe you could even allow some level of player control over time, Braid/Prince of Persia-style?

Oh wow, this is a lot more complicated than I realized. All the more reason to make things more apparent to the player (different colors for past/future car behavior?)

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If you want to check this out without having to download, I linked a YT video of the "gameplay" to the page. It's basically the same, so feel free to review/comment without actually "playing" you just don't get to read at your own pace or play with the settings.

At first I didn't really get the game (and to be honest I still don't know that I do) but it is very pleasant to look at and I love the depth added by the multiple endings. I do feel like there's a bit of player feedback lacking. On my first playthrough I was really unsure if I was doing literally anything. I feel like the addition of a rain animation would do wonders for the game so you can more directly tell if you're actually making rain happen.

So I want to start by saying that I do think this is a clever game idea, so don't take any of the following criticism too hard:

For me the biggest issue was that each failed level kicked you all the way back to the first. I was getting a bit into the game once I finally got a feel for it, but then I'd mess up and have to replay the same easier levels again and it was kind of frustrating.

The next thing I ran into was the fact that you can't anticipate the other car's movements and so often the levels become more about memorizing which cars move where to perfectly execute each level, which at face-value could really work in your favor (extremely complex levels where the whole point is re-trying until you've figured out and memorized the correct pattern), if not for the problem above. As-is the ability to determine which direction the other cars will turn would be a really worthwhile addition and make each level more approachable from the outset.

Finally, I feel like the concept doesn't quite hit the theme. I understand the justification from the description above, but I feel like in-execution this is a solid foundation for a project, but maybe not one themed on "Joined Together."

Regardless, you should be proud of everything you managed to do in 2 days, and I think with some simple tweaks this could be a great mobile game should you choose to continue working on it.

This is really cute, both graphically and in-concept! Deceptively hard though. Maybe I just wasn't making it far enough (I am not a "l33t gam3r" lol), but I would love to see some variations in the types of moons you can get as a form of progression.  Also, losing all of your moons on a hit felt like a bit of a death spiral. Maybe taking hits could be a tad less punishing?

Love the concept and the idea, graphics are pretty solid for a jam game! I felt like the music was a tad much and didn't quite fit the vibe. Also, was I missing something or was the eventual intent to be able to move the ninjas (perhaps whichever one isn't swinging)? If not, I feel like that would be a great way to add some additional complexity and character to the game without just making it outright harder to time things.

Thanks! I tend to get caught up in the polish, but I really appreciate you taking the time to check-it-out and I'm glad you liked it!