Not bad! Very challenging though! I found the player character to be a bit more floaty than I would have liked, but it did help the momentum challenges feel more interesting. If I could give a bit of advice, look into adding what's known as "coyote time" next time you're making a platformer. It's a small thing, but it does a lot to improve a game's feel. Nice work here!
NeoAwesomeon
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I mean this in the best way: It feels like you did everything you could with what you knew. While the gameplay was pretty simplistic, you stuck to your strengths as an artist and a storyteller, and it made something that should have been ordinary into something unique. Good job! Keep working, and I'm sure you too will find The Path to Growth!
Here ya go! I'll give yours a try now!
https://neoawesomeon.itch.io/alfredo-fishing
Hey! I made the leaderboard! It felt a little odd at first, but once I had the controls down, I had a good time! I really like the high speed nature of the game, and how you're constantly trying to keep track of where you last saw the box you were looking for. It was also super clever to need to send out destroyed boxes as well! I had a good time with this one for sure.
I think the controls are a bit too floaty. For a blob character, they felt almost slippery in their movement due to the instant acceleration. I was able to make it up to Grey 2, but the precision required to make one of those jumps just felt like too much to ask for. The paint can collectables also felt pretty meaningless, as you lost the color and as well as the count of them upon death. The game also didn't really fit the theme too well. Still, this shows promise and that you know the core of what can make a good game. Keep working hard!
Feel free to check out Alfredo Fishing! Heads up though, if your FPS is higher than 60 the game is pretty difficult.
https://neoawesomeon.itch.io/alfredo-fishing
The game looked beautiful and the style was great, but after a while, it kinda faded into the background as I just got completely lost. There stopped being signs and there were dead ends everywhere, leading to me being more confused than frightened. Heck outside of the liminality of the space, the game wasn't really all that spooky. Shout out to the art teams though, y'all made the game look fantastic.
Tried my best, but the game is super stingy with giving you batteries! Made it as far as day 17, but all my careful planning amounted to nothing when despite all the exploring, I only ever found a single battery. The game is good though. It works well for what it is and makes for a decent resource management game, even if strategy falls to randomness. Nice work!
Hahaha, I loved the concept and execution of it! Honestly, I kinda just wish there was more of it! It felt like if The Stanley Parable went full horror game. It would have been cool if different things happened depending on when you stepped off the path. I would have loved if there were moments like, "See? Just a sign, telling you where your house WAS, which you didn't need because IT WAS RIGHT IN FRONT OF YOU AND NOW WE'RE LOST!" As a small complaint though, I couldn't seem to get the flashlight beam to function. At no point did the monster seem effected by it. Other than that, I had a good time and the game gave me a chuckle.
I can't get the game open. Downloading on itch just gives me an empty folder, and doing a manual download just gives me 2 useless files I can't do anything with. My guess is you renamed the files, so now my computer doesn't know how to open them because the format ".001" and ".002" aren't real formats.
That last level was tough, but man it felt rewarding to win! Very well designed game! It felt a little awkward at first, but once it clicked, it was a bunch of fun! The game really could have used an undo button, but it works just fine as is. I do wish the dynamic music was more active, as you have to return all the little guys at once, meaning you're stuck with the basic loop until the level is already over. Other than that, amazing job!
This was tough! Even after finding what I believe was "the srategy" of camping the enemy spawn, I could only get up to about 58000 points. The collisions are kinda wonky, and it led to my character getting bounced around like crazy at times. The other problem is it is really easy to get put in checkmate situations, where it is impossible to not take damage. For what it was, I enjoyed it, though there is certainly room to grow. Great music by the way!
This was a cute concept! While I am a fan of platformer games, this one felt like it was really easy to softlock or die in, leading to constant restarts. I don't think the core idea is bad per say, but I do think that the level (at least as far as I got before I put the game down) doesn't play well with the mechanics. I do think two things that could have helped a bit would be making Nothing's timer visible, as well as adding just a little more time. Making the background more vertical would also help for determining distance traveled when high up on moving platforms. If Everything is in a certain place, you need perfect time to pull of some areas, and if you can't recover from overextending, you have to play the game over again. Honestly, all the game needs is a few subtle tweeks and some quality of life adjustments, and it'd be perfect. Amazing showing for your first jam.
This was great! It felt like it had everything a good puzzle game needed! Gotta say 7 was absolutely my favorite! The music quickly cut out, so it may be a good idea to either loop it and/or find something longer. And it even feels like you barely scratched the surface with this too! Would love to see this expanded if you have the passion to do so! Amazing showing here!
Easily the most feature complete game I've played thus far. Everything was excellent. The only gripe I had was that there was just one coin missing in the factory that I just could not find! The movement was very fluid and flowed into itself well, yet the control over my character still felt snappy and deliberate. Great job!
The game seemed alright, though I couldn't get very far in it. Sometimes the tv screen was blank, leading me to have to guess how things were going, and when something went wrong not involving the desk, there wasn't enough time to get to the problem before it was game over. A little to difficult for my tastes, due to how strict the timing tended to be. It didn't feel random, but it did feel unreactable. Tone it down a few notches and I think it'd improve the game a lot!
Hope you have fun with this! I'll check out your game as well!
https://itch.io/jam/brackeys-13/rate/3348730
Made it to 220 stars before I decided to call it there. This was pretty well made! I kinda wish it was a little harder, but if you form a good pattern and are efficient with your movements, it seems like it can go on forever, meaning nothing goes wrong! For your first 3D project, you did a great job!
I liked the idea of trying loot a house, but every attempt making it harder. I do wish there was some more variety in the gameplay. I'm not really sure how I won. Try as I might, I never saw any monsters, just a couple graves coming out of the ground. I wandered for a while looking for the key once the shadow meter filled, but never found it. After a bit, the key was just in my inventory. I kinda wish there were loot items that would give you different endings, but required you to have them in your inventory using up valuable space. Game was simple, but the concept was good.
A simple enough survival game. I liked the aspect of the game slowly piecing itself back together! Led to a fun concept, even if I think more could have been done with it. I do think the game need a couple slight tweaks. Make it so hazards can't spawn on top of the player, that's the only way I ever took damage, and it was of no fault of my own. The dash also should have tighter timing, as it is very easy to unintentionally dash when you don't want to. A few little tweaks and you'd have a solid game on your hands!