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PabloGA

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A member registered Jun 06, 2020

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Thank you for you comment! We'll look into the audio error you mentioned, thanks.

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Thank you very much for playing our game on your stream. We are happy you enjoyed it, even if we made the game harder than intented haha.

Thank you! We are actually pretty proud of how the mechanic of jumping on enemy bullets feels. Glad you enjoyed!

Thank you for playing! The idea was to reflect the enemy bullets, as hitting them with their own bullets deals a lot more damage that just hitting them with the trunk, but I can see how we didn't comunicated that very clearly in he design.

Thank you! The deal with the enemies is that they are supposed to be dealt with by reflecting their own bullets at them, that way, they are defeated with only a couple of hits. We made it so that attacking them with the trunk only makes half as damage in order to incentivize the player to use the reflection mechanic. Problem being, obviously, that it is actually safer to just whack at cornered enemies instead of bothering with reflecting their bullets. We needed to rethink the enemies behavior to better compliment of gameplay, but alas, we run out of time! Hopefully we can expand on the game after the jam and improve on this!

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Thank you for the kind words! Yeah, the game over music surprised us on the rest of the team when we heard it too, our composer did an amazing job there!

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Oh, wow, was not expecting that ending, that was very well executed. This is a fun game, my main issue would be the strange way the camera pans, or should I say, doesn't pan up or down until you "exit" the camera view, hope I'm explaining myself. Makes it feel like I am taking some leaps of faith dropping down some parts of the level, althought now that I think about it I don't think there are any bottomless pits in this game.

The jack'o lanterns enemies were a very fun idea I think, also, I like the way you framed this as being a "restored" old classic in the itchio page. Now that I think about it, that should have given me a clue as to what you were going for with that ending. 

This is a very well-made Castlevania-like game. And I was surprised by how long it was, three full levels with a boss included at the end of each one! The aesthetic is superb, and the music sounds lovely. This feels really like a japanese-themed Castlevania-like that could have been released for the Game Boy. I was surprised by the variety of enemies and how you reinvented classic Castlevania enemies as yokai. And I want to highlight the epic feel of the third level. In fact, the level-by-level progression is very cool, starting at the outskirts of the manor, then exploring inside and finally jumping and slashing enemies on the rooftops!

Unfortunatly,  I experienced some lag while playing, but it was not a big deterrent to the overall experience. I also thought the platforms in the first boss fight were a little harder to see for me, I initially thought they were part of the background, and the third boss I found it a bit too long and easier than the second. Personally, I am not a big fan of bosses where you have to wait for them to repeat an attack pattern in order to have a window for attacking yourself

But overall I had a blast playing this. Amazing work here!

Was not expecting a boss at the end, very cool! The look of the boss was also great, and in general I found the idea fun. The idea of setting up traps to stop the enemies from stealing your ducks as you navigate the maps back to the cage has some merit, I would say that the execution was maybe a tad simplistic (you could only set one trap at a time, and also there was only one enemy behaviour, but that is to be expected from a Jam project. Controls were simple and functioned correctly, my only gripe is that I feel like you should have allowed for diagonal movement, seeing as the quacks and the enemies could move diagonally, it was weird that the main character could not. 

I also want to highlight the music ramping up in the last stage and then changing for the boss battle. It made the end strech of the game feel cooler. Congrats for your submission!

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I like the atmosphere and the idea of navigating a dungeon (and a surprisingly big one at that) lightning torches. I also quite like the decision of recovering the player health when lightning a torch. Makes you be extra tense if you are down to one heart and are looking for the relief of lightning the next torch. Controls feel clunky to me, it seems like my inputs for movement were not always being registered and I didn't quite get accostumed to the rhytm of attacking.  

I'm also not sure about making it so you cannot change direction without movin a square. I see that it makes for some great navigational puzzles avoiding monsters and positioning yourself to attack, but in some rooms, but it feels, I suppose unnatural would be the word, to me, and in some rooms I found it frustrating because I would be thinking "if I could just turn aroudn this would be a lot easier".  Still, great submission with a mix of fantasy and spooky, and a strong Game Boy feel.

Thank you! Yeah, we ended prioritizing the quirky/cutesy Game Boy platformer aesthetic and I can see how that diluted the spooky factor, but I am glad you enjoyed it nontheless!

Thank you! Our artist put a lot of work into the atmosphere. Glad you enjoyed it!

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Thank you very much for the kind words! I, for one, was personally worried the game might be a tad too easy, so I am kinda glad to hear you found it tough haha!

The artstyle is outstanding, same for the music. The presentation here is top notch! Sadly, I found the actual gameplay too confusing and janky. It's hard to understand how to do the different tasks. Cutting the fish can feel bugged (I am not sure if it is). Sometimes it seems like you put the knife right where the dotted line is but still the cut would not work. It is also hard to understand that to flip the fish in the frying pan you need to click it. This is actually counterintitive, as I would expect to have to click on the pan to flip it or press some kind of key, but flipping the fish parts individually by clicking on them feels very weird. I also was incapable of figuring out what I needed to do after cooking the fish on the pan. What's here is amazing from a presentation standpoint and I think it has the potential to be an amazing, cozy little game, but to me it felt like the gameplay was unclear.

The idea could work, basically a collection of minigames accesible via a small hub world. The atmosphere is nice, problem is, with only one minigame being available, and the high price of the gifts, the game in its current state is too grindy! This probably would be fixed when more minigames are added and the hub world is expanded upon. I would probably recommend adding some tickets that can be found just by exploring the hub world, so it serves more of a function than giving you access to the minigames. Also, it is very jarring and cumbersome that you spawn at the start of the hub world after exiting any door, should make it so you spawn at the door you just went into. Good luck and hope you can develop this further!

I enjoyed the feeling of shooting here a lot, a like the little push back you get, how the charged shoot feels and the use of items like the ball bouncing into enemies and blocks. I do find the stealth aspect more lacking and kinda don't like how I have to manage ammo, mainly because I find the shooting the most fun part of this game. It's also very easy to just rush past enemies without needing to be stealthy at all.

Oh, I didn’t think of that. That’s trickier. Maybe pressing space consecutively after releasing for the first time lets go of the other balloons? Personally, I found having to press a different key confusing (because of how hover mechanics usually work in games, my instinct was always to just let go of the space key) so that might work. 

I like the concept, but I found it a little hard to know that I could pass throught the treetops (althought it makes sense). Controls can feel janky, and the fact that, as far as I understand it, you can only shoot horizontally when there are some segmens of the level that are almost completly vertical, does not feel fair. I think the idea is cute and has potential to be a fun game if fixed up a little. Also, it is normal for a jam entry to be janky (we should know haha), so good job regardless! You should feel proud of what you accomplished.

The fireworks look very nice and I like the songs! I do think some better feedback is needed when you hit or fail a note.

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Very fun idea! Feels like a Donkey Kong meets Pac-man to me and I love the use of the trampolins to jump. I did find the automatic jump unreliable and I question if it is even neccesary. Also, the enemies are too aggressive and there are lots of situations when it is impossible to avoid damage. Also, some kind of score system would be appreciated.

A shame about the spawn point. I did like the graphics and thougt the song was lovely. I do find it confusing how the spikes are using to block movement, I would expect spikes to kill me, not block me. Also, the fact that you can push two blocks at once I think needs to be conveyed clearly (maybe it will in a fixed version), I found the blocks that I could push being blocked by apparently nothing, and I would suggest supporting the use of the arrow keys to control the main characters apart from WASD. Hope you can fix the spawn point, as I would like to try the game.

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Graphics are nice and I like the mechanics here, but I find the controls cumbersome. Why the need to a separate button for letting go of the balloon? I thought it would have been better to have the little devil let go of the balloon when you stop pressing space, feels more intuitive to me. Levels desing is nice and I like how you introduce the mechanics gradually in the first few levels.

Simple and adorable! I like how the controls feel, thought I initially thought the flags weren't obstacles and I was suppose to go throught them because of, well, the fact that they are flags. I found that confusing. Also, time is mayvbe too generaous, I found it impossible to actually lose. Apart from that, I really enjoyed this. It's very short and simple, but cute and fun, has a early-2000s flash game soul that I really liked.

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The artwork is very good, love the cats! I did find the gameplay confusing. I think some more feedback when you get the rhytm right it's neccesary and the game ending so abrutly makes it seems like it might have crashed. Also, the UI was confusing, because there is two bars but at leats for me notes only came in the lower bar.

A nice idea! I like how hectic the game gets and the presentation here is very nice. I was a little confused at first on why my controls got inverted, then I realized it happens when you take too long to attend to a type of problem as a kind of penalty. A cool concept.

Thank you very much for the kind words! We are very happy you got to feel the vibes of watching fireworks on a summer night with our game!

Wasn't expecting a WarioWare like! Minigame variety is impressive for a jam, the presentation is top notch and I find it amazing that you have leaderboards. Congratulations for an amazing work!

The art looks nice, I dig the sense of style here. I like the idea of the building up experience points to get bonuses by exposing yourself to harm with the howl mechanic. I do feel the game ends up being a tad too repetitive for me, but it is understandable in the context of a game jam. An expanded version with more moves and enemies would fix that. All in all, good job!

That's completly understandable! I do think the idea sound nice, I like the idea that you can bake cakes and the like, may give the game a dinamic feel when the party start. Like, the first step is to prepare the room, but then you still need to attend the guests needs to have a succesful party, sound cool! Good luck if you decide to expand on the idea, I would like to see that!

This was gorgeous. The sprite and animation work is superb, I also enjoyed the music quite a lot. The movement and the main attack felt good, althought I found parrying and dodging cumbersome because of the default keys position on the keyboard (I saw that it is possible to remap the controls after beating it). Also, I didn't find any need to dodge or parry, so it was not a problem in practice. I just want to reiterate that the audivisual aspect is incredible here, great job!

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I liked the aesthethics here and the game is short and simple, sadly I think the flags are a little bugged. On my first playthrought I was incapable of getting anything to work after eating the cookie, the jellyfish didn't take me to the balloons and speaking again to any NPC caused their event to restart (so I collected the coral again and then the crab asked for help, but the message "the shark left your party" popped up as soon as I swam up and then they were nowhere to be found, making it imposibble to progress further). On my second playthrought I was able to finish the game with no problems, I am not sure why.

I like the idea, althought I found the gameplay a little confusing. It is really neccesary for the player to be able to move freely for this type of game? Also, I don't get what the point of the rooms other than the main room are. I do like the idea of making a game around decorating a room for throwing a party, and think there is a lot of potential to expand this into a bigger project. Good job!

Very lovely! I liked the idea of having two types of jumps that you can chain together, and also the idea of having the protect an object taller than your main character, very interesting stuff! Althought I am not that good at this kinds of platformers, and to me it was hard to properly calculate when to dive (with space) while jumping. I did beat the game, but had to repeat some segments more than a few times. Lastly, loved the credits theme being a redition of the happy birthday song. That was a fantastic touch!

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Not a bad idea for a core movement mechanic! It would be interesting to see it working on a bigger project, with more levels and obstacles. It's a shame you didn't have time to flesh it out more, but what's here is still cute and interesting, good work!

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The art is very cute! I quite like the idea for the gameplay, but feel the controls are not the best. WASD for movement and mouse clicks for attacking in a game like this don't feel good to me, personally. Also, I thought it was difficult sometimes to understand the collisions on the map. For example, I don't know why I can't walk below certain decorations. I do think this could be expanded in a very nice roguelite type of game, and I like the main character desing.

Thank you for playing! We probably should have added some instructions ingame, so we will try to address that in a post-jam update. Also, we want to work on improving the fireworks visuals, so hopefully look forward to that!

Thank you! We were aiming at recreating the chill sensation of watching fireworks on a summer night with a simple card game.

Thank you! Both the artist and the composer on our team will be very glad to hear that. They worked hard to make sure the vibes were as close to feeling like watching fireworks on a summer night as possible.

Thank you very much!

Thank you for playing!

We have already identified the cause of the crash will update the game with a fixed version after the jam.