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pmarkowski

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A member registered Nov 06, 2018 · View creator page →

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Fun platformer with a cool central mechanic! It took me a bit of time to realize that the Ame clones spawn based on where the player model is facing, not your mouse. The platforming is a little slippery too, are you using capsule colliders? A cylinder for a platformer might be a little less slippery since it would mean flat surfaces colliding together. Cute ending and I liked the secret level easter egg!

Nice game, the main mechanic is pretty simple to get but results in a lot of complexity and possibilities. I wish there were a way to view the other side of the board or rotate the camera, there were some times where I was close to losing a level just because I wasn't totally sure where I'd end up on the other side. Great simple art style and presentation! Good work!

Great game, the concept is really creative and fun, I enjoyed playing through the entire game. One idea I had while playing, it felt a little frustrating that you could play "perfectly" but still take on corruption because you have to enter a corrupt space to recover a memory. I think it would just feel a bit better for the player if you don't take corruption only for the first time you enter a corrupt tile, so you can have "perfect" runs for levels where you never take any damage. Overall balance would be exactly the same since you can then reduce the player health by 1 to account for the change, so it'd be a purely psychological change for the player.

Excellent submission!

The art and animations for all the characters are excellent! Nerissa's fight was the stand out gameplay wise. Unfortunately, Biboo's fight seemed to glitch out for me, it just kicked me back out to stage select. The character art and controls mean there's a good base for a lengthier experience here, but making enemies, bosses and full stages takes a while. Nice work!

Thanks for checking it out! I hear you on the corrupted Saplings, it's brutal to get them early game. There's a flat chance for them to spawn right now, but ideally I'd like the probability for a corrupted Sapling to spawn to be a function of how many Saplings you have so they're less likely to spawn in until you're more well established, but I was worried about tuning that curve before the end of the jam. Definitely pushed myself to the limit by trying to make this type of game but that's what Game Jams are for!

Thanks for playing! Yeah, figuring out m ore ways to keep the player's attention is definitely on the backlog for a post-jam update

Oh wow, that is a lot of Saplings! Wasn't sure if the systems could handle that many, lol. Thanks for playing!

The core loop and amassing a bunch of followers is really cool and satisfying to see that grow, and how effective the higher levels are. I felt like the merch stands could be maybe a bit more frequent, took me a while to get upgrades my first go around. Nice work!

Blown away by this one. Great submission and I love the ambience and use of corruption. Didn't expect something so spooky but with the jam theme I suppose I should have expected it!

Nice game! A bit of motion or music/sounds for the intro would have been a nice to have, I was actually worried the game was frozen for a second. The intro cutscene was really cute. The shift in tone for the level design and music for the last level were great, definitely knew things were about to get real. In the end I was wanting more levels which is a sign of a good game!

Thanks for taking the time to play and leaving such detailed feedback! The latest update should make it harder to place trees in a bad position, but the placement is still a little awkward. Definitely pushed myself outside the comfort zone this jam with this type of game and had a lot going on but I'm pretty happy with how it all came together in the end!

Thanks for the feedback! I've pushed an update with a couple of minor tweaks to building placement and the Sapling AI to prefer to take advantage of closer items all things being equal, so that should smooth out some of that friction, even if they're still not the most intelligent.

Thank you for the kind comment, that means so much to me! I'm glad she enjoyed it!

Nice game!

The modeling work is great and the concept is fun. Nice comfy "job simulator" type of game, but I wouldn't mind some kind of timer or some additional layer to put pressure or an additional twist in the game. References are nice and fit the game concept!

Really cool game, felt pretty polished, good art, great submission. There were some stumbling points: sometimes it wasn't clear to me whether food needed to be fried or not when it was a plated order, and sometimes it was difficult to interact with the right object, particularly when trying to get the fish. Great job on the game!

Cool game, pretty ambitious to have so many minigames like this for a game jam, and a fully animated credits sequence too! I like the idea of having to solve a bunch of puzzles to prep the ship, to be honest I'm not sure it needed the resource collection aspect, it would have stood well without it. Great job!

Cool game. Maybe not traditionally "fun", but it does kind of feel like something that would stay with you even after you finish playing. Some small polish elements would be nice, I found sometimes the text for an item would disappear unintentionally for me, or would get tripped up when there were multiple entities nearby. Personally, being able to aim at it and press an interact button would be appreciated. Great work!

Haha, I knew someone would come and try to use a turbo mouse button to get a crazy rate of fire. Thanks for noting the death animation thing, it's a left over side effect where I wasn't handling player death properly which meant that the zombies kept eating you after you die, I liked that so much I wanted to keep it in but guess I didn't patch all the holes. Thanks for playing!

Nice shmup! I almost missed the tetris upgrade system, I thought that was a really good idea. The arcade aesthetic is awesome, but the 1-bit graphics combined with the fast gameplay made it difficult to understand what's going on sometimes. Really good submission, nice work!

I thought this was a cool submission! The graphics and audio were really nice, loved the particle effects. The amount of upgrades is impressive and they're pretty unique from one another. Progression felt a bit slow and a bit grindy overall for me, in the end. Nice work!

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Cool submission! I'll second what some other folks have mentioned here to lower the amount of ingredients required on the first day and have it ramp up over time to have some kind of progression in the game.

Cute game! Took a while to get used to the gameplay but once you get in the swing of things you enter a bit of a flow state dashing in and out of the tent tending to your crops. One small thing, it looks like the progress bar actually accepts mouse input right now so I was accidentally able to drag the progress bar left and right while playing. Good work!

Excellent style, the graphics are minimal but come together to make a really cohesive visual display. The audio is good too, good sound effects and the backing track is pretty good. The core mechanic is unique, when you do manage to pull of a quick maneuver where you switch focus to grab a green dot and then switch back to grab another it's really satisfying. The threads were just really frustrating to me though, maybe my mouse sensitivity is too high but it was both challenging to accomplish and overly punishing when you failed, which made me not even want to go for them because the risk/reward wasn't there. I ended up winning when I completely ignored them, which I felt bad for because the threads felt like the central mechanic I should be engaging with, but I did want to get a win. Also, I'd really have liked to have seen some kind of 3, 2, 1, GO when you start a new game. Since the particles go for the mouse immediately, and your mouse is hovering over the new game button, they start moving towards your mouse and the black hole is right in the path so after being frustrated with missing a thread, I'd retry and immediately lose a ton of stability from colliding with the black hole.

Sorry, lots of feedback there, but it was a genuinely interesting submission and I wanted to wrap my head around it, and glad I stuck with it for longer. Great work!

Nice submission! I like the Metroid feeling with the doors, escape sequence and overall feel of the level design. A bit of sound effects and music would go a really long way towards giving everything a nice level of polish. The camera felt a bit close -- I think it's an appropriate choice given the style of game but pulling it out a bit further would make things feel a bit less claustrophobic. Good work!

Thank you!

Thanks! Yeah -- not all perks are created equal. I actually had an economy feature in mind to try to help balance the perks but cut it for time to reduce scope. Glad you enjoyed the game!

Thanks for playing! I'm pretty sure you should actually hve i-frames during the roundhouse kick, but maybe it goes away too quickly and it needs a bit of a grace period. Or I have a bug to look into. Either way, appreciate the feedback!

I like the 1-bit art style and minimal aesthetic. The idea of manipulating the storm to either pass or be prolonged or strengthened is a cool idea, but I had a bit of a hard time figuring out how my decisions were reflected in the UI. Nice work!

Thanks, I gave it another go, still got caught on things occasionally but it definitely felt improved.

I really like the core gameplay idea here, reminds me a lot of Magicka. The character sprites are great and have a lot of personality. I wish it was longer!

Good submission! I like the art, especially the enemies and I like the idea of being able to switch between modes at will. I'll second what some other folks have mentioned that the bulls are maybe a bit too hard to fight, but I found the other enemies on the too easy side. Good work!

Super ambitious but really cute survival city builder. I feel like I sort of soft locked myself on my first run through because I built a lightning rod without the other buildings, a bit of a progression system that makes sure you have iron income first would be a nice touch. The UI and controls can definitely use a bit of work, I built a few houses accidentally just because I wanted to build roads! All in all impressive submission to deliver in a week long jam!

The insect theme is really cool and unique. I feel like it wasn't clear what was going on in the game at times, for example in the second phase I couldn't interact with the other bugs in the second level, but I'm not sure if there's just a 2 bug party limit or something else was going on.

Thanks! I really wanted it to be a satisfying mechanic, happy to hear you enjoyed it. I was hoping to add some more enemy types but they ended up being cut for time, but it's definitely something I'd like to add if I choose to continue developing.

Thanks! I want to make sure being able to progress through the game isn't too difficult, but in hindsight I think I could have added some ways to allow players to customize the difficulty to their own skill level. Appreciate the kind words!

Thanks for the feedback! When trying to kick, were you near a stunned enemy, with stars circling their heads? You can only kick when close to a stunned enemy. I'm not all that surprised about the reload noise, the way it's coded is kind of janky but I think should work most of the time. Thanks for taking the time to play!

Thanks for playing! I've been trying to work on tuning difficulty, tried to swing the pendulum a bit more to the easy side for this submission. I'd like to add some more content but I wanted to focus a bit more on polish for this attempt. I'll take you wanting more levels as an encouraging sign!

Thanks for playing!