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Pundoras-Box

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A member registered Jun 28, 2020

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Music, look, and feel all fit well and made this a coherent experience. With fun gameplay.

One thing that stood out to me were the colored spotlights. I only noticed them after a minute or so, but even before that I noticed that I had an easier time spotting enemies than I would've expected with all the colors everywhere. Your spotlights drew my attention without me even realizing it. That was really impressive.

There's a few things that would've improved my experience as well: 

  • some way of influencing when the DJ's shield drops, so that part's not just a waiting game (stepping on / shooting lots of buttons / doing magic dance moves or something)
  • a laser sound effect that fits a bit better with the music (maybe even blends into it) and/or has some variation
  • art could use some polish. It fits your game well but gives me huge 'beta art' vibes.

But that's probably a bit more 'suggestion' than 'criticism'. For a 48h jam this was amazing. Don't think I had this much fun with a rhythm game since Necrodancer (don't tell my team I said that lol)

Aye aye, will do. Hope the support will get some wind in their sails soon.

Yarr scallywags, this game be a fine booty.

I might need a treasure map though, when I tried to show this to some friends and put "lazy pirates" in the itch search it didn't show up :(

Experiences I wasn't expecting this jam #2:

Some wizard dude I yeeted down a hill bounces from one bomb onto another and goes so fast the worldgen is barely keeping up. And I'm sitting here grinning like an idiot.

I love it.

This was really fun! Wouldn't have thought I'd ever see an entertaining story based game in a 48h gamejam.

The one thing that stood out negatively about this was that sometimes when moving the cursor words would snap up or down a line. So the space where I wanted the cursor to be would change position while I'm trying to move the cursor there.

You did a really good job communicating what character is being controlled. I was never confused even though I switched back and forth really quickly. Managed to get quite far that way as well.

This was fun. Hard and hectic, but fun. Looks and sounds lovely as well.

First impression was: seems really fun! Visuals and audio fit well, too. I'll try to get 1km.

After 10-15 tries i almost made it to 0.5 and that's where I gave up. Feels like if I turn a split second too early or late I'm fucked. If I counter-steer a split second to early or late I'm fucked. If the next gap appears too far away from where I am it doesn't matter what I do - I'm fucked.

It still was fun until it got frustrating. 

It's a shame I don't have someone to play this with and that the ai enemy barely does anything. I get the impression that there's surprisingly much potential for interesting strategy in this and I'd have loved to play around with that.

Take my stars!

I got super annoyed at the constant gun sfx blaring into my ears. Couldn't really tell if the explosions felt fine or just did not make it worse.

And that one, last enemy that seemed to be hiding every single round always turned this from a shoot-em-up into hide-and-seek for a bit. 

But other than that it was really good! I still had a lot of fun showering hordes of enemies with grenades. Not sure which of concept, art style, and music was my favorite part.

It took me three tries or so until I understood that I didn't have to follow the line but draw its inverse or something. Feel dumb now lol.