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Nick Speranza

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A member registered Jul 17, 2018 · View creator page →

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This is a really creative idea!  I like the balancing act of keeping control of your meter while trying to get the most money.  The thing I was a bit confused about was that there didn't seem to be a penalty for accepting a bribe but then ruling the other way.

Thank you!  I actually spent a good amount of time getting the hooks to move that way haha

Near where you exit the town, there's a well with stairs, & after jumping in, I was blocked from climbing the stairs.  And near the big doors, I missed a jump on the platforms in front of it & fell into a rock & couldn't get out.

But it's perfectly understandable.  With the little amount of time to work on it, it's not reasonable to be able to check every collision in the big world haha.

Wow, super impressive scope for a game jam!  Really commendable for all the clear effort.  Unfortunately I got stuck in the environment multiple times and didn't want to wait through the cutscenes more than three times.

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Wow this is crazy good!  Great classic arcade feel, & it gets pretty tough to match.  I really like the implicit strategy of avoiding shooting a ship in front of you for a chance to get to the back row.  My high score is 38140

Thank you!  I went with the visual style because I didn't have time to make better art, but I tried to make it look purposeful, so I'm glad it paid off lol

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Oh sorry!  I thought I built it to be able to run on Linux, but watching your video, I definitely fell into the trap.  I'll update the page, thanks for letting me know!

I think the scrolling bar on the bottom is a really cool way to demonstrate the actions, but it's difficult to read.

This looks great & has good puzzles.  Unfortunately I am dumb & did not get past Autumn 1.  Something I'd suggest is to maybe shrink the robot's movements at the bottom so all can fit on the screen at once.  It was a bit inconvenient to scroll through them & lose track of where it was going.

Thank you!  In a potential future version of this game, the fish would be able to do more things like get bigger & be able to pull down hooks, but not for now

He needs the money to travel to somewhere else with fewer fishermen.

The struggles of a limited time game jam 😩

Really cool puzzle game!  The puzzles are great, but if I were to make any improvements, it would just be for level selection and more clarity for the rules

I really like the idea, & it has a lot of potential, but the game was really unclear.  Killing enemies seemed inconsistent.  But be glad you got a working project done for a game jam!  That's no small feat!

Banger visuals & a cool unique switching concept.  Would work really well as a Warioware-esque microgame, but as a standalone, it needs some sort of goal.

You did a good job making the parry feel really good to land.  Something I'd suggest though is to make the parry a little bit smaller.  It's really easy to climb up descending bullets by parrying down, which I don't know is intentional or not.

This is cool!  I like how both the enemy bullets and the player bullets share the bouncing infinitely property, so even if you limit your shots, the enemies sure won't, and things get out of control regardless.  One thing I noticed is that the game is fairly easy if the enemies aren't aggro'd on the player.  You can just shoot one shot and let it bounce around until the enemies are all dead (though I guess the timer helps to mitigate that strategy).

Keep up the good work! =)

I love this!  The chaotic bean growth is so much fun to mess around with and see what happens when it's planted.  A minor criticism I have is that the game is a bit too forgiving.  With the sizeable jump height, it's not too tough to just throw any plant shape in the pot and be able to clamber your way through.  And with high enough iterations, with each part of the plant being climbable, you can get away with a lot.

But this is awesome regardless!  Keep up the great work! =)

This is really fun!  I like the idea that in order to know what you have to hit, you have to drive blindly for a bit.  My first couple attempts ended shortly because I didn't realize I had to use the arrow keys instead of WASD haha, so maybe add a quick control scheme in the beginning?

Good stuff! =)

Heck yeah, shoot to move!  I like how bouncy you are once you shoot; there's no telling where you'll end up if your shot is strong.  It kind of put me in mind of Getting Over It, since I  kept bouncing around until I fell back to the beginning lmao.  But yeah, like others have said, adding some sort of indicator showing how strong your shot will be would be very helpful.

Keep up the good work! =)

This is neat.  I like the idea of the code injectors adding random inputs to your robot, but maybe make their range a little longer.  It's pretty easy to avoid them as it is.  One recommendation I have is to speed up the charging.  It's kind of boring to just wait there until you're charged up as much as you want.

But this is great for a first Unity game! =)

This is pretty neat.  The idea of switching sides is really cool for chess.  I think it would be really cool and even more fitting to the theme if the pieces that switched sides randomized each turn.  Like you could be setting up a checkmate with your rook, but, oops, suddenly moving the rook now switches sides, and now the computer messed up your setup, or even worse, won with your setup.

Cool stuff! =)

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This is super cool!  I love the idea of using an unconventional control scheme like this.  My suggestion would be to make it more clear what different color speakers do.  I think the marble had to be touching red ones for them to work?  And green ones could be held on with constant sound?  Not sure about the blue ones, though.

Keep up the good work! =)

I liked this game!  It gets very hectic very fast, and it's pretty fun!  I'm not sure if this was intentional, but the mouse moving the menu screen threw me for a loop.  I'd suggest adding some more variety in the future, but as a jam game, this is great!

Keep up the great work! =)

This is really good!  I really like how you have to prioritize which controls you want for each level, since there's not enough time to get them all, and the teleporters in each level make sure you aren't completely boned if you can't go in a certain direction.  The only compaint I can think of is that I feel like I wasted my money on other weapons, since I never always prioritized grabbing movement over weapon switching, and upgrading the pistol enough made it seem like I wasn't missing out not using the other weapons.  I think that might just be based on my playstyle, though, so I'm not sure how something like that could be fixed.

Keep up the great work! =)

That's a good idea.  The ending was one of the last things I added, so I didn't think about making it skippable to return to the action faster.  Thanks for playing and the feedback! =)

I'm glad you enjoyed it!  Thanks for playing! =)

This is such a great concept, but it could use some refinement.  Something I'd recommend is having the nun move faster than you can.  As it is, you can outrun her pretty easily, almost eliminating the need for stealth.

But great work for a weekend jam game!  I'd love to see it expanded on! =)

This is awesome!  The writing is hilarious, the art is pretty, and the mechanics are unique.  It's like an inverse stealth game where you have to avoid seeing instead of being seen.  The only criticism I can think of is that there's not really any feedback when you lose or win; it just abruptly restarts or continues on.  But that is certainly excusable for a jam game, expecially when everything is so good.

Keep up the great work! =)

I really liked how failing the puzzle didn't automatically make you lose, but it just made the next part harder.  If I were to make a recommendation, it would be to make the later puzzles a bit tougher.  As it is, the later puzzles were the same as the earlier ones, except the wires overlapped slightly more.  I found myself just waiting out the timer after solving the puzzle quickly.  Maybe the later puzzles could add more nodes to correctly connect or something?  Also, it wasn't clearly explained what to actually do to solve the puzzles.  I was pressing every key and clicking on everything before I figured out that you had to click and drag the symbols.

So yeah, sweet game, just maybe make it progressively harder, and make the instructions a bit clearer. =)

I like the concept here were it's a stealth game in which your tools fail at random.  But like others have said, the robots need some glasses or something, because they be blind.  I'd also recommend having the camera follow the player a little more closely.  As it is, I feel as though I'm walking blindly when I'm so close to the edge of the screen all the time.

The music is banging though.

This is a pretty neat twist on Pacman, but I think it asks the player to keep track of too much at the same time, especially since once the enemies reach their assigned tile, they just go off on their own.  Maybe in the earlier levels at least have fewer enemies?  Also, some of the enemies' colors are too close to tell which is which at a glance, so I'd recommend changing them to be a bit more obvious.

But I really liked the concept, I'm just bad at it haha.

I'm really bad at this haha.  But this is cool.  Everything worked really solidly, even if I wasn't good at it, and the presentation was great!  Heck, there are even sound settings.  Who puts multiple sound settings in a jam game?  My only criticism is my ability to play the game lol.

Keep up the great work! =)

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Now this is a unique take on the theme.  Having all control be in players' hands, but only a bit per player with no way to communicate with other players is something I never would have expected from this jam.  That being said, there isn't really anything to the game itself, but I'm not sure how well the concept leads itself to any actual gameplay.

i <3 egg

Cool game.  There's a lot going on in a short amount of time, so it definitely feels out of control.  Something I found was that I only ever had a handful of bricks, so I never wanted to use any to defend myself.  I guess if I lasted longer, I would get more money and be able to buy more bricks, so maybe that problem eventually fixes itself, but it's tough to get to that point.

I like it though! =)

This is a super cool idea!  You really have to consciously focus on what you're doing and hope you get something helpful.  However, this poses an issue in the later levels, where your hand will just get bloated by unhelpful cards.  Like, stop giving me shoots, I just want to walk right!  Maybe this could be alleviated a bit by increasing the hand size when more card types are introduced?  I'm not sure what the best solution to this would be.  Also, it seemed like the spike hitboxes were too big because I kept dying while very clearly not touching them.

But really, this is a super sick concept that I think would really shine after some refinement.  Keep up the great work! =)

I loved this!  The art is wonderful, and slingshotting around is really fun.  Maybe add kills and time on the main screen instead of waiting until you lose to see how you're doing?

Keep up the great work! =)

This is a neat idea!  I like how where other guiding games like this want you to guide the [whatever it is you're guiding] to safety, this game has you guiding them to doom.  It's pretty short, basic, and easy right now, so I would love to see the idea expanded! =)

This is super cool!  The visuals and musc/sounds were great, and the idea of manipulating your projectiles' path like that isn't something I've seen much before.  Though it is a bit disheartening to lose near the end of a 3 minute long level because I accidentally moved my mouse a liitle too far offscreen and the vinyl just stopped moving.  It's okay though, my entry has a similar problem haha.

Keep up the great work! =)