lmao
Scolon
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The twist right after the tutorial that the customers were going to be shooting at me had me laughing for a bit lol. This is a well-made and cool entry. However, I feel like the mechanics could use some tuning. Because of how the customer satisfaction mechanic works, levels take a lot longer to complete and can take ages the moment you lose some amount of satisfaction and it's hard to know how close you are to completing a level.
I think it would work better if the bosses had distinct phases based on how many times you have satisfied them, getting more difficult each time. So, their phase would swap after every order basically and you would know exactly how far you are from completing the level and won't lose progress. The death mechanic would likely need to be changed a little bit to complement this.
Other than that, the pixel art and music is great, well done :) These are just my suggestions. Oh yeah, I also had no clue that dashing was a thing I could do until I beat the game.
The controls and the way you attack were very difficult to get used to, it generally didn't feel that good to try and do damage and focus on dodging at the same time. It felt like I had to fully commit to one or the other otherwise I'd either have no damage or take hits. The worm boss also felt a bit tanky compared to the other two. The deflect mechanic seems a bit overtuned as you can deflect basically any boss attack and not really learn the boss attack patterns or movesets.
I do like some of the smooth animations on the arena in the final boss though!
This is a good concept, but I feel like the gameplay could be made a lot more exciting. It feels a bit slow for what I would expect a Beyblade inspired game to feel like. One idea I have is introducing some sort of speed or combo mechanic where you get faster and faster the more consecutive hits you get, which would encourage a more aggressive playstyle and make the game very fast paced!
This is a very good entry, I could see this being expanded into a little roguelike of sorts with different abilities and targets. The bosses did feel quite a bit too tanky though, especially the final one, which dragged out the quite simple gameplay a little bit longer than what I would've liked. The art was quite clean, and the gameplay flow was straight forward though, nicely done :)
I really like the music and art in this one, however, the controls felt very awkward and floaty, and I could barely tell what was going on. There also seems to be a bug with how the game stores or resets your progress, I think it was just skipping around or something? Also, the lack of player feedback when getting hit, hitting things, or progressing, etc, made it quite hard to keep track of the gameplay loop.
I do enjoy the concept here though, good work!
The gameplay loop in this one was very hard to figure out and get into as it seemed like a lot of buttons just did not work unless I clicked them in a very specific order, the layout of the UI was quite confusing, and fights took a long time to load. Also, the graphical style of the UI didn't really seem to match the game world.
I do like the concept present here though; I do still want to live out my childhood dreams of being a Beyblade master and rising to the top! :3
The bosses in this one are pretty cool, I like the variety of attacks that they have. The pixel art is solid too, although I think the blurriness on some sprites is a little off-putting. My main grievance (haha) with this game is that the controls felt a bit awkward at times and I do wish the boss attacks had a bit more telegraphing/build up to them. Sometimes it just felt like the bosses were pulling things out of nowhere.
Also, it took me quite a long while to figure out what I was supposed to do during the low gravity phase on the 2nd boss. That attack is a cool concept but some sort of indicator for people who haven't figured out the parry mechanic/don't see the random floating blue projectiles would help out a lot.
Anyway, good entry :), would be curious to see what this would look like with a ton more polish
This game has a quite a cute art style and a very simple gameplay loop that is done pretty well, I like it quite a bit. However, I think I bit more could've been done with the bosses instead of just gradually increasing their stats and the number of times that you had to hit them. Some more unique AI would've been a lot more engaging. Other than that, nicely done :)
This is a decent take on the theme, I did like the momentum mechanic you've got with changing sizes while midair. The level design and platforming challenges could use some work though, I feel like falling into pits should just kill the player or otherwise punish them, just pressing R to restart felt a bit clunky. Furthermore, there is a lack of game juice and feel with any of the player's movements. Try adding sound effects, particles, movement acceleration/deceleration, and maybe even screenshake in some cases. There's a lot of little details that you can mess around with to really make the game pop! Nicely done though :)
The art and style of this game is extremely well done, I love how everything feels! My main concern with it is how hard it was to keep the producer in focus sometimes, this game is actually pretty difficult. I wasn't able to get very far into Act 3, which is when the difficulty really spiked I feel. I think the game juice on the producer and the projectiles he fires could be tuned up a bit. Maybe add some extra particle effects, sounds, or screenshake to make it feel a lot better and smoother. His teleporting should also have some other type of feedback attributed to it. Other than that, this was a pretty good game, nicely done :)
I'm not exactly sure how the scaling mechanic works, at first I thought this was just a wonky version of Tetris until I realized I could scale the blocks. It seemed like it only worked half the time though and I'm not sure what I was supposed to do. But the concept seems cool, so nicely done on that part! I think some sort of tutorial would've helped out a lot though.
A very short and simple platformer, a very simple interpretation of the theme, but it executes on it quite well! I really like the little cutscenes you added at the end of the game, it made it feel a lot more complete! I do wish there were some sort of upgrades or that the lizard controlled a bit faster, but other than that, nice work :)
I like the visual style of this game, it's clean and nicely done. It took me a while to figure out how exactly the game worked, and even then I was a little confused on how to figure out what objects translated to what the clients wanted. Also, I'm not sure if this is true, but I think failing a client's request is going to make it harder to complete future ones, since you'd now be missing sacrifices that would've otherwise been useful. I'm not sure what you could do to fix that though. But yeah, this was a pretty hard game. Nice visual style though!
The controls are very finicky and really hard to get used to, and the swinging mechanic felt a bit off. If these were polished a bit more I think the game would feel a lot better! Try experimenting with game juice and game feel, adding extra effects and player feedback to actions goes a long way in making things feel good! Decent concept though :)
This is a pretty simple puzzle game, I think it works just fine. I do wish that the slime's movement wasn't constrained to a grid, or I could just hold down WASD instead of constantly tapping them. It got quite exhausting constantly needing to spam the movement keys to be able to do anything. The art is basic but it works for showcasing the general concept of the game. Even though it's just a simple puzzle game, I think lots of cool sound effects and additional polish and speeding everything up would go a long way in improving the game feel. I found the sound effect that plays after you eat a mushroom to be really funny! Anyway, good work :)
I like the style of this game, rotating the blocks can be a bit finicky though. I think you should make a few adjustments to it to polish it up a bit. I think it would also be cool if you had like different towers or shapes you had to place the blocks in, it would add more challenge. I think this would make a nice little mobile game you'd play while on the train or something if it was fleshed out or explored a bit more. Nicely done :)
Solid puzzle game, however, I had a big issue with the perspective. It was really hard to keep the ball aligned, especially on those small pathways when it is following the mouse and I could not tell which direction it was going to move because of the locked camera. I think it would've played much better if you used arrow keys or WASD to instead move the ball, but kept the size changing to the scroll wheel. Other than that, pretty decent :P
I like the concept, but I don't really understand what exactly I'm supposed to do. I was turning lots of nodes blue and I guess that's how you win the game, but I'm not entirely sure. I think some sort of tutorial would've helped out a lot, also an opposing threat or imminent threat that you need to fight off would help make the gameplay a lot more engaging. Cool concept though, curious to see where it goes if you continue this after the jam! :3
This is a very cool tower defense game, I quite like the style of it all. One of my main complaints is that I couldn't tell which objects I was able to expand/shrink and which ones I wasn't able to. It also felt very unresponsive when interacting with things. I think if it was sped up a bit more and more sounds and feedback were added it'd be a lot more satisfying. Very good entry though, I quite enjoyed it!
The enemies are a bit too fast to survive without using strategies which felt like cheesing the game. I realized I could run a lot farther than I expected to, this is not a bad concept though! I would experiment with the movement mechanics and shooting mechanics, adding little particle effects and screenshake and whatnot can go a long way in making a game feel great to play. I would also be quite careful when designing floatier movement controls. Other than that though, not bad :)
I really like the idea of the earthquakes changing the arena, but it feels like it didn't have that much of an impact on the actual strategy other than gaining more spots to place towers. I think you should experiment with the type of tiles that are added to the arena, or make the earthquakes a bit more impactful, there's probably a lot you can do here! I do like the pixel art too, this game does have its charm, good work :3
I like the main mechanic in concept, but it's extremely hard for me to get a grasp on because of all the intricacies of it. I wonder if you could simplify it a bit more? It would probably make the game a lot easier, but I think it would be for the better. The art is pretty simple but nice though, good job :)
I like the idea, though I feel like the mechanics of falling could've been polished a lot more. The movement was so floaty that it did not feel that great to play, and the stamina meter was very hard to manage in conjunction with it. I do like the direction that the art style is going in though! With a bit more work this would be pretty good I think. Nice work :)
Yay!!! I beat it! This game has a nice idea, but could use a lot more fleshing out and polish. My main issue with the game was the perspective, I had no clue what I was doing because of it and most of the game's difficulty came from that. Adding shadows or some sort of camera movement may help a lot!
I also think you can do a lot more with the general style and feel of the game, but I do like the direction you're going in, good work :)
This is a pretty simple endless runner. My main issue with it though was the balancing of the enemy patterns while running. There were numerous times where it seemed like it was impossible to weave between a block of enemies. I had to run off-screen a few times to dodge some things and wasn't able to get very far in general. I think more enemy types and some sort of collectible to grab as well as a lowered difficulty would make it a lot more fair while raising the skill ceiling of the game. Anyways, not bad!