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sebjugate

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A member registered Sep 08, 2018 · View creator page →

Creator of

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Thanks for the feedback! Right now I’ve just packed in a bunch of ideas. My focus on the next version or two will be balance. Let me know if you do play more and have any other suggestions.

Congratulations on your first jam! I like the smooth, simple art style. A couple points of feedback:

  • Unlike some others, I am OK with the controls as they are… I think they are pretty standard for a top-down shooter.
  • It felt a little too zoomed in. I had to get uncomfortably close to enemies to see them.
  • Level transitions were sudden and unexpected, as others have said.
  • I felt like I ran out of ammo very fast and eventually got stuck on a level with an enemy left, but no ammo refills. I could not find an exit to the level. It felt like I had no option but to sit and die or run away forever. In this case it might be nice to have a slow ammo regen or something so players have at least one “exciting” option in this scenario. (For example, a FPS would have at least a melee attack so I could run in and die trying.)

Nice submission, well done, and congratulations again on your first jam. :)

I like the cohesive art, and the map-integrated instructions, kill counter and timer bar. It felt like a complete vision. Congratulations on accomplishing your stated goal of making a top-down shooter in a game jam :)

I got lost numerous times on the tutorial. For some reason my natural inclination of which direction to go was rarely where the next instruction was. Because of how long it took me to complete the tutorial (ashamed), I didn’t get to play the actual game much, and ran into some green guys that killed me instantly. But very polished, and I may come back to it. I liked that I could whip enemies with the package I’m transporting!

Good feedback. The music button was a last-minute addition because I was worried the music was annoying and we didn’t really have time to make it more functional.

Definitely something to improve.

I’m glad you enjoyed the game :)

Thanks, I’m very self conscious about the music since it’s not my strong point and our usual music/sound guy was not able to participate this time.

Thanks for the feedback! Very valuable points to keep in mind for future iterations, I’ll add them to our issue tracker.

I’m glad you enjoyed the game :)

Welcome to the GWJ!

Would prefer the ship movement to be a little snappier and the hitbox a little smaller to allow for some nimble dodging. I found the combination of slow ship movement, only being able to shoot straight ahead, and the HPs of the enemies to be a little frustrating. Definitely could use some peppy music and SFX too :)

Nice little game. Estimating time is something we all struggle with, but it looks like you got quite a bit done. Unfortunately… I couldn’t figure out how to destroy the rocks :( I’m probably stupid and missing something.

The horizontal movement slowed down when moving up/down which felt a little funny. I’m not sure whether it gets harder as you play for longer, but it was pretty easy and felt like I could go for quite a while. I would expect speed or asteroid density to increase the longer you play. I didn’t feel like I had to shoot very often, so the cost of using a carrot was pretty negligible. Perhaps you could introduce more reasons to shoot in order to utilize that tradeoff a little more.

Overall, nice entry and welcome :)

Good value for 12 hours! As others have said, would have preferred an option for non-inverted y axis. But I appreciate the setting for mouse sensitivity. I only made it to 291.

Good start. I guess there is no actual ending to the game, as I couldn’t buy more than level 3 of each item and still didn’t escape Mars. (But had tons of money, bought myself a nice bungalow and yacht and plan to retire).

Cool! I like the art style. As others have said, a visual indication while pulling would be nice. In one stage (7, I think) I had to wrap around the map to hit earth because it was sticking over the edge and very hard to hit from the front. I don’t know if that was by design.

I enjoyed the game, and played it to completion.

Great audio, art and tutorial. As others have mentioned, it took quite some getting used to the controls (or rather, control). Even after some significant time, I didn’t feel like I could consistently do what I wanted (especially, shooting ice/fire). Using just SPACE is a fun take on the theme, and I am confident with more practice I could get it, however I think that barrier gets in the way of what is otherwise a fun little runner.

But, what’s a game jam for if not trying whacky things? Great submission!

Very very nice and a lot of fun. Maybe a little bit easy, I beat it without too much trouble. The most annoying thing I found was the controls seemed to sometimes move a bit farther than expected. It would also be nice to be able to “pull” items, especially once you get them to the edge of the bag, they’re unrecoverable.

Overall, excellent submission!

Beautiful art. Would love to know the story :)

I hope you develop it further!

I played for a while and wanted to get further but starting from the beginning got a bit tiring.

Right away I recognized the voice over (and disconcerting parasite theme) from Noddy! I found the time was quite short and the placement of obstacles/portals to be quite finicky. Might benefit from a grid layout. I like the Armageddon button :)

Nice graphics, music, theme and concept. I had a hard time figuring out what items did what, and was basically picking them based on looks. Is there a strategy to knowing what items to select for the next combat? Also my success rate went to 190%…

Overall, it feels like it has a lot of potential!

Congrats on your first jam! Too bad you didn’t get to finish but good for submitting anyway. Seems like there is some potential here and you’ve got some ideas.

I felt so terrible killing all the office workers… the beard guy looked so happy! Nice work on the destructible environment.

Nice simple little game. The ammo management became a little annoying in my opinion and could maybe use some tweaking. I like the use of the Transmutation wildcard.

Nice atmosphere, graphics and sound!

Cute idea, and I love the 3D style. Too bad you couldn’t finish it, but good job for submitting anyway! With some sneaky music and a bit more emergent/discoverable game play it could be really fun. It has good potential for multiple levels as the neighbor/neighbor battle escalates.

Really neat concept and I had a lot of fun. I had a hard time being profitable, and found that I ran out of money before I could really figure out how to play. Maybe I missed part of the tutorial, but a bit more explanation about what drives ratings, and some basic strategy might help.

Very cool idea and good execution.

Nice atmosphere and sprite work. Could use some kind of indicator for where you should go, where to move to the next screen, etc. I wandered around for quite a while and couldn’t find the body then gave up! I wanted to finish :(

Thanks for playing! We’re pleased with the challenge level of the game.

Thanks for streaming, sorry I missed it. Thanks for posting the video.

We’ve had a lot of feedback about the ability to play through the game and retry levels to get a perfect store. After the Jam, we may add a mode that allows that.

Solid foundation! It’s definitely one of the more complete FPS submissions I’ve seen– It’s got a lot of the things we expect from the FPS.

I got to round 3 and then fell off the map, so it could use a little more polish on that kind of thing.

Wow, great work on the animations and art. Scoping has got to be the biggest challenge of Jam.

Too bad you didn’t finish, but looks like a great start!

Not sure I really understood the combat mechanic, but I did win. I mostly used the guy that debuffed the hero a bunch of times and then hit him with the HP draining guys. I didn’t use any of the other monsters.

UI was tricky to use and a bit buggy. I often moved the map instead. I also found it was a little awkward because you were always trying to drop monsters right in front of the hero so it didn’t feel like the map had much game play significance. Realistically I with the current game mechanic it would be a better UX to just click the monsters and have the hero encounter them. If you want drag and drop, I think the position should matter somehow. Perhaps the monsters could combo with other nearby monsters.

Neat idea, and a good foundation for further development.

Fun little puzzle. I won’t say much so I don’t spoil it, but it was a little on the short and easy side in my opinion. But what is there is complete and polished.

Great idea, funny story and a fun little puzzle game. I really thought it was going to be incomplete, but it felt like a complete (albeit, short) experience.

It could have used a little background music. I’m not sure when the music stopped after you first started playing, but I noticed near the end that I had almost no audio (sounds or music).

Sadly my random combination of movements and boxes resulted in a couple unreachable (as far as I could tell) boxes so I couldn’t progress through the endgame, but I had fun nonetheless!

Unfortunately the game crashes for me when fighting the second zombie in the tutorial. I tried a couple times and wasn’t able to get past it. I was using the fire fist.

Too bad you weren’t able to finish it. Looks like you got off to a good start! It’s a real challenge without being able to move the camera, but I think I almost talked to everyone. I lost count.

Time stops when you move. Evidently, we need to make that clearer! Thanks so much for responding!

I enjoyed this one. It was hard to remember the weaknesses so I had to have them up on another screen. It might be nice to indicate on the enemies whether they are weak to your current element.

You did do a good job of only introducing three elements at a time for the first few levels, but even that I had trouble remembering…

This mechanic definitely opens up some neat possibilities!

Cute game! Sadly, performance tanks for me after beating the first duck boss. Goes from running fine to 5 or less fps.

Yes it is a difficult game. If it wasn’t for the Dare to Fail wildcard we probably would have toned it down significantly. Fortunately, that wildcard gave us the opportunity to make a challenging game that players could still get through in a reasonable amount of time.

Thanks for playing!

Thanks, we’re really happy with how the mechanic turned out.

Hopefully you found the art suitable even if it’s not your style ;) I’ll admit I did tread a little on the surreal side.