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ser_saffron

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A member registered Oct 09, 2023 · View creator page →

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While I think the concept is interesting, and one of the more original applications of the jam's theme, I found myself frustrated by the execution at multiple points. Bugs involving scaling the water were numerous -- not just from scaling outside the walls, but also water auto-scaling to certain odd sizes after trying to scale them a second time, or the input simply failing to go through at all. I was unable to find a solution to level 8 -- I think that this game shouldn't require exact solutions like that level does, as any one block of water greater or lesser than intended on that level resulted in a loss.

Still, I appreciate the effort you put into this project! And the cat is cute, of course, which is always a plus.

I think the concept is interesting -- I was pleasantly surprised when I found out that increasing the weapon's size also reduced its speed, and I think that's a fun gimmick for a game.
However, I do have a number of critiques:

  • Some kind of title screen or pause mechanic would add more to the game than you'd think -- it would allow the game to remain open rather than crash on every death.
  • For health, displaying numbers (or, even better, health bars) would provide more design clarity than just making enemies and the player more transparent.
  • Enemy hitboxes and sprites don't seem to be synced some of the time, at least based on the hit sounds.
  • Most importantly -- don't disparage your own work in the description or the game itself! In my opinion, this is by far the biggest mistake you made. It shows a lack of faith in your own work and sets your audience up to be unengaged with it before they even download.

I appreciate the time you put into this project, and I do think the concept is solid!

Thanks for the feedback! Glad you liked it!

One of the most enjoyable experiences I've seen in this jam so far. The music and art work very well together and make for an immersive experience, and I love the concept behind the story. The puzzles are well-designed and require some thought. If anything could be improved, it's that the game could use testing to handle scenarios where softlocks and physics errors might occur, which are fairly common because of the game's premise -- but, again, this was made in 96 hours. Excellent work!

I think this game has one of the neatest takes on the theme that I've seen in the jam so far

Very neat!

Nice and cozy! I think it would have been interesting if the player could see their rank increase and decrease as they placed objects, so that way they could get a feel for how the scoring system works. But besides that, I really liked it!

This game is awesome. Very satisfying to play, very well-polished -- even though I can't get past three minutes.

I love the photorealistic hand that swats the flies so much
Caught me so off guard the first time I saw it, great humor in general
Good work

You do an excellent job at replicating the RE style without feeling like an imitation. I particularly like how you incorporated the theme -- about halfway through, I was wondering how you would make it work, but that just made it all the more satisfying when it happened. Very good stuff!

You do an excellent job at replicating the RE style without feeling like an imitation. I particularly like how you incorporated the theme -- about halfway through, I was wondering how you would make it work, but that just made it all the more satisfying when it happened. Very good stuff!

Honestly, I really enjoyed this one; it stood out from some of the others I've played so far. It's not particularly flashy or trying to prove itself as being especially unique, it's just a really solid concept executed well, and I think that's why it stood out to me. Good stuff, especially for 48 hours!

Thank you! Our goal was to have the game be a constant balancing act between the three resources, so I'm glad that managing them didn't seem trivial. 

We tried hard to make the game feel cohesive between its art, sound, and gameplay, and the bouncy art and music was a large part of that. Thank you!

Great level design! I loved how organic the puzzles felt -- I never felt like I had to look too hard for the next step, and little QoL things like the crystals changing color and the keys flying to the doors they unlocked did a great job at being visually clear. Plus, it looks and sounds nice!

Pretty fun! Good concept, and I can tell that the control mechanisms were well-thought out and well-mapped. I'm impressed that I was able to do so much with just left- and right-click. There's a bit of 3D jank, which is to be expected with a project like this, but I quite liked the end result.

The game's straightforward concept of increasing your power and moveset as you play is utterly enhanced by its visual style, theme, sound design, and tone. Very fun experience, and as someone familiar with your work, this is very characteristic of your style. Good stuff!

This game is conceptually fascinating. The music and sound design compliments the game very well -- combined with the low stakes and how you can take your time to organize things the best you can, it evokes a sort of zen. I'd also like to compliment the scoring system -- it's intuitive, interesting, and rewards the player for making the right choices without punishing them too harshly.

If there's one critique I have, it's that the game gives the player a lot of freedom in the placement and orientation of objects, and the orientation never factors into the scoring system. I think that neatly ordered constructions should score more highly than a mess of related objects placed in the same area -- although I understand that would be difficult to program. Good work overall!

This game is hilarious. I love how janky it is without ever really feeling unfair or difficult -- the game follows its own logic, it's just on you to see if you can keep up with them. The story and dialogue was extremely entertaining, it's well-drawn... mad geniuses made this. Bravo