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Simpathey

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A member registered Apr 24, 2020 · View creator page →

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Ok, I have played several games where you shoot to move around from this jam. This one is by far my favorite. Its a really simple concept but I thought it was fun to finish all the levels. Honestly the reason it played well is the instant change in direction from the cannon shot. My only feedback is that visually the cannon blends a bit too much with the background so maybe an outline could help. Other then that I like your idea of expanding the idea with environmental effects. Nice work!

Hey I gave your game a play. After a few attempts I was able to live a pretty long time, like 5 min! I really liked the look of the resources moving around and I think the UI that told you what each building did was great. I think the only feedback I would give is to make enemies a little easier at the start and to maybe do an in game tutorial. Of course this is only if you want to give the game a post jam patch. Great job, super cool to see a working RTS in a jam!

Woo I made it to just before 8 min! I really like the feel of this game, all the upgrades were really cool. The only real piece of feedback I have is the tentacle slam sfx was a bit loud compared to the other sounds, so later in the game when I had it maxed it was a tad too loud. Fun Game, I liked the way you did life steal.

I played to a height of 171! Wow what a load of fun, maybe the only feedback I can give is it would be nice to have a mini map or some way to try and avoid the obstacles. Once I got going real fast I was just kinda hoping not to run into things, but maybe that is an upgrade I missed in the shop. I am just so dang impressed by the polish and the variety you put in this game in such a short time. Loved it! 

This game was really satisfying, kind of like popping bubble wrap. If I had one piece of feedback it would be to delay the start of the game after the player picks an upgrade. Sometimes the spores were on a satellite and I clicked the power up all the way on the left, and then I didn't move my mouse back to where the enemies were fast enough. But this game was really fun! Great job :D 

I got to score 29 on my third try! This was a nice little shooter game. I have a few pieces of feedback for if you want to do a post jam build. First I would add a restart button that way you can play again quicker. Also when you shoot it should not make the player stand still in my opinion, because basically it punishes you for moving around to dodge the asteroids. So instead of moving around I just ended up sitting in one spot and shooting up, that is how I got to score 29. If you make it so you can move while shooting it will make the player move around more. Good job getting a game done!  

Hello, I played your game for about 10 minutes and only managed to make it to the second level but then I fell all the way and lost all my progress. I think the idea for the game is good and I like the narrative but I have a few pieces of feedback that you could implement if you decide to do a post jam build. First, the color of the sword and the background color pallet are a bit too close, maybe you can add an outline on the sword or change the background tile color. Second I think that the difficulty curve was too steep. When a player tries a new game it is a good idea to give them a few "free" wins that way they are encouraged to keep going. Adding one directional platforms that you can jump up through but not fall down could be a HUGE help for your level design. Lastly the music didn't seem to loop properly so maybe making sure the end of the track and beginning match that way you can have a seamless loop. Just want to say I have never played a jumping/climbing game where you could also rotate the object so that gameplay experience was unique and pretty cool. Nice job! 

The controls and gameplay are really intuitive and I also really liked the sound design and the music. One thing I will say is some of the levels where you had no way to jump up except to parkour off of a higher block were really challenging. One thing that could fix that would be always having a lower block to get to a higher block. Besides that there is not much to say except that I enjoyed the gameplay and art!  

This is such an incredibly polished experience for a game jam. Easily in the top 10 of all the games I have played so far, and it really suits the theme SO WELL! The fact that the movement and combat mechanic is fun is insane! I only encountered one major bug was where you transition from wall to ceiling sometimes you could launch in a random direction. And level three I couldn't seem to find the button to open the door after the parkour lava area. But honestly one of my favorite games in terms of feel I have played so far. Amazing work! 

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The art style for this game is great, and I really appreciate the in game tutorial. That is a HUGE plus for a jam game. One change you could make to the game post jam is to make it so there is more ability for the player to improve. Right now it feels a bit "random" if I hit an enemy that is far away. That makes it feel outside of my control. Some things that could change that are a bigger FOV so that the player can aim their shots (or a map so you can see enemy locations). Think about games like angry birds, you can always see where the pigs are to aim the birds. Another change could be maybe having more generous snow ammo and upgrades. Overall good job finishing the jam, and I chuckled at the sound effect for the snow ball. 

This game is really fun, I like the idea of controlling a projectile with screen wrapping. Almost like a better version of asteroids. I did find a bug that as the game went on the sword changed angles relative to its motion. This had the effect of making it more difficult to control as time went on. If you can fix that up post jam it would help a lot. But overall I really loved the art style and sound/music design of the game. Great job!  

By far the best ambience and aesthetic  I have seen in this jam so far. Camera and player controller felt responsive too which is a huge plus. The game could benefit from a bit more time for the player to respond to threats. One way to achieve this is to keep enemy speed the same but pull the camera back, or you could make is so the enemy pauses before an attack and add some kind of telegraph. The other thing that would improve the game is adding more feedback for enemy hits. When you hit an enemy having a "bounce" or hitflash goes a long way, especially if the projectile passes through the enemy. This is only necessary for enemies that take more then one hit to kill. Really enjoyed the entry!   

This game felt great, almost like a FPS in that it required a lot of fast precision. I think the only big piece of feedback right now is in some of the levels with moving platforms you require precise timing on when to start the level. This is OK but I think that the camera should be unlocked or more zoomed out such that you can "scout" the level. Still loved the game and ended up playing through most all the levels!   

Its really fun to navigate by flinging yourself around. Also gotta admit the Gaston cut scenes made me chuckle. The only real piece of feedback I can think of is either giving the player a map or making the level design have more distinct features and tiles. This is only because so much navigation and exploration are needed to find the target furniture. Great job with the entry! 

Dang this game was hard but satisfying. The only feedback I really have is that I was unsure as a player how to use the checkpoints. At one point it spawned me at the bottom when I was one jump away from the end. I think it was interesting to experiment with a foddian type game and also having a health and damage system. It made the game more challenging for sure! If you do a post jam build I would make it so you can maybe TP to the checkpoints. Great job.

This being a first game jam it was really well executed. I have a few pieces of feedback for if you do a post jam build. First I would make the camera not hard follow the player because there is just a bit too much movement in the game for a hard follow camera. Lastly I would make the grapple line not invisible that way it is clear where your grapple anchor is. Great Job!

I gotta say I thought the game was about exploring and throwing up grass. Imagine my surprise when it was a dark souls bear boss fight. 10/10. The only feedback is that in addition to the dodge there should also be a dash (or maybe the dodge speed could be increased) to make it easier to evade the spin attack. But other then that I would say the telegraphing was S tier. 

So I really liked the art and aesthetic of the game. Personally I feel like there was a little bit too much RNG. Honestly I feel the RNG should be removed from the shop aspect of the game and only apply to combat. I also would take some time post jam to update the UI to make it more clear what suits affect what aspects of the opposing cards during combat. This could be achieved by adding a delay between the attack and the damage applying. This will give you time to highlight the change happening. Great job doing a card game in such a short time frame! 

I really loved the game feel and design of Hack & Climb. But gosh this game was hard. Its interesting though because with the preview it feels a lot more fair. For sure I am coming back to this one!

The concept of the game is really solid, like snake but more fun! I would say my only feedback is on the level design. Areas with saws should not have hallways before them that are too narrow to loop in. This makes it feel more like RNG and less skill based whether you die or not. But overall the game was great and I liked the art a lot!

Aw thanks so much for the feedback. I really want to give this game at least one solid post jam build. I think it should be straightforward to add special new attacks for weapons as build path upgrade. Thanks for the great idea! 

Honestly a total S+ on the innovation scale. While the movement took a while to get used to it was really fun once I got the hang of it! Nice job!

This was a pretty cool game, the mechanics felt innovative and I was able to make it too the lighthouse and win (although I missed a few of those bonus stars). Honestly I think there is only one feedback I have and that is on the game design side. The area where you first introduce grabbing boxes you make it so that just the big box can't get you over the jump. You need to pull a small box on top of a big box. I think you should have an area where you only need to move one box to make the jump before you introduce that stacking mechanic. I also found it quite difficult to stack. Also there is a section where barrels roll around a suspension bridge and I was so bummed to get all the way to the end just to realize that I needed to take that box from the beginning with me (I assumed it was just for getting the bonus stars so I left it). I think having a player do backtracking like this can make some people loose interest so maybe having the box at the end already or having a sign saying "take this box" could help with that. My favorite part of the level design was the wind whipping the chains. It was very satisfying to fly off the chain using the wind to get to new areas. All around I would say a really solid game!

A lot of the feedback I have is already addressed by other people I see. But I want to note that I think the suggestions of random coin positions, the player bouncing off the top of the cloud so you don't take damage, and an indicator to tell when the cloud is about to storm are all good ones I think. I think you really nailed the theme though!   

haha thanks! And you earned the top spot fr, never thought someone could get a time like that! 

And on my birthday too 😭

I think Antic did such a killer job on art! I am also in love with the little froggy. Thanks so much for playing <3

I think this was a really creative twist on flappy bird with the added mechanics. Only think I think was hard was clicking on the pipe to clear it also makes the character jump which can be hard to multitask (although maybe that is intentional). I also think the shooting could have maybe a small indicator to help the player know where the projectile will go. I like the game design and the pace in which you add new elements to keep the player engaged. Well done! 

I had a weird bug where I could not get the board on the door but reset the game and it worked fine. Second time I ended up winning. I really liked the minigames and art/aesthetic. I think where the game was strongest was in fun and theme! I think only thing to improve it maybe is to add more minigames and to fix the door bug. But for the game jam I think it was a perfect length of game. Nice job! 

I think it is a nice take on the top down enemy wave style games. I have a few pieces of feedback since it looks like you might make a post jam build. Really my only "need to have" feedback is auto fire when I click and hold. Another thing is I don't think enemies should shoot projectiles off screen because then it is surprising and too hard to dodge. Other then those small things the game was fun and surprisingly full of content for such a short jam!

While this was a short game I feel it was executed really well. I liked the wind mechanic and also the blower mechanic. I actually only have one real feedback and that is I didn't realize I could blow the tornados until half way through. But yeah I really liked the game and I think it was strong on the fun and graphics scale for me! Great job!

So I think this game was awesome, I loved building the car and then getting to drive it. I played a couple of times and I think my only feedback is on the game design side of things. So when I would get game over I would see the animation of the jaws but never did I understand why I got the game over. Did I drive in the wrong spot? Did I run out of health? It looked like everything was going great right up until I died. I think it can be hard when players are surprised by a game over so maybe making the build up to the game over more clear could solve that. Other then that I cant think of any other feedback. The game was fun! 

This game had a very cute aesthetic, I liked the little breads on the ducks. I do like to try and come up with constructive feedback and the biggest thing I can think of is pacing. In endless runners it is hard to keep players going if they feel the game doesn't have enough difficulty, unless there are other incentives. Perhaps if you expanded this game after the jam little pickups or newer and more challenging obstacles could fix that for your game! Otherwise nice job, a fun and simple game. 

I think the innovation of only being able to harvest some resources, like crystal, during the storm was really cool. I have played a lot of resource games but had not seen something like that implemented. I also really liked the two phases of gather resources to build and battle tower defense. I played for a while but the storm never seemed to end so I could only play one cycle but it was fun! Maybe a timer for the storm or an indicator for remaining enemies could help. I am not sure what the end condition is but yeah, basically something to help the player get there. Again fun game and really well implemented UI!

Wow this is one of my favorite games I have played this jam, I really enjoyed the gameplay! I think the amount of UI you had was also insane, I totally knew how to play and what I was doing. Great job!  

Voice acting in any game jam game is an instant wow for me. I really liked the pacing as well with the time limit and resources. I think one thing I might change is making the dinosaurs scarier. At the start I was scared of them but then they never chased me. Sounds funny to say but I wish the dinos were more aggressive. Also for picking up wood the sound effect has a high peaking bit that played in the right ear of my headphone so maybe swap that one out if you do a post jam build. Really solid entry all around though and I think a great take on the theme!

I got to 55! Really this was an all around solid game. I really enjoyed playing and taking care of my Mitobits. I think the only feedback I have is sometimes they moved to the edge of the screen and the UI that showed their needs was not visible to me. But yeah I really loved this game! 

Me and my husband played each other. We had a lot of fun! I think graphics, fun and audio were your strongest features. I do have one constructive criticism for game design. With such tight real-estate on a keyboard and having two players, I think either you needed controller support/rebinding support. Still we had a blast playing and played till I won 53 to 12 haha! Really fun and I was glad to see a multiplayer game in the jam. 

I do enjoy a puzzle game and I think your game is really high on the innovation scale for me! I think audio was also another strong point. I will say that I wish the overlay effect of the page faded spots could be toggled off. I have difficulty reading certain fonts and it was really important to be able to read the pages to solve to puzzles. To play I ended up having to screen shot the game so that I could read it all and solve the puzzles. I am sure that is something you could easily fix in a post jam build though. I think the game design of the different puzzles was really well done. Nice job!