Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SudoDave

72
Posts
3
Followers
A member registered Aug 01, 2022 · View creator page →

Creator of

Recent community posts

That did work,

With the instructions I was able to make it to the end!  Here’s a few suggestions on how to improve the game.

I think the different parts of your game work against each other.  The main parts of your game are A: a platformer, B: an automation game, and C: a puzzle game.  A, platformers tend to work best when presenting new challenges to the player.  It’s important that players know where to go and don’t get lost.  Often repeating the same challenge becomes frustrating quickly with platformers. B, automation games work best when it’s easy to build and fix mistakes, see factorio.  It’s important that players who know the solution can fix it easily otherwise they feel like they’re wasting time after they’ve already figured it out.  C, puzzle games are very hard for game jams, no two people like the same difficulty of puzzle and everyone figures things out it different ways.  They tend to work best when there are more hints than needed available, but not given to players who don’t ask for them.  Your combination of the three causes some issues in my opinion.  It’s also important that the puzzles are either intuitive or spelled out for you.  I think your game does this rather well, but the puzzles are quite simple, leading it to be a smaller part of the game.  I was initially confused as to what the recipe screen meant, I had to get my brother to help me understand.  The platforming while trying to assemble the machine hurts both as once I’ve done a platforming section once, repeating it isn’t fun, but I need to repeat it to assemble the machine.  Then once I’ve figured out the machine, I just want to build it rather than run around finding all the parts and finding places to put my machines.

One option would be to simply have a platforming section, then a machine building section.  This would prevent the two mechanics tripping over each other.  Or you focus on one or the other.

The visuals were very thematic but made platforming difficult as I couldn’t always see where I was going.  They were also problematic when trying to figure out where to go.  I often got lost forgetting where certain reagents were.  This was only escalated with the machine adding the filter over the screen.  It would be very cool as part of a cutscene but was frustrating when trying to finish the final level.  The controls were a bit difficult to get my head around.  I also felt that I needed all the UI elements visible to do the puzzles which also made the platforming harder.  Possibly add them as smaller permanent UI elements.

All in all it was a good game, but I think it was frustrating for people to play.

Correct I can't figure out how to open the second door.  When I hit tab it just opens up a blank overlay.  I talked to the NPC by the first door before and after opening the first door but it seems I didn't get the recipe.  The one next to the door just says "Maybe not everything is lost after all...".  After that I don't see any more NPCs, but I might be missing them.

Thank you!  Yeah, I would like to re-design the die and favor mechanics of I revisit this one.

We were unable to figure out the second puzzle.  The first one was fairly straight forward, where you just use a machine to add to the symbol.  For the second one, none of the pumps or machines made a circle that we could find.

As someone who's not good at platformers, this is very difficult.  It took me several tries to beat the second level, and I couldn't get the hang of it enough to be able to complete the fourth level.

Interesting premise! I think the AI is too hard to start out with, it's ok to have it teleport and have triple jump, but when the user is just starting out that's very intimidating.  I would give it a slow telegraphed teleport to start out with (have like a portal appear before the enemy teleports) and make it run slower and occasionally stop/slow down for a bit to start.  Then as the player collects more diamonds the AI get's faster and it's abilities become more dangerous.  This gives the user a few easy wins to keep them engaged while not reducing the overall challenge you've devised.

I would also suggest putting one diamond in plane view of the starting position, allowing the user to have an initial target, and understand that collecting the diamonds is the goal.

Overall interesting platformer, and I'm impressed that you were able to make an AI for the users to play against!

Thank you!  I had a similar problem when I got to the later levels, I'll have to look into it!

I liked being able to hide in/behind objects.  The environments were nicely detailed as well.  It's got the makings of a good stealth game.  I'm also a big fan of the unlock minigame, very satisfying.

Very nice game, one quick improvement might be to prevent the 'hint' dialog boxes from popping up after they're not relevant.  IE the ladder message in the cave after you've already collected the mushrooms.  It seems like a very nice start to a fun puzzle game.

Very fun!  It took me a few minutes to notice the potion descriptions so maybe try and make those more visible.  Around 3 minutes into both runs I saw lots of weird dark spots.  I'm there seemed to be some light glitches where they wouldn't shadow the tiles next to them if they were supposed to.  I'm not sure what happened, but it caused me to die quickly.  If that's an intentional monster effect, possibly adding an outline around the monster in the shadows that's causing it would allow the user to still attack them.

Over all very fun!

Interesting mix of turn based combat and real time stealth.  I like the feel of it!  I also love the story, very funny!

I couldn't get past the books, they just spelled tersowinn or something.  The timed puzzels are cool, but it's discouraging to keep burning candles trying to figure out the next clue.

I love the art style and mechanics though!

Thanks for playing! I'm glad the UI scaling worked well, I spent probably too much time on that.  I definitely needed to better explain those mechanics yeah.

Very nice, I barely got past 9 on some of my runs.  Sacrificing sovereign items in the bowl in the top right will raise your favor.  I regret not explaining that better in-game.

I'm glad you enjoy it!

yeah there are pits, but they're hard to see.  Range indicators would definately help too!  Thanks for playing!

thank you!

I love the themeing and the music.  I couldn't get the hang of the platorming (not my strong suit).  When I went to do the rocket jump (with the potions) I kept being pushed to the side by the explosion instead of up.  Not sure what I was doing wrong.

Ah, must have missed that, thanks!

Nice platformer, controls are smooth!  I got a robot trapped between me and the wall and he just kept flashing back and forth between left and right.  Maybe have them always face away from you if they can't move.

fun concept and great controls!  I couldn't get past the jump after the buzz saws, not sure where to go.

I wasn't able to complete the game (thumb ball mouse wasn't super easy to play with).  But the design and animations were amazing.  Very smooth and clean mechanic!

The damage on arno's basic attack seemed a bit low, I wasn't able to ever take out the original hoard of enemies, it just kept growing bigger.  I like the theme!

Very interesting game with the bullet/lights.  I suggest making the lights linger and fade over time.  that would help with the flashing issues.  I liked having to shoot to explore the terrain!

Very fun, I got to night 8!  I was a bit confused why I needed to get attack speed or health as no one attacked me until the last night.  I spent all my upgrades on attack speed but still attacked pretty slow, but I'm not really sure what the normal attack speed is to be fair.  Loved the theme and the game style!

Very fun mining mechanic, I got to the "Prove your strength" but then I died I think?  I'm not sure I didn't see an enemy or anything.  One suggestions is to grey-out or hide the unavailable shop options.  Other than that, very fun!

Just like working in a real chemistry lab, including the unreasonable clients!  lol

Very fun, my favorite character was binjamin!

I was a bit confused when trying to start, possibly introducing the 3 ingredient ghosts slower would help new players understand their functions.

Very fun game, I love the twist on snake by adding a jump.  The maze was fun to try and explore while not allowed to back-track!

Very nice, with a lot of polish for two weeks.  The boss was very difficult.  I ran into a strange bug where the camera seemed to jitter until the first shot was fired upon respawn.  Good job!

Thank you!

No worries! One option might be to increase the radius, but when you plant a flower, plant 3 copies of it at 90 degrees around the planet, so it makes the same pattern 4 times along the surface.

Thanks!  Yeah, the offering needs a rework.  The paper particle effect is my favorite!

Thanks for playing!  I want to re-design the favor system at some point, it is pretty unintuitive currently.

Very fun, the mandrake level was difficult but I finally over came it.  I gave up on the level where you're given the full dragon teeth.  At that point my brain couldn't handle creating the listed recipes by balancing space and random ingredients.  I think it could be made easier by just simplifying the recipes a little bit.  In stead of requiring exactly 10 specific items for the dragon potion, only require 8 specifics and 2 fillers like the apple juice potion.  that way players can correct mistakes and handle random ingredients more easily.  All in all I spent >30 minutes playing and had a lot of fun!  I love the "using the leftovers" idea, and it's a great way of explaining the odd shapes that you have to work with!  In the end I found myself "bouncing" away lots of ingredients because they weren't the right type to make the special potions.  I'm not sure if that was intended or a misplay on my part.  One simple change would be to show a faint grid aligned with the item sprites, so it's easier to tell their exact shape, I was confused on a few to start with (like the full purple flower).

I love the art, love the story, very fun and challenging!

Nice, with their help I was able to clean off the telescope with the rag!  I haven't been able to unlock anything with the telescope.  I found a few planets but placing the symbols on them doesn't seem to do anything.  I might just be missing a step though.

Very interesting concept, I'm not sure how to be the "Throne" enemy, it was able to spawn tons of bugs very quickly.  I love the mouse-only controls, very intuitive.  Also the art work looks great!

Good job!

Very nice artwork, and the sound design is very satisfying.  My only issue is the rotating made me slightly motion sick after a bit.  I love the minimalist gameplay as well and it's fun to build up a forest of flowers!

I love that you explain all the mechanics at the start, very helpful.  I was only able to complete the first 3 levels, the boss was a bit too tough for me.  I think increasing the damage of the potion throw but adding a delay so you can't spam it would help.  You could also have the potion deal damage in an area to incentivize better targeting.

I like the card battle mechanic, but the styling on the cards is a bit confusing.  I think a button to "inspect" a card that would explain what the symbols mean would go a long way without removing the unique art style of the cards and symbols.

I eventually hit a point where I couldn't play or fuse any cards even though I had a green o, I'm not sure if it was a bug or if I just didn't understand the mechanic.  I love the hand drawn art as well, that must have taken a long time for all the cards and characters!

Very interesting idea, I really liked panic spawning a bunch of little minions and running away.  I was able to complete the first level after practicing a bit!  The spacebar minions seemed a little inconsistent bit rapidly hitting the spacebar seemed to work.  You might consider slowing down the start to the game, it comes at you fast!