Skip to main content

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

Team Quest

46
Posts
2
Topics
8
Following
A member registered Feb 03, 2022 · View creator page →

Creator of

Recent community posts

You can get more than 1 bird, sounds like you need to give it another shot. Thanks for the compliment, anyway.

I really liked this. It was a little confusing at first figuring out how the core mechanic worked, but once I knew, it was great fun. The puzzles were super clever and really fun to figure out. Great job.

This is one of the most unique, best looking, and most polished games I've seen so far, and somehow it has only 11 ratings. Let's change that.

https://itch.io/jam/brackeys-8/rate/1674150

What a great concept for a game, and though it may not be very long, it's certainly one of the most polished games I've seen all jam. Incredible jobs, guys.

Also, this game definitely wins best title.

Not my game, but it deserves more ratings than it has.

https://itch.io/jam/brackeys-8/rate/1679709

This game is awesome! The way the squire follows you and jumps around on his own is very well done.An ambitious thing to do for a jam and so well executed. Another favorite for sure. 

What a brilliant idea for a game. A unique narrative, fun strategic gameplay, and might I add, one of the most well executed tutorials I've ever seen in a jam game. Well done.

This is not my game, but I'm gonna link it here because it's one of my favorites so far and as of making this post it only has 10 ratings. Let's get this one up to 20 and make it a contender guys, it deserves to be, I promise.

https://itch.io/jam/brackeys-8/rate/1679709

I did think to put the controls in at the start but decided against it. I guess I was going for a more minimalist vibe by excluding it, since the controls are very simple, but it probably should have been there. Thanks for the feedback.

Yeah, it was more obvious in development 'cause you would die as soon as you hit the green part. I only changed where the collision was on the last day to make the parallax tree effect look right, so I didn't have time to come up with a solution to not being able to see where the floor is exactly. I figured it wasn't so bad as it's pretty easy to just not fly close to the floor, but there probably should be an indicator. Thanks for the feedback.

Thanks for the feedback, but there is a reason you didn't get very high. Maybe try just flying forwards and see what happens...

Incredible game! Even at the start when it's easy, it's still satisfying to play, and then in the later stages when you have to think about it more, it's really fun to figure them out. Excellent job.

Very interesting idea here. I feel it was slightly unclear how to predict the attacks of certain bosses, especially the purple diagonal one, but other than that, really well executed.

Very enjoyable. There's a lot of fun elements in here that you think strategically, like the physics objects blocking your light, or how the light stops working for a while if you use it too much. Clearly a lot of thought went into this, and it's well executed too.

Amazing! The idea is so simple yet so engaging. I was so disappointed when it was over 'cause I wanted more, I really hope to see this developed further. Definitely one of my favorites of the jam.

Quite a novel idea. Read the description on the page and that all sounds like it would be a great game, it's a sham that you couldn't implement a lot of it for the jam, but I'd love to see those ideas come to fruition.

One thing I'll add is that having to backtrack through an area you've been through already to get a specific color is not great, I thought it'd be cool if you could stand on a tile that you've already painted and crouch on it to get that tiles color, so as long as you're spreading the colors a lot, you'll have plenty of places to get them from if you need them again.

Anyway, some really cool and ambitious ideas here.

This game is unbelievably clever! The puzzle concept seems so simple at first, but it quickly becomes apparent how deep it can go. I had so much fun deciphering those later levels, and the fact that all of that was made in a week is even more astounding. Easily the best game I've played so far, 5 stars across the board.

Fantastic game. I love how everyone has an offensive and a supportive action, and with a bit of strategic thinking and creativity, you can create some really fun and effective synergies with these characters and their abilities. The artwork is all great as well. Brilliant job.

A great idea for a puzzle game, and you threw in a decent amount of mechanics to keep it fresh and make it more diverse, plus it looks lovely. Great job with this.

This is a great concept, I love the chill nature of flying through space in this, and all the art is beautiful. I will say that the combat feels a little unsatisfying in that I couldn't find a way to effectively attack enemies while also dodging their fire, even when using the boost. Maybe the enemies could turn slower, giving you a chance to get behind them. Aside from that, a great game. I'd love to see it expanded upon, maybe with a more in-depth trading system, or maybe some aliens that give you missions to complete to get rewards instead of trading.

Sorry, I'm designing my own game at this point. My point is, there's lot's of places you could take this, so I say stick with it.

Fun game. Looks really good and the physics are fun to play with. I found it got a little repetitive after about 20 kids, could do with a few more mechanics to add depth, such as moving obstacles (shark maybe?), or even having obstacles in the sky as well, so you have to be paying attention to both the hook AND the cloud. In any case, still a great game as is. Love the music, too.

Beautiful looking game, the environments and the main character's design are all wonderful. I thought at first it was too similar to Jump King, but the addition of the double jump and the ability to move parts of the environment sets it apart. Regarding the implementation of the theme, it's an incredible idea and impressive that you got it working on such a short timescale, but I wonder how impactful it actually is, as I didn't realize it was there until I read it on the Jam page. Either way, it's an ambitious and impressive project for sure.

Brilliant game. Takes very simple graphics and make them look fantastic. Gameplay is super fun. Only thing the platforming controller is missing is cancelling jumps, but otherwise it's smooth and very satisfying to play with. The theming is great, I love the slow-down/up effect when the Entity comes and goes. The mechanic of having parts of the level change each time you play it is inspired. Just a great game in every way, well done.

I like the idea of this. Some technical issues (which I'm sure you're aware of, but just in case):

  • The giant only seems to take damage when hit in the middle two toes, not sure if this is intentional, but either way it doesn't feel right.
  • Other knights kept pushing me and blocking me in so I couldn't move, resulting in swift death.
  • The hand keeps going even after you kill the giant, so even after the congratulations screen appeared, it was quickly replaced with the Game Over screen, which honestly was just hilarious.

 Overall a good attempt, but these critical issues drag it down significantly. Fortunately, none of them are too difficult to fix, so definitely keep at it and this could be really fun.

On the design side of things, it's a bit repetitive, the giant could do with a few different moves to spice it up.

Ah, I see. That all makes sense now that you explained it, but it was completely lost on me when actually playing it. I reckon all of that information should be in the tutorial.

Fun management game. There's just enough elements in there that it's got depth but also isn't overwhelming, very well balanced. And of course, the theming is fantastic.

Definitely creates the sensation of being chased, which is great. I was initially confused as to what the goal was, thinking I had to go somewhere or find something, but from what I surmised, all you have to do is run in circles for as long as you can, which quickly felt repetitive. Unless there's an element I didn't get, I think the lack of depth makes it a short-lived experience.

That said, I think that with a few more very simple mechanics to add variety, this could easily become really fun.

An interesting idea, but honestly I was very confused playing this, unsure of what I was meant to be doing and how certain mechanics worked, for example, I only realized from reading the comments that holding the mouse further from your fish makes it swim/dash faster, a detail that probably should have been in the tutorial (unless it was and I missed it?).

There were also moments were my shoal would randomly swim away from me really quick and I couldn't find them again, or one time they just all died at once even though there were no predators around. Not sure if these were mechanics I didn't understand or just bugs.

Again, a great idea, but the execution leaves a lot to be desired for me. I'd love to see it developed further though, taking these things into account.

A great looking game, and the fact that all those assets were made in a week blows me away. Definitely not the gameplay I was expecting from the start, but it was quite fun and well designed.

That's brilliant. I've been playing and rating games all day, and this is easily my favorite submission so far. Very well done.

Fantastic concept, and even more-so that you got all this done in a week. All it's missing is some high-energy background music, but even still, this is already a great game.

Fun game. I still don't quite understand how the controller actually worked having beaten it, but it was fun to control nonetheless, so great work.

Good looking game, I like the time-management aspect of it. I'd love to see a version where you have a larger world to explore. I also think it could do with some balancing in terms of resources required, maybe you only need to repair the ship parts to finish, and everything after that is bonus points to get as high a score as possible. In any case, a great concept here.

My only complaint is that when is says "Crashed", it should say "Cracked", missed a trick there.

Seriously though, using an egg puts a fun spin on the classic rolling-ball style game.

Love the concept of this, and the artwork is great too. If this were developed further, I'd love to see some classic adventure-style mechanics, like an inventory system, or puzzles where you interact with the environment, I think that would really suit this. You could also really take advantage of controlling two characters as a puzzle mechanic.

The use of sound frequency as a mechanic is fun, the bizarre camera perspective made it visually unique, and of course, the stacking is just bonkers. Definitely a memorable experience.

I'm usually not a huge fine of clickers, but the great artwork, fun sense of humor, and various elements of strategy make this actually engaging.

The physics were fun to play with. The way the camera moves is a little strange and slightly disorienting, but oddly enough made it more challenging in a fun way. Overall, a really cool game. Some relaxing music in the background would make this SUPER chill.

Fantastic game. Great concept and a good mix of mechanics to keep it fresh and fun. The art and music are especially beautiful.