That makes sense, I'd love to see what you add!
TeamDoubleDuck
Creator of
Recent community posts
The visuals of this game (especially the animated intro) are great. It was a very emotional game, and that's something that's really cool. The gameplay was a bit boring, but i think it's easily improved. The gameplay loop was, for me "get ahead of the girl > wait 30 second for her to get ahead of me > repeat" either making the girl walk a bit faster, or the ghost fly a bit slower would keep players doing something throughout the game, and improve the experience massively, even if what they're doing is just holding 'D' for a longer a mount of time.
This is really well done. The amount of combos built in is extremely impressive. This certainly isn't my kind of game tough, I am terrible with these complex actions, and the use of them early on was a struggle for (my skill is not reflected in your score, however). I can see others loving this, and playing a ton of it. I also wasn't a fan of the control scheme. I like that you added WASD support, but ZXC were too awkward to use with WASD, and I couldn't easily find any alternative controls. Overall, great job!
I love this idea! Having something else shoot while you light the enemies up is a great idea. The extra added twist of them being attracted to the light was even better. there was tons of polish in the game, the gun felt satisfying ( despite not actually being the one shooting). Great Job with the one!
Interesting idea, it was hard to create parties that didn't instantly die. I was getting better at it a little later, but by that point, I had killed the entirety of society. I also felt that quests went away too fast when you're waiting for a specific quester, but also, having a "send now" button would have been nice to send away a full party. Love the idea, just needs a few tweaks to get it right, good job!
Very solid game! Easily the most intense game I've played so far (in a good, adrenaline pumping way). It's quite loud, and would greatly benefit from a volume slider, but that is my only main complaint (and being a jam game, that's an understandable point). Spamming the fire button is SIGNIFICANTLY faster than holding it, I don't know if that's intentional, if not, you should look into that. I also would have preferred WASD control, as that's what I'm used to, but it didn't hamper the experience at all. Really great job with this one!
Extremely good game. Attacks felt really crunchy, with great feedback, and enemies had nice variety. The aesthetics absolutely amazing, art, sound effects, and music worked together really well. Loved the volume sliders, that's absolutely huge to have (especially since they were broken up into categories). This is easily one of my favorites, fantastic job!
Good start here! Making reloading a bit easier would help with the difficulty of the game (i never had enough gold to purchase ammo by the time i was out). It also wasn't quite clear that you could move around either, so something telling the player about that would be useful. Making the enemies slower, and more spread out in the beginning would also help out a lot. Good start here!
This game quite good! A few times the game ended and i wasn't entirely sure why (does having an entirely full bar of health end the game?). It was really fun balancing my health and energy was a really fun mechanic. I was initially unsure why you'd need the sword, and then four zombies dropped, and immediately answered that question.
Really good submission, great job!
This is a pretty fun game. I was surprised with how nice the car controlled, and having the arrow on top of the car was really nice. The timer to get the car to the chop shop is slightly unforgiving, especially considering it continues counting down when you go to pick up the next car. Solid entry, good job!
The idea is pretty good, a lot of people have already harped on the camera controls, but that really is what brings this game down. The can get used to inverted vertical-axis, since some games require that, but i've never used inverted vertical-axis control, and it made it really difficult to play, especially since the the mouse sensitivity is so high. Tweak those things, and you've got a pretty fun game!
Really cool idea, and executed very well! I loved the dioramas, and would absolutely *love* to see more! Two minor details I'd bring up are that moving the magnets around corners felt a little clunky, and bringing the magnets back to the goal didn't really add anything to the game. If you had to solve some sort of puzzle *after* connecting the magnets, that would make sense, but in it's current system, I think ending the level as soon as the magnets connect with each other.
Really great game, good job!
My main point of feedback here is how relaxing the environment. I absolutely love the feel of this game. Puzzle design throughout the beginning was really good, but i started to get confused at level 5. I was unsure of how to use the boxes. My mind kept going to the classic "Portal" put-the-box-on-the-button solution, but couldn't get the to work, either because moving them was imprecise, or because buttons didn't work like that. If they're not supposed to work like that, I'd suggest making the buttons a switch, or something similar. Those minor points aside, this was a really well done game, and i enjoyed all 4.5 levels is played! :) Great job!
This is really good! The artstyle is amazing, and the puzzle design is fantastic! Sometimes the energy would drain twice when i clicked something, i don't know if i accidentally clicked twice because i'm using my laptops touchpad, or if that was some sort of bug. I'd also have liked keyboard controls, but i did love the graphical controls on the screen! This is definitely one of my favorite games of the jame, great job!
Looking at your comments, a lot of my thoughts have already been said. I like the idea of snake, but everyone you're trying to save is panicking, but everything moves slightly too fast, and when they follow you, they tend to cut corners and die. It's also not very clear what is background, and what is considered a hazard that can kill you. I'd suggest trying to add a border around the sprites of things you can collide with, and keeping the background without borders around the sprites to see if it helps with that. The good news here is that most of these are a few small tweaks, and you've got a pretty fun game!
Pretty great idea going on here! The control placement was a little bit awkward (i find arrow keys awkward in general, and left ctrl really threw me for a loop), but it was pretty quick to get used to, and didn't affect the gameplay at all! I really appreciated how large the radius to reattach to the ball was, I'm not good at controlling my vehicle in these kinds of games, so that was a huge relief! I found it a little tough to hit enemies consistently, unless i was spinning in a circle, but again, I'm bad with this type of game, so it could partially be my skill level.
Overall, really good submission, great job!
You have a pretty good concept here! I liked that each of the characters affected each other's levels, rather than just being 3 platformers being played at the same time! I also like the panning camera, which allowed me not to worry about what a character was doing off screen. I would have liked something to create a little more tension in the game (maybe some more platforming?), but that doesn't take away from the fact that the puzzles were well designed, gradually teaching the player more about how the characters interacted with each other!
Well done!
This is a really nice, relaxing game, with a cool take on the theme. I really love the fact that the triangles turn as you rotate! Personally, expert mode is the definitive way to play, as normal mode seemed a bit easy. If you consider developing this in the future (and I recommend you do, as it would work very well as a mobile game) I'd suggest making the difficulty ramp up as you play.
Very solid game, great job!
This is a really great start! The puzzle was designed pretty well! It wasn't immediately obvious that the button was for a teleporter, but once i figured that out, it all fell into place. Each piece of the puzzle led to another piece that was hinted at earlier, which led to an intuitive puzzle solving experience! Good job!
Really cool mechanic! It was a bit of a struggle to control the ship, but that's definitely part of the appeal! Definitely something I could see myself playing to kill time. I was a bit unsure of what the top boundary added to the game, but it certainly didn't detract from it either.
Really solid game, good job!
Wow, you were right, we definitely had very similar games! This is now the third stick boxes together game I've played (including my own) and it's so cool to see how differently we each went about puzzle design! This was really well polished, and the puzzle design is very good! I would have liked to see some harder puzzles, there were only one or two that I had to play multiple times (new content post jam?), but all in all a great game! Good job!
Wow! This was really cool! The mechanics were simple, and easy to understand, but lead to some exhilarating gameplay! The menu is extremely polished, and the tutorial is descriptive, while getting straight to the point! Turning was a little difficult at times, and I found it hard to pick up my old rope that I had separated, but that did not affect my experience all that much.
Fantastic job!
Really good puzzle design! Early on it felt like it might be too simple, but it ramped up nicely without becoming overly difficult! I'm also a big fan on the scene transitions, I thought that was very clever! I'd personally suggest increasing the walking speed slightly, as it felt a little slow, but it wasn't anything that was truly noticeable!
Very solid submission, well done!
Really solid entry! I loved the subtle lens distortion (i like to use that a bit myself :P) The bloom, particularly on the torches, were a bit bright, so I'd recommend turning it down a little. It's also not clear that you can walk through the torches, so moving them out of the doorways might help a bit.
I really like the enemies being attached to you, though it was fairly easy to kill them all early, then worry about the maze afterwards. Maybe have the enemies connect to you throughout the level? That could be an interesting fix. My favorite level was the one with no spikes in sight, added just the right amount of stress!
This is a really solid game, it looks great, the controls feel really crisps, and the idea is creative, great job! I wish I was as talented as you when i was 13 :)