Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TLLangham

143
Posts
3
Followers
4
Following
A member registered Jun 14, 2020 · View creator page →

Creator of

Recent community posts

Thank you for playing!

When you have the Holy Armor of Plot, monsters don't matter. Only loot.

Thanks for playing!

ありがとうございます!

Thanks! And thank you for playing!

This made me laugh but I couldn't handle more than a couple minutes due to the spinning mechanic causing motion sickness. Gave me terrible flashbacks to watching people play Mohawk & Headphone Jack for the SNES. Definitely a niche mechanic that causes problems in some people.  Still a funny idea.

The art so far is fantastic (love the shine on the ice)! And the music too! Very atmospheric. Since you said you want to continue after the jam, here's my thoughts: 

  • I recommend making sure the music doesn't restart on death and just continuously plays. The hiccup is very distracting.
  • If you're going to have very long rooms, I suggest implementing some kind of health bar or mid-room checkpoint system. The length of that room shown in your gif on a one-hit kill system is really brutal.
  • Watch the unexpected deaths from above. Unless you're trying to troll the player, having enemies come from offscreen with no warning to kill them while they're jumping up is never fun. Since the character can't aim upwards, they don't really have any way to counteract it.

You have a solid base you can be proud of and I hope you achieve a faithful version after the jam!

The panda is very cute and the music is soothing. It's a little hard to tell when the panda is hungry, though I did recognize it got sad and wanted... pet? I think? I clicked it a bunch and it stopped crying so I assume that's right. I didn't quite understand some of the visual effects. What's the green stuff that keeps appearing? 

The parody heroes (and sheer number of them) are hilarious! I love it! I think the hints could use a little tweaking. There are some locations I really had a hard time understanding just what stat they were looking for, while others are more obvious. Had fun, though!

I agree, PICO-8 is a great prototyping tool! 

I see now what you mean about the gum! Because he's throwing it everywhere! That's actually very funny.

The color palette is very pleasing and the sound design is great. The music really sets the mood for what's happening. I unfortunately kept running into the dialogue bug and got stuck in some rocks while teleporting so I couldn't make it very far into the game, though I wanted to! ^^;

In a way, I actually kind of like how silent the game is, given the location. Really love the idea of a platformer with the phasing mechanic! Would be nice if the trees you have to phase through stood out more from the background ones. I actually guffawed at the hero's reveal. Best Art. A+

A very interesting narrative entry! I wasn't expecting that. Felt a little slow, but it otherwise told its tale well. Good job!

I like the music! I never seem to be able to park correctly to "win," though. It'd be nice if the exact spot was highlighted.

This really feels like it could already be a mobile game, great job! A small tweak to add a tutorial/emphasize the shops and make the cutscenes as big as the rest of the game (are they supposed to be that small? I had a hard time reading the text) and it could pass as a finished product, IMO.

That hero really is an obnoxious jerk, though.

Love the color palette and art style! Seems like some UI stuff needs worked out. I noticed the damage numbers appear underneath certain objects instead of above and it's actually a little hard to see the black text over the abilities. It may need an outline of some kind. 

Overall, nice job! And congrats on submitting to your first jam!

This is such a perfect, cute, funny little game! I love when people are able to make something so entertaining with something so simplistic. My critique is really just nitpicks, accordingly:

  • The super jump is satisfying, but I wish the charge time was a little shorter.
  • The fade to white hurts the eyes. This is a personal preference, but I'm never fond of them because of that.
  • It think the font is ghosting a little? This is more noticeable on the white screens, but it made me feel like I need to get my eyes checked.

Well, and I guess I don't quite get how it relates to the theme. But it's genuinely such a fun little experience that I don't really care. 

Who hasn't played a Zelda game and thought, "I want to be the group of angry chickens?" Nice job! I love your cover art.

Feedback wise, most of what I thought about the controls has already been said by others, so my contribution would be amount you can see on screen. It'd be nice if things were a little more square. Enemies popping up from above or below give no real warning because there's less room to see them coming. Granted, this may feel a little better if the controls were changed up, particularly the target resetting every time you attack.

I had fun! Congrats on submitting!

Wow, really amazing presentation! The animations for the character are wonderful, the portraits are great, the story is funny, your game page is well designed, the music is good, the UI is clean, and the environments look nice. I can't believe this was done in a week!

I see this has been entered into multiple jams, so I wanted to give some more in-depth feedback. I agree with other comments on the division of attack + clean up. There were several times where I needlessly took damage just because I had stopped moving and was now stuck in suck up mode. As to the cleanup mechanic itself, it's cute but it felt a bit dissonant with the theme of being a janitor because it doesn't actually have any bearing on the game. There's no reason to clean, you can just skip doing it entirely. 

Since you purposely wanted a dialogue/story heavy game, I have two comments: 1) Overuse of shaky text. Effects like that are used for emphasis and overuse quickly causes it to lose its impact.  2) Trying to be as spoiler free as possible, I felt the ending I got walked back the theme of this particular jam.

Again, I want to reiterate that you guys really did a phenomenal job with this project, and I hope it gets updated in the future. Good luck with all your jams!

I love the idea of playing a save crystal, but I have to agree it's also very easy to cheat and just write things down. I'm not sure how to really force a player to engage with the core concept of the mechanics except on the honor system. I really did feel compelled to cheat because having to scroll through and come up with my own memorization system on a board was very inefficient and slow compared to just writing it down. It's really cute, though, and I love your cover art!

Great execution! The art is cute and cohesive, the gameplay itself is pretty simple once you get the hang of it, the sounds work and the music loop is fine. The only real adjustment would be explaining the movement of enemies in-game. Well done! 

Thank you~! It's always a challenge to make things look cute when you have little space to work in.

We all know mounts are the real heroes anyway, right? Nice job, great art! Would be nice if it was mentioned in the game that the double jump only works without the knight. I had to look at the game page to figure it out.

There's a solid base to work from here, so if you plan on making updates, I'd like to suggest making the horse respawn without the knight if the knight wasn't on his back at death. Constantly having to re-dump the knight breaks the flow of the game.  Still a game to be proud of!

It's a bit tough for sure, but we have a couple secrets for making it easier. ;)

Thanks so much for playing!

Thanks for playing!

(1 edit)

This game has emphasized the lack of playable grandmas in gaming. Justice for grandmas!


(These sprites are adorable!)

I still don't quite understand how this one works. I tried combinations that seemed like they should work but they were always wrong. ^^;

A visual tutorial might help.

Thanks for the help! I'm still struggling to avoid suddenly dying to humans since they show up out of nowhere and gank me once it's morning. An updated version with a tutorial and more in-game information about enemy attacks after the jam is done would be fantastic. There's a really solid game here and the atmosphere created by the art is incredible.  Really great job!

This is my favorite take on the selling to customers/cooking genre. Oh my goodness. That cheery music just sells the hilarity! I really like that the tutorial is just the main screen and you can interact and practice on it. I'd love to see a version of this with the bugs worked out and a polished UI.

Very impressed with the environment and the ambient soundtrack. Well done! I felt like most of the jumps required having the sprint key held down so after a while it just felt redundant having it.  It would've been nice if the jumps in tight spots weren't so high as to require having sprint held down so both kinds of jumps were used.

Congrats on submitting to your first jam!

Very cute! I was not expecting Wizard to be so buff. It gave me a laugh. I do wish there was some way to better tell the acolytes "please get in a line formation so we can pass through this trap." Some shortcuts to change formation would be neat, as would power ups. But this is a really fun concept!

We do too! Thanks for playing!

This game is gorgeous but I have no clue what I'm supposed to be doing. I really want to be able to play this!

Really love the style and look of this one. Incredibly pleasing color palette (never thought I'd say that about a zombie game of all things!). Only issue is sometimes you can't really make out the Game Over screen if you die near buildings. Maybe add a drop shadow of some kind to separate it a bit more from the background? Unlike a lot of other commenters I seemed to struggle with the grab mechanic and was only ever able to get it to happen twice no matter how much I clicked. Is there some kind of trick I'm missing?

Congrats on finishing a game! We're in the same boat, there. I have nothing to really critique here as it's a really solid prototype puzzle game. At this point it's up to you whether or not to go further with it. Very well done! 

The art in this is precious. A+ on style and presentation. The platforming physics still need fine tuning. It's easy to get caught on collision with barrels and narrow entries. But a really great job overall! Well done!

Neat idea! I wasn't expecting to see something with a working leaderboard during the jam. And the ability to contribute heroes! 

Oh no. I shouldn't have downloaded something with "click" in the name. Too much clicking for these old wrists! It's very cute though. You guys did a great job putting it together. The item shop dealer sassing/ribbing you is great.

Congrats on submitting to your first jam! It's a lot of work! I had a good laugh the first time the 'hero' showed up to take a selfie. Definitely one of the more unique takes I've seen in this jam. The amount of knockback from the enemies is too much and you often get stuck ping-ponging between them until you die, so the game could really use some combat polish. Good effort!

Like the concept! The skeleton and spider enemies are weirdly adorable .I played for a bit but it seems like it pretty much goes on forever with the same easy click routine. I think you have a solid base to work from to build something with more obstacles and challenges in the future! 

(1 edit)

Congrats on submitting even if you didn't get to finish! It's pretty bare bones but something about running around as the retainer with his hood flopping and backpack bouncing made me smile.