There's just something about this game that itches a certain part of my brain. The MS paint sprites, the compressed background music, the scrolling background, the dialogue boxes, the pause screen art, the credits.. THIS HAS AURA. I urge you to lean into this distinct visual style because clearly you're onto something ;) Otherwise I love a good bullethell, and one in which you must damage yourself and fly directly into the enemy is a great way to make things unique. It's quite hard too, finding the right time frame to butt in is stressful! I definitely think some sort of dash or dodge roll ability on a cooldown would be fantastic to give some agency to the player. Other than that, this game has great expansion potential, offering different bullet types and silly little faces. I could definitely suggest mine bullets that split up into multiples or ones with seeking properties. All in all, I honestly adore this game to bits it has such personality
Treyatem
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I adore the concept of this game (help i can only think of dress to impress) not only with its fun use of customizability and a "spot the difference" sort of trope but also with a good helping of societal messaging :0 :0 :0 Good variety of different clothing you can put on, and it's definitely nice you have some color options as well. The main critique I have at the moment is the DIFFICULTY WOW. I can usually pinpoint one trend down in time but getting that second one is a big struggle, and that's only the first level ;-; Having some sort of hint system, changing how many people have the trendy item, getting a significant time boost if you get the correct item.. there's multiple ways to go about it. Otherwise this game is a great technical feat and has great potential for refinement :)
No game jam is complete without a visual novel entry LOL. What a lovely little surprise! Very charming cast of characters and a cute style to boot, with so many differing dialogue paths that you could've chosen from my gosh! The little overworld section to choose who you want to speak with was a great way to break up the text-only and wished there was a little more of that. I enjoy the development from the nice facade of the circus into the dark revelation, although the dynamics of the story itself feel a little imbalanced at points. There isn't too much time to connect with the characters going into the emotional climax, so stretching out the first half would've been fantastic. I know that it's difficult to write a LOT of dialogue in such a short amount of time though so I still commend what it is here. Thank you for fulfilling the contractual obligation of VN jam submission 🫡
Also I relate to Luna's introversion on a spiritual level
Ahh your games are always so solid! The visual identity of this is spot on, the innate contrast between fire and ice creates a good distinction between the player and enemies, the small sprite sizes are so effective, and THE LIGHTING EFFECT, I will not get over that, simple yet it creates such a good sense of depth in the space. The main gimmick is quite thematic as well and I enjoy it as a high score objective rather than strict level-to-level. It makes every playthrough new since the rooms are randomly generated! I also like how you have the conserve your energy attacks cause depleting that also ends the game. As it stands, the game does feel quite difficult and I was often struggling to properly regain enough energy. Either the drop chance from enemies are too low or having out-and-about pickups would be super useful. Otherwise, what an aesthetically cohesive experience ahhh
Ok this is simply adorable. Such a creatively charming and aesthetically pleasing dress up game! And even though this was made originally for HackNC it works great with the jam prompt LMAO. The variety of assets is great, I love the little story that's going along, the mini challenge, and the ending that you get to choose, such a solid little package! It was definitely a little short-lived and would like to have encountered more challenges, perhaps leaning into different earth cultures or even the culture of the aliens we've discovered. I don't have any major criticisms besides that, I'm glad this was submitted to the jam!
What a cute idea for a game! Taking on jobs, earning cash, and using that cash to upgrade your capabilities is a super satisfying loop. I like the sense of choice in which jobs you can take, it's not just level-by-level by there's an element of freedom in how you play! Along with that, the element of risk/reward! Being able to take on multiple jobs at once is fantastic, I'm not sure if you get a bonus from it, but either that or including an incentive to move quickly through jobs would be an incredible addition. I was certainly taken aback by the way they clothes behaved at times, it was.. chaotic lol. Refining the signifiers of when a piece of clothing is at risk would definitely help the game feel more fair. Otherwise a nice little package!
WOW WOW WOW this is so impressive!! Lovely visuals and autumn theming, the clean transition between the title and gameplay is sending me. Anything rhythm-related steals my heart and it was super interesting trying out sidescroll for the first time., it took a little getting used to but it clicked eventually (potentially adding upscroll or downscroll as options would be wonderful) An absolute banger of a track that comes installed?? Major props to that. And, hold on.. CUSTOMIZABILITY?? You just provided infinite replayability value, amazing! Hands off to the technical feat, although I did try a couple custom songs and was pretty confused about the charts it created. Since you said the model was based off the OG song I'm sure I was messing with it giving it unique tracks but I suppose that comes from further refinement. Damn I'm shook lmao
For a game you absolutely speedran I enjoy what you did with it! I've been wanting to learn a swinging mechanic for one of my games so this is great reference. Not being able to move normally is a great choice, reminiscent of Jump King but instead you're going downwards, which can add such unique challenges along the way. It was suggested by someone during the jam reflection meeting but springboards would be fantastic additions as obstacles; It's fun to think of things in reverse to send you up instead of knock you down. Good job!
Wow there is so much going on here, creating a card game for a jam alone is extremely impressive. I can definitely tell influence was taken from Inscryption especially with that game description lol. I enjoy the atmosphere with the fantastical cards and the accompanying music. Being able to buy more cards inbetween encounters to change up your deck is a mechanic I always love. My biggest suggestion would definitely be clarity on the battle mechanics, specfically with the combos, I was unable to piece together exactly how that'd work. There's also a lot going on visually but it doesn't feel entirely cohesive. Making UI elements smaller and increasing the stats on the cards would immediaetely help with some more clarity. Overall I'm thrilled with the technical prowess of this, nice job!
GAWD THIS GAME HAS AURA. Fantastic source of inspiration heh heh but also adding your entirely unique flair to it, the visual and audial identity is so strong and well done. Mysterious characters with charming personalities, mysterious set pieces, the INCREDIBLE 3D sequence with all the effects and ghostly winds (however it may be a little *too* much lol).. aura I say. Unfortunately I was unable to get the intended way to play since I use Windows, and there were softlocks where the player sprite during battles never entered the battle box :( Some tweaking of the battle system UI and attack sizes would also be helpful. Despite the bugs I face, I still adore this submission. Both games of yours I've played I've been awed by your visual style, I can certainly call myself a fan :D
AHH I love when two totally different genres are blended together! I want more!! Very impressive spiriting of the fighters, that's some great complexity, especially during the breakdance sections. My favorite is of course the rhythm sections, but it does get stale fairly quick since there isn't multiple charts. This game is great for expansion however, different opponents featuring differing charts, perhaps adding new keys? I fuck with this concept so much I would like to see more of it, especially with some added JUICE. I got a great kick out of this, well done!
Given current events, this game was extremely satisfying.
Uhh anways! cute & morbid puzzle-esque concept; It's like Peggle if it was AWESOME. I think this game has amazing room to be expanded, and the previously mentioned game would be great inspiration to look at. Currently the puzzle is pretty trivial if you find the right spot on the sawblades, but I'm sure this can be fixed with adding more knockback to the blades. A good selection of levels with differing container shapes and blade placements, and you've got yourself a full experience right there.
Again, thank you. If only this were real life
Oh god don't get me addicted to another idle game lmao. Off the bat having an animated title screen was sick, great touch! I adore the prominent autumn theming with all the upgrades (so many too wow), and being able to move between locations keeps things fresh. The progression does feel a little wonky at the moment, having a super quick beginning and then reaching a point where it's super hard to make significant progress; Simply adjusting the price values would help a lot. I also think it becomes hands off quite fast, the magnet upgrade is helpful but it invalidates the need to click fast. A good addition could be something like the gold cookie from Cookie Clicker, where big bonuses come up that you have to act quick to catch (maybe an acorn?? idk lol) Overall I love seeing different types of game genres be submitted to a jam, hell yea
There's something about this game I vibe with so much. It's a fairly basic gameplay loop and yet I get so hooked in! Even with the simplistic art style, a sense of atmosphere is created that I adore aided by the tranquil music (i'm probably just a sucker for space) Being able to destroy projectiles brings me back to Galaga and I fuck with the game heavy so that's a star in my book lol. I do think the hitbox of our character is a little wonky, maybe being a square rather than a circle? Otherwise this game has got great potential to be expanded; I could suggest adding larger asteriods that take multiple hits to break up, or objects that spurt out other types of projectiles that can't be destroyed. Small upgrades to your character that enables you to shoot more bullets? There's a lot you can do! Overall nice job y'all :)
This is such a great jam game y'all, every core attribute is well done! Fantastic idea off the bat, subverting a classic trope, with a simple and clear objective to fulfill. Traveling downwards instead of upwards under the time limit is a great way to utilize platforming we aren't used to seeing, and it fits the jam theme perfectly lol. Clean sprites, backing music, title screen, the JUICE! The difficulty options is a great touch for added playtime and challenge. I will say the balancing may need to be tweaked, Easy feels like a Medium mode and Hard feels like HELL. (when i get some free time imma try my best to beat it lol). My only main criticism is the readability of some sprites during gameplay, objects like the jump pads or spikes are hard to see coming, so maybe bumping up the brightness/saturation or add small indicators of incoming objects from below when you're falling? I also think it would be good to clarify visually that dashing reduces fall damage and slaying enemies regenerates health. All in all, fantastic job, this has got potential!
Jump King? Nah get ready for Plunge Princess 👑
Solid package overall! I always love the ability to create you own platforms so you had me hooked, and it's definitely a good mechanic to flesh out. Being able to change sizes compliments that ability quite well too! Good use of third-party materials, especially the music with the setting, my biggest criticism however when it comes to assets is readability & knowing what platforms you can stand on. The environment is quite busy so it's hard to read exactly where you are supposed to go. Having platforms that have a bolder saturation, have a highlight, glow, etc. would all help alleviate this issue. Overall, this is a great jam submission, you should be proud! Shoutouts to your cousin 👈😎👈
Cute little game! I'm quite a fan of the presentation, the foreground elements and the mountain look so damn good, as well as our player character :) I like the concept you're going for with the wind obstacles but I would definitely recommend making those sprites more prominent, it felt like the backdraft was hitting at random moment during play. The highscore objective is definitely best for a game like this but I would also suggest adding a time limit to incentivize players to go faster and compare scores. Overall a charming package, big fan of birb :]
ahh such a charming game! the core mechanic of your movement abilities changing constantly made for some challenging yet not too overbearing puzzles and encouraged talking with the npcs in the game, which was also a pleasure to engage with! the fact that there was a unique music track for every level is extremely impressive. favorite level was definitely the one where you were locked into moving one horizontal direction and it changing when you hit the different barriers, so simple yet there's a lot you can do with it. one addition i would suggest would be a visual indicator as to what abilities or map parts you gain/lose when passing through barriers/talking with npcs. a lot of time was spent figuring out exactly what occurred rather than continuing to progress so that's a quality of life feature i'd appreciate. overall, lovely job for a week's worth of time and being fully across the world ^^
Wow thank you for all this feedback!
- Yep those hitboxes will be tweaked, and good idea
- The enemy jumping part was definitely a last-minute addition, and upon reflection it should've just been a regular bouncing object or an enemy that respawns after a certain amount of time.
- Yes this was a bug I never got to figuring out, still contemplating on the best way to go about it.
And wow you read my mind! My original and biggest inspiration was Celeste but I was also imagining myself going that direction. After a break from school, you best believe I'm continuing on this :]
coyote time and jump buffering, got it
I like the interpretation of the prompt for this one, and turning this game into one with a focus on narrative. I must say I was confused with the story for the most parts, especially when it took a pretty serious direction at times, but I enjoy that you flipped between time periods to keep things fresh. You commented within the game itself that it's quite unfinished, which helped to explain how mechanics like using the gun more often or the platforming kinda disappeared after the first level. Sorry to hear procrastination got the better of you :( That can happen. I congratulate you getting a product out in the end regardless, that's a feat to be proud of!
It's awesome seeing the full range for a game completed for a jam, big props for that! The game is simply enjoyable to play around, with a good move-set of controls, pace in clearing levels, and satisfaction galore with the pickups. I love how there's a mini rush you have to complete in order to move onto the next level, it reminds me a lot of Risk of Rain. Although the theming of the game altogether is cool, taking place within a cyber realm, the mismatching art styles definitely through me off guard. I'm glad you pulled from other resources to help develop the game but it threw me off in some areas I'd say. And despite the extra controls, I found myself just spamming the main attack mostly cause the game was overall pretty easy. The generous amount of pickups probably adds to this, so I'd tone that down for the three levels. The boss however I thought was a good balance of challenge that did need those dodging moves in order to get away from them! Best section of the game for sure. Overall, I applaud your work for having a well executed game that is also completed in my eyes!
Oh no a resource management horror game ;-; Jokes aside, this is a nice short experience! I like how it gets straight into the action and the gameplay is super intuitive, no need for an explicit tutorial! Love how you used your own voice for some of the sound effects it was charming lol. Using Unreal for 3D was a cool choice, I like the filter you used over the game. Unfortunately the game itself ran terribly on my laptop so there was no chance I was surviving this game ;-; Despite my computer's faults, I enjoyed the experience, nice job!
AH THIS IS SUCH A GREAT IDEA! This is definitely one of my favorite executions of the jam prompt, using actual Out of Order signs to influence the world around you. I fuckin love it. The vibe of the hotel is a great choice, the music was fitting, the simple yet comical objective of the story.. this is some good stuff. Shame it was so short, I was hella invested, but I'm excited to see that this is only a tech demo. This game has got tons of potential with this base, y'all are doing great work!
Ah the classic visual novel, interesting concept! The dialogue was well written, I like how each playthrough you are given different prompts, and the overall creepy yet light-hearted vibe of the story. VN's aren't my preferred genre so I won't let that influence my opinion, but I definitely think having some sort of menu or indicator that tracks the different endings you obtain would help to know that you're making "progress" in a matter of words. Maybe tiny hints as well to lead you to the other endings? I'm not sure how many there are but given the amount of things you can purchase from the restaurant it seems like a lot! Those were only minor critiques however, this is a good package altogether!
Oh my gosh this game is crispy lol. Love the isometric style, the vibrancy of the colors, and the visuals overall! Those enemy spawn effects were so cool wtf. The idea itself is also super creative and meta :] The character designs were simple yet effective, especially the non-human ones being abstract was sick. Gameplay-wise, I unfortunately didn't get super far into it so my opinion may not cover the whole experience, but it felt pretty slow overall. The sword itself was a cool ass looking weapon but it felt kinda hard to control, with a small hitbox to actually hit the enemies and the triple-hit rarely landing. I looked at your previous comment and I agree, the animation lock is good, but I really wish the enemies had knockback on your attacks so you'd be more likely to hit them. Having an enemy count would also be helpful so they know if the stage can progress or if they still have work to do. Overall, you have a really solid foundation for this game, and through some gameplay tweaks and expansion has some great potential. I hope you continue working on it!
Holy shit the visuals and atmosphere of this game were off the charts. The whole stylization of it was AMAZING! Love the complementary colors of the grasses and trees, the look of our protagonist, and those "monster" designs were so creative!! And of course the repeated usage of the telephone booths and lamp posts were chilling. The game overall leaves you asking tons of questions about the story behind it and who our protagonist is, I love how ambiguous it is and focuses purely on the visual aspects of it all. When you die it is also such a weirdly cool detail that your perspective suddenly switches to third-person. 5 stars to the art and animation of this game for sure. Gameplay wise, it is essentially just walking, which was cool for exploration but by the end I was kinda hoping for it to change/something interesting happen. Having to find a specific area of the map to go to several times without any guidance really was pretty tedious, so having some sort of hinter as to where to go would be helpful. The static creatures also didn't prove to be much of a threat, I definitely recommend upping their speed. Also side note, please turn down the enemy volume it was hurting my ears ;-; Other than those criticisms, I was incredibly impressed by this game, well done!
Oooo a 3D game! Props right off the bat for that. This is a neat little concept that I can see takes influence from other games of this variety. Simple & intuitive controls, cool enemy designs, and I like how each level has a different color palette to it. The music assets you used helped to convey that sci-fi vibe you were looking for, but it definitely felt a bit too dramatic at times. My biggest critique of this game is probably the mouse sensitivity and control honestly, it sucks that it resets every time you respawn and it's overall not very fluid and responsive :( which is difficult when you have to aim pretty precisely with your gun. Otherwise I liked what you were going for here, and after some polishing it up a bit, it will become even better!
Cool concept for a game! I like the simplicity of the art style, so you can focus on the core gameplay of it, and the overlay effect that was used helped establish the setting. The white box's color depleting as it loses health was a great choice! The controls and movement itself was pretty intuitive, I like the you have to reload the gun occasionally instead of just non-stop shooting. Unfortunately my biggest criticism for this game at the moment is the difficulty. I tried several times to get past even the first level but it proved to be a big challenge. This is mainly due to the first enemies shooting far too fast. And there feels like very few windows in which you have a good chance to attack them. The entire game closing after you die too is a bit of a hassle. But I think if you make those necessary changes, the game is a good package as a whole.
OH MY GOD I WAS LAUGHING MY ASS OFF AT THIS. Such a hilarious short little game. The art style is so adorable and super comical at times, the dialogue is so witty and doesn't take itself seriously at all which I adore, the characters, despite not spending much time with them, I grew attached to instantly.. there was so much I liked about this! It was pretty dialogue-heavy which meant there wasn't much to do gameplay wise. The enemies were good in the first area to get adjusted to the gameplay, jumping into a short boss battle, and then it ends there. It left me wanting so much more! But for a game jam, that totally makes sense that this was all you were able to cover, but I implore you to continue the project! Overall a super polished package altogether :)
(please tell me did gay mode change anything)
This was AWESOME! This whole game was executed so well. The concept alone is super creative; I love segments in games where you go to the end of an area, but then I have to turn around to get back out and things have changed. The pixel art was super clean, everything was distinct & nothing really clashed together at all. I love the little particles on the item pedestals especially. Good music loop to convey that sense of adventure, and it only turning on once the dungeon is activated is a great choice. I also appreciate the difficult sections where you had your powerups but also didn't, adding some challenge & variety. Seeing that character from the other game you worked on was also a nice little reference lol. Overall I had such a fun time with this experience, I have no major critiques whatsoever!
I like the concept for this a lot! And it's a creative use of the jam prompt too. Speed running consoling?? That's some good shit. The wacky art scheme and swiftness of the game helps to bring in the humor too. Unfortunately I hit a point in the dialogue sometimes where the game just decided to completely stop so I had to restart. Otherwise, I commend the effort for making dialogue trees I know that stuff can take a while. And good luck on more writing for this game, I think this has some potential!
Wow this was so much fun! Great use of the jam prompt. I really liked the presentation of this game overall, it was a simple art style and yet it conveyed the setting extremely well. I like our little slime protagonist and the one alien inhabitant we meet, I'd love to have seen more possibly! I especially love the backing music, that shit was super solid I could imagine it being in a game like Terraria. The gameplay itself was nice a little fetch quest sort-of deal, and although the movement & collecting felt a bit redundant towards the end, I can't deny I had fun throughout the duration. I definitely think more enemies would have helped a lot besides the big one, cause it's the only time we use our head cannon. Fantastic job with this in total, it's a great package!
What the hell you basically made an early version of Minecraft?? that's hella impressive. Lovely world gen & textures! The zombie designs are pretty simple but honestly fit in with the aesthetic of the world. I especially like how fast they are, they can really sneak up on you if you're not careful. Besides the recipes given to you, I'm not sure if there's anything else to explore underground or past spawn? It's pretty simple at the moment but it's got great framework for a minecraft-inspired game, and once again, really impressive you made this in such a short amount of time! I also was wondering about the significance of the title and flowers
Interesting concept for a game! I like the omnipotent view of the map, the art for the setting is super polished overall! The NPCs did clash with the art style a bit but that wasn't too much of a problem. I am definitely confused about the gameplay, I garner you manage the vending machines & then sell different soda to customers? I was trying to figure out to give them the exact ones they were asking for but I couldn't figure it out. I was also wondering if there was anything you could do with your earned money or if it's just trying to get a high score? Overall you've got a good groundwork for this game that perhaps needs a bit more guidance to help players starting out.