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UnrealKazu

24
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2
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A member registered Feb 24, 2024

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We actually always implemented keyboard first, and then later scrambled to add the same level of support for controllers. But now that I look at all the possible keybindings, I can see why that can be overwhelming!

Katamari in space! I like the idea, and it fits the theme well. The controls are a bit unintuitive, but given the 48 hours this is no dealbreaker. Unfortunately I was unable to complete the game, as I had 1 astroid left that was nowhere to be seen. Maybe it was pushed out of the level's bounds?

I think if you work out the mechanic and controls a bit more, it could be fun to assemble your own space vacuum and clean space debris!

Nice little game. It was fun seeing all the little guys walking around doing their thing!

I got stuck for a while, where I didn't realize my two builders were killed, but I already maxed out my new buildings with lumberjacks, so I had to wait for a few to be killed so I had room :P After a few waves, most of the action takes place outside the screen, so I had no idea what was happening. But this is very understandable given the jam!

Fun little game! I completed it, and had a great time figuring out the paths, especially in the last level. The VFX of the planets scaling are very satisfying, well done :) One gameplay tip I would have is to not reset the planet sizes when resetting the level. For some levels the alignment was the thing that I kept failing, so having to re-size all planets on every reset got a bit cumbersome.

Awesome game, great atmosphere and the art really makes it immersive. I absolutely love the stoic look on the main character's face. Like he's perpetually thinking "I'm getting too old for this shit".

The gameplay is smooth, although the wallriding needs a little bit of tweaking. I got used to it by the end, but in the beginning I was expecting the walljump to other walls to stick even if I was holding the opposite direction from the previous wall. Currently, as soon as you hit the other wall, you immediately bounce off it again, which is only solved by switching directions mid-air. Again, 'minor' tweak with a lot of dev time needed, so it's completely understandable because of the jam.

I loved playing it, but gave up about 3 or 4 levels in, because halfway through there was a jump that was very big and felt almost pixel perfect. It felt a bit unfair given the fire that's directly below. I really tried, made it once but failed on the jump immediately after :P

Overall I think this would be a great fleshed out full game!

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Great concept, I've never seen this before, which is awesome! I love the artstyle, it looks incredibly polished. I was fighting a little bit with the validation and room placement, as sometimes it would validate, but fail to place the room (even though the correct room was in the correct other room), and going back into the room I couldn't validate again. I had to reset the room.  But bugs are the name of the game in a jam, so no problems here :P

Another thing I ran into was a money issue, I think? At some point I got stuck placing furniture because I didn't have enough money, even though I'm not sure how that could be, as I don't think you have a lot of choice regarding the money you spend, right?

Anyway, I would love to see this game fleshed out more into a full little game, would be great and very soothing to play :)

Fun little concept. The combat is indeed too simple, as it's just button mashing. Made it to wave 24 by facetanking everything. But in general it had a bit of a Castlevania Symphony of the Night vibe, with the art style and the attack, which I liked.

Fun little game. I'm always a fan of rythm games, and I like what you did here. I'm not a piano player, so I utterly sucked at the game, but that doesn't matter. It was kind of a tease to have the Wii music at the menu but not having it included in the game, tho :P

Great concept, and I can really see what you were going for. I assume the goal was to make the bar at the bottom be in sync with the piano music, and if you would've achieved that, the game would be so incredibly intuitive. Right now it's difficult to match the dots on the bar, but given the timeframe it's completely understandable.

I actually do think that you have something here. If you flesh out the gameplay and artstyle a bit more (maybe towards the colourfullness of Geometry Wars), and have the synced music, it could be a great full game!

Lovely little game. Simple artstyle and gameplay, but fun nonetheless. I also needed a minute to figure out that the bar was a proximity bar, and not a progress bar regarding the number of shells to collected. The final king shell was a satisfying ending!

Fun little game, gameplay is very simple, but given the time it's understandable. Once the speed ramps up I definitely got the Guitar Hero effect of my brain warping stuff when looking away, hahaha.

Can't rate because the game doesn't allow me to use the middle mouse button, unfortunately. The browser's scroll icon appears when pressing the middle mouse button.

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Banger of a game! The artstyle, music and gameplay are incredibly polished, so well done on that! Loved playing it for a few rounds, trying to get better. Overall I have no complaints, maybe a very minor one that after selecting a card, it would be great if I could unselect it if I didn't want to place one (in general, I don't mean switching to another card).

I had the same bug as Malic, after unlocking all lanes for two sides, the game starts glitching. The 3D view starts flickering black, until at one point it turns entirely black. The UI stays visible all this time, tho.

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Thanks for the feedback! Do the 'tab' (or L1) and 'shift' (or L3) buttons help you with this? They respectively zoom you out, and move your spirit faster. The sense of scale was also our intention, to contribute to the theme.

I absolutely fell in love with the artstyle and the cute godzilla, in combination with the smooth gameplay and quirky animations. Hell of a game, and an absolute gem to see. Very well done, you can really be proud of yourselves!

Incredibly creative and well thought out game. Everything plays very smooth, and the take on the dinosaur tugs at your heart strings! Even more impressive that it was done in 48 hours. Very well done, a good example of a well polished game.

Well, it certainly is something. What happened? Scope creep? People dropping out due to other obligations? I know, we've all been there... Respect for still submitting it and having some tongue in cheek dialogue in it. The final gameplay looked promising. There's always a next time!

The artstyle is superb. Absolutely A-grade quality of all assets, and the ducks are great!

The gameplay is a bit confusing. I see in the explanation what the ducks should do, but I couldn't really get it. On one level where I really needed to get higher I thought of using the trampoline duckling, but it didn't do anything, whatever I tried. Maybe I misinterpreted how it should work? Also, I get the GMTK shortcuts, but this results in controls being all over the place, which can be a bit annoying :P

I really see the possibilities in this game, and I think it would be a good one to flesh out more into a (little) full game.

Interesting idea, indeed like others have said, Super Monkeyball with a little twist. The idea is good. I had to quit on level 5, as I couldn't manage to get the ball up on the higher platform. I would make the controls snappier; make the ball more responsive to the cursor, because right now it feels like even the light and medium ball only react to very extreme positions of the mouse. Overall something worth working out some more!

Nice little mechanic. Unfortunately I couldn't get far into the game, because once I had to put down the mirrors to connect multiple reflections, I couldn't figure out how to put them down in such a way that they angled how I wanted. Even when trying to put them down gently with Shift, it wouldn't work.

Nice little game, fun play on the theme with having the sword scale each turn. The hit detection of the enemies confused me a bit, because it seemed random when the sword passes an enemy if that enemy would get killed or not. Especially in the later levels this becomes an issue, with the waves getting bigger an such.

Good idea to implement a little random buff system as a reward, keeps the gameplay a bit more interesting.

I was initially a bit confused because I was waiting for a goal, but saw that it was displayed very tiny in the top left corner. Once I realized that I started cranking out the orders as fast as I could, multi-tasking as much as possible. I really enjoyed the little mini-games. Well done, great style, and especially the sausages were satisfying to make. The
barkeeper was a bit finicky when picking up the jar; you had to be really careful not to put it in the basket too fast, because that would significantly reduce your volume :D

I like the atmosphere of the game. The lighting and the art matches well. Overall nice gameplay, and the little puzzles are great. The difficulty level increase is a little bit skewed in the beginning, but after that it increases nicely. I stopped at the elevator level, as I couldn't get past the second elevator without getting hit by the spikes.

One tip: games like these rely on the speed of being able to start over when you die. The character starting in big mode and then shrinking down to gnome takes away a lot of this speed. Being able to immediately continue walking when you die (ala Super Meatboy) would be a huge improvement, imo!

Nice take on the theme! I like the mechanic of having to keep on building and extending your own bridge. Placing the construction elements in a good way is a bit finicky, but understandable given that that in itself could take a long time to properly implement and finetune.

One thing I would like to give as a QoL tip is to keep the orientation of the pieces when picking up. Now they reset, but then finetuning their position becomes very difficult.