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Vezy

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A member registered Aug 12, 2022 · View creator page →

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Thank you for the kind words :)

I'm looking to make a team or join an existing one for this jam! I've mostly used the Unity game engine for my projects, but I am open to using Godot on this one. You can see the stuff I've worked on my itch.io profile https://vezy.itch.io/

If you're interested, you can DM me on discord:
vezyfromitch

I don't have a cat, so I have to substitute for the review. I like it :)

Oh my god, this game is so janky and charming! I feel the effort that goes to it and I love it! Good job!

Visually, the atmosphere is really good! If there were sound to match the visual this game would be so much better, but still it was a good experience playing through it!

A bit confusing at the start but it's intuitively clear what the game is asking. The game is surprisingly fun for how simple it is! Good job!

Didn't know go fish was an actual card game! A good interpretation of the go fish game with a twist that i really like!

Fun game with banger soundtrack! Couldn't finish it though because of the controls sadly, platforming on keyboard and mouse tend to be hard.

Thank you for the kind words :)

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Fun lil' game you've made :) It feels nice hearing that pop sound and the hit sound as well!

Fun game with a solid foundation! Though unfortunately it gets samey after a bit since you're doing the same gameplay loop no matter your level. Still, I had a good amount of fuunu!

The movement and shooting feels really good on this one! Though i find the hooking and jumping to be useless since you don't get any more points from them (they are sick as hell to do though). I think you should get more point when you're in the air so it incentivizes people to do cool 360 fish scopes in the air!

Generalist/Unity programmer looking to team up for this game jam! I've done a couple of game jams before (mostly solo) so i have some basic knowledge on game dev with the exception of anything sound related or networking. While I'm most familiar with the Unity game engine, I am open to using other game engines! (though you'd have to help me get used to it though)

Here's my itch.io page: https://vezy.itch.io/
You can add me on discord: vezyfromitch

Hello there :) I'm a generalist looking to team up for this game jam! I've done 3 small-ish game jams before and hoping to do this one in a team. Since I've been doing it solo I've picked up a bit of basic knowledge on most aspects on video game development with the exception of anything sound related or networking.

Here's my itch.io page: https://vezy.itch.io/


If you're interested, you can add me on discord:
vezyfromitch

A good idea that still has potential to expand if you had more time! The lack of sound kind of makes the game feel empty though but guiding ships with your light is definitely something new that I haven't seen before.

The way you light up the place after you explore them and it staying lit when you undo is a very creative mechanic! The art and sound design is also very good too! No suggestion from me, this game is a really good entry in my opinion.

Charming game :) I like how the fancy fire on top of the zombie's head works as an indicator of how long you have before they disintegrate and the spritework in general is very charming! The game is a bit too quite when you move around and the weird up and down wobble on yourself and the bat is a bit jarring to control.

Simple yet effective at creating tension! Having to throw a ball of light to see is a neat concept complimented by the simplistic yet effective sound design!

The game is a bit 'janky' to be frank, but I still had a good amount of fun! My biggest complain is the lack of sound, you can make player's action way more weight and impact by having a good 'oomph' sound when you hit an enemy and for your spells!

A very soothing game if I do say so myself! The sound of your fae flapping their wings and the happy whistle of the smaller fae makes me happy :)

Personally the way I do game jams is to have big ideas and then from there start saying no to myself! The reasons can vary but my most common ones are that it takes too long to implement so I say no or that the core of the game is still there if I don't do this feature. Once you have your core you want to make the system as unsophisticated as possible, make it simple and easy to implement while achieving the same goal as if you had developed something more complex.


The game I submitted for this jam (called From Beyond the Wall) had a good amount of "no don't implement that". My plan starting out is to have a much longer level and a real time lighting system but after starting to develop it and seeing how much time I have left I just said no to the two of those and went with a shorter level and the light in my game is basically just a circle collider that turns on or off every few seconds to determine when the monster can or can't go through. Speaking of the monster, it's literally just an object that moves towards the player with minimal AI that interacts with the 'light'.


As for planning I can't help you there, my workflow is too sporadic and chaotic :(

Short, but definitely something with potential if you had more time!

I couldn't get past the third level, but the staff jumping mechanic was still fun regardless of my skill issue! Though it feels too demanding with the precision you need to get past through some obstacles and the rising darkness exacerbates the issue. Slowing down the darkness or making the staff target the closest tile to your cursor would solve the issue, unless this amount of precision was what you had in mind for this game.

The notes are lore tid bits mostly. In hindsight I should've done something to prevent the player from just speedrunning the game but I ran out of time unfortunately, still thank you for your input and for playing!

Thank you! And yeah, the levels could've been way more interesting if I didn't do this one solo.

The notes are just there for set dressing, the checkpoints happen when you reach a certain area instead. The light doesn't completely stop the monster and only slows it down before forcing them to run away because I find the light stopping the monster completely to be a bit goofy and kills the tension! Thank you for playing and the compliments though!

A very cute and enjoyable game! The game definitely has some potential of being a full release game just if it was developed further! The only thing I wish you did is play more into the light and dark theming. Make the room darker/bright based on who's winning and some other stuff. Overall 5/5 stars from me!

Amazing submission! I was pleasantly surprised with the game having a lot of build variety, I did not expect that! The art style and the sound is also top notch! Honestly I don't have any complaints about this game other than I want it to be a full game!

Playing as the light and shooting out lanterns is a really good idea! The visual and sound design is good, and having to sort of 'parry' the enemy instead of just being able to shoot them is a great idea. my only complaint is that the camera falls too far back with how fast the player can move.

I like the magical take on pong! Having to time your reflecting of the projectile part takes some time to get used to but I like it. One thing I'd like see changed is having a maximum of how many times the ball can reach the goal. I got to x20 damage multiplier and I see just not playing as a viable strategy to getting a draw, so there should be an instant lose if you let too many balls through. The sound feels a little bit too loud for me but overall, I like the game! Also I didn't really see or feel the effect of the light on the ball and some of the ball lost collision for some reason.

Thank you for playing and your input! The goal is to basically keep going north (with a bit of detour here and there) to get to the win zone while avoiding the eye monster, but that wasn't explained too well in any of the note (which is fixed now!). And yeah the camera movement is definitely too extreme sorry for the motion sickness :(

Thank you! And the note should work now. The idea with the camera is that you can zoom out/look ahead of sorts so you can find the next light where it's safe, but I can see how it can be dizzying. Thank you for the feedback!

Thank you for the compliments and the bug report! You should be able to open the notes now.

A really cute lil' game you made! The art style and the sound design brought the game together to something cozy and cute :)I have no idea what the witch is going to brew with that many ingredients though and I don't want to be anywhere near it.

A really good, might even the best, use of the limitation! The different types of light and placing the limited supplies you have where you need it the most gives a good depth to this game in terms of strategy! Which area looks doable without the light and which one I can't is really fun! I love the cats by the way, give them pats :)

Fishes out of water and into the cold dark space, I like that idea! The star angler fish is definitely a highlight for me, very interesting concept! The wonky control is also another bit that I like, having to struggle controlling your fleshy aquatic body to evade the angler fish works well. But I think the combination of how fast Sir Ghostius move, having a dash, and the ambient light around Ghostius being too big killed the tension somewhat as I can see the angler fish from further away and have more than enough time to run away. Still, I think you all did a great job with the game overall!

Better late than never!
https://vezy.itch.io/from-beyond-the-wall

Very out of the box puzzle game, I like it a lot! One thing that I hoped would happen is that the other player would just rage quit after you beat the game, shame that didn't happen. Still a very clever entry regardless.