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YarallyOneGames

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A member registered Nov 28, 2023 · View creator page →

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Pretty cool submission! The gameplay is intuitive and the extra mechanics are introduced nicely. It's simple, but it works well enough. The monster that takes you when you lose is a fun addition. 

I do think the implementation of the theme (the alchemy part) is a bit weak, you could have expanded on that a bit more :).  My only feedback would be to look at a colorblind compatible pallette when your main mechanic relies on recognizing colours!

Very cute submission! The tutorial is presented very clearly and the gameplay is intuitive. The only thing that stumped me for a second was how buying and selling works. I also like how you move everything around on your screen, although picking up objects was not always super responsive. The main feedback I have is that I would like to see some mechanic to organize my workspace, because it quickly becomes really cluttered.


Good job!

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Thanks for your feedback! I've tried to improve the rotation a bit by increasing the hitbox and centralizing the rotation pivot. So I hope that it feels more responsive after the game jam :)

Great submission! Everything looks very clean and polished. The gameplayloop with the bomb was a smart design choice! Personally I felt a bit overwhelmed by the amount of ingredients and recipes. Just to give you something to think about: I think it would be nice if you unlock more ingredients and recipes every loop in roguelite fashion.

Thanks! I appreciate it a lot!

Congratulations on finishing your project! The gameplay feels really satisfying and I also really like the deep interpretation of the themes.  The ending was done perfectly. Great job!

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Very nice submission! Also a great implementation of the theme. The art is done very nicely and the puzzles are clever.  I'm also quite impressed that you took the time to make the save load system work inside the browser! I found 1 bug related to that actually:

When you die, you keep your collectibles. I noticed that the candles I collected are still gone in the new run. So that means I have to play with only my initial 2 candles.

I also found that the dialogue goes by a bit quick, which caused me to miss some of the text

You mentioned that English is not your first language, so I compiled a few things that I found:

..[yeah] that's a way..

..You [could've] just summoned..

..start from the [basics]..

..somewhere [at] the entrance..

..how many secrets and [collectible] items have you found..

Nice game, and good implementation of the themes :D. The sound design and visuals are great work really well. I have a few points of feedback:

  • Selecting an item and placing a torch should be different keys (I kept trying to combine a torch with something else)
  • I would like reading a note to be opt-in, or at least pause the game (now I have to keep moving while spamming space and placing a torch at the end of it)
  •  Placing a torch in the middle of a shadow could be a bit more forgiving maybe.

Other than that, Well done!

Thanks! My buddy did the music on his guitar, so he'll be really happy with that compliment :D. Speeding up is something we thought about, but a crucial difference with Tetris is that there can be multiple reagents above the cauldron at the same time. Managing all together is part of the challenge.

Thanks for the kind feedback! I think I will increase the collider size of the reagents, to better register clicks around the edges. Hadn’t considered that yet :)

Very cute submission! The art and characters are the main highlight for me. The tutorial is also very clear. Everything just looks an feels really polished. I do think that the concept idea doesn't utilise the whole theme to the fullest (the shadows part), but that doesn't take away from the quality of the project. I brewed the first potion and have two pieces of feedback:

  • Stiring in the cauldron feels very janky and often skips a few numbers
  • Hovering over reagents should show you what their names are, I was cycling stuff in my inventory because I didn't know what each thing was.

Well done!

Very nice stealthy puzzle game! I really like the concept. I do think the "potions" are a bit forced to fit the theme, but it works well enough. It might be a nice addition to allow the use of the mouse when throwing a potion, it feels a bit clunky to move the cursor all the way the the other side of the room with my keyboard. Other than that, the mechanics feel good and intuitive (altough it did take me a bit to understand that you have to throw potions at other shadows).


Good submission, well done :)

Very nice submission! Great usage of the themes and overal it just looks and feels way too polished for a prototype. The controls feel great and are easy to grasp. I noticed that one enemy chose to run away instead of attack, thats a nice detail! Well done, I could really see this turn into a release somewhere down the line :).

My only feedback is that the favor system with the items is not immediately clear. I didn't have a lot of time so I appologise if it was explained but I missed it!

Thanks! We really appreciate your feedback. The idea of showing a faint grid is actually someting that might work and I hadn't thought about that. Thanks for playing :D

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Very cool concept and great usage of the theme! I like the idea and I think it has a great potential. My main feedback is that the different types of ingredients and their rarity are not communicated to the player very clearly, resulting in mostly random potions. Other than that, nice work!


Also, include your GDD as a link inside the description. The judges are not going the click the download button!

Hi, don't sell yourself so short. The point of a gamejam is to submit a prototype: Something that shows the general idea of what you are trying to make. I think this is a fine submission with a unique idea that utilises the theme well. My immediate feedback would be to give the player a bit more hints so it is easier to get passed the first day. Get rid of stuff like "..so honestly judging doesn't really do anything" everywhere in your descriptions :) 

Nice submission and great interpretation of the theme! Pushing through the gate feels really good because it is not instant. You have to walk into it for a few frames. I also really like the way you present the story. Two points of feedback:

  • Jumping feels really floaty. This is hard to get right, but a better jump would improve the experience quite a bit.
  • For sake of the demo it might be better to have a checkpoint after every screen transition. The reviewers have limited time and you want them to see as much of your project as possible :)
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Thanks! I haven't considered trackpad users at all hahah. Using keys for rotation might be a bit difficult since there can be multiple reagents in the air at the same time; but it is something to think about. I also wanted to look at the box placements in the tutorial, but unfortunately that is a bit too complicated to fix in the final hours :/

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Great submission! The art and music are very clean and consistent. It was too difficult for me to visualize what the maze looked like by playing only a few minutes, but I guess that is the point. I like the alchemy interpretation but I think your concept is lacking a bit on the shadows side (I also didn't find that in your GDD). That is unfortunate, because I think you could have incorporated that easily within this concept. I really liked the changing backgrounds when changing perspective, that helped a bit with understanding what was going on. One point of feedback:
The icons for the "powers" were not meaningful enough for me.


Nice work!

Oh, and I would also link your GDD in the description of your game page. Just in case the reviewers don't want to press a button that says "download" :)

Good submission for your first game! I have 2 points of feedback:

  • The incorporation of alchemy is a bit too weak in my opinion. That doesn't take from what you made, but in the light of the game jam that could have been done better.
  • The main mechanic was really hard for me to figure out. I believe the objective is to align your own shadow with the ones on the ground? That could have been communicated more clearly :)

Pretty good submission! I do think getting from Alchemy to golf is a bit too much of a stretch :P. 

Some points of feedback:

  • The controls are somewhat easy to find out by trial and error, but it would be better if the player gets some aid.
  • De levels with the rotating sentry and tanks don't properly reset. Projectiles stay live causing you to die twice in a row in some situations, that is quite annoying.
  • I would personally prefer if the power meter starts at 0 every time you come to a stop
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I have some points for improvement:

  • I didn't really grasp what to do with the potions I get from chests, they don't appear in my hotbar.
  • When I press space inside the graveyard, the textbox appears and never goes away
  • The rain effect is a bit much, I would tone it down


The premise of the game sounds nice, but I was missing some sort of gameplay introduction inside the game. Also, I think you are underselling your theme interpretation inside your GDD a bit. In the introduction you make quite clear how you incorporated the ideas of Shadows and Alchemy.

It looks quite polished and plays well. But I agree that I can't find the theme in this submission. I would have tried to find your interpretation in the GDD, but it is not publicly visible. You might want to fix that before the Jam ends ;)

This is a solid submission! The art and animations look stunning. The water claw feels very satisfying to use. 

Mechanic wise I especially like the idea that these fiery enemies can ignite flammable obstacles. I would love to see you expand on this further. I was thinking that your own water based attacks could maybe quench the fire, giving the player more control over the environment or making it possible to give them something to protect.

Thanks man! I'm really proud of how everything came together. I set a goal for myself to finish this game and get it to steam after the jam. So more is sure to come!

<3

I'm very glad you liked my idea! Player speed has been on my mind as well. I will definitely consider to speed that up a notch. Your comments on the level design are really insightful as well. I had not considered that some players will (of course) not care about the collectables at all. Thanks for the encouragement :)

yes!

thanks! I think I fixed that issue today, but I’ll put it on my board to investigate!

😅

Interesting interpretation of the theme. Nice submission!

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Hahaha this turned into a self promotion thread. Who am I to change the format! Try mine :P https://yarally1.itch.io/sprout-of-control I'm really proud of the result

First time for me! Always wanted to join one and Thor finally got me to do so :P Worked on this project as a solo dev with my little brother who did the music.

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Thanks, your feedback is really constructive! I agree with your comment on the portals. I had been pondering about how to present them exactly for quite a while. Personally I like that you can't see the portal pairs directly, because that opens up a few level designs. I will experiment with this going forward, and try to communicate which portals to take through my level design. Thanks for sharing your thoughts on that :)

Only thing I want you to know is that there is a hint on the screen to help you solve level 8. Let me direct your attention to the  "18" near the flag. I'd like to hear if you can get it with that information! 

I also completely agree with you that the different mechanics are introduced much to quickly hahah. That is mostly because I wanted to show off as much from my idea as possible for the sake of the game jam. The finished game will be much slower pace.

 "I liked the game and played it to the end" --> Puts a smile on my face ;)

I really like the art of this submission! It's a simple concept, but is works and I think it's a clever implementation of the theme. Good job :)

Wow thanks! I couldn't ask for a better response :D

Really like these mechanics! The way of thinking required for these puzzles is actually really similar to my own submission. Great work :D

Thanks! My little brother did the music, this will make him very happy!

Really like the concept! I would make the first level a bit easier, or at least try to make it more introductory. I wasn't sure what to do at first. Then again, if you just call it a skill issue, I wouldn't argue :P

Thanks a lot man! I really appreciate the kind words