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YarallyOneGames

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

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Thanks! This is some very elaborate feedback, much appreciated! One of the tickets currently on our trello board is to take apart the different music layers and make their volume levels configurable. Completely agree that this needs to be much more customisable for the rhythm aspect of the game.

Thanks for playing!

Thanks a bunch! I’m glad that the learning curve felt good for you :D. Congrats on submitting yourself!

Thanks for playing! We’ve talked about a visual indicator, and I’m still considering it. But I’m not sure if it would overshadow the need to pay attention to the sound… something to try out! :D

Awesome game! Really clever mix of genres and great implementation of the theme. At first I felt like the player was too weak and placing down turrets was OP. But mid-to end game that changes completely. Great job on balancing! My only complaint was that the sawblades felt underpowered and even though I wanted to use them, it didn’t make sense to drop a whole line of 10 turrets for that. image.png

Very clever implementation of the theme! And the art looks great. I would probably add a bit of recovery time to make the roll more punishing, although spamming it does look really funny.

Good job on submitting!

Pretty cool! And daring to make it co-op. Why did you opt for that actually? I would image the judges won’t try out that feature. Awesome nonetheless!

One point of feedback I have, is that it’s hard to see when enemies are invincible after shooting them.

We considered to slap some text on the main menu. Or it could be nice to have the first friend tell you to turn up the sound :D. But yeah, without the sound it’s really hard to time the jump hahah. Thanks for playing!

Awesome!! Thanks for playing all the way to the end :))))

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Thanks for the kind words! I’m glad to hear you like the concept! More people are struggling with the box, we clearly need to work on that xd.

The idea is that you push it past the plants, and hide inside just in time to avoid being chomped. Get out, push, hide, repeat. Hope that makes it more clear!

Like this: https://img.itch.zone/aW1hZ2UvMzI1Mzg4MC8xOTYzODg3MS5naWY=/original/Q1eYiI.gif

That was pretty fun! I read that you’re especially proud of the art and music, and you should be! Really solid. Getting more skeletons and growing your army felt extremely satisfying as it gives you that number go up feeling. What I did not like was that dying is mandatory if you want to progress. At level 1 you are so slow that you can’t catch the second enemy. I would have preferred a break in between waves were you can buy upgrades. That way, the “skill issue” death screen would be a bit more fair :P

Very clever design! The upgrades you get were a pleasant surprise that really elevated the fun for me :) My only feedback is that it was difficult to see the chess board, I think the two tints of green might not be contrasting enough.

Congrats on submitting! I’ve played a bit and it’s alright. Near the end of a song the buttons started to desync a bit, which you really don’t want to happen for a rhythm game ;) Did you maybe use time.deltatime to spawn the notes? Also I think there is a lot of room to expand on the theme more! Now you see the sword start to slip out when you lose, but winning doesn’t really make you FEEL like you’re the sword! Don’t be disheartened though, you did a great job on finishing the game and you should be proud :D

Awesome! Feels like published game already! The gameplay is self explanatory and the art is cool. The sushi death animation is a great touch. Also great job on the camera work!

I agree, great job! The movement and impacts feel very satisfying. I could have used a short explanation that dragging the axe at different points changes the rotation!

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Cool! You did really well on the character movement and the impact of the attacks. The generated rooms are also great. Are they handcrafted templates or procedurally generated?

What I did not like was the melee attack. I don’t think it makes sense for the slime so it feels forced, and you could easily have gotten away with just the body slam!

Anyway, congrats on submitting! Be proud!

Pretty cool! The movement feels good and the hints are helpful. The art assets aren’t that impressive, but they are consistent and fit the feel of the game! I do thing the alignment with the theme is a bit on the weak side, but I saw you elaborate on that already. Two things I noticed:

  1. You can soft-lock yourself if you spit the fans power cable behind the furniture.
  2. The music doesn’t loop

Oh and I want an achievement for turning on the TV! (I guess that’s part of the secret bonus?)

Congrats on submitting! Be proud!

Nicely done! I imagine it wasn’t easy to get that plant movement working, let alone the drawing aspect of the game! I’m currently on a laptop, so I didn’t get that far, but I’ve seen enough to say that this is a solid submission!

What could be improved is the tutorial, I only started to understand what I had to do when I actually saw the enemies. You could have 1 unmoving enemy in the tutorial that you have to beat for example.

Anyway, congrats on submitting!

Lovely submission! The art & Music are simple but clean and they give a nice arcade-like vibe. The tutorial screens are really well done and easy to understand. I didn’t really appreciate the gun drift, but I just read that it is an intended feature and just requires practice, which I can understand!

My only feedback is that a level doesn’t seem to reset automatically when you die to spikes, might be a bug?

Thanks for the kind words! And for picking up on some of those smaller details! <3

Thanks for the feedback! It’s true that there is no visual indicator at the moment. That’s something we’ve been thinking about! I’m not sure I completely understand your point about the music. The jumps should be in sync with the beat!

As for the plants, they attack if you “poof” on them :P

Thanks for the kind words! Our artist really did an amazing job!

Thanks for playing it through to the end! Makes me really happy that at the very least 1 person noticed that little 🦨 dialogue at the end😂

Thanks for trying it out! In that level you need to push the box little by little to avoid being chomped :)

Yeah! Our first player :D

Thanks man! Really appreciate it

Cute, well made little game :D It’s a great scalable concept, I imagine there’s many kinds of new puzzles and mechanics you could introduce. The art and music are really cozy and bring the whole thing together. Two things I would have liked to see:

  1. The ability to select a bullet by (double) clicking instead of dragging
  2. The concept of the Ruby button wasn’t that intuitive to me yet. I think that mechanic can be expanded upon!

Well done! Be proud!

Good job on submitting! The gameplay is simple, but that doesn’t matter. In a game like this I would want to feel more in control of my character. Trying to reduce the slippery deceleration would be a great improvement!

Keep it up!

Cool submission! It’s really polished and you did a great job capturing the horror atmosphere. I find the theme interpretation a bit on the weak side, but that doesn’t take from the quality of the game!

One think I would have liked to see is the ability the pick the order of questions I can ask to NPCs.

Good submission! The UI is done well and the art is extremely polished. The gameplay could have had a bit more depth, but it was alright. Also great dialogue!

Very cool submission! I played up until the part where I had to use 3 weapons to reach the clouds. The game feels very responsive, well made! The level design is good, I understood where I had to go most of the time (had to search for a minute to find the red section with the sniper).

Other than that I have 2 pieces of feedback:

  1. It took me a bit to understand that the blade kicks of the metal background (at first I thought it could just jump mid air)
  2. I’d like to be able to reset elevators by shooting the button the same way door timers get reset.

Good job! Be proud :)

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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!