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Ynda Jas (they/them)

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A member registered Oct 02, 2023 · View creator page →

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Yeah, we definitely need to improve the tutorialisation. Adding a progress bar is on the to do list, but I hadn’t considered the fact that the sounds are short being misleading - great observation! Thanks for playing and for the helpful feedback!

For sure! We wanted to implement that mechanic where you have a bar and an indicator going side to side, and you have to press a button when it’s within a certain range. Didn’t have time in the end, but it’s on the to do list! Thanks for playing!

https://itch.io/jam/1-bit-jam-n2/rate/2374292

Will check yours out soon!

https://itch.io/jam/1-bit-jam-n2/rate/2374292

I’ll check yours out soon!

Ahhh that makes sense now! Yeah I guess it might help just to add a line saying that the area outside the board counts as tiles of that colour

Yeah, I think we could’ve explained it better! We did add a bit to the description about what you need to do, but left it a little vague (get rid of the customers before closing time but make sure to clean up). Have added a screen to the post-jam version that adds a little explanation, but it could probably be even more explicit!

Thanks for the feedback 😊

The palette swapper was something unique though!

Nice idea! I found the controls a little hard with the dandelion moving pretty fast, but I liked the gameplay idea. The art style was nice, particularly the dandelion, and it was a clever use of theme - I like how it relates to a real-world thing/process!

I’m not good enough at puzzle games to get very far with this, but I enjoyed the the gameplay and the style is brilliant, both the intro and in the main game itself

I wasn’t entirely sure whether the visualisation on the left meant that you needed to surround the piece in all those tiles, or if those are just the limitations and placing pieces at the edge is a way around it. It seemed like a mixture of the two. Regardless of that, the tutorialisation was great!

A one move undo button would also be useful, but other than that, this feels like a really polished effort for a game jam!

I’m not good enough at puzzle games to get very far with this, but I enjoyed the the gameplay and the style is brilliant, both the intro and in the main game itself

I wasn’t entirely sure whether the visualisation on the left meant that you needed to surround the piece in all those tiles, or if those are just the limitations and placing pieces at the edge is a way around it. It seemed like a mixture of the two. Regardless of that, the tutorialisation was great!

A one move undo button would also be useful, but other than that, this feels like a really polished effort for a game jam!

I didn’t fully get what was going on some of the time, but it felt great! Loved the colour palette choice. I thought the power ups could do with some visual coding and maybe tutorials to make the upgrade decisions easier, but that’s a lot to ask for a jam game! Felt very fluid but also chaotic in a good way. Great music as well!

Love this take on the fish eating survival genre! The fuzziness of the art is really beautiful. I loved the use of light (or scarcity of it) to elicit a feeling of constant danger and impending doom. The big fish at the end is great!

It seemed like there weren’t very many fish, so my playthrough only lasted a minute or two, then after I got eaten I reached a blue screen and nothing happened. Not sure if that’s intentional!

Also thought the text at the start was too fast to read properly, and wondered if the missing pixels/jaggedness of the text and the bubbles was part of the art style or whether they needed fixing to be a multiple of the base asset size, but these were very minor grievances!

Overall, a really nice submission!

I really like the style - particularly the environment - and the sound effect and animation when you save someone is so satisfying! Some nice mechanics as well: the recharge idea is nice, and comes with another really satisfying sound effect! I think I’m not good enough at puzzle games though: I got stuck very early where there are a few platforms and one box just after a checkpoint 😅

Other than that, smoothing the box pushing animation (e.g. by clipping the boxes to full pixels) might be a good enhancement. I couldn’t tell if the background needed smoothing as well, or if it was just the dots making it feel less smooth, but I actually really liked the use of parallax to give some depth regardless

Nice work!

Thanks for playing! 💛🤍💜🖤

Great score! It’s pretty difficult to get beyond the 60s with the current difficulty curve!

Great story and a great take on the queer worlds theme! Assimilation is such n important topic to address, and nice to see that done in a video game space where assimilation is often the default way of representing queerness. I like the elements of choice you get at certain points and I’m curious how the story would differ depending on the decisions you make 👀

Charming! Great art, music, mood, storytelling, world building - love it! And lovely to come across both some familiar modern queer culture names like Alok and a bunch of others from different parts of late capitalism! Great take on the queer worlds theme, and I like the sense of shared community between the museums - really heartwarming!

Legendary

Vamos! Thanks for playing!