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lolkira24

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A member registered Sep 05, 2024 · View creator page →

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The simplicity in the art was nice, and I found the sfx to match the actions quite well. I could see the appeal in the gameplay, but I think it can take a bit long to find electrodes which makes the game a bit stale after a while. I would love if you could find them more often in exchange of there being more/faster particles that you have to watch out for. Good job on submitting!

Very unique concept for the theme! I think this game definitely stands out the most in that regard. Art was also really nice, and the game itself was quite relaxing. There was a lot of variety in content that you wouldn't expect to be done in this short of a time. The main thing I'd prefer is if you could lock the terrain in place. There were a lot of times where I'd accidentally drag it around cause I misclicked while trying to drag an animal. Congrats on the submission!

The game looks amazing! I love all the art in this game. The player felt smooth to play as, and the animations/particles were all pretty nice. I enjoyed the gameplay, and the elemental fusions were really cool. Some things which I would like which have already been mentioned by others, is that it would be nice if there was an objective in this game. More enemies would also be great, though I can understand it being too time consuming for a gamejam. I also have the same issue with the music/sfx where the sfx is much louder compared to the game audio. There should also be more feedback for the doors opening when you clear a room. Apart from that, the content in this game is already pretty fun, and it would be awesome if more got added to it. Nice work!

The intro cutscene was amazing, and the art is nice and consistent! I liked the concept of the game, but it did feel a bit slow to me personally. After a while, I started to encounter less people, and it took a long time to gain exp. It would also be nice to have an interactive rundown on the controls and the game objective after the cutscene, instead of needing to check the itch page. Other than that, leveling up was very enjoyable, and the way you could interact with the map was also fun. Good job on the submission!

The music and SFX are really nice! The game had some stuff going for it in its current state, though it is unfortunate that you didn't manage to implement everything that you wanted to. Currently, the game lacks from not giving the player any info on understanding how everything works, and you are just left to figure it out yourself. As for the gameplay itself, it would feel smoother if you confirm attack with left click as opposed to spacebar. I would also like it if you could select a tank by clicking its location on the screen, instead of needing to click on the image in the UI.

My favorite thing about this game is definitely the music! It sounds really nice and fits in super well with the game. The SFX and particles are also good. It would definitely be better if there were more enemies, and various types of them. The way the game is right now, you get all the upgrades really quickly and are able to get through waves without having to do anything. It would definitely feel much better if there was more interaction required from the player. Another thing that would be ideal is a menu and showing the player how to play in the game itself, instead of having them rely on the itch page. Well done on the submission!

Fun concept, and I love the art! The sprites are really nice to look at, and all have really fun and unique designs. Once you understand the gameplay, it becomes quite engaging too. 

For my main criticism, I think the game would be much better with a more detailed menu screen, and an ingame explanation of how the game works. Currently, it takes a bit of time to figure out what everything means and get used to the game. It would also be nice to have more time and clarity after each answer to see if you were right or what you did wrong. I also think that the numbers should reset to 0 after each answer to properly show that you're on a different question now.

Overall, the game was surprisingly enjoyable. Good job on the submission!

I was expecting something more cheery going off the cover alone, instead of fighting monsters in the dark lmao. As for your other notes, I think the way you wanted to indicate the dash sounds good. It would also be nice for it to have a pop or flash animation when it's available for use. It also totally makes sense that time was a big issue for the balancing and the dialogue. I definitely would not have managed writing that much myself haha.

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Not the kind of game I was expecting from the thumbnail lol. I had a lot of fun though! My favorite parts of the game were definitely the art and the gameplay. The enemies and bosses all had unique designs and fun attacks, and so fighting them never felt stale.

As for things I think could be improved:
- The card inventory felt annoying to go through sometimes. It would be great to be able to sort for attack, shoot, rate, etc. I think it'd also be nice to have the top, middle, and bottom card separated by columns. 
- A small bar filling up to indicate when you're able to dash would be a bit more intuitive, though I don't really mind the way it is right now.
- It would also be nice to have a 'resume' button on the menu to have that as an option instead of repressing 'm'
- The dialogue sometimes felt a bit repetitive and had quite a few grammatical errors. If possible, I would highly recommend having a few people proofread it, as the game does focus heavily on it.
- Boss 3 is able to spawn on you during its teleportation attack. Either giving a safe distance around you where it can't teleport, or have an indicator for where it's about to teleport would be nice to not have this happen.

A few other minor things would be to show green, red, and white on stats when creating cards to show which stats are increasing/decreasing or staying the same upon new card creation. It would also be nice to have the ability to create a new card without unequipping a card you currently have when your slots are all being used. I felt like the first enemy room encounter was a bit longer than it needed to be, but that problem got resolved quickly once I started getting card upgrades, so I don't think this is something I'd put too much focus on.

Aside from all that, the game was really enjoyable, and it's great that the cards you get are considerably stronger as you progress. It gives a lot more incentive to farm cards to max out your stats. The various facial expressions drawn for the dialogue were all really nice and fitting. The music and SFX were well done. The difficulty balance also felt fair, and did get progressively harder as the game went on, so I think you did a great job on that. Congrats on your submission!

I liked the music! I think the game itself is pretty cool, but it needs some quality of life features to feel better to play. A couple issues I had was that sometimes when I held down on the tail, it wouldn't drag, and it was also super easy to click off the screen. Turning on fullscreen should hopefully solve the second problem. Showing the trajectory of your projectiles would also be nice, and also adding SFX. Another thing is that the ammo types didn't make enough of a difference to make me feel like I had to keep switching between them. I think it would be nice to give the player more of an incentive in order to switch through the various types. Other than that, I liked the variety of mechanics and levels you implemented. Good work!

Congrats on finishing the game, and thank you for all the feedback! The music being repetitive is understandable as I don't often make music, but I'm glad the SFX was at least fine. As for the last level, my goal in mind was to use all the powerups and create something to test the limits of what the player can do, mainly because I wanted to play through it as I love precision lol. This level was also designed before I nerfed the rest of the game beforehand in order to be more gamejam friendly. In hindsight, I should have just changed level 24 to be more in line with the difficulty curve, or at least have listed it as a much harder level than the rest, because I definitely agree that it doesn't follow the difficulty curve and the sudden spike could be jarring. I am glad that you liked the rest of the levels tho! I hope the last level didn't effect your experience too much. Thanks again for playing!

The art is pretty nice, but everything starts off way too fast to give the player a chance to understand what's going on in the game. My favorite part was definitely the intro cutscene, and the dialogue was pretty funny too. I think the main benefits would be to slow down the pacing of the dialogue, and giving the player a better idea of what to do. Good job with the submission.

Felt really good for an fps in a game jam! I am a fan of the art/graphics, menu music, and sfx. The gameplay was fun, though it does get repetitive after a while since it starts to just become the same rooms being reused, but that's understandable for a gamejam.

I think my biggest problem is that some runs could be a lot harder than they need to be, because you can keep traversing to enemy rooms and not find the elevator. I got to the elevator in the very last room on my first run lmao. Another thing is that you can get very unlucky with the amount of health increases you get, and this can just kill your run. As for minor things, it's a bit weird how you need to go right up to the upgrade machine in order to be able to read the text. If you change keybinds (I changed my interact to 'F'), it still shows 'E' to pickup the upgrade. I did also feel like the enemies aren't too engaging, and are quite tanky as well even with the damage upgrade, but maybe my aim is just awful lol. I personally felt like jumping didn't provide any use, and that it sometimes felt unavoidable to not take any damage when killing enemies. 

Overall, I did enjoy trying to make progress in this game. The upgrades were fun to use, and the game felt satisfying to play. The map was also really great to have, and I love how everything looked. Congrats on the submission!

I loved the ending scene lmao. Congrats on finishing your first project! There wasn't much, but what you did have was enjoyable. I found the gameplay fun, and the art was fine and consistent too. For feedback, I would recommend things like making the boss flash or something when taking damage, to show the player that their attacks are in fact hitting and doing something. You had music and SFX which was good, but the problem with having one specific sound play so often is that it starts to get repetitive. This can be solved by having multiple sounds for the same action and cycling through them, or by cycling different pitches of the same sound. Other than that, I enjoyed the attacks, and the axe trajectory was fun to play with too. Great job with your submission!

I really love the art, music, and SFX! I personally found it easier to make more money by not using the shop much and just using the beans that I had. Although, doing that made me run into a softlock where I had a customer with nothing to give them lol. I also don't know if this is just me, but I think it'd be nice to be able to see the timer while you're interacting with a customer. Apart from that, the gameplay loop was nice, and everything blended together really well for the atmosphere. Congrats on the submission!

I love the bullet patterns! I think I would prefer it more if you could actually kill the enemies, but it is nice that a point objective is at least encouraged. I would also like if the death screen showed you how many points you got. Music was really nice to listen to, but some SFX would have also been nice. Other than that, the art was nice and the gameplay was very engaging. Good work!

Fun bullet hell! Honestly, the only thing I didn't like was how quickly the game ended lol. The gameplay was fun, and the music was nice too. I did feel like the sfx was a bit too quiet in comparison, but that's a minor thing. Congrats on the submission!

Wow that fusion animation/sfx is really satisfying lmao. Also really nice art as always. I think the main thing I'd prefer to be different is the gameplay itself. I would have preferred rotation to be seamless, and have WASD tied to where the ship is facing, instead of always moving the same way regardless. Apart from that, the itch page looks really nice as well. Great job!

Really nice art and animations/particles! I really liked the designs of the character and the enemies. I also liked the interactive tutorial at the start of the game. I personally enjoyed using the parry as well. I think my biggest gripe would be the wait time for attacks, and how long you stay in place for. Another thing that would be nice is more visual cues that indicate that you are dealing damage to an enemy. There is one for the boss which is nice, but it would be great to have throughout the game for all the different enemies. A death animation for the enemies would also be a great add instead of just having the sprite disappear after a few seconds. Other than that, I think everything blended together quite well, and the music was really fitting too. Good job on the submission!

A few people did have the same experience that you mentioned, so you're definitely not alone haha. I made it so you could use a brush that's a bit smaller than what the outline size was, so if you used a brush to match, you would fill up the meter faster. I just wanted to give some leniency to the player as using the same size brush as the outline makes it really easy to draw outside the lines. Thanks for playing!

That's a fair point about the timer. If you know about this platformer called Celeste, the way the timer works in that game is that it shows you the time you're taking for the current chapter, along with the time you've spent altogether underneath. Maybe something like that could work here.

Really nice UI and music! I feel like this game progressing really well with introducing the mechanics and enemies. The character also felt fun to control and had coyote time and buffer jump.

For criticisms:
- It felt really bad when letting go of jump before reaching the max jump height. Variable jump height is nice in games, but some tweaks need to be made so you don't just fall instantly the moment you let go of jump without reaching max height
- The timer didn't reset when restarting a level. It would feel a lot better if it did, so if people want to try for good times, they can just press 'r' instead of going to menu and using level select

Other than that, I enjoyed the game. The only issue with the movement was the variable jump height, but the rest of it is smooth. Great job with the submission!

Really love the concept of this game! You did a great job with the speed buildup and obstacles of the game. The tooltips inside of the game are also a great addition.

For feedback:
- Music and SFX will make the experience much nicer
- In level 5, I fell down at the start and didn't respawn
- Sometimes you're unable to see where you need to go. Blind leaps are not really ideal to have, so having the camera show more or zoom out when your speed is high could help with that

Overall, I think the main thing that's needed in this game is polish. Music and SFX, along with particles, would make the gameplay much more satisfying. That being said, you got a great concept to work with, and it's amazing that you could accomplish this solo in your first game jam. Great job with your submission!

Super relaxing game! I love the calm music, and the level select screen looks really nice as well. My feedback would just be to let the player click a button to close the control guide at the start of the game, instead of having it close after a certain amount of time. And also when pressing down two direction buttons at the same time, show the wind coming from both sides, instead of just the side that was pressed initially. Overall, these are just some minor things which I think would slightly better player experience. Nice job with your submission!

Wow, thank you so much for the detailed comment! I really agree with all the points you mentioned.

The 70% thing is more just to make the game playable, rather than make it easy. The main purpose of it was so that you could use a brush that's slightly smaller than the actual outlines and still fill up the pencil meter, cause otherwise it would make it really difficult to not draw outside of the outlines. 

I could not dedicate any time on the UI at all 😭 All of it had to be rushed in order to get the game mechanics and other important things done on time. That is why all the buttons are really basic, and none of it looks that cleaned up. I would have definitely dedicated more time to it if was a longer jam.

Maybe relaxing was a bit of a stretch LOL. I considered the game to be a bit more on the chill side, but I guess some drawings might have been a bit much haha. I 100% agree with your statement on the house level. It was the first level I designed, and I used it to test out the mechanics. It got a small buff, but it's still on the easier end of the levels. The squares and the building got nerfs due to the original drawings being a bit too precise. 

Really glad you feel that way about the difficulty! I know I made some flaws, but I'm glad that it seems to scale well. I mainly wish I explained the reasoning on why the player was drawing lines and shapes before other things, but I hope some of that at least got portrayed with the level designs. The original method I had for the dialogue would have been messed with if I had a restart button, and I only just now realized that what I had now wouldn't be effected. I have changed the game in the editor so that 'r' resets the canvas, which I will just roll out once rating ends.

The speed gets increased when zooming in for some reason. That's a bug that I knew existed, but couldn't figure out how to fix. I will definitely try to look into it some more once I get the time.

Thank you again for playing and for the detailed feedback! I really appreciate it.

You have a nice variety of minigames, and Gibson was a funny character. It sucks that bugs took out some of the content. I personally am not a huge fan of grinding games, but I can respect the work you put into the game to make it not as stale. Other than that, you had a cool take on the theme. Good job with the submission!

You got a cool little concept! I was a fan of the items, and the variation of the levels. Apart from making some adjustments to the items to feel a bit more natural (being able to use movement keys on the rope without immediately falling), the only other thing I would have liked is for the character to be a faster and less slippery. Currently, it feels a bit odd to only move 1 frame and have your character slide farther than that. I really think you could accomplish a lot more with what you have currently! Good job with your submission!

Thanks for playing, and best of luck with your art journey!

You got a really good game foundation! Nice variety of weapons with different abilities, and also a decent size pool of enemies. The art and sound effects are also pretty nice.

Some feedback:
- A weapon switching animation would be really nice to have. Currently, the character looks the same regardless of which weapon he's using, and having different weapon sprites would let the player know instantly what weapon they have at any given time. Using number keys to select which weapon to equip would also be nice.
- It feels a bit weird having to use the mouse to select an upgrade, due to the game not requiring a mouse for the actual gameplay. There is a grab_focus() command for buttons in Godot which you should try to look into. This should allow the player to be able to use arrow keys to switch between the upgrades, rather than needing the mouse.
- The main thing that the game could use is advanced UI. You got everything you need, such as health bars, hit markers, buttons, text, etc. Using custom designs for them instead of Godot's base designs would really help blending your UI to the world better. 

That being said, what you made is really impressive given the time period! With a couple tweaks here and there, your game really has the potential to look very professional. Congratulations on your first game jam!

Yeah, it's much easier to draw with a pencil than it is with a mouse lol. You should definitely try to pick up art if you're interested in it! Glad you enjoyed the game. Thanks for playing!

I noticed that the button would stop when it was in the clouds, but it still wouldn't let me click on it which is what I assumed I had to do. Maybe I just need to get better at using my brain 🤣

I am so sorry about the game freezing 😭 The main reason I didn't add a skip button was because I wanted people to go through the dialogue at least once before skipping it all, but I should've taken crashes into account. Thank you for playing!

Ayyy, nice to see another game from you! Your artstyle really is amazing! I think the main thing that the game could benefit from is making the objective a bit more clear to the player. The only other thing is that I encountered a bug where your projectiles would get cut off very soon after firing, instead of when they collided with a cloud or an enemy. I feel like that one in particular really hurts the experience. Other than that, the music and sfx are really well put together! Good job with your submission!

The zoom in and out is intentional, as it's a feature a lot of people use while drawing. However, there is a bug around it where the brush speed is faster when zoomed in, which isn't on purpose.

You aren't the only person to call it stressful, haha. Also, reasonable feedback about the dialogue. I think letting the player be able to skip the dialogue sooner might help with that. Thanks for playing!

Short game with a really nice message! The art is really nice and the cutscene at the end is adorable. 

Some criticisms:
- having music would have been really nice. It can get a bit repetitive to only hear the sound of coins
- The golems didn't feel consistent. Sometimes, they would just stare at you without shooting, and then just randomly shoot after a while. It felt a little hard to predict them
- More checkpoints throughout each level would be nice, but I don't think this would be as big of an issue if the golems were more predictable
- Button to instantly melt would also help with the pacing of the game

All in all, you did a wonderful job, especially for your first game jam!

Congratulations on your first game jam! I heard discussions from a lot of people about wanting to try something like this, but your game really stands out. The music is good and the SFX are great! The art is also very appealing. My favorite part was shooting the targets with the gun, and dragging the hammer out of the options menu. Unfortunately, I didn't know how to continue once I got to the point where the start button was moving away from my cursor. However, despite that, this was a fun experience and very well executed! 

LOL. Hopefully the drawing tablet worked fine with the game. I wanted to add proper support with being able to zoom in/out and change brush size on tablet, but unfortunately I didn't have time for it. Glad you had fun!

I really liked all the mechanics you added to the game! The sword, the vines, and the double jump that you unlock later on. It really adds a lot to the game to stop it from being stale.

For criticisms:
- The dialogue text is really blurry. You should try messing with some different fonts and sizes to make the text more visually appealing to the player
- I was using arrow keys and shift for movement, and having to use 'g' and 'h' felt really bad. Rebindable controls would have really made this experience much more enjoyable
- The character movement speed is really slow and floaty. I think movement similar to the og super mario bros is what this game is going for with the acceleration and floaty jump. The main difference is that in super mario bros, the variable jump height feels more impactful, and even when not fully accelerated, mario doesn't feel like he is too slow to control, which I feel is the case for this game
- I also encountered a bug from the first time I hit a timer block, where each time I threw a knife, there would be a white circle where the knife landed. It stayed like that all the way to the fire at the end.

Overall, the main thing I would consider would be some movement tweaks and making the game more accessible to players. I think you did a great job with the mechanics and level design! Congrats on the submission!

Very unique game! The art is, uhhh, good for what it's supposed to be 😂
The only thing I can say is that I feel like the movement could be polished a bit more. It sometimes felt unresponsive and inconsistent, and not in the way you'd expect from games like 'getting over it'. That being said, I really liked the concept. Good job with the submission!