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Haver

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A member registered Dec 22, 2023 · View creator page →

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The game is great visually and the main mechanic is done well, but I personally don't see why would there be a timer other than to make a logical end to the game (at the cost of reducing the average playtime down to 2 minutes).

On the off hand, did you voice the fireflies yourself? They sound so funny lol

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I recommend making a desktop build as well because even simple 3D games get laggy in web version

Also, what in then world does "RUN to checkout items" mean? I pressed every key I've got and can't checkout anything

I'm not a native english speaker either by the way

🤚Absolute Cinema 🤚

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I like that the difficulty is gradually increasing, however there's nothing to counter weight the difficulty increase on the player's side which makes the gameplay time very limited.

Also, the art is great (despite some sprites having different pixel aspect ratio compared to other), but could you please specify if those are your art or free assets?

I suggest adding some kind of an indication of how many light poles are lit already and where the rest are located as they're scattered all over the levels and can be easy to miss.

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I think there should be warnings or highlights of where the enemies are going to appear, especially for the pencils as they're extremely hard to dodge without the sprint.

And, as somebody already said, you should export your game correctly instead of packing the whole project as many people here don't use Godot and won't download it just to play your game. There's a lot of guides and tutorials on how to export correctly on Youtube and official Godot documentation.

It's a very accurate repesentation of flash games. However, not only in the good way:

- The sheer amount of enemies and their spawnrate are extremely confusing, so maybe those should be gradually increased over time instead of being so high initially.

- There's no way to heal up or to prevent damage, only to delay it using the flashbangs, which means that the time you can survive for is always strictly limited.

Moving obstacle is a unique addition to classic snake executed well with good art and nice music. However I would recommend a couple improvements:

- Tweaking the code so that the watermelons can't spawn on the right side as it's too dangerous to pick them up there.

- Acceleration making your snake smaller (which is inspired by Slither.io i guess) doesn't make sense as not only the game becomes much easier because of the speed you gain, it also becomes easier because of how smaller you become. This could however be easily fixed by tying up the score directly to the snake's size so the acceleration would be paid with score.

Overall it's so polished I have nothing to complain about, the only small issue I've noticed is that sprites for small enemies (blue flowers) don't follow the pixel aspect ratio.

The art and the music are awesome. As for the gameplay, I've got a few complaints:

- I won't even talk about balance, it's just dead. 🙏

- I'll never understand the very idea of putting time limits and quota into a game that's supposed to be relaxing and calm. I know that the quota is extremely easy to achieve, but that's the issue I just said I won't even talk about.

- Catching fish in day 1 is very underwhelming as 90% of fish won't show any resistance whatsoever.

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Here's the few details I'd recommend improving:

- I don't see a reason why wouldn't the main character be able to attack upwards and downwards.

- If you already used so many sounds from Deltarune, why not use the music as well? Or any other music, just not silence.

- The only useful spell in my opinion is the healing. Invincibility is way too short to be useful and supercharge only works once it seems. I think it would be better if instead the invincibility spell lasted indefinitely but for 1 attack only and supercharge lasted for a few seconds allowing to get multiple charged hits per charge.

- A pause menu would be great.

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This is one of the few games on the jam that feel like a complete game, rather than a concept for a bigger game or a demo, which is the definition of polished. I don't have words to describe how great the presentation of the game is, especially the character designs. There's only 2 issues I can point out:

- The layouts of the levels are pretty confusing because they have multiple valid routs that all have some gnarlys to collect. Normally, coins or other collectibles in such games are used to indicate the intended way of completing the game and rewarding the player for following it, but when there are multiple routes with rewards it feels like the developers either wanted the player to become quantum positioned (which is just not possible) or backtrack after every obstacle (which is just not cool). Of course, you can just ignore the coins and play however you want, but they remain the reminder that you did something not as it was intended.

- The first time you fight the boss, his attacks are straight up impossible to predict. His attack animations don't show a specific direction of the attack or show how it will behave. For example, the finger shooting lazers attack has the same sprite for shooting 1, 2 and 3 lazers. I'd say adding some sort of a highlight of the area of attack's effect would help with this issue.

Honestly, the gameplay pretty much comes down to trying to hit your opponent first with any high range ability (or just oneshot them with the ult) and then spam attack them as soon as you get advantage in terms of HP, which makes the fights predefined and boring. I think adding defensive abilities like blocking or parrying which not only the player but the enemies could use would add some gameplay depth. The ult attack could be balanced out by making it only available after dealing a certain amount of damage to the enemies so that it can't be used as soon as the round begins. Also, the enemies in team fights target the player but completely ignore his allies which seems a bit unfair.

In my opinion, too much sliding makes platformers feel way less responsive (unless it's an intented or temporary feature for extra difficulty). Also I think it's weird how the main character straight up flies up the walls instead of slowly climbing or wall jumping. Other than that, it's pretty fun.

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I think the game would be far less confusing and easier to get used to if the controls weren't being inverted for the other alien. Also, it would be better if the ball was starting slow and accelerating as the game progressed so the player can get used to controls and mechanics.

In my opinion, the obstacles seem pretty random and there doesn't seem to be any distinct difficulty progression (the levels seem to get harder but then randomly get easier again). Also, dying doesn't reset the level which can lead to softlocks.

This feels like a great mix of Doom and Buckshot Roulette. I like the music and the consistent art style, especially the shading and dithering effects on the textures. Though the game is very difficult and unforgiving in a way that if you miss a shot or get hit too early you just have to rely on luck because it's extremely hard to dodge enemies' shots intentionally to get close enough for a melee attack. Also the main gameplay mechanic is not being fully uncovered because of the fact that most of the time you only have 1 bullet or no bullets at all, thus not needing to check which one is next.

Since I'm playing DS1 right now, I just had to check this out. This is definitely going into my top 3 favorite games of the jam. I love how accurate this is to the original while also maintaining the retro style and adding something of it's own. My only complaint about the gameplay is that most enemies are extremely passive and won't even try to attack you if you spam attack them, but even if you give them a breathing window it'll take them way too long to take a hit at you, so maybe making the enemies more active would've been an improvement.

The amount of fish and the lack of any goal whatsoever are pretty confusing to me. Also the lack of sound effects is throwing me off. Though visually the game is great.

Personally, I think adding a timer in such puzzles just encourages random clicking instead of thinking. Also, with such low resolution I think you should've used a renderer more suitable for pixelated graphics (not sure you can switch it in whatever engine you're using) to avoid blurry imagery. Though as GeoMont said, this is surprisingly addicting.

A few things that I personally think could be improved:

- The music being so short makes it rather repetitive and causes dizziness.

- The complete lack of animations and sound effects is throwing me off a bit.

- I think there needs to be some clear indications on what exact changes will happen after changing the time period.

It's great overall and it's a very unique spin on clicker games, but carts seem rather useless in game in my opinion, so I think they could be balanced out a little.

I like the stylized graphics, the music is great and the idea is pretty unique. Also the temporary bonus mechanic is well done. Though there's something I can suggest to improve the game:

- When not controlled, the player drifts away infinitely with constant speed. I guess it's realistic but very inconvenient. I think it would be better if the player's speed was slowly decreasing when not controlled.

- The controls are very inconvenient. You have 2 actions: moving and shooting and they're way too close to each other when playing on mouse and keyboard. The 2 sets of controls should be as far away from each other as possible, e.g. WASD for movement and LMB for shooting, or arrows for movement and a key on the left side for shooting. Or just give several options.

The art, the plot and the music are the strongest sides of this game. As for the gameplay, I'd like to suggest a few improvements:

- The second level introduces the mechanic of flying infinitely and that breaks the game's balance completely. There's no point in obstacles when you can fly so freely. Also this mechanic randomly disappears in level 3 for some reason, replaced with double jump.

- There's absolutely no sense of direction in level 2. Maybe adding arrows pointing towards the finish or a minimap would help

First FPS I've seen on this jam and it's great. Especially the music choice, though I can't give it to you because it's a free asset. Here's a few things I'd suggest:

- If you were going for the retro DOOM style, the walls, doors and the gun are way too polished, flat and clean. Maybe at least making those textures pixelated just like the enemies would add to the aesthetic.

- I think it would be better if you either gave the player the choice of what color to shoot next or made an indication of what color was coming next as the current system is rather confusing, especially considering that it's never stated clearly that the color changes automatically.

- The enemies die before they can even try defending themselves. You can enter a room filled with enemies and by the time you kill them all they'll only shoot 2-3 times, which is very easy to dodge and doesn't do much damage anyway. I'd suggest either making them move more and avoid the player so they're harder to hit, making them shoot more with more accuracy so they can do more in their short lifespan or making them have more than 1 HP so they live more.

- I think occasional random obstacles would make the gameplay more diverse,

A few things I'd suggest:

- Adding a pause menu.

- Making the music more dynamic. This one just sounds ominous.

- Adding any art but placeholders (though I guess it was a teamwork issue?)

- Making the upgrade menu appear just a bit less sudden. Got flashbanged the first time I saw it.

- I like the enemy variety, but ultimately they're all just moving towards you with zero difference in behaviour.

A pretty original, even though not a new idea. Here's a few improvements I'd suggest:

- The player should lose if not reached the end in one execution of the program. Otherwise you can write a single line at a time to move.

- Replace the wait() function with a function that makes the player check if there's an obstacle in front of him, as there is no way to predict in which second the path will be free.

- Add any sounds, I guess.

Few improvements I'd suggest:

- A bit less brightness and a bit more saturation to the visuals.

- Why does the player has hands if they play no role in picking up the cabbages?

- As someone already said, there needs to be at least some kind of SFX and VFX indications that something has happened.

- Why add the timer if the gameplay is supposed to be relaxing and calm?

It's a small and pretty polished game, but here's a few things I'd suggest:

- Adding some background music, obviously.

- Rewarding the player with something other than score for killing enemies.

- Some sort of progression or upgrades.

- Setting a limit stats such as the amount of enemies, lives, fire rate and bullets.

A few things I'd suggest:

- I guess I really don't need to tell this, but adding any kind of music would help the game a lot. Though great and stylish art compensates for this issue.

- Adding a simple pause option would be great. I lost the first attempt because the game music was too loud initially and I didn't have any time to adjust it so it distracted me a lot.

Other than that, it's a funny game and an original idea.

Few things I'd suggest:

- The game is great visually, though it feels very empty. I think adding a few more decorations, like tall grass or a small garden, would greatly improve this aspect.

- The music is good, but I think it's too dynamic for what seems to be calm and relaxing childhood memory. Maybe something calmer would fit better.

- I think adding some sort of indication of how many fireflies you've caught other than a number on the screen would make the game seem more interactable.

- The game might need more gameplay depth other than spamming E (by the way, please state controls at least somewhere) in a designated area. Like maybe physically moving the jar to catch the fireflies or a minigame about it.

Other than that, it's a unique idea that fits the jam's theme really well.

The graphics are rather unpleasant, though I guess it's intentional to reflect the morbid reality of pay to win gambling games, so it's not much of an issue. Though the complete lack of background music is and I think it makes it way less appealing even if it's designed to be eerie.

Also I think the render distance for the paths should be way bigger because there's little to no time to react when they appear.

Overall, I didn't expect to see such a deep game made to convey a specific idea rather than just provide engaging gameplay. Also I liked the mechanic of diverse QTE's instead of just jumping over the pits.

This is definitely the BEST one I've played on this jam so far. The graphics (both 2D and 3D) are AWESOME, though 3D seems to be unoptimized and 2D with glitching screen makes my eyes hurt a bit after a while. Also, as somebody had mentioned already, the hints appear way too soon - you can unlock most cheat codes before even starting the game. Other than that, it's 5/5 on every rating.

A few improvements i'd like to suggest:

- Give the player a choice whether to change the weapon for a new one or not. Picking up chests is complete gambling and often you end up with a weapon worse than you had previously.

- Maybe add a few chords into the music (I recommend looking up some basic music theory)

- Give the player a choice which upgrades to make

Really wish there was a web or a desktop version

I think the sound effect for thrusters needs to be changed, it's very unpleasant. Also, it would be better if you clarified that you need to land on the flat surface.

Besides that, it's an interesting concept.

I think the game needs way more field of view to actually dodge anything. Also, what is even going on with the music?..

Please, release a desktop version. It seems to be amazing but it's lagging a lot in web version