Tu pixel art sí que es una flipada, tiene mogollón de calidad y detalles!! Y de nuevo, gracias ^^
Korgen
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Thank you for your comments ^^
In GDevelop you can add prefab effects in layers, so I use a “shockwave” effect. It´s extremely easy to configure and implement (GDevelop is perfect for prototyping, so for a Trijam is fantastic ^^!).
In the events sheet I only have to program a RandomInRange timer (15 to 18 seconds) to activate the effect again.

Wow. It´s impressive this game was made in less than 6 hours. The concept and mechanics are cool. It has some aspects to polish and ballance, and I thinks there’s a bug when you “win” the game (in a solo game you win and lose at the same time, like a Schröedinger player hehehe).
Music and sfx are also well implemented.
Ok, some feedback, because I see a great game with potential here:
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The main mechanic is interesting and has a lot of grow potential (like more lasers, less time to avoid them, moving lasers before (or/and after) activation, score based on the proximity of lasers, obstacles, enemies, etc.).
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IMO, the prototype lacks progression, and is too easy (you only have to move one “click” to left/right, and one up/down). So it gets a little boring after a while.
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Flashing lights! Better advice it of flashing effects. I played a couple of minutes and it began to have problems. Is better to configure it other way.
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It´s a pity it has not sound or music. A simple music and a couple of effects could be like… 10 minutes maximum (and your dev time was 2.47). You still had time to improve A LOT your game ^^!
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I don’t see the theme of “Cell Wars”, maybe the spy bunny is on a cell…
The game is cool!
Hi!!
I used “Critical” Theme in a minigame (3-hour Game Jam): https://korgen.itch.io/cell-defender
Thank you very much ^^
Hi!!
I used Underwater City Theme in a minigame (3-hour Game Jam): https://korgen.itch.io/cell-defender
Thank you very much ^^
Hi!
I used your fantastic sprites in a minigame (a 3-hour Game Jam): https://korgen.itch.io/cell-defender
Thank you A LOT!! ^^
Hi!!
I used a couple of your sprites in a 3-hour Game Jam, but in a particular context: https://korgen.itch.io/cell-defender
Thank you very much ^^ (Saludos desde Galicia!!)
I used this overlay into a 3-hour Game Jam (but in a different way): https://korgen.itch.io/cell-defender
Thanks!! ^^
There’s a bug with the mouse wheel, and you can’t reset the level. I like this kind of puzzle games. The gameplay is cool, visuals are meeeeh (if, like me, you are a sheep, hehehe), sfx and audio are ok.
Doesn’t matter if there are not exactly “Cell wars”; IMO, the theme is fiting quite good (and viruses attack cells…) ^^!
Trijam teaches you important lessons (at least, that´s what I’ve learned, but I don’t always master it):
- Before the coding time, it´s curcial to make a simple GDD with the main mechanic, look for assets (I’m horrible at drawing), list everything I might need, and draw the 2-3 screens. Understand what you want, and identify which parts you can discard if neccesary (time!!).
Programming time:
- First, the main mechanic must work well, be addictive and ballanced (more or less; sometimes is very difficult to get it). If you dedicate too much time to other side mechanics, the game will suffer. “Keep it simple and clean”; I said it to me all the time XDD.
- Second, visuals. They should be decent, nothing elaborate. A bunch of objects, some background, a couple of effects, and that’s it.
- Third, sound and music. One core music, 5-6 sfx, and that’s it.
- Last, but not least, menu system and INSTRUCTIONS (ideally within the game).
You know how to make this games too, it´s easy to see ^^! But sometimes we waste a lot of time in details, hehehe

It’s an interesting mechanic, but has some problems (or maybe “features”, hehe):
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The faster you click the button (3 times, 4 times) before keeping pressed, the faster the cell will travel.
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If you go to a corner, you can destroy enemies from inside the background. The enemies outside will not touch you.
The game has an interesting premise, but the mechanics are not working as expected. For winning the game, I had only to wait the enemies to fall down every time and go for the batteries. No need to attack or throw the batteries, is not neccessary…
The mechanics need more polishing, but, again, the premise is really interesting. Good work.
This is really cool, it´s gorgeous, great use of graphics, and it´s a very polished game for a 8 hours work. Maybe it needs some more balance, but it increases a lot the fun over game time.
The bad part is that this game was made for A HUGE AMOUNT of game jams. I can accept if 2 or 3 game jams have similar approaches and you make a game for this specific jams, but… more than 20 game jams (1-bit game jam?? Nope, you are doing it wrongly ^^!).
Interesting mechanics, I like it a lot, but has some ballance issues. Something similar was my first idea, but I are less experienced in using variables (I’m still learning a lot with every game development), so in this part you’ve done a far better work, with different enemies and strategies, power-ups, etc. Congrats.






















