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Nova

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A member registered Jan 18, 2024 · View creator page →

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pb of 1294, the game's fun, though the paddle is finicky to control, it often felt like my movement wasn't the cause of its rotation. The friction definitely feels low, especially when the box gets a bit of speed, many times I'd be franticly trying to move a box as it managed to gain speed in the opposite direction. I noticed that it speeds up when you get a combo which is a nice detail, but it would often stay at high speed for a while after you lose it.

Overall, a neat little game :)

Edit: new pb of 3156, the scoring is very heavily dependent on combos that you lose with just one mistake, meaning that i will likely restart a run if i don't start with a good combo since there's no incentive to keep my cool, the screen shake can be a problem as the paddles position shakes causing the boxes to fling off.

Apparently I woke up today and thought, "I want to write an essay"

This game is super good, the car feels amazing to drive, and the main mechanic is unique, interesting and fun. I think it has great potential to stand out.

The game currently lacks a lot of qol features (understandably). The main annoying one that I've noticed is that you cant restart after the race has ended, meaning that for every race you do you have to go through the tutorial. It also lacks many menus (main menu, pause, etc) that could definitely make the game feel more polished though the UI that is there feels very clean.

The tutorial is ok, it teaches you the main mechanic which is the most important thing, though I find the text telling you to essentially press shift a bit long winded. I also noticed that naturally when going for a perfect bounce, I release earlier than intended and found it confusing the slow down around the window, as it seems to just make me wait an extra second to be able to get the bounce and meant I was unable to actually get a grasp of the timing for it outside of the race.

I generally didn't notice when i got a perfect bounce, so some vfx may go a long way in indicating that, you could also increase the reward for it - my current understanding is that you get a bit more boost than you would otherwise (which didn't effect me much as often I already had near full boost). My ideas would be to have an extra speed boost and/or a boost overflow (boost that goes outside of the current range and dissipate overtime which encourages more immediate usage of the boost).

The races are fun, racers are interesting to interact with (especially with the rear view camera ;) ). I do think there is room for more decision making during the race but that likely comes from the fact that the only other racing game I've really played being Mariokart. I don't really have much else to add - in other words: you nailed it.

You have really decrease the ease/fun of breaking your game over this jam, whether thats a good thing I'll leave to you. There are still a few theoretical way for me to get a glitched time, but all seem to require high levels of precision that would take me a millennium to gain. You can drive into the wall to flip your car and due to the insane downforce, use it to A: fling right to the finish or B: gain loads of speed. You do have control in the state, but its very finicky and hard to practice (especially since there's no restart). Currently you can hold shift forever, which allows for the old drive backwards method in a scuffed way, but I assume thats unintentional. 

It would be interesting to see other modes such as time trials and maybe online races, as well as new tracks to add some variation to the gameplay. Aesthetically its nice but its quite generic and I can easily see it feeling very samey. The music could also fit the mood better, maybe taking a page from mk and speeding up the tempo on the final lap?

I've loved this game since my old pb of 7.80 and am excited to see where you take it.

I think I spent an hour on level 14

Apart from that the ideas is fun, some levels can be quite tedious, and I found myself noticing that some of the levels looked very similar (levels 3 + 8 and 5 + 7 + 9), at one point i thought i was doing the same level, or that the levels looped, there's nothing entirely wrong about harder levels that resemble those before, but giving them some visual distinction, or as a bonus levels thing might fit better.

Going backwards.

My pb is a time of 7.80 :), very fun.

Interesting game, I've never really played much like it. I think it conveys its story very well and the creativity of the idea really makes it stand out amongst the other games I've rated. I'm not really sure how I'd expand on the game but I think the quality of life changes mentioned in the description ("not subtitled and not skippable") as well as some more content in the game could make this a very memorable experience.

The aesthetic is amazing, so is the creativity of the idea, though I commonly found myself asking the question of "What even hit me!?" as the bullets were so small and quite difficult to spot sometimes, the health and shield wasn't really explained in game and if it was I was too busy smashing earth. The main thing I'd say is if the moon grew a load of tentacles, we're are pretty much doomed, yet I was always dying on that part due to the busyness of the screen at that point. Overall it was an amazing experience and I really do want to come back to it and finish destroying earth!

Great game!   I think it's a bit easy to cheese by just clicking on every word and I'd   love it to require you to read   the text more as it felt very deep. Maybe the   game could have the player arrange the word into a sentence afterward that makes sense with the previous story meaning the player has to read the text properly to understand how to put the message together   !

As someone who has played way to much celeste for their own good, I just miss wave dashing. I found it a little annoying when the level completely restarts when you die as I found myself just repeating the same stuff over and over. I also found it slightly annoying that the celeste assets were mixed in with the non celeste assets as you can clearly tell the difference. The climbing in the game didn't give a lot of feedback which made me for the most part avoid it. Sorry if there are a lot of negatives, it just because celeste is one of my favourite games! You did great with the game!

The quit button just sends me to the levels menu bit, also glad to hear of more levels in the future!

I found a kinda loophole as well as a bug I just thought I'd share. If the tower is tilted at the bottom it significantly reduces the amount of effort needed to keep the building upright (until the bottom piece grows!) and some of the boxes aren't appearing as they are attached to the building as you can see; bugs aside I think the game is really fun and well polished!

Great opportunity to try and practice my music theory! I loved the game and thought it's really creative! Did notice that the quit button does the same as the start button ;). I don't have a lot of criticism to give apart from maybe a few more levels! 

And some unity c#, as displayed by my game,

Great game concept! Unfortunately I got stuck on level 2 where I couldn't get through the gap between the box and the wall after I died in the 4th level. It's genuinely amazing that you made this without an engine and I bet there's a lot you could teach me about programming as I've only been able to make a texted based snake game with c++. From a design perspective I think there are a few changes you could make to the player to make them more fun to control (main thing I'd say is snapping the player into smaller gaps such as the one I got stuck on). Maybe a little indication of what a rune does as its a bit difficult to tell sometimes from just the sprite. For a game made in 48 hours this is incredible - I know I wouldn't have a game if I did it 48 hours! 

Its strangely fun to see people climb up and down this mountain, the game definitely could do with some bug fixes as I was unable to complete the game after multiple attempts as the npc stopped at the top and the end day button stopped working as well. The game could do with a little more engaging gameplay but overall I enjoyed seeing people walk out the gift shop with a Gripper!

Great game! I liked the music and the art which made a very chill atmosphere whilst still keeping the logical theme of the game, I'm not great at the game but will definitely be keen to try again another time. There isn't a lot bad to say about my experience!

Thanks for the suggestions there is a screenshake setting in the menu but it seems that that has been a common issue so will fix, I love the idea about undo and will definitely try adding that after the jam. I have acknowledged the problem with the solid objects being a bit unclear which might just be down to not spending enough time on thinking about the games look before hand and spending minimal time on the assets when actually developing, Thanks for the advice on the bloom. There's a lot for me to improve on next year!

Was there not a yellow square on the left? It could be to do with the browser idk. Sorry for game not working as intended.

Ty for feedback!

I really like the art! Though I found the gameplay a little unintuitive, I agree with Laser Dawg with the comment on the shop being in the middle, as I found it repetitive to walk through the same bit over and over. I also really struggled with the walls of slopes to climb and ultimately got stuck in a hole where the only way put was to use them. Overall I enjoyed saving the doggo.

I liked the game! I think the brightness could have been set higher as when I started the game I couldn't see anything. The jump sometimes felt a little hard to control as the delay is so high. But the game was great and I really enjoyed my playthrough!

This jam has been the first time I've made a game fully by myself too! I love the art and style of the game! I managed to softlock myself in the room after the first bubbles twice and there was a small bug where you can move during the starting animation. I think the hitboxes of the buttons and bubbles could change slightly as I got sooo close to pressing the buttons a lot and I kept sliding off the edge of the bubbles. But this game is amazing and I will definitely be happy to see where this game goes! 

If Chomper got on my PC I'd be screwed. I really enjoyed playing! The game could do with a tutorial maybe? Keep up the good work!

Really good! I think there could be some pacing (maybe more likely to get orders that are smaller at the start with the value increase slightly per order completed), I noticed the music jittered slightly on the transition between menu and game which might be fixed by using a singleton for the music. Overall a great experience of running around and trying to get the right order!

The battle system looks well done for a game made in such a short amount of time! I did find it a little hard to grasp and overwhelming with keys from all over the keyboard being used in the attack. Unfortunately the game crashed at the second fight so I didn't get to play the whole way through. 

The games is a little buggy, I don't know what the time on the top of the screen does but it went into minus time which I expect isn't intended, I was also able to skip the final dialogue by jumping over the wall.  I had an good experience with the game though!

 Great game! I think the game could do with a little bit of feedback on whether your holding an object or not. The puzzles are great just maybe a little bit of rearrangement as some of the puzzles felt a little unbalanced compared to the puzzles around them.

Ty for feedback!

Thx, do you think there is anything I could improve on?