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jayceedee

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A member registered Nov 01, 2017

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A pretty fun little arena shooter. There were a lot in this jam (including mine haha), but I can definitely say that the upgrade system in this one is one of the most elegant ways of adding a bit a chaos to the situation. The split shot in particular was probably my favorite: a really powerful buff that comes with a major downside. Good stuff.

Didn't really run into any bugs in this one. Although, if you end up working on a post-jam version, I'd have two suggestions: For one, I'd really like to see some more enemy types. Some upgrades, while they help both you and your enemies, can be pretty easily turned into pure buffs by just circle strafing, which I  think could be really mitigated with a few different foes forcing you to play a bit differently. I also think the health bar is a little too generous: I never went below 75% until I actively tried to, and that was with the screen already covered in bullets.

Putting this aside, though, the game is still fun enough on it's own that I played through it a couple more times than most. A good idea with good execution. Not really much else to ask for from a jam game.

My entry's below if you want to give it a try. Hope to see you in another jam!

Simple, basic, and fun. Enjoyed this one enough to go back through and replay it a couple times. Scratches a similar itch as Viscera Cleanup Detail, in a way. Wish more jam games had the confidence to just execute a simple idea in a satisfying way.

Only real bug I found it that the items would sometimes fly out of bounds, but that doesn't really matter. I only have two complaints: The first is the game's length. I understand why it's only a minute long, to make it more bite-sized, but I really would've liked to just have the box spit out items faster and faster until I lost, making it a bit more hectic. I also would've liked if the items could be picked up just by moving the icon over them, since I basically just ended up mashing the button to grab everything. Although, considering one of these complaints is basically just "I wish I could play it more", and the other barely matters, I wouldn't worry too much about it (I'd still love to see a post-jam version though).

That's all I got to say really. My entry's below if you want to give it a try. Hope to see you in another jam!

One of the more unique entries I've played so far. It definitely feels like the kind of concept that could only come out of a game jam.

This is usually the part where I spend a solid paragraph talking about what I liked, what bugs I found, etc., but I really don't have much to say. The game is definitely fun, and it's short enough that I couldn't find any bugs worth mentioning. I enjoyed it enough that I'd love to see more of it, but it feels like a pretty open-and-shut idea, that I don't think would benefit much from a post-jam clean-up.

Honestly though, you should be proud of that. It's pretty rare for a jam game to feel like it's pretty much explored the entirety of it's idea, without either the idea being bad, or the game getting stale. Overall pretty solid.

My entry's below if you want to give it a try. Not quite as unique as this one, but I'm still pretty proud of it. Hope to see you in another jam!

Probably the most thorough dedication to the jam's theme I've seen so far. I'm a sucker for action games that force you to manage everything at once, and this is a really good example of that.

I've played a lot of wave-based arena shooters for this jam (heck, MY game is a wave-based arena shooter), but this one probably has my favorite use of the mechanics on offer. Randomizing your weapon, AND the gravity, AND which enemy is which is a really, really cool idea, that I think gets a lot of mileage despite the game's simplicity. Also a really big fan of some of the small touches in this one, especially how the health pickups are shoot-able, which really forces you to keep track of what thing is what.

Didn't see many bugs outside of the somewhat strange movement/jump (which I've seen that some others have already mentioned), and that the bullet collision can be a little chunky when enemies are close together (there was a moment where a health pickup was stacked on top of an enemy, and both were destroyed in a single shot).

This game is really high on my list of games that I really want to see a polished-up version of. With better graphics/sound, and more things to keep track of (maybe make the platforms shift, or add more enemies), this could be extremely addictive. Good stuff all around.

My entry's below if you want to give it a try. Hope to see you in another jam! I'll be keeping an eye on this entry in particular.

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If there's two things I like in games, it's a grapple mechanic, and screaming. Good to see my niche interests are getting some representation in the jam.

Definitely one of the more chaotic games I've played in the jam, between the sounds and the actual gameplay mechanics. Didn't think the extra monkeys would add too much to the game at first, but I actually really liked how they were utilized in the later levels, knocking crates around and getting in your way. Bonus points go to the level that just has a wall of boxes you smash through, very satisfying. Wasn't a big fan of the last level, but that's neither here nor there.

As for bugs, the only one that I thought was really noticeable was on the last level, where I noticed how difficult it was to land on the dead monkey (which is really not a phrase I was expecting to write today). Other than that, I really just noticed some minor physics stuff here and there, which is to be expected from a jam game.

This doesn't seem like the kinda game I'd expect to get a post-jam update, but it would be interesting to see some other uses of this concept in some later levels. Maybe getting other monkeys to hold down buttons, or jumping off their heads for extra height. Although, I don't know how well these would play with the game's more fast-and-loose nature: My favorite level in this was just the one where I got to barrel (haha) through crates with a bunch of monkeys, so maybe a more blunt, spastic approach would be better for making later levels.

Either way, a pretty solid jam game, that I enjoyed my time with. Yet more proof that grapple hooks are the best possible feature in physics-based games.

My entry's below if you want to give it a shot. Hope to see you in another jam!

I like the idea behind this one! Switching between the different weapon types is a cool idea that really fits the jam, and adds a decent amount to a relatively basic gameplay loop. I especially like the bow, and how it forces you to approach the game differently. Makes me kinda wish we'd done something similar with our jam game (which is also an endless shooter that you should totally play and rate).

If the game gets updated after the jam, I'd really like to see some more unique enemy types, like an enemy that charges, or one that shoots projectiles. Having different enemies in each arena could add a lot to the overall entertainment value.

Played it a couple times until I got to 1500 points, before I realized that getting hit by enemies wasn't hurting me anymore despite being at 1 health, making me functionally invincible. Oh well, it's a jam game.

Good job on your first game. It was better than my first. Hope to see you again in another jam!

As a little band-aid fix for now, try jumping when enemies get up in your face. it helps get you just a little further away, which helps with hit detection.

Oh. Well, if you want to take a look at the code, go ahead. I don't really care.

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Hey, thanks for commenting! Sorry you didn't like it very much. This is my first project, so it isn't the greatest.

On why there isn't a save mechanic, that was kind of a snap decision that I made early on, thinking that it would accentuate the setting, but it didn't really work how I wanted it to. The game's pretty short, though, and doesn't have any way of getting a game over, so hopefully not many other people will run into this, as a problem.

Pretty much everyone who's played my game so far hasn't really liked that specific puzzle in the Big House, and it always seems to be for different reason. I'm hitting my head against the wall right now trying to figure out why the hell I left it in. Thinking of replacing that puzzle with a different one, perhaps finding a way to unlock the door, after the contest, but for now it sticks.

That color comment is a pretty dumb slip-up on my behalf, and I'm genuinely surprised that I haven't heard of it until now. Thanks for letting me know, I'll fix it in the next update (which won't happen till the end of the contest, but still).

And yes, the narrator saying that is in character. That one was actually deliberate. 

I don't know what you mean by "Leaving the game open", though. Could you elaborate?

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For whatever reason, you can't read the game's description here on the jam page. If you click "View game page" you can see the description, and some other information.

If you find any bugs, or anything that should be different in general, tell me! I want this game to be as good as I can make it.

I'm already working on a more stable/better overall version, so there's a good chance that your complaint will be fixed (As long as it's not huge.), before the submission window ends.

Even if the submission window ends, you should still tell about any bugs/problems/misc., and I should be able to get around to fixing them anyway.