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I'd love to play your game and share my thoughts!

A topic by AnanDEV created Feb 24, 2025 Views: 3,798 Replies: 158
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Submitted (5 edits)

You put in the effort, overcame challenges, and finally your game is out there. 

Super proud of you! 

If you'd like some thoughtful feedback,  I'd love to check your game out and share my thoughts. Looking forward to seeing what you've created! 馃槉馃檶

Also, here is my game in case you are interested. It was a fun project which I made in 3 days, which is probably full of bugs, but I would love to hear your feedback!

(Edit: Due to overwhelming no of responses, I will take some time to go through each one of them. But I promise I will give an honest review and will rate each and every one of them before the rating times are over)

Submitted(+1)

Can you save them all? https://migotechnology.itch.io/not-so-standard-procedure

Submitted

I loved this game! Would love to play an extended version of this!

Submitted(+1)

https://farly.itch.io/stackitect

Would love feedback! As a solo dev making all the assets would love to know what I could do better! 

Submitted

The game was absolute fun to play. I loved that you gave it enough love that it needed, especially for a gamejam. Had given more time, this game has the potential to grow a lot.

The gameplay had a lot of potential. It fits the theme of the jam almost perfectly. Loved the boss and the short story. I'm not good at the game (I couldn't go above floor 15, so I don't know for sure if the suggestions I'm sharing here are implemented or not).

 I have some feedback, things I loved, and things I would love to have it improved with time: 

  • I would love to see more mishaps happening. Perhaps the boss could come back to see the progress you've made, and maybe eliminate rows, give you more work or debuffs. Maybe even just some dialogues here and there, to keep things furious. 
  • Maybe add simple random elements like a cat appears out of nowhere and you have to not put a tile there until the fire-force comes, or a superhero comes and rescues it.
  • Loved that the "things going wrong" part was given a choice. It felt as if we could choose our own demise. 
  • Would love to have dynamic elements in the game, as you go up. (I don't know if it is already implemented because I couldn't reach far)
  • Certain blocks looked very similar (color schemes) and it was confusing for me at times (eg. The normal brick, and the one that needed one block time to harden (forgot the name))
  • Loved that you give the option to submit to the leaderboards with a customizable name.
  • Of course, loved the censorship at the end.
  • The art and the style of the game was really well done. Also well integrated with the music.

Overall, I had a fun experience playing the game.

Submitted(+1)

Here's the game I made: https://verily-fine.itch.io/strandtogether

Submitted

First of all, what you've pulled off is INSANE! And I'm super proud of what you've made. Here is my honest feedback for the game, things I loved, and would love to see it improved:

  • The Main Menu was spectacular. The quality of it all was good. It added to the whole vibe of the intro sequence, and kept the pace rolling. I have a suggestion on adding simple sound effects on the menu buttons, perhaps add a scaling animation instead of the color tint. To me, it felt a bit off compared to the rest of the UI, but I am not complaining. It still looked good.
  • The Music and sound in the game was reallllly juicy. It kept me on edge all the time.
  • The Intro sequence, the story, was adorable, and fun.
  • More importantly, the game made me feel less lonely. I don't know why I'm putting it on the feedback, but being stranded, but together, is the core element of the entire game, and I think you should expand that if you are making the game even bigger. I believe this concept has insane potential to make a difference in someone's life.
  • The chain mechanics felt great. Being chained together, the strategy elements, of not killing shadows on inaccessible areas to gain more points, everything felt nice. The only thing I didn't like is being wrapped up or strangled lead to game over. I believe that it should be more about figuring out how to get out of this darkness together, and being able to solve problems. But for a gamejam, and as a fellow game developer, I did not mind it.
  • The only thing I didn't like about the game is the boxes. It loved the place where the characters walk on, the art style of the characters, but personally, the boxes felt a bit out-of-art-style.
  • If you are expanding on this game in the future, I would love to see some more characters, in the middle of gameplay, maybe add exploration elements to it. I would love to see this world of dead lights and shadows.

Overall, the experience was unique and I had a blast. Would love to see it grow!

Submitted

Thanks for the great feedback! The tangling was something I was unsure about. I thought it either had the potential to ruin the game or make it great. I really like how it makes controlling movement more important, and makes you move unlike a normal game would, but I do see your point about it feeling off compared to rest of the game.

Submitted

Experience a day in the life of Marshmallows... one that could turn into a sweet adventure or a complete disaster!

/jam/brackeys-13/rate/3346416


Submitted(+1)

I loved the cuteness of it all. The sound effects really pulled it off, and I loved it so much. Here are things that I loved about the game, and things I would love to see improved:

  • I loved the hidden management element to it. Was not expecting it at all from the title and the menu. Would love to have more control in what's being placed and when. It could gets chaotic and difficult to manage all marshmallows, especially once the attacking happens.
  • I loved the fact that we can aid them in battle, by placing enemies inside light areas. 
  • The thing I did not like, was the font for the main menu. It felt more unreadable, than like a marshmallow. Would definitely consider changing it to something more readable. Plus, the game title don't really fit the gameplay. Something like "The Cult of the Marshmallows" (I copied it form Cult of the Lambs, this was just an example by the way) would be more fitting imo.
  • Also would love more story as to why this is happening, and what are marshmallows.
  • The most captivating moment was when one of my fellow marshmallow turned on the entire family. Is it because of the weapon being cursed? Because I missed how it happened, as I was viewing a different area. So the feedback for that is, you need to find a way so that the player doesn't "miss" critical moments like that. Maybe, when the first time something like that happens, you could show an image, where a marshmallow betrays everyone and goes evil. 

For a gamejam, this project is sweet and wonderful. It definitely deserves more time to make it more intriguing and unique. I had a fun time, and all the very best! 馃槉

Submitted(+1)

Hey! Thank you for giving such detailed feedback, we've taken your comments into account. Indeed, the name doesn鈥檛 fit the game perfectly, and the idea of "cult" is very funny :) I'm glad you enjoyed the game overall!

Submitted

All the best 馃槉

Submitted

Het wanna try my game? :)

/jam/brackeys-13/rate/3349208

Submitted

The concept was really cool. It reminded me a lot of Papers Please, and a mix of banking elements to it. Here are things that I loved, and would love to see it improved:

  • The essence of this game revolves around a strong concept. It is unique and something that is interesting. I would love to see more of the story, of WHY things are the certain way. The game is really niche, and has its ups and downs.
  • The biggest issue for me was that the game lacks a solid tutorial. For someone who doesn't know anything about basic banking, it was really difficult to follow. Of course, I know the basic terms, but there were times in the game, when i didn't know what to do. Would love for it to have a proper staged tutorial.
  • The visuals were pretty clean, and arguably, one of the best things about the game. I loved the shooting elements as I found that relatable.
  • The audio has its moments, but some audio cues were a bit off. Would love a better audio for the bgm, and shooting. Or an alternative would be to have an audio setting where we could dial it down, if it is affecting gameplay. (For me, the bgm was too loud)
  • The elements inside the house where really simple to understand, and had a directness to it. Again, the biggest feedback I could give you is to have a proper tutorial. For how to deal with each element (Loan, Withdraw, Gun etc.)
  • Also, I don't know if it was intentional, or just a bug. Some text weren't readable, and text was wrapping out of the text box. 

The idea has promise, and would love to see it more flushed out into a solid game. For a gamejam, you should be proud of what you've made so far as it is no easy feat. All the best! 馃槉

Submitted(+1)

Check it out it's my first game.

https://syntheticgoose.itch.io/fail-fast

Submitted

First of all, for a first game, this is reaaally good, and I'm proud of you and what you've made, and you should be too! Here are some of the things I loved, and things I would love to see improved:

  • The platformer elements of the game was fineee. It was smooth, and the mechanics were smooth too.
  • The gameplay and visuals are really consistent. Would love to see more levels, and added features like enemies, and bosses.
  • You win by dying, is such a unique concept. And I believe you should further expand on that. There is huge potential for this to be a bigger game.
  • I would love for a simple story and dialogues to be unfolded in the future. For a first game, this is insane. But I don't want you to stop here. Once the gamejam gets over, continue working on it, add new features and make it even more memorable.
  • You should also add a goose to your game, as your username is unique, and it would be really unexpected thing. Just for fun ;)
  • There were a few bugs in the game, for example, you could die, but keep pressing the move button, and you will be invisible, and you can still move around the world, and reach the end to continue getting the xp. Would recommend playtesting it further.
  • I would also advise you to add sound to the main menu. You should definitely add sound effects, and animations to your buttons, and perhaps consider adding more life to the main menu. Don't get me wrong, the visuals do look nice, and I believe it is one of your key strengths. I believe you have the ability to convey what you want to share, visually, and offer a great experience along with it. Continue working on it, litle by little.

Overall, the game was fun, and unique. Needs more work and time to make it even more polished. For a first game, you did brilliant and I want you to continue on this path forward. Would love to see what you continue to make. All the very best!

Submitted

Thank you so much for this feedback. This means a lot to me.
I really appreciate you taking the time to play and formulate such an involved analysis.
I always planned to keep working on this game after game jam, but your review has inspired me and given me really clear goals on what to focus on. 
If you don't mind I'd like to keep you updated with how development continues.

Again thank you for playing, I'm glad you had fun and your review means a lot to me, seriously 

Submitted

Ahhh! This means a lot to me too. People expressing themselves through stories and experiences, is one of the best things to see!

Don't get me wrong, there are will be a billion things wrong with your game, but you should learn, adapt and more importantly, CONTINUE.

I'm excited to see all the things you could do, and if you need any help, feel free to reach out!

Submitted

I hope you like it! 

https://zabinski.itch.io/boonys-mansion

Submitted

First of all a solid game concept! The game feels good to play, and really has its ups and downs. Here are things that I loved and things that I would love to see improved:

  • The visuals are really interesting. The characters are cute, and is really good. I would recommend more post-processing and contrast, but that's just my personal opinion.
  • The game really had a solid gameplay loop, and would love to see it more branched out.
  • The game itself, I believe, is made to be difficult, but the difficulty needs to be more exponential in my opinion. It was tough right from the get-go, which I believe is a problem with "difficult" games. You need to give the player some progress first, and then and ONLY THEN,  should you break their whole world apart. Games like Getting Over It, and Give Up does this really well. I believe you should make the first couple of levels easy, just so that people get used to the mechanics, just to break them from the inside later on.
  • There were chaotic elements in it that I liked, but felt like the punishment for not following the rules was too high, especially in the beginning. Which didn't give me enough time to let the beauty of the visuals sink in.
  • There were some visual glitches, especially when the walls becomes translucent and with translucent materials.
  • The game really could use some better sound effects. For things like movement, I would love to hear minor foot step sounds (I know it was there, but it wasn't loud enough, because the bgm took over it). I recommend adding a settings for the sounds, which would allow to tone it down based on the user's convenience. I also recommending adding sound and scaling for the UI animations. Also, sound effects for fixing anomalies could be better.

Overall, the game has great potential, and in my opinion, it needs some time balancing, and more motion to it. All the best

Submitted

https://howtomak.itch.io/contingency-zeta I hope you enjoy mine!

Submitted

I enjoyed the experience so far, even though it was short-lived. Would love for it to be better, given time and resources. As promised, here are things that I loved about the game, and things I would love to see improved:

  • The best part of the game, is the learning curve. You started off like a basic tutorial for the player to follow.  It's a solid start especially once the game gets bigger, this will pay off.
  • The visuals look great, although to me, it seemed inconsistent. The bright areas were really bright, and the dark areas (like inside the vents, could actually be a little bit brighter, just barely, to see the details of the vent) This is just personal opinion, maybe it's my monitor, and you might need to introduce an option to adjust the brightness in the settings.
  • Would love if you added mystery elements to this place. The game "looks" nice. But I would love for it to make me think "What has happened in this place?". There's big potential for you to add curiosity elements, that would also add to a solid story.
  • Sounds we good too, although I would love to hear more, especially when we are inside the vents, maybe a little bit of camera noise. 
  • The mechanics were simple, although it's a good start. I would consider spending some time brainstorming to come up with something that is unique. You can also do something that already exists and add a twist to it. There are a lot of first person games out there, and I really want your game to stand out, and be more memorable.
  • I would also consider playing around with the materials to add outlines to interactable objects when we are close enough and we look at them. This will help people distinguish what interactable objects are. If you prefer it to be realistic, you can actually have it an option in the settings menu called Hints or something.
  • I would of course, love to see more of the story, some dialogues, and more stealth and distraction mechanics.

Considering the game was made by just one person, and it looks quite well put together, you should be proud of what you've done. There's a big potential in this game, and I want you to continue working on it. All the best. 馃槉

Submitted

Thank you so much!

Submitted

/jam/brackeys-13/rate/3347885 Here is my game! I'll make sure to check out yours!

Submitted

I played your game yesterday, but sorry I couldn't get the time to write a detailed review! I loved the experience of it all, and the sound of the wind and the audio atmosphere. The game really nails it to the core. As promised, here are the things that I loved about the game, and things that I would love to see improved:

  • First up, the environment, is reaaaallly good. It felt as if I was actually over there. The slowness of the character, along with the snowflakes, and the sounds. It was close to perfect for me.
  • I do have some suggestions for the animations and effects. The player movement felt like the rotation was a bit too much. I think it could be lessened a little bit. I would love for it to leave footprints on the ground. It would be a cool effect, along with the particles. For things like bridges, and ropes, I would love for it to have subtle wind acting on it. Right now, it feels static. I know its too much right now, but in time, I would love for these things to be there in the game.
  • I would really suggest some more playtesting and bug fixing. There were times when I was on top of the bridge, and I fell down. Perhaps adding a checkpoint system (I don't know if it is already implemented in the game) could be nice.
  • Now, the biggest problem for me was the primary balancing mechanic. I don't hate the mechanic, but it distracts me from the exploration aspect of the game. I want to see the world, I want to see snow rolling down, I want to look around in the game, but I couldn't do that as I was focussed on the balancing. It's not a mechanical issue, but to me, it felt like it was there all the time. I would love for it to either not exist, when the player is not moving (It might be the case, but if it is, removing it completely from the UI, when it is balanced would be great) or it should only be a problem randomly. I don't know, it felt like an aesthetic thing for me. Ultimately, you should listen to everyone's opinion, and make that choice.
  • I would also recommend fixing some things with the UI. The UI looks heavily cluttered with things. I don't even know what the energy drink does, so it would be helpful if there were some visual pointers as to when to use it, rather than some text.
  • I would also recommend adding dialogues, or even some skeletons, or something of other climbers, as you move up. Maybe they could have some story elements too.

Overall this was a great experience and I had fun. I'm sharing this much because it felt really good, and I would love to see this grow into something even bigger. All the very best! 

And here is my game! It's a fun project I made in 3 days. 

Submitted(+1)

Thank you for such a great and long review! Adressing some things. The falling only happens if you step (or get pushed by the wind) into the hole or you lose balance on the ladder. For the checkpoint they are there however i think ive made the first one a little bit too far. Basically every camp you encounter is a checkpoint and from the menu if you hit continue you will start from the furthest camp you have reached in your previous run. The balancing is distracting, but that was kinda the aim I wanted the game to be a little bit harder. I agree about the ui it is disorienting, but you should really only worry about the energy on the right and the energy drinks (when you hit E) replenish 1 energy. Only later on the oxygen will start to fall and thats where you will have to hit Q to up it. There are some burried bodies down the road :) no dialogue or story thou.

As for your game I thinks the visuals are great, for the gameplay I would explain what the brain throwing does, and maybe make the car accelerate a little bit faster, it feels really slow and heavy especially with the events slowing you down. The wobbly tires are really intense couldnt drive at all when they came up. And the loose condition isn't really explained. Overall I enjoyed the controls and the driving would have been great if the car was accelerating a little bit faster. Feels great and looks good!

Submitted

Thank you for the review for my game. It was made in the last 3 days of the jam, and I had to sacrifice a lot of balancing and polishing just to get it submitted. The UI and win and lose conditions were made in the last 2 hours, which is why it is just basic text. I really hated wobbly tires too, but I couldn't find the time to fix it as I prioritized submitting the game. I would really love for a story or dialogues for my idea too.

As for your game, personally, I don't find the balancing part "hard". Maybe it's just me. You should definitely consider a poll with the players of the game. As for the other things, I'm glad to hear that most of them are included in the game. The game has huge potential!

Submitted

/jam/brackeys-13/rate/3347308 if you've got time for a fast-paced brick challenge!

Submitted(+1)

Really good game! I loved the visuals - it looks very good, all the colors worked in harmony, the saturation, the blocks, it worked well together. The gameplay is really addicting and challenging. I played only a few games because I need to spend time rating other games on this post. As promised, here are the things that I loved, and things that I would love to see improved:

  • The Visuals are the really good. It looks so well put together. The style of the game definitely fits with the gameplay.
  • The music is really good too. The loop doesn't really get boring, nor does it cause distraction in the game.
  • The gameplay is smooth and the rules were quite simple. The gameplay has a high replayability factor in my opinion, and it could be even more higher given more time.
  • I would love to hear subtle sound effects when dropping blocks. It shouldn't be too loud, as it could get distracting pretty quickly. There were sound effects which were awesome to hear at the game start, and when a block gets destroyed - which were all good.
  • For the mechanics, I would prefer if you added the ability to drop the blocks from high up, this would be benefitial for people who choose to play with the mouse, as they don't have to spend a lot of time moving the mouse from the top to the bottom middle of the screen. 
  • I read the page before playing games, and I've noticed you have plans to include Difficulty levels, Highscore and Multiplayer. Adding these would be really great. Multiplayer would be really cool to see. I would love for other game modes as well. Where time doesn't have to be a challenge, maybe with events that cause chaos on both sides (if multiplayer is functional).
  • I would also recommend experimenting with a "Click & hold" mechanic, where holding the mouse when a block falls, would increase the speed at which it falls. This would help achieve the result faster without spending much time. But it could have potential to knock things over as blocks come at a higher speed. Definitely experiment with this to see if it is fun.

Overall, the game was fun. It was fast paced, as you did mention. I would love for it to have modes where it could slow down, and maybe have even more quirky ideas in it. 

Submitted

Thank you so much, AnanDEV!

Your feedback is greatly appreciated.

I will continue working on the game in the near future. At the moment I am a bit burned out from the intense 1-week development.

I will note down all of your feedback, and I will promise to announce when there's a new version out. You can also follow me on BlueSky if you are available on that platform: https://bsky.app/profile/pxlguy1.bsky.social.

Again, ty so much! 馃檹馃徎

Submitted (1 edit)

Hey! Here's our game we'd love some feedback

/jam/brackeys-13/rate/3344179

Submitted

Circuit Craze if a fun game honestly. The concept is cool, the mechanics feel great, and the visuals and the potential for adding new features is great too. Had fun playing the first two levels (I had to take some time trying to beat the first level, couldn't beat the second one. As promised, here is my review for the game:

  • First of all, kudos to both developers in making the game in this time-frame. 
  • Let me first comment on the main menu. The menu looks superb. The music is banging and I loved it a lot. I would recommend adding sound effects to the buttons in the menu. It would be the cherry on top!
  • I would recommend adding settings to play the game on full screen. I couldn't play it on fullscreen in my pc, and I really wish I could. A simple bug I noticed - Opening the settings menu doesn't disable the main menu. Because the settings menu has some transparency, I could see the menu behind it. It doesn't feel good. Everything else felt great.
  • When it comes to the game, I would recommend adding more tutorial (Question mark) points. Mechanics like jumping, and throwing the battery box needs to be explained. I also don't understand the point of throwing the box. I don't know if that will be a big part of the game in later levels (like weighted buttons to keep a door open). I didn't know that Space was jump, and Q was throwing the box. But they should be told via text.
  • The difficulty is insane! The camera added to that. There was some perspective issues, when I didn't know that I would be hit by a blade because the perspective made it seem like I was at a distance but I was not. I would suggest adding the ability to just add a minor offset to the position of the camera, based on the position of the mouse - just a little bit. This would allow the player to look for the next platform to jump on, and may help with them identifying whether they are far away from obstacles or not.
  • As much as it was difficult, I loved it when I finished Level 1. But I would love for it to have an exponential difficulty. If it were me, I would make the first few levels easy, as it would teach the player about the controls and movement. And only later, would I make it difficult , but exponentially. Popular rage games like Give Up, and Getting Over it does this really well. If the game is made that way, then you should start by giving the player some hope and progress in the beginning, only to rip it off towards later levels. That makes a better rage game in my opinion. If making this a difficult game was not your intention, I would consider lowering the difficulty of the levels.
  • I would also recommend adding different death animations. Perhaps one for each type of death. The death animation was great, but it gets pretty bland pretty quickly.

Overall, the game hit home, and I had fun dying. Would love to see this grow, as the game has really good potential to be even better!

Submitted

Thanks for the honest feedback! I have already begun moving this game-jam version to a proper full-game; since there are a LOT of ideas I had to scrap; one being the box throwing mechanic- that's why I didn't really bring it up in-game since it's useless in this version (and I kind of forgot it existed) it was going to be used for some puzzles you'd have to do to progress further in the levels (like as you mentioned using it on a button) but I shifted scope towards the end of the submissions deadline to be more of a "speed running platformer". There are so many things I would have liked to change like the camera (which I've already changed in the newer version) it's really annoying in a lot of tighter levels (so the later levels are somewhat more suited for the camera, but it still has it's issues). As for death animations; I was strapped for time by the point I started implementing animations- I had fall death animations, squished animations, shock animations; I just didn't implement them XD. Heck there's even a variants for holding/not-holding the box that I just never got in. Anyway, thank you for the feedback!

Submitted(+1)

I'd really appreciate any feedback!

/jam/brackeys-13/rate/3349351

Submitted

WHAT AN ABSOLUTE EXPERIENCE IT WAS!! This was so unique that I skipped lunch playing it. The core mechanic of the game, along with all the other elements made this experience so worth it. Unfortunately, I couldn't finish past level 19 as it got too complicated for my brain to handle. As promised, here is my review for the game.

  • Let me tell you, I had a blast playing the game, and I would love to see more of what you've made once this jam is over.
  • Really strong use of colors - The red of danger, the blue of obstacles, and the slight green of relief, all played a crucial part in this game.
  • The difficulty curve was solid. At times, you've toned down the difficulty of the game, when introducing new features. I really appreciate that.
  • The sound effects were also on point.
  • The diagonal movement was so crucial, and I'm so glad you left room for the player to figure out key parts of it (Like, when diagonals won't work when you have walls on both sides) I'm glad that you gave just enough of a brief information, but gave the rest for the player to figure out on their own with it.
  • What I would have loved to see here would be a simple story. It shouldn't be that complicated of a story. I would have loved to know why the character was here holding gunpowder, and why there are enemies. I would have loved to see intro cutscenes, and maybe at the end a boss fight? Which would be cool.

Overall, I don't have any complaints with the game. It was solid and beautiful. And to be honest, I was in the mood, more than looking for issues while playing the game. And I think of that as an absolute win. You should be proud of what you've made, and you've definitely won my heart.

Submitted

Thank you so much! I really appreciate all the kind words! About the story, I left some things vague on purpose, but there is also something (I won't spoil it) when you finish level 20. If you ever come back to the game, feel free to skip level 19 by pressing E. The story is also connected to one of my other games, but that's not as important. 

Again, thank you for playing and enjoying the game!

Submitted

Here's mine:  

/jam/brackeys-13/rate/3337991

Rig the Reels is a game where you have to rig a slot machine in your favor via playing minigames in order to pay your taxes.

Submitted

Cool concept. I love the art style, and how consistent it was. The audio was so good, that I hate it. The pacing of the game is very commendable. As promised, here is my detailed review of the game:

  • The art style, as mentioned, is really good. The MS Paint vibe was consistent throughout, and it was visually coherent.
  • The theme of the game is on par with the jam as well. Things do go wrong!
  • I would love for the game to be more balanced. Some mini-games were too difficult to even play. Sometimes you just lose on the spot.
  • The sound effects, as much as they are good for the game, they are not good for my sensitive brain. It's just a personal thing. 
  • The game had a hidden accelerating effect. This is something that I found interesting. I don't know if this was the intention, but the more you play the game, the more you realize you are terrible at it, and the more you want it to go your way, and you automatically start the slot machine and go again, and lose even more. This is the best part about the game in my opinion. Reminds me of how desperate anyone could get, just to get out of pain and misery. I think you should expand on this concept.
  • Everything else about this game is really solid. I just think this needs more balancing, as some minigames are unplayable. (I don't mind games being unfair or difficult, but in some minigames, for example, the one where you get chased by a snake like enemy, the enemy moves too fast for the brain to process what is happening, and then I lose the game.)

Overall, really cool concept. You should definitely expand on this.

Submitted(+1)

Would love some feedback on our game.
https://dan5626.itch.io/mikas-diary

Submitted

Mika's Diary is just a solid example that a good story is all that you need. I went through emotional surgery experiencing the tragedy unfolding. The pacing of the story, and the music selection was very well done. I don't have much to say about the "game" aspect of it, as I got totally invested in the story that I kind of forgot that I was supposed to review the game and focus on details. Which now I believe is a good thing for the game. Looking at it back, there are some things that I loved and I would love to see improved:

  • Loved the way the story unfolded. At times it felt like invasion of privacy, and at times it felt like you, as a character, was not supposed to be there. A good reminder that little decisions would go a long way.
  • What made me hooked to the game, was the dragon scene. I was totally not expecting that. 
  • From a game developer perspective, even though I did not mind this as I was playing the game, I would have loved for it to move to the next shortcut on mouse click as well. Space worked only sometimes, but hovering over to the button felt like it could have been improved.
  • At some points, it felt like the art-style was inconsistent. But then again, to be honest, I did not mind it. The words, the music, and the emotions carried the whole thing.
  • Would have loved to see it be developed into a proper game, with a main menu, and mechanics like a back button, in case someone missed a dialogue.
  • Would love to have more cutting mini-games, especially when making the soup.

Overall, I don't know what to say. Thank you so much for giving me this experience and sharing this story. Super proud of you are your team. Let me go eat some chocolates that without any nuts...

Submitted

Thank you so much for the feedback. We did plan to have some more food minigames, especially soup, but didn't have time. We will try our best to implement the features you mentioned to improve player experience. 

Submitted

I would recommended using Renpy for this game, or looking into how Renpy does a lot of its visual novel mechanics. If there are people in your team who could read python code, then it would be a great thing for you guys. Nothing wrong with going with Godot, it's a great engine. But definitely do look into what Renpy brings to the table, and try to replicate some of the game mechanics that they offer.

Submitted

Will look into it

Submitted

Congrats to you also for slaying this jam! 

https://lilindie.itch.io/fullharvest

Submitted (2 edits)

Thank you for your kind words.

I loved the game. The core mechanic with action and resource management at the same time is fun, and kept me on edge. The visuals were consistent, and they were a charm! Here is my feedback for the things I loved in the game, and things I would love to see improved:

  • Like I said, the visuals look really good. Everything was super clean, the UI, the sprites, all worked well in harmony.
  • The sound effects also added to the whole vibe too.
  • The best thing about the game is the fusion of action and resource management. I had a fun time planting seeds and keeping track of how many I have left so that I can shoot.
  • I did notice a huge problem though. While holding right-click, you can turn your back close to a seed cluster (The red and blue things) and then point the other direction, and this basically gives you constant seeds, while being able to shoot simultaneously. This made it easy for me to win a level. You should make it so that the player has to vaccum the seeds by facing the seed clusters instead. You can also add enemies that tries to destroy the crops as well so that the player is forced to not stay in one place and farm seeds.
  • Everything else to me, felt awesome. Very well polished game, with a unique mechanic that was fun to play.

Also, it would be really cool, if you could give feedback on my game as well! Thanks!

Submitted

Such great feedback Thankyou! These are known issues that you have pointed out, This will all be implemented in a further build and we will let you know when it鈥檚 out so you can check it out! So glad you enjoyed our game in its early stages! Will definitely check your game out next time I sit down to play some games 鉁岋笍馃槑

Submitted

We would love to receive detailed feedbacks on our adventure/action game Notorious Bug 馃悶 !!

It is our first time making this kind of  game. The balance between difficulty and hintson what to do next was a real challenge (and is still off in the jam version sadly....). We would love to know your thought on the subject !!


Thanks a lot 

Submitted (1 edit)

Hi! I played Notorious Bug, and it was delightful! It had very quirky moments, and had everything that I would have loved to see. Due to lack of time, and I need to rate and review every game in this post, I had to limit myself to a few loops and I couldn't completely explore the entirety of the game. But based on my experience so far, here are the things that I loved, and things that I would love to see improved:

  • The ability to kill any character, even the one in the room (I forgot the name) is so brilliant. I really wanted to do that the moment I got the sword in the first loop, and it felt satisfying that I could do it.
  • I love the squishy sounds in the game, it felt really as if the game was full of bugs 馃悶 (pun intended)
  • The experience was really good, and the dialogues were good too.
  • Some bugs had their dialogues bugged, haha. The text was kind of cropped and I couldn't read full. One of the characters on the top-left part of the map definitely had that. Maybe it's specific for the WebGL build or something.
  • I don't know if this was implemented, but I kinda wanted to use an assault rifle in the game. The game had really cool enemy melee combat, and its the heart of the game but a part of me wanted bullets raining.
  • There were times when I was confused, but then I saw the character on top of the waste container, and got a general idea of where to go.
  • I personally didn't know how to use the Room of Requirement (I forgot what its called again, and sorry for the Harry Potter reference) but it was confusing as to whether collected items will automatically spawn there, or do we have to manually take them there.
  • I loved the part where you had to go tiny as well.

Overall, I appreciate that you took your time to plan everything out. It was evident, and as a fellow game developer, I shall give you a 1000 Respect points! The game had a clear path, and the player had to figure out a way to get to that path, and they can take as many attempts to get there! Really cool concept. I wish I had more time to fully explore the game.

It would mean a lot if you could give feedback on my game as well! Thanks.

Submitted

Wow that's a detailled feedback, thank you so much!!!

Text clipping is a know issue, it's due to some last minute text modification. We'll fix it in the post jam version right after the jam rating period.

We'll also definitely try to make things less confusing. Thank you for the feedback on the temple objects, it will be taken into account for next version.

Submitted

Hey! Here is our game, would love for you to check it out and rate it :D
Checking your game as well soon.

/jam/brackeys-13/rate/3348991

Submitted

Hi! You have a solid game right there, and I definitely rated it! The visuals look solid, the atmosphere was great. Of course, the narrator was really cool. As promised, here are my thoughts on the game:

  • The game had a clear objective, and that objective was communicated non-verbally right from the start - to follow the path. This immediately made me wonder: I don't want to. Which makes me believe that you have done your job very well. It evokes different thoughts, "I don't want to follow the path" "What would happen if I do?" "I shouldn't need a flashlight right?" etc. etc. This is difficult to convey, and I believe you have done a good job.
  • I believe the game has taken inspiration from The Stanley Parable. If not, then I highly recommend you to check it out. It was nice to see similar elements, and ways of expression.
  • The narrator was the central aspect of the game, that puts things together. I believe you have given sufficient spacing between dialogues and distance. I didn't feel anything "out of place" or unnatural when it comes to the words.
  • I got caught by the Slenderman, and even though the game told me how to deal with it, it didn't work apparently. I didn't know if I was supposed to collect the pages on the trees, but I couldn't. I don't know for sure if this behaviour was intended. Just thought I would mention that here.
  • I felt that the main menu was a bit out of place. Especially the grey sky. It also seems different from the path in the actual game. I personally would recommend making the main menu the same as the path, visually, minus the chromatic abberation (well maybe a little bit wouldn't hurt).
  • I loved the clicking sound in the UI buttons. It felt really satisfying.
  • Loved the way the arms are animated when moving. It felt odd at first, but I got used to it pretty quickly, then it felt nice.

Overall, the game was a good experience. I would definitely suggest building on this game, to make it on a much bigger scale. The game has really good potential to convey a solid story whilst giving the players an unforgettable experience. Good job!

By the way, here is my game. I would love for you play it, rate it, and give me feedback. Thanks!

Submitted

Thank you very much for playing and for the detailed review!

The objective is the same if you are on or leaving the path - get to your house. The notes are just there to give you direction to it.
For dealing with the monster you have the flashlight's beam mode (when toggled on, hold left mouse click to activate it). By keeping it on the enemy for 1 second, it will go away for some time, letting you focus on finding your home.

As for the main menu, thank you, we will change that :D

Will play and review your game as well soon!

Submitted

Hi! I would be happy if you try my game and give your feedback! Thank you very much!

/jam/brackeys-13/rate/3347303

Submitted(+1)

A really cool concept! The game mechanic was interesting, and the visuals looked great. However, the game was extremely difficult. As promised, here are my thoughts on the game.

  • The character, the environment, the camera noise, everything was a delight to see! I loved the sprites, the interactions with buttons and levers, the level design and all of that.
  • The blinking mechanic was the highlight of the game. It's core to solving levels, and it is of priority. The mechanic, felt a bit clunky with the controls. Aiming the blink was okay, but I recommend that the character should not move while aiming the blink. This gives players a bit more control of the mechanic. I would also recommending adding a sound effect, as it is really important. The visuals look really nice though.
  • I highly recommend adjusting the colliders!!! This was the most annoying part of the game. The colliders should never be as big as the sprites. There were times when I barely touched the edge of the spike tile, and I respawned. I would recommend reducing the collider sizes as it makes the game more fair. And even though the game is meant to be difficult, it shouldn't be because of something silly as this.
  • I would also recommend turning on the sound by default. For a while, I didn't know that sound existed until I noticed the icon on top. I definitely would recommend the other way.
  • I would also recommend adding more sound effects - the blinking, button pressing, levers, death sounds, etc. This adds more life to the game.
  • I would also recommend the UI to be based on question mark points on the map. It took a lot of time trying to get rid of the controls, and the story. I would recommend them to be added as collectibles. This way, you can also add story elements and dialogues and tutorials. I would also recommend shortening the story or splitting it throughout the level due to most player's lower attention spans (including mine)

Overall, the game has amazing potential. It lacked a lot of sound effects, and need more tweaking on existing things. I would recommend to continue working on this, polish this to the brim, and be even more proud of yourselves! Congratulations on making the game!

By the way, here is my game. I would love for you to play it, and hopefully give it a rating and more importantly, feedback. Thanks!

Submitted

Once again, thank you so much for such a detailed report! Some of these issues have already been pointed out to me, and since my friend really liked the game's concept, I decided that after the jam, I would revise it a bit. Specifically, I will add checkpoints/safe zones so that progress at the end of the level doesn鈥檛 reset all the way back to the very beginning; coyote time on traps—so that the player has a chance to avoid damage at the last moment if they have quick reflexes or know the location of the trap and just want to jump at the last moment; artifacts that make gameplay easier—for example, a ring that highlights the nearest trap as you get closer, or reveals an undiscovered trap every few seconds.

Regarding the story—I wanted to create a small cutscene at the beginning and end, but due to lack of experience, I simply ran out of time. The teleportation and walking sounds are not heard for the same reason; they are in the game, but I forgot to link the sound manager to the events that trigger these sounds. There is no sound by default because previously I helped develop web games, and it drives me absolutely crazy when you start a game and the speakers immediately blast sounds. It might be the wrong decision, but if I had the time to create a proper UI, allowing the volume to be adjusted, I would have set a low value to avoid a moment I don鈥檛 like at the game launch. As it seemed to me, I tried to choose the lesser of two evils.

Regarding the restriction on character movement while aiming, that鈥檚 a very interesting idea overall—I would then try to implement it through pausing the game so that traps wouldn鈥檛 activate and enemies wouldn鈥檛 run. I think that would be a great solution.

Thank you again for your comprehensive feedback!

Submitted

Do you have what it takes to repair the ship and outsmart the AI? Find out in Duct Tape & Despair!

/jam/brackeys-13/rate/3348470

Submitted

I loved the game, the concept behind it, and the different mechanics involved. It felt like a mix of Among Us, and Oxygen Not Included. I loved the feeling and vibe of it all. The music is really good too. As promised, here is my detailed review:

  • The game really shines where it is supposed to shine. The whole mechanics, the fixing, the timer, everything felt perfectly good. The balancing of it all is really well done. I played on the Normal Difficulty, and it really did feel like a normal difficulty. Which means, good job!
  • Really cool name! I like that the title makes sense once the game is played.
  • The visuals were really good. Felt like the art-style was consistent throughout.
  • I really wanted more sound effects. Whenever we transition from one dialogue to next, I would recommend adding a beep or a boop sound. Certain things in minigames could also have sound effects. It would add more life into the whole experience.
  • The only difficulty I had was finding stations. I couldn't find the Reactor even though it would make sense to be where the radiactive machines were. But I couldn't interact with any machine when reactor goes down.

Overall, the experience was great. The mechanics were awesome. The game needs a bit more polishing, especially with sounds and it's already up being one of the top contenders for this jam, based on the games I've played so far.

By the way, it would mean a lot if you could play my game, and give me feedback! Thanks!

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