I'll give you raw, uncut, long criticism, no holding back!
Check out this game Aswell like its pretty good I guess : https://wormdev2.itch.io/peripheral

I'll give you raw, uncut, long criticism, no holding back!
Check out this game Aswell like its pretty good I guess : https://wormdev2.itch.io/peripheral

Thanks, I'll try out your game. I've been wanting to play an FPS
Here's mine /jam/brackeys-15/rate/4311757
Really simple game :D
I like the minimalist artstyle and everything is consistent so I cannot say anything bad about the art, its good!
Gameplay wise its a very basic idea where you switch between 2 different maps that interact with eachother, the idea itself is a bit uninspired i'd say, there is no unique twist to the mechanic and the execution is just okay. Sometimes you would fall and then there would just be unavoidable spikes that you could not see from the limited FOV you have, maybe a mouse where you can kind of move it a bit just so there arent thease unfair deaths.
Soundwise, I honestly do not know if this game would benefit much from sound, the game has an almost stoic level of simplicity to it and I think sounds would break the immersion, the background music is nice though.
I cannot say much bad or good about the game, its the most average game ever...
Only the unfair camera related deaths are a thing that damages the game.
you take that as you want, I personally admire the simplicity and leniency of this game, It's impressive how extremely barebones it is in a good way :P
Good job and good luck on your next projects :D
I am a hotline miami fanboy so this was right at home for me lol.
The audio is quite alright actually, it deffinetly lacks depth and more layers but for what it is, it serves its purpouse. The hit sound is quite unstasifying aswell as the dash sound. Also the lack of music leaves a pretty big hole which further accentuates the lack of depth in the sounds, adding depth to sounds is also quite easy, usully just add white noise and EQ that stuff until the sound is more full and has a better "body" or even better just layer multiple sounds.
Altough I compare it to hotline miami, the combat is much more dragged out, no one hit kills so the game is slower paced, which is not a bad thing but you did not accomody the gameplay to the slower pace. Maybe a parry system or something along thoes lines, the classic fast paces hotline miami gameplay does not work with health!
The Art of the game is quite simple and I would say it looks good in most cases but there are a few inconsistent elements that really make the game lose its charm, like the UI which looks very much out of place and the buildings that are upscaled (Please never do this in pilxelart game, make sure all the pixels are the same size). The grass textures could also have been more interesting with more variation just to keep it away from being noise. There is that bloddy 2D tile unity bug where the little lines show up inbetween tiles, I still do this day have no clue how to fix this without making a pixel perfect camera.
The biggiest thing missing honestly is just game feel, enemies should maybe flash on hit, sound should be more juicy, lil sceenshake... etc...
Ps. always try to export your games to webgl, should be fairly easy in unity (just turn off the stupid gzip or brocoli compression and the game will export no problem probably). Most people don't want to download random games to their pc + its much more annoying than just opening it in browser :p
Altough most of thease things are because of the 7 day constraint, this is all I would change in this project incase you want to work on it post jam :D
Good job on making the game and good luck on your future projects!
Wow this game is really cool actually!
It has quite a nice level of quirk to it, I think sound effects would have made this game feel 10 times better.
Altough I would not reccomend anyone make a long idle game in a game jam, this is a really cool concept, I could really see this being as a niche cult following idle game lol, deffinetly a super expandable project post jam.
If I am judging the game for how it is right now as the jam version tough, it is cool for 5 minutes but there is not much incentive to keep playing after longer than like 10 minutes and its kind of just a proof of concept rather than an actual game ig, it is fun to make a unholy god spawn with all the enhancment drugs cool mutation foods you get lol. Spriting whould have been much appreciated especially cause you have to carry food, holding down the moue button is also a little bit unecessary, could have just been a click to hold.
The procedural designs are very cute and have alot of character actually, I imagine this system took you a long time to make since I think its really well done.
Really cool idea that was not well designed for the 7 day time period of the jam but still, good job :D
Thanks a lot for the deep feedback! Really enjoyed your game too so it's great to have such a good game dev give me feedback lol.
This was my first game and first game jam so I'm definitely happy you enjoyed it that much!
I think I spent so long trying to make a fun procedural generation for the animals that I forgot what the game was actually supposed to be about and ended up making an idle game lol, I'll be sure to keep these tips in mind for the next one :)
Wow for a first jam this is impressive, over focusing on a single mechanic is the dawn of many devs, and I don't think there is anything wrong with this being an idle game, I think i said the wrong genre even, I meant to say incremental game (like cookie clicker) making a alien zoo where you grow to infinity would be really fun :D
Thank you for the kind words <3
https://ab0ve.itch.io/it-would-be-strange-to-play-a-brakeys-platformer-game-in-b...
rate my game if youd like to friend
This was actually the first game I played in this game jam lol, forgot to rate it though.
I like this game, its very simple and nice, it has quite a chill demeanour to it.
The movement is pretty good, it feels quite nice and is very snappy. I think the only thing that would make the movement feel better are some running dust particles and a walking sound.
The games biggiest weakness is the lack of sounds. It just punches way ligther than it should in the snappy movement feel department due to the lack of sounds. The gold pickup sound is very loud and ear piercing, I had to turn the volume down to a point where I barely heard the music but still heard the gold pickup sound, it feels more like a punishment than a good thing when you pick up the gold coins lol! Just tune it down a bit and lower the volume and it would be a perfectly good coin pickup sound.
The enemy hitboxes are quite annoying and unfair aswell, they seem to be far too wide and have a delay before you get killed + no sound for the death so it just feels extremely abrupt when the little delay happens, I do really like the text they have above their heads tho lol.
Graphically the game is very consistent and I like the artstyle and appreciate the brackeys asset :D
Here is a small visual nit pick, the floating tile blocks (Not the platforms) do not look to flattering, it looks out of place, maybe making them look more like a background and adding darker tiles under it would look better? Something like this, don't know how to explain it lol... Also some of the blocks seem to not be positioned on the grid which is just... no...

Very charming game and yes it is indeed strange to play a platformer in a brackeys game jam...
Haven't played it yet but looking at the screenshot, could you naybe switch from gamma color space to linear color space in player settings in Unity and add a post processing effect "color correction" and select "Aces" and then send a screenshot here cause I think it would unironically make the game look 10 times better
Okay, actually might be the strangest place I have been to this jam, the game is quite eerie and I think the graphical fidelity adds so much to the vibe, the only model that I do not like is the parents models, they look way too cartoony for the world, even though the game is so consistent in inconsistency.
I am not sure if the broken tiles were intentional or not, they somehow add to the game since it feels alot more like a deranged persons asset flip which I really like :D. The game is quite artistic in its imperfections, but I am a sucker for weird ass games so this is purely a subjective take.
Generally the whole map is just so surreal and non sensical I love it honestly.
The gameplay is quite uninteresting, its just walking back and fourth and is rather easy since the characters are so slow and both of the objects are basically the same, just click E and thats it, even for such a short game it felt quite tedious :/
The game would benefit greatly from some walking sounds and more ambient music, I think the current music kind of just does not fit, it feels way too dramatic and intense and kind of just desentesizes the player after awhile or even feels a lil goofy. Some weird drone ambiance sounds would make this games atmosphere so much more crushing and opressive!
That last voice line after beating the game is also delivered very well.
Good job and good luck on your future projects :D
Thanks a lot for you detailed feedback and btw thoes broken tiles were unintentionally done its a defact by me but i will keep in my mine thoes points raised by u and soon release the polished version which will be less boring and more horrific in terms of game play stay tuned and again thanks a lot for you valuable feedback ;)
No problem :)
Even though the game art is obviously pretty beginner level, it still has impressive consistency and I think you should lean into that strength, you have a very keen eye for consistency and composition and that is a very difficult skill to amass (I am guessing you are a 2D artist who's trying out 3D cause the consistency and composition is not beginner level)
Good luck on your journey!!!
Here's our game, I'll definitely play yours later! I'm sure your game is very interesting, don't forget to play our game.
https://vishnyabu.itch.io/the-cure
Sorry for the late reply!
This is a really cool project, I don't understand the metaphores too much but the ambiance is very strong in this game, it has a very gloomy and melanholic feel to it, the art and the sound combined make for a very cool ambiance.
Gameplay wise, there is some really weird and badly placed colliders, especially on the rocky areas, some rocks look like they are a part of the foreground but are actually not collidable while others are? Moving while entering the doors is a small detail but still something that you would not see in a polished product. The last puzzle is kind of annoying with it just being a guessing game, it could maybe tie into some kind of metaphore , even if it is, I think it could have been executed much better and got the messege across much more efficiently, might just be on my end for not really understanding.
The arstyle, while really original and good has some inconsistencies and the biggiest one is unfortunatly on the most important asset, the main character. The little paper outline has very obvious pixelized edges that do not look consitent with the rest of the enviorment, it is a very small detail but sadly a little jarring.
Really good game, nearly everything is in the right place but its lacking in the tiny details that are easy to miss as a developer.
Good job :D
I could not beat this one lol!
The artstyle is very limbo inspired. It does have some problems execution wise, my personal biggisest problem is that shilouettes are not as interesting as they should have been especially for an artstyle that relies heavily on shilouettes, most parts of the game really look super samey and lack alot of character, the props were cool but they just seem very random and maybe even a little forced? The enviorment doesn't really tell a story, its just random props ig. Gradients could have been used to a much better extent and maybe a bit more foreground and background stuff (I see that there is some foreground and background stuff but rarely so I guess it was a time constraint issue). I did really like the Dog sign pile, I think it looked super sick mostly cause it added so much of that missing background element + it was quite well drawn. This might be an issue with how you exported the game, but the lines look quite pixelated while in this type of game, you would probably like the lines to be super smooth and seamless so everything feels much more organic. I still think you did really well for a game jam :D
The sound design is good , serves its purpose and I think it fits.
There were some other minor polish problems like the character not stopping when walking into a wall.
Gameplay wise the game is quite rudimentary, the flaslight did seem a tad bit pointless at times and I barely got the flashlight to require recharging, which also seems like it could have been done better paralell to the flashlight playing a bigger role in the game, I don't usually like recharging mechanics in games where it just slows them down rather than adding another level of gameplay to the general game. The game was super solid until the chase scene, the chase scene is really strange... the dog transforming animation and the build up to it is super well done and then random ass breakcore comes in (the track is fire, like its a really good track) which just seems so tone deaf comapred to what the game was trying to build up to that moment, the track really changes the whole games tone lol... the chase scene is tedious and buggy sadly, I managed to softlock and then unsoftlock myself somehow... some of the chase scene deaths felt unfair until it just became the monster spawncamping. Also the box does not reset, I am not sure at all where the box was supose to go so the answer could have been the upper platform but I already dropped it down so now the game just becomes... unbeatble?
I think the game has potentional but it just lacks structure and a bit more consistency and it would be really fine + fixing or removing the chase sequence.
Good job and good luck on your next projects :D

Done! Go on, destroy my try: https://ilya-shevelev.itch.io/arcane-keeper
Nailed this one.
First of all, took me a tad bit to understand what to even do, it is quite a simple game but an explenation or a tutorial would have come in handy either way, it does not suffer that much from the lack of tutorial.
The gameplay is good, but the progression could have been way better.
The early game is filling up your shelves only to be demanded orders that you cannot finish at all (Ofcourse you can toss the order into the portal) but idk, I do not like the order system in the early part of the game and the way it was executed, later in the game it becomes much more functional and makes much more logic and is somewhat interesting, especially how fast the order time clicks lol.
But late game has its faults aswell cause the game becomes quite repetative, you could have added some really cool stacking upgrades or something, like being able to stack multiple books into your hand or maybe even a ceirtan element gives you more gold.
But my idea also goes against the game being split into 7 days which does not fit this game at all in my opinion, this would be a way better scaling / roguelike hybrid + the order system would deffinetly have much more sence if the game was "infinite" and scalabe type of thing, the idea is interesting and the possibilites with this approach would be endless! The difficulty does not even increase that much in the 7 days and I had no issue beating it in a single try, I also do not really understand what the instability thing does or is or what its purpouse is lol. The game does pick up pace well and the speed and stress become way more obvious later on but still, it just falls short of being really good but you were headed in the good direction.
I do like the art and sound effects, only missing sound is the gold falling effect which I think is really neat and satisfying already, but with sounds it would be an eargasm aswell lol
This critique feels a bit more opiniated cause I don't really know what this game is supose to be, is it supose to be a survival resource managing game, a chill experience, so I kind of just say what I would have personally done with the project :P
The game has charm and character but lacks an identity.
Good job either way, pretty impressive for a jam submission and good luck on your next projects, you got alot of potentional :D
Here's mine! https://deltatee.itch.io/crossroads
I'm thinking about polishing it up a bit after the jam, so feedback's appreciated!
Hope You'll like it!
Wow visually the most striking game and an EXTREMELY creative idea!
Top notch stuff!
I honestly don't have much to criticize about this game, I think the design is very tight and good.
Only thing that I do not like is the talking sound, its a really cool feature but it clips, not sure how you exported the audio but an ogg file and some inscript smoothing between the sounds will make it clip much less and make it alot more tolerable.
Its a very cool experience but the end of the game is a tad bit random, getting WASD controls for 3 seconds felt unecessary but it also subtly drives off developers intentions and makes the last part alot less predictable and hit harder which is both a con and a pro, deffinetly better than just a straight custcene thing but also there could have been way cooler ways to execute that steering of expectation.
Super short and fun experience, very much it's own thing as a game, its like a pseudo social experiment and I see this idea being executed sooo well and alot more expandable, but maybe not in the driving and seeing a bloddy knife guy way (The idea is not in any way bad, but I am not sure how you would expand upon it after the initial reveal), some kind of psychological thing like the game called qualia.
Really cool and creative gimmick with a very dark ambiance. One of the best games I had the pleasure of playing so far this jam :D
Aaa thank you for the in depth review!!
I'm so glad you liked the game and it's twist!
When it comes to sound and the clipping issue, that's something I got aware of after uploading the web build to itch.io, in the editor the issue was not present so I left it as-is, I'll definitely fix it with an after jam update for the game that I already have some QoL features ready for, and I hope that this issue didn't tank too many points in rates for audio in the game.
You got it right with the WASD free movement section's goal to be a little bit misleading for the player for where the game's trying to go to make the reveal a bit less predictable, At first during the development it was a bit longer (moving around the car to find and pick up the knife, etc) but it dragged the length of the playthrough arbitrarily and it felt wrong to keep.
Again, Thank You for your time and the review, much appreciated! ^^

Played this one for a lil too long lol
Really fun game, good job on executing this in such a short time frame, got 1 legendary, this is one of thoes super addicting games that you cant stop playing cause it takes over that part of the brain that likes seeing numbers rise lol.
The only thing this game lacks is more game juice, it could become a real addiction machine if you added coin sounds when getting your reward, more flashy popups for ceirtan fish etc.
Also maybe some kind of criteria ingame which makes it a bit more obviou as to what is worth more, I was going purely off aesthetics the whole time, maybe some kind of chart that you have that shows which attributes are more rare?
I like how the procedural fish and terrain generation looks alot!!!
I am not the biggiest fan of the current UI system, the bounty fish and the depth meter should deffinetly be present on the sceen the whole time, it just adds an unecesarry extra step to the otherwise smooth gameplay. The water collums are a cool feature, and I wish there was a mechanic where movin to the bottom of the screen made it scroll just a tiny bit faster to make the gameplay have more pace.
Overall, really cool game and addicting game :D
Here is our lil card game, hope you have fun ! /jam/brackeys-15/rate/4308059
Crazy and novel! The experience of shooting in a wheelchair and quickly retreating in the game is really addictive, but it also makes me die very quickly. Most of the time, I choose to stay in the corner and take out enemies from a distance. When melee enemies rush up to me, they overlap with me, making it a bit difficult to handle, especially when I'm in a corner. But overall, this is undoubtedly one of the most impressive games I've played in this GameJam!
And Nice Cat!
Thank you for the feedback :D
The games gameplay was supose to be really similar to like hotlinemiami meets doom, so you can choose to stay in a corner and bait enemies or to go guns blazing, guess I need to add a bit more risk to the camp and bait strat.
I might have forgot to fix the enemy overlap thing...
Thank you for the feedback and the cat is indeed very nice
Heyy! I'd like some feedback on how I did and on how I could improve my skills. /jam/brackeys-15/rate/4293123
I would love to hear what you think! I can review yours later today, leaving a comment now so I don't forget after work!
The concept is interesting, the execution is not good...
There is no real tutorial besides the little help paragraph that does not really explain much, I could not beat level 1 for the life of me... the way the house is layed out is just super punishing with only 1 place to hide (closet), there is also no way to know how loud an action is exactly, I still dont really know how to get to the second floor while he is on it, I got it a couple of times but his detection system feels extremely weird and inconsistent. I guess I could beat the level but by going painfully slow, it kind of just becomes a waiting game which is not exactly fun... maybe even when entering a door, the human is on a staircase or hall so it has a small delay between going trough doors, currently the only way of beating the game is to just steal his toilet paper and wait lol, also I had no clue how to put down the weird crafted items, it seemed like a cool mechanic but yet again, nothing is really explained to the player :&
The camera transition between the demon and the human is just way too slow to serve any tactical purpouse, it takes so long that by the time you zoom out, you are left with just a guess and not a good imformation, I guess the "currently doing" thing is the more important mechanic, but then why have the human camera in the first place, a free cam or a minimap would have worked much better.
Altough the gameplay has some issues, especially the detection, I think the bigger problem is the level design, it does not compliment the games mechanics at all, maybe should have made 1 super well made and interesting map instead of 3 smaller maps? Game mechanics might not even be that bad, just not explained at all?
The artstlye is really cool, I dont have many complains on that end, it pairs really well with the super weird and almost trippy audio, I really fw the music and art for the game, it feels quite deranged in a cool way , some of the shadows were quite strange but personally I found them quite charming and adding to the surreal feel of this game, maybe a bit more interactive sound effects to make the game feel a bit more interactive.
The only thing in the art that I do not like is the UI, it feels very off and is not consistent with the rest of the game, mostly cause the pixel sizes are not the same (the pixel filter?) and the UI just feels like its a slapped on jpg on a pixelart.
Overall, cool idea, cool aesthetic, bad readability and consistency
Good job and good luck with your next projects :D
thank you for the detailed review!
i did get quite a few complaints about the gameplay not being explained properly, so i understand your frustration. this game definitely could've gone through a few more rounds of playtesting. the enemy only detects you if you are both in the same room; so if you are in the kitchen, but he is in the living room, he will not see you even if you are on the same floor. this wasn't explained very well, however, so it's definitely something to improve next time.
crafted items can only really be placed in specific places. in the first level's case, it can only be placed on the shelf to the right in the hallway. i really wanted to add more clear visual cues so you'd know where to place it, and also to provide more places to put such these objects in general. sadly, due to time constraints, this was what we ended up with lmao. i think my thought process at the time was that it would make sense to place the book + banana combination somewhere near where the book originally was, but obviously that was not very clear.
i think most of your issues come from these two problems. the fact that some systems were not explained properly led to you not being able to explore the house properly and understand some other mechanics (like more than 1 hiding place, the several different combinations you can make, the routine of the human and how to follow it, etc). also btw, the other levels take place in the same house, just with a different set of routines for the human.
again, thank you alot for your review, i definitely agree with you on the camera being too slow, and the UI being a little out of place. you made a really cool game and i'm glad that on some degree, we were both able to help each other :)
Would love some brutally honest criticism on: /jam/brackeys-15/rate/4312569
Pretty cool level design!
Alot of begginer pixelartist make the mistake of having good sprites but no consistency at all, all of the games sprites look really good individualy but look very mistmached and off putting when put together, it looks like 3 artstyles at once, good tip would be to use Lospec for color palletes and sticking strictly to the color pallete, or when designing a charater to use the color pallette of the assets you use. Even more important is that every pixel is the same sizes, so all the sprite are imported at native size + no object scaling in the engine, another thing is that you always keep every object on the grid besides non static objecets so that the game retains that pixel perfect look that gives pixelart games its charm. Rules are made to be broken but I think you have to learn the fundementals first cause pixelart can be a bit of a difficult art form at times and it takes quite alot of skill to execute very well :D.
The movement system is quite rudimentary and it lacks cayote jump (Being able to jump even after falling off a platform for a small time interval) and the pre jump... thing... forgot the name (clicking the jump button in the air makes it so that for a short time you will jump if you hit the ground), thease things are really important for any platformer really and are the core things why games like celeste feel so good and satisfying to play, the dash mechanic is quite well done but a tad bit too snappy, maybe the player should retain a little bit more momentum after the dash. There also seems to be a little delay between clicking a key and the character starting to move which does not ruin the game but makes it much less satisfying.
The sound effects and music were really good btw!
Overall, amazing job for your first game, my first game was way worse lol!
I would say the mechanic that using recoil to move is creative, especially in an FPS game! This game reminds me of one level of Wolfenstein II. And I also like the visual effect of the game. One thing that I want to mention about my experience is I didn't feel like I have much control with the wheel chair. If some wheelchair-specific features could be incorporated as additional movement mechanics, I think the game might become even better! Of course, it’s your game, and the best approach is to design it according to your own ideas. I can only offer a few suggestions from a player’s perspective. Overall, I have to say this is one of the most creative game jam FPS games I’ve played!
Here is my game:/jam/brackeys-15/rate/4312755 . Hopes you like it! And please feel free to leave any feedbacks!