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Dylan_Bee

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A member registered Jun 11, 2020 · View creator page →

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I like the goofy premise, though the gameplay seems to be too repetitive for me to want to keep playing and meet the 30 minute goal. Maybe something like more enemy variety, power-ups or upgrades could be added to spice things up. I also wish the player would snap to the rows of enemies rather than having to manually aligning myself because it made it really easy to barely miss hitting the enemies. It also seems impossible to lose as enemies never spawned on the top three rows and they stopped spawning altogether about three minutes in.

Overall, nice job on your submission! 

Haha, glad I could get that kind of reaction. One of those games where one little slip-up and its game over. Thanks for trying it out!

I can definitely see the comparison to Doodle Jump. I'm glad you had fun even if its hard. Seems I tend to make my jam games too hard, though it was intentional with this one since I wanted to encourage replayability. Thanks for the feedback!

I was kinda thinking the same thing. I think it could work as a mobile game! Though it might be a bit tricky to be precise with movements with touch controls. That'd be my main concern.

Really enjoyed this one. Great pixel art and the calm music and the digging sound effects made for a very relaxing experience. I also enjoyed the bad ending of my house getting repossessed by getting blasted into the sky, haha. I think the only complaint I have is I wish I could've dug more since digging and collecting treasure was satisfying. Would love to see an expanded version of this. Nice job!

Cool concept of having the boss approaching with each step. I like the retro art of the asset pack you used.  It was cool to explore the environment and seeing what kinds of enemies and items I could find. I never did find out what's in that staircase the spiders are guarding but I'm considering coming back later and trying the game again to find out.

I did encounter an issue where I fought the slime and we got into an endless battle of me blocking and him healing, so the battle never progressed or ended. I just had the sword, basic defense, and the food that heals with each step when it happened.

Would love to see a version of this with a bigger environment or even a randomly generated one. Nice job on this submission!

Wow, everything feels so polished, from the UI to the gameplay itself. I like the variety of objects you can hit and the amount of features you included like achievements and costumes. It's cool you even made both desktop and mobile support. The visuals feel like a more-polished flash game which is cool. Very well done.

Only issue I ran into was the character's rotation "resets" when trying to move the cursor around the character. For example, I would be spinning them clockwise, and once at a certain angle, the character would spin counter-clockwise to look at the cursor instead of continuing clockwise, which feels very awkward since they take a longer time to longer to point where I want them to, messing with my timing. Rotation in games can be finicky, so I definitely feel your pain in correcting that.

Overall, nice job! A very polished and feature-rich entry.

Fun mix of pool and golf. I appreciated you including a way to check out other levels if I got stuck in one, and there is a good number of courses. The physics of the balls were fun, especially with a really strong shot that made them bounce around wildly. I also like the addition of the shadows to give a sense of depth to the visuals.

One issue I kept running into is if the ball was near the edge of the screen and I tried to drag the cursor off screen, there wasn't a way to launch the ball once the cursor was offscreen. This made it hard to perform stronger shots at the angles I wanted. Here's an example of what I'm talking about.

If the cursor is offscreen, I can't hit the ball at this angle, so I had to move the cursor back on screen and settle for a weaker shot than I wanted.

Overall, nice job!

Thanks for the kind words! Funny enough, I was worried about people getting bored playing, so I made the number of rounds pretty limited. Glad to hear you'd want to play an endless mode. Probably the best kind of critique to get is people wanting to play more of your game. Thanks for trying it out!

Interesting idea. I like how some of the sections were designed in a way where there were alternate routes you could take to save time. My final score was 3190. Does the game have an ending or is it more of an endurance run to see how far you can get?

I did find the character to be kind of slippery. I think they might accelerate too quickly. It made it harder to be precise with movements. 

Overall, nice job! 

A simple concept with a solid execution. The difficulty curve feels very natural with more bullets being introduced over time at a reasonable rate. I found myself giving it a few rounds trying to better my score. My best score was 12, which probably isn't very impressive, haha. I like the visual of the character being dragged around and his eyes lagging behind.  Would be cool to see the game keep track of your best score since score chasing would most likely be the reason people would replay it.

Overall, it's a solid mini-game. Nice job!

I enjoyed the pixel art and the decent variety of upgrades. The color palette helps sell that night/ghostly vibe. I enjoyed playing at first, though, I did find myself losing interest after a bit. I think the lack of music and sound effects could be part of it plus the projectiles bouncing around and defeating enemies makes the game feel like its mostly playing itself.

Overall, nice job!

Thanks for trying the game! I was worried about the character moving too fast so I tried reducing gravity but I should have tweaked the movement a bit more. I guess I got too used to it during playtesting. Thanks for the feedback!

I'm surprised this one doesn't have any comments yet. This is a very polished game. The pixel art looks great and really captures that 16-bit SNES/early 90s arcade look. The sounds and effects for killing enemies have a good sense of impact, making the shooting enjoyable. Only thing is I wish there was another way to dodge bullets other than just moving. Though I watched your playthrough and maybe I just suck at this genre, haha. I kept getting killed by these guys.




Also, is there actually a 2-Player mode or is that 2P score just for looks? Anyway, nice job on this entry!

The sprite art on the characters and background is well done. The player's running animation looks quite smooth. Did you make the art assets yourself?

It's a bit too easy to kill the boss with your attack since you just stand there and spam the attack next to him. It would be cool if there was a different way to attack him that would be more challenging. Like maybe you can swing your sword at the bullets to knock the bullets into the boss, which would require proper timing. That's just one idea.

Nice job on making a bullet hell for the first time!

The idea of parrying bullets to give yourself ammo and abilities is a cool one. The best score I got was 5. I think it would help to make the bullets slower at first and then increase in speed as you progress. More feedback upon hitting and parrying (like animations, particles, sound effects, etc.) would really help make the game feel better to play.

Also, congrats on finishing your first Unity game! I hope you keep at it.

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Neat game, but unfortunately I can't get very far. Wish there was more to do than just move. Like maybe a dash or a some sort of dodge. Or at least being able to take more than one hit.

I don't know if it's the black void of a background or the strange death sound or lack of music, but there's something strangely eerie about this game, haha.

Overall, nice job! The cat seemed to have a good variety of attack patterns based on what I've seen. Also, I think your game's title might be too short :)

I really like the idea of different colored bullets affecting your ship in different ways. Though, I wish that had a bigger impact on the gameplay. I could picture an expanded version of this where the gold perhaps gives you some sort of dodge and the red gives you the explosion ability, as examples. Something that feels more substantial to the player as they play.

The simple color scheme made the game very readable even when the screen was full of bullets. Also, having the game being themed around switching allegiance between heaven and hell is really cool. I got the Hell ending which is apparently the bad ending, haha. I feel like you could do a lot of cool things visually and narratively using this theming, such as the gold shooters being angels firing rings of light and the red enemies shooting red hellfire. That is if you choose to expand on this concept.

Overall, nice job! Cool idea and great theming. I would definitely like to see more substantial differences between which allegiance you're in if you decide to revisit this project.

Haha, nice! I'm proud to say my game could make someone form a sentence like that. The bullet converting is probably my favorite upgrade of all of them. I'm glad you enjoyed the game!

Neat idea that fits the theme, though perhaps a bit too easy. I didn't even realize that the fuse was burning up until (what I think was) the last level. The red tiles, I assume, are meant to burn your fuse faster? The way the levels were designed, it seemed like you were meant to avoid them. However, the effect on the fuse was so trivial that I could just move right through them and beat the level with no problem. You might also want to add some sort of effect to show what they are doing, because I thought they weren't doing anything at first. And I also suggest them being more of a hinderance to add some challenge, like burning your fuse much faster.

Also, it seems the switch in this level doesn't do anything. I wasn't able to progress beyond this point, unfortunately. This level is also when I realized that the fuse could burn you since I couldn't figure out what to do and ran out of time.

Overall, nice job! I like the idea of the fuse following you. It just needs to be more challenging. The particle effects for the fireworks at the end of each level was fun.

Very hard game, but it was fun. The player controlled well for the most part. The only issue was the wall jump as it seemed a bit finicky. Sometimes it seems like the wall jump needed a few extra presses to actually perform it, which made it hard to predict when to move after wall jumping. Other than that, nice job!

Thanks for playing the game! I'm glad you liked it. I was worried about the jumping into enemies thing so I had added a brief timer where they can't hurt you immediately after appearing on screen. However, I may have made the timer too short. I think it's about half a second where they can't hurt you after appearing on screen.

Thanks! I never played Icy Tower and had to look it up, but I can see the resemblance! Thanks for trying out the game!

I'm glad you liked the randomization and the record keeping. I'm happy to hear you enjoyed it enough to keep playing! Thanks for trying it out!

Thanks for trying it out! I'm glad you liked it!

Enjoyed the monochrome pixel art. I also liked how each level had unique mechanics and that the last level combined them all together. Very creative and I liked that they all made different uses of the "Countdown" theme. The player character controls well.

Some of the sound effects seem louder than the others, particularly the little sphere item that knocks you upwards. The spikes also looked too similar to the terrain in some places, so I found myself jumping into spikes not realizing they were spikes at first. I think it would help to make the spikes more visually distinct or maybe even a different color.

Also, for some reason, the dive move wouldn't work on my gamepad. The K key worked though. Not sure if its my Logitech gamepad or an oversight.

Overall, nice job on this game!

Nice puzzle platformer! I enjoyed the retro style of it. Some of the jumps in the third ( think?) level seemed a bit tight, but the rest of the game was fairly easy. Having a limited amount of inputs is a fun idea for puzzles and I think you could expand on this idea. Nice job!


Not exactly sure how this game works? Sometimes my blasts would send me flying back and sometimes just a short distance. One playthrough I got very far, but I wasn't sure what I did right for that one or what I did wrong for the other ones. Also, after a few playthroughs, I started getting a game over even before the black fog touched the tank.

Would definitely like to see some sort of instructions on how this one works because it seems like it could be fun, I just couldn't figure it out. I get that the tank shoots after the short timer ends, but I could also shoot with the button and wasn't sure what the difference was with that either.

This is basically the video game equivalent of trying to pat your head and rub your belly at the same time, haha. Very creative game and the cartoony background art is charming. Unfortunately, I'm not too good at rhythm games and this is basically two rhythm game in one.

I think it would help if the game was easier at first to ease the player into the mechanics. Like at first the swimmer has less enemies to dodge and the arrow clicking has single inputs, but then more enemies and double inputs could come in later. I found it hard to get into a rhythm because it was too hard at first.

Overall, nice job and creative idea!

I liked the limited color palette of the pixel art. The ethereal music and the sound effects made for a relaxing vibe to the game. Very easy to understand and get in to as well. Only issue is that there doesn't seem to be anything to works towards as far as I can tell. I would like to have some sort of goal

Nice job on your first submission!

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I noticed there isn't an Untitled Jam 129 listed. The last one was 128 and this one is labeled as 130, but I can't find Untitled Jam 129.


EDIT: Never mind. I guess the birthday one took 129's place. 

Neat game! Drifting with the car was fun!

Steering with the mouse was hard to get the hang of. I also wish areas were more open since I found myself driving into walls a lot. I also wish there was some animation for hitting the other cars.

Nice job on your submission!

Thanks for trying it out!

So strange about the black screen. I never encountered that. Might be an issue with the fade-to-black level transition. When it happened, could you still hear music and sound effects? What browser and OS did you use to play it?

And yeah, I definitely need to tweak and rebalance some things, especially the spells and knockback. At first, I thought the bombs would be overpowered if they did too much damage since they release several projectiles, but I didn't factor how hard to aim they'd be.

I'm glad you enjoyed it so far!

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Really great game! Love the movement! I'm not good at the game, but the few times I got into a good flow state were quite satisfying. I like the quirky sound effects for bouncing off walls. I also like the dark purple/pink/black color scheme of the visuals. This combined with the style of the player character gives it a strange mix of moody but also quirky that just works. The use of hit stop for hitting things like the crates was a nice touch to make the game feel more satisfying.

I think it is difficult to react to things in time. Perhaps the level design would need to be more spaced out to accommodate the player character's speed? I also didn't care for using WASD + Shift, but using Joy2Key to rebind to a controller helped me.

Does this game have coyote time? It seemed like sometimes my jumps didn't register by the edges. Wasn't sure if its bad timing on my end or strict/no coyote time.

I'm curious about the decision to not ricochet off walls when grounded (and not holding S). I don't know why but I keep expecting to be able to bounce off walls even if I wasn't airborne or holding down. It always felt awkward to come to a stop in this way. I do wonder if it would be more intuitive to design it the other way instead? Having the player ricochet off walls regardless if grounded or holding down. Hard to say for sure without testing it myself.

The stealth section was interesting but seems like you may have ran out of time to work on it some more. It did seem out of place in a game which expects you to have movement flow and quick reactions. Now the player is expected to stop, hide, and wait for this enemy.  Maybe you could tweak it in a way that suits this type of game better. Like maybe you get chased if caught and you have to use quick movement to get away from the enemy in time. Just one idea.

Overall, nice game! It seems like it loops at the end? So I think I technically beat it. Impressive work for one week!

Really fun concept for a game. It almost feels like it could be a mobile game. Quite difficult though, but that seems to be the intention. Unfortunately, I couldn't get very far past the city area. It seems some of the platforms are out of reach, but I'm probably doing something wrong since others seem able to beat it. No matter how far I stretch the line, I can't reach some of the platforms. I like the detail of the NPC at the bottom having different dialogue if you fall back down.

Overall, nice job on the submission!

Very impressive to be made in 7 days! After playing, I looked back at the submission page expecting to see a team of people only to realize it's only one dev. Unbelievable. The game has tons of juice and polish which made it fun shooting the baddies. Very clean pixel art and I love the wobbly backgrounds during the menus. The roulette mechanic for reloading is creative. I was unclear on what the items did at first, but I slowly began to realize what they do, like giving you extra shots or bullets that pierce through enemies.

My game also had a reload mechanic tied to spinning and roulettes, though with wands and spells instead of guns and bullets. It's fun seeing a different take on a similar concept. Mine had different projectiles you could fire while your game seems to be about changing the attributes of your bullets and getting different weapons.

Overall, a really cool roguelite dungeon crawler style game. Probably one of my favorite submissions so far. This concept could easily be expanded on as well. Great job!

Cool game! The character designs were well done and quite expressive. I enjoyed avoiding obstacles in the spinning tunnel, though I never figured out how the stirring mechanic works or what it even does. I assume you get all the ingredients and stir the pot by clicking on the little pot robot, but I always end up missing a few of the ingredients. Despite that, I ended up winning the game anyway.

Despite that, it was a short, fun game. I was just unclear on that mechanic. Nice job!

Awesome! A 3D platformer! I thought this was a lot of fun blasting myself into the air. Only issue I ran into was the camera occasionally snapping into another direction while I was in the air.  It seemed it tended to happen when I was trying to aim for the next platform. Nice touch including rankings for times as well.

With a little more polish, I would love to see this expanded on. Nice job!

Yeah, I probably should've reduced the knockback a bit. Sorry about the sound effects! Do you think the sounds were too loud or more of an issue with the sounds themselves? Or maybe too many sounds being played at the same time or too often?

I'm glad you enjoyed the art! The Pear36 color palette was used for this game.

Good to hear you like the concept! I'm considering expanding on it with spells to learn and more power-ups, such as one that can temporarily slow down the wheel.

Thanks for trying it out!

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Cool twist on a Pac-Man style game! I would suggest making the collider for the player a little smaller. It would get briefly 'hung' as it passes corners and it was hard to get in the center tunnels. Maybe also a way to spin the stage faster? A lot of the time I would try to turn the stage, but the player character had too much momentum and ended up rolling into a ghost before I could get them to move in the direction I wanted.

Nice job on your submission! A simple but fun concept! I could see it being a fun mobile game, too. I also liked the touch of the dot collect sounds increasing in pitch when you collect them in quick succession.