Crushin melons with my skull has never felt so good. Great looking game, pretty fun game. Got a work out of violently shaking my mouse up and down. Really good job overall!
LambdaOS
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Fun, I like that you could either use the timer or use the visual of the challenger to determine when to click to beat them. The art looks amazing. It'd be cool if there was abilities I could use as the player against the challenger since the challenger had abilities. Overall really awesome, good job!
A retro looking Keep Talking and Nobody Explodes game, nice! I like the simplicity of it though level 2 was really confusing at first. I didn't realize it meant the number of wires, if any were present. Also the pulsing thing seemed confusing at first as well as I thought the dot was what you were meant to go off of, but then I realized I had to pay attention immediately after getting in to realize what I needed to do. Overall good job!
Really well put together. I think everything was executed properly for a game jam project. I loved dragging the people to kickout. Only thing I had problems with was figuring out what the icons meant for finding the people to throw out. But other then that I think you could expand on this to make a full on game. Maybe throwing out innocents loses more time. Overall really good job!
Really well put together game. The only thing I had trouble with was the simple difficulty being to hard some times. I retried the simple difficulty after trying the hard difficulty and then it actually became simple. It also became way to easy to do the simple difficulty after to the point that I beat the game pretty quickly. Art style is amazing, cuteness with a mix of gore is always a funny and sometimes fun mix. I feel bad for the all the sheep I had to sacrifice and kind of wish they made me feel even worst for doing so. But overall really good job. Should consider maybe a full release!
The art for this game looks great! I think the twist of having to keep a bowl of soup is really interesting. I did have problems finding ingredients, it would've been kind of nice to have a arrow pointing towards where I needed to go. Also the gameplay in general did seem a bit basic. Overall really good job!
You got a pretty solid game here. It was a little bit confusing at first, but once I read the how to play, I got it immediately. I like that you tried to go for a simple polished game rather then something super high scope. The gameplay does need work though I feel like you could've done a bit more with what you had like maybe you need to "reload" your fireballs or enemies killed to boss. The AI also seemed to simple that I could just hide from above stack and then wipe them out. I feel like if you had done something like Q to shoot left E to shoot right, W to jump, and A & D to move side to side in the main level that'd help with giving instructions to the player. Overall good job!
Heyo, glad you enjoyed! It would of been nice to try some ideas like that, but the main reason we had chosen the ability to do select your pizza was because we were thinking of trying to do a mix of pizza abilities rather then just 2 pizzas. It seems you may of missed the minimap cause that should've addressed some of your level design feedback. If you did, was it just not noticeable? If you did, did it seem pointless to use it? Thank you again for the feedback!
This was a fun cute game to play. I didn't understand the button functionality at first where you have to match the color and so I almost gave up but then after experimenting I realized it needed a color bear to play. It'd kind of be nice if there was a reset for your given bear but maybe your trying to go for a challenge of if you mess up, that's on you. Overall good job!
This seemed like a nice simple game, but I feel like it over stays it's welcome a bit. I felt like it was much harder to lose then it was to try and continue and gain a high score if I really wanted to try. I'm guessing this is supposed to be a endless runner type game (sub way surfers, flappy bird, etc...), but I feel like it should've been a bit more challenging. Controls felt pretty intuitive other then the space button ability. Artstyle is great and audio is pretty good as well. Nice job!
Hey not a bad game but I was very confused even with the instructions on how to play. The CPR mechanic was hard to understand until I read the instructions. The music doesn't really help with measuring the bpm. I couldn't understand how to use the defibrillator either and when I tried to interact with the NPCs, it felt like sometimes it didn't work. The art style is cute though.
This is a really nice looking game. Idk if it may just be my browser (used Chrome), but for some reason it was super laggy. Not sure why. I'm sure the game actually performs well, but also web build always has performance issues seemingly. It'd be nice if there was a Windows build version of it, but I think it may be to late for that. Overall good job!
Really great game! Almost feels like I'm playing a demo of a Steam game, and honestly I'd probably get it if it was even more polished then this. Hope you continue more with this project and maybe try a Steam release.
The only things missing is to skip the intro cutscene and the ability to skip the score count down. I also feel like the ragdolls is little bit finnicky, but that also adds to the charm of the game.
I like the simplicity of this game. But I feel like this game gets really frustrating with its randomness. I feel like removing the movement hurts the game more than just being a unique component. Perhaps making the rolls more in relation to what enemies are there instead of spamming the roll. So if there's a 3, 4, and 2, it randomizes between those numbers, not just a completely random roll. At the very least, the movement would probably help the game a bit more. Overall good job on the concept.
I wanted to post this here to see about others' interest in this, what they'd expect from this jam, and who could help on the most essential part of the jam that I'll be going into soon.
For starters, the premise of this jam is kind of in the name. Instead of normal game jams where it's usually just to have fun in making a game, the jam is also intended to be a boost in developers' careers in game dev. How so? Well, the entire jam is going to be an attempt to simulate the entire cycle of game development. Within a month before the jam begins, jammers will have the ability to design their games beforehand so that once the jam begins, jammers will be able to work in full production on the game. But the most essential part comes at the end, where the top highest voted submissions would get critiques from experienced creators in the industry. This would mean people working in triple-A, or any successful studio in general. It would also include people who've worked in the industry for a little while with 3 or more years of experience. But it would be primarily people who are in Design, Art, or Animation to help critique those aspects of submitted games.
Now why join the jam? Aside from the fact that jammers would give feedback from experienced people from the industry, it's also an incentive to start learning more about the full-on game dev cycle. But most of all, it would hopefully serve as a chance to boost dev's careers up. I know currently, there are a few jams that are also doing a year-long time for development, but I believe these jams are meant to be similar to other jams, mostly for fun and to incentivize working on a game for a year. But this jam is meant to be dedicated to a bit more than just that, with the primary focus being to help improve ourselves as game devs overall.
This is also why, and the weirdest part of all, I'll be participating in this jam alongside others. The reason why I first started off this idea of making a jam was to spend a full year on a project, but I felt that there would've been no drive to push towards the end. Whereas with this jam, it would bring about the chance to work on a full project, and simulate a real game development experience rather than just doing a passion project on the side.
So here's where I need your help on this, the Itch community. Firstly, I'd like feedback on what people think of this idea, what would you expect out of this jam if you wanted to come into it? And secondly, who would be interested in either moderating and or being a dev in the experienced creator slot? Remember the premise being that such people at the end of the jam would critique these submissions (would be the top voted games).
If you're interested in this jam as well, currently I have a WIP Discord https://discord.gg/9gBQRhCAsT
Simple, yet original idea. I love it! The gameplay is smooth, not too difficult, and easy to get into. My only feedback would be to perhaps add levels or some form of progression. Make the game more challenging as the player continues, and especially adding powerups would be great. You got an amazing start, and I hope you continue working on the game.
This is one of the few games that I'm shocked to find was made just in the 48 hours given. Really well done systems design, visuals, art, and sounds. The controls felt pretty smooth, and the aesthetics were really well done. That said, my main problem with this game is its lack of instructions.
Without watching the trailer video, or looking at the description, I had no idea what I needed to press or do (other than the obvious WASD and space). The easiest way to circumvent this is a text, either in the world or on the HUD, that tells the player what button they need to press. Crouching a lot of players will likely know, but not everyone, so even in that area it's good to communicate to the player what they need to do when they get to that area. And for new abilities that haven't really been done in other games, you definitely want to add something to let the player know what they need to do.
Overall, again, really good game, it's seemingly just that lack of communication is missing.
Really polished, simple, and great gameplay. I love it. The only feedback I can really give is possibly making the collisions a little less sensitive. There were moments where I wasn't sure why I died, but I really like the challenge that the game presents even with the collisions. The controls were also a bit confusing at first, and the challenges were quite difficult.
Overall, again, really awesome job on this game.








