Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mimi

65
Posts
4
Followers
3
Following
A member registered May 10, 2021 · View creator page →

Creator of

Recent community posts

Super fun and creative concept. I found it initially very overwhelming and I always felt like there wasn't enough time. This very well might've been what you were going for, although I felt it was a bit too unforgiving and sometimes I would press the stamp a fraction of a second too late and it would apply to the next document. Oh well, I still managed to get promoted lol. I enjoyed it. Good work

Visually very good and gameplay was fun, but more explanation would have been nice (like a short in-game description of what the goal is, and how the mechancis work). But overall short and sweet, good work.

A fun little concept that I thought was well crafted and polished. Could've done with some better explanation on some of the concepts, sometimes there would still be toxic elements left and still some crystals but the level would end and I wouldn't know why. But that sort of thing is common in game jams, I know I'm guilty of it. That certainly didn't stop me enjoying it
Good work, it's a well made game that I hope you're proud of.

Super cool but I don't know if I was just bad but it really felt like the difficulty scaled way too quickly. The enemies would get powerful way more quickly than I could. Also it took me a while to figure out the main mechanic, although I'll admit it's a super cool mechanic and creates some really interesting decisions, although once you figure out the best decisions to make there's not much in it. A great foundation which potential, keep it up!

Not the sort of game I usually enjoy but clearly very well made and has a really strong gameplay mechanic. Nicely done

(1 edit)

The spell casting was super unique and creative. Big points for that. I like that you had to balance a few things at once and that made it feel quite chaotic but not totally unmanageable. If I had to critique I would argue the visuals could do with more polish, the cutscene felt slow and the visual/audio side of things could've been more impactful. But it was hardly an issue, I'm just told I'm supposed to give both pros and cons, but it's clear effort went into all elements of this so well done.

I meant that I would often fall into the void and lose a lot of time, because of how unforgiving the void was I didn't want to risk going too far out to explore and talk to these NPCs and mostly just rushed to the end. Hopefully that makes sense.

For a game this ambitious and of this style, gameplay balance is extremely important, but you scoped too big and didn't focus on gameplay at all. On my second ever run, with zero upgrades from the shop it was trivial to get to wave 50 and I eventually died on wave 64 after a gruelling, laggy 45 minutes!! It's simply way too easy, making it quite unfun, and the way enemies don't disappear after you kill them is bad for two reasons, they clutter up the screen and cover the alive enemies, and sometimes their animations don't stop so they are very easy to confuse for real enemies; and secondly the shear number of enemies lags the game to oblivion. On my first battle the enemies did despawn and dropped a coin, so maybe that's a bug and I just got unlucky, but frankly that still wouldn't have made it fun with how easy it was.

On top of this, the clear use of AI assets is really disappointing, and blatantly against the rules. This game is littered with it, along with really odd design choices. Perhaps you should focus more on honing your raw skills rather than deferring this to AI because the output is of really poor quality below the surface and I'd like to think that wasn't a reflection of your ability.

If this sounds harsh it's because I just sat through a very painful 45 minutes of basically "auto-scroller" gameplay. Testing this should've been priority number one, not an alchemy system and all the other things going on between battles. There's good elements but efforts seriously need to be refocused in the future.

A really solid entry, I just wish there were more of it. I hope you keep working on it because I think there's some real potential there. One gripe I had is that it's a little tricky to strategise when the opponent always gets to make a move right at the end, they can mess up your plans with zero predictability which doesn't feel great. Blargis on Youtube has a good video on this, they talk about a few different things but their points on "locus of control" and player agency I think are particularly relevant here, also their game has a similar aesthetic. Anyway, cool concept and I had fun playing it.

Obviously very super hot inspired, but it was done very well and I had a BLAST playing it. A well polished piece with a cool take on the theme. I especially liked that the ammo got more and more scarce as you had to make more meaningful decisions about what you could and couldn't shoot towards the end, this works well because you get better at the game and know which things are worth shooting, like the barrels and buttons. That was a really nice choice that I thought worked especially well here.

Cool idea and I liked the narrative behind it. It's your first game jam so I don't want to be too harsh, but I would definitely focus on getting that core primary gameplay loop feeling super smooth. The grappling felt fun, but the movement was tricky and unforgiving, and when the level is mostly void it meant I didn't want to risk too much, so I didn't engage much with the secondary mechanics. I love these kinds of games though so I did have a blast trying to fly around the map, it definitely worked well.
Good stuff, keep it up!

Yeah not sure about the music, but the background did and that was super cool, it was fun seeing the last few planets in the sky actually disappear as you lose them.

Super cool and a well crafted game. Loved it. Although I will say it wasn't always clear what the "mods"  would do, and the first time the in-game upgrades showed up I clicked outside the box and it closed so I don't know if I picked any up or if I got a random one or what. Still I enjoyed it greatly and the little desktop was cute.

Beautiful game and wholly immersive story. Great job as always guys.

Super awesome entry from very cool people. Thought the peggle gameplay was cool and I enjoyed the story, a pretty cool take on the theme. I really wanted to see what would happen if you ran out of planets but the gameplay was kinda easy and there was never really that threat so I replayed the last level over and over until I ran out. Glad I did it but shame I had to find out like that. Still rated it super well as it was a well polished, creative idea. Good work!

Super cool idea, I liked the concept of the game and enjoyed playing it. If I had to give feedback it'd be that it wasn't always clear how well I was doing, or at the end of a run how well I had done? And things in the shop weren't always obvious in their function. Might be good to focus more of providing the player with more feedback on what's happening in the game. That being said I did enjoy it, I actually played a little bit yesterday but I was in a rush and didn't get a chance to do more than a couple of rounds, but the idea had me curious enough to come back and give it a proper try and I think that's really special thing.

I was actually pretty giddy seeing my progress. It's just a lot of fun to see big number go down as you get more and more powerful. Good stuff!

Short and sweet. Shame about the music bug but I won't hold that against you. Good vibes all round, I don't think I have any criticisms to add. Maybe that it was a little unclear what the "motivation" bar actually did? But it was fun to see the numbers go up (I probably shouldn't have filled it by only clicking on the cat).

Really cool idea and vibe. And more games inspired by Hotline Miami is always a treat. 

However, Hotline Miami understood one thing that I feel is missed here. And that is that it's really hard to aim where you're not facing. You're not going to have the same accuracy as an FPS shooter. That's why in that game you can lock onto targets and never miss a shot. It's totally okay that you deviate from that formula, but I feel that the game expects me to be a crack shot with these controls, this is especially tricky with the slow moving player projectiles. Because of this my strategy becomes to move around as much as possible to avoid getting hit, but I'm limited by all the many objects in the scene that either block my shots or slow me down with physics. Additionally the enemies shoot me from offscreen before I can shoot them, which makes it very tricky to avoid taking health.

All this to say, the game is too difficult, but in a way that is more nuanced than "enemies have too much health". But other than this, and a bit of needed polish, I thought this was a really great entry and I hope you're very proud of the game you've made here. You had a week so I don't expect anyone's idea to be faultless, mine certainly wasn't, but I think it is helpful to highlight areas of particular friction so that we might all learn from them for future projects.

Ngl I didn't read the description until afterwards so I did not know the controls lol. Still, I mostly figured it out and had a good time. I really loved the impact when you take damage, really juicy sounding. Weird controls but it's easier if you play with one hand per button so you don't get as confused between the two. Idk about "P" bc I didn't realise that did anything. Overall could've done better signalling what was going on, e.g. the aim of the game, the controls (in game) and what effect certain things had. Like how microwaves are good but everything else is bad. It was only trial and error that taught me that. But the actual meat of the game, the core gameplay mechanic was really solid and fun which is the important part. Good work.

If only Ian had talked to me man.

The game does have some atmosphere, it had me looking around making sure nothing was sneaking up on me. I love a little spook, cool time mechanic. Could use some polish but overall not bad at all.

I think you summed up how I feel really well. 

Plus I did the exact same on that bottom path lol! I love a game with a goobly lil guy :3

By having fun pretty sure. Super serious scoring system mhm.

I felt very Baller while Balling to this music. Overall, good vibes, short and not too difficult.

It's funny how something that sounds so simple can be really nuanced and tricky. It's really nice that you included a separate button for it too, makes it more accessible and that's always awesome! (plus I could use it if I thought the mouse spinning was being too finicky which helps)

Super cool game! Definitely one of the better games. Questions were a little tricky, but I suppose it's all to play for! I liked the story and theme of it all.

I challenge anyone to beat my highscore of 39!

Very cool game, so not much feedback to give. Although I do wish it got progressively more difficult as time went on, as I was only getting better at the game and less likely to die. Still the mechanics play in nicely with each other and I was totally engaged while playing it.

I am on linux, so my experience is generally more crash heavy than windows, but usually godot plays nicely with it. Hopefully more people try your game and can get it working.

I span and I wan. I spun and I wun? I spinned and I winned...

10/10

Hmm

Looks like the .pck file is missing. Make to include everything in the build folder when uploading applications in future, downloads are usually a .zip file for this reason.

I really liked the vibes of this game, and I thought the mechanics were cool too. Could do with some more polish, I had no idea how much health I had and some menus weren't very readable. It would've been nice if the enemies made sounds too. But overall I really liked the concept and the modifiers were fun. Reminds me of the game Far Far West. Just remember that UI is important too, and should be consistent with the rest of the style. Keep it up, I love games like these so I'm happy I stumbled upon it.

I love that it's a Job Application that chases you down, very relatable.

10/10 game and I'm totally unbiased.

Not a virus lol.

Very basic, and the main mode is a bit short and the attacks don't always land. But I enjoyed killing all the enemies.

Reminds me of Tomb of the Mask, but a little more open and slow. And importantly, this has SPINNING!

I'm guessing they had little time, as it appears to be made in a day, rather than a whole week. Sadly it does show. Still, respect for giving it a shot and uploading your work.

Fairly simple, fairly fun, fairly short.

Very completely serious, maximum serious points >:3

I certainly don't have any friends to play with, but I tried singleplayer and the wheels didn't spin so I couldn't play. I gave it a shot, sorry.

A very fun game, super unique concept. I got third person quite early on first time playing it which feels quite different to playing it in first person. Luckily with all the modifiers every time you play it it's a little different so I enjoyed it a second time in first person and really got a feel for the chaos on not knowing where the other car is.

Well made, I hope you're proud of your work!