Skip to main content

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

Wezzbe

20
Posts
2
Followers
A member registered Nov 30, 2024 · View creator page →

Creator of

Recent community posts

Great idea, well executed.

The gamer models had a lot of character, and you could almost smell the stinky gamer through the screen!

I did almost get lost in the options menu at the beginning as there was no indication on how to get back to the main menu (Tab it turns out).

Changing to the wrench while looking at a machine meant that you need to click a couple of times or look away and back again to get the correct contextual action, which did become a bit tedious when the number of machines grew.

I did note initially that when I did steps from the tutorial task list out of order, I was not able to complete the task list and had to restart. 

I think that there wasn't a lot of "Cost" to the game. Having a lot of machines and running around spraying the stink away seemed to be the best strategy, and then repairing broken machines as next priority. It would probably work better if the sprays were consumable, so you had to plan how many to have ready for the day which could lead to having less machines.


Apart from that I did have a blast playing it, and it looked like you had a blast making this too! Great job (p.s. I did notice the dev's handles in the leaderboard which is always a nice touch!)

Fantastic style, and very clear interpretation of the theme!

I loved the frantic matching gameplay loop, the music really reinforced that as well. Appreciated volume controls for music and sfx as they were quite loud at 100% default.

I found that purchased power-ups did not enter the inventory which was unfortunate after I used up all my bombs. I also found that the main menu idle screen showing leaderboards and How to Play screens popped up very quickly. I would recommend having these as a menu option to view instead.

Fun, frantic, great entry :)

Nice and simple idea with an elegant execution. The jumps eating away at the cube is a great idea, very clear implementation of the theme.

I think some music would have been helpful, perhaps a couple of chip-tune tracks to match the art and sfx styles.

I also noticed a couple of times I managed to land on a platform that was completely obscured at the bottom rather than falling down an losing.

Quick and fun, enough said!

It's not really how a pestle works, and there is already an indicator that appears at the side that matches the colour

Thanks for the feedback. I'm glad you noticed the potato (I think that it would be a bit of a stretch to call it a Game at this stage)

The mortar is on the opposite side to the rest of the UI elements as I feel if it was also on the right it would look a bit cluttered. I may make the pestle an in-world object and have a button to summon it back to the screen, that her than have it as a UI button to summon it.

Moving the mortar I think might instigate more physics engine jank, but I do see your point as to the cup being redundant. I'll consider what can be done differently, though I do like the visual of the meeple paste matching the colour of the meeple you put in. Perhaps there's some other way to show this off 

Thanks for the feedback, glad you enjoyed it! Top of my list is to look in to the Meeples physics to try to stop them getting yeeted in to the sun, as well as preventing them from getting lost inside the mortar.

There's a lot I like about this game, the platforming is solid, and although some of the slippery sections were a bit frustrating at first it was clear how to complete the level successfully.

The theme implementation was clear and obvious throughout - The more items you have the smaller your jump, but throw an item away too early and you may need to find an alternative way to the finish.

The music and art were fantastic, I especially liked the final sequence of the sunrise over the mountain while turning everything from black and white to colour.

I found the transitions between levels was a bit odd, there were a few levels where the player started off the screen, and the player is fully controllable while the old stage fades out and the new one fades in. I would recommend adding to the code where the animations are played to await the animation finished signals which should prevent any player input until the animation completes.

Hope the feedback is useful :)

I've run the game again, and looks like I missed that the stage had rolled over! Perhaps a notification that you've progressed to the next stage would be helpful (assuming I didn't also miss that somehow too!)

Great interpretation of the theme - Only gaining upgrades when your party has lost health and sacrificing dice to get upgrade points.

Graphics and gameplay are great, really enjoyed playing. The music does tend to fatigue after a little while, but I appreciated having the ability to change the volumes in settings. Tutorial pop-ups were informative and the ability to dismiss them or have them pop up each time is helpful

Only thing is there's nothing that "Completes" a run, you just end up in limbo until you go to the main menu and abandon the run.

Overall really enjoyed though!

Completely understand, my submission was the same way! I must admit to only skimming the GDD, but my feedback was more my impressions immediately after playing the game! Good luck for the future if you keep going with it, and if not, good luck on the next project 😊

This is nice short and sweet. I think that the simplicity of the mechanics is a strength here.

Some big improvements for this I think would be a clear statement of the objective - Plant flowers to guide a path to the fountain (this is sort of shown in the Game Over screen, but I think it should be shown at the beginning).

Some music and sound effects would also be helpful to make the game more engaging.

Hope the feedback is helpful :)

I really loved this, the art, music and sound effects were really atmospheric. The game mechanics simple yet engaging!

It took me a bit to realise that you had to execute the Count card in order to complete a zone, it might just be me but perhaps a tutorial in the first zone to be more explicit about how to complete the zone would be helpful.

Not much other feedback other than I'd have happily played this for another 70 counts - Perhaps a Nightmare difficulty mode would be a good thing to add for after the player completes the game.

Great job, this was fantastic :)

Great implementation of the theme - The multiple endings adds to replayability and gives the player at least a philosophical choice on whether or not to upgrade.

I enjoyed that the game was fully playable, but I think in future some more variation in enemies and player abilities would make the game more challenging and more engaging. I also think having currency drop from defeated cyborgs (maybe computer chips or something like that) to trade for upgrades would encourage the player to take more risks with combat.

Hope the feedback is helpful :)

Simple and elegant. Clear execution of the theme with pushing your luck to try to get the orb to explode on your opponent. Mechanical descriptions when hovering cards was mostly clear, but perhaps "Release" could be changed to something like "Reduce" or "Drain" to make it clear you are taking the card's value away from the Orb's current value.

I think only a +1 charge to the orb for a magic spell is a bit low for the cost of 10 points. I think perhaps draw an additional card would be a better ability.

The music track was a bit sort and after a while I got a bit fatigued by it. Perhaps a couple more shuffling tracks could help here.

Hope the feedback is helpful :)

The concept from the GDD was interesting, but it really lacks a tutorial. Figuring out the basic controls took time in the fight where I just stood around getting hit until I figured out movement and swinging the sword, however the strategy for combatting most of the monsters eluded me. Also if I defeated one monster it was not clear what (if anything) I was rewarded for doing so.

The monster animations were good, and the music was fun and arcade-esque which fit the style well

I loved the art style. The graphics and animation were great. 

I felt the mechanics were not telegraphed well - I had a number of times I died to losing all of my stamina, and couldn't figure out why. The Game Over screen saying "You Ran Out of Stamina" or "You Drowned" or "You were eaten by raptors" would help clearly convey to the player what they did wrong. You could also have the game pause when the tutorial text comes up, as a number of times I had to run back to the correct spot to read the tutorial pop-up. I can see some players missing it entirely.

Finally, the chiptune music was really enjoyable, but a bit loud. An option to mute or reduce volume would really help. In addition something to add in the future that could really add to the atmosphere would be some sound effects, growls from the dinos, a collision effect when you smash a raptor, etc.

Hope the feedback is helpful and thanks for the submission! I had fun with it :)

I'm glad you enjoyed what was there. The primary objective for Game Jam submission was to get the core mechanics completed, but I do have ideas for completing the game that include being able to upgrade the capacity of the mortar, and changing it to a blender. I'll also look at the collisions (I do like the idea that you can knock the meeples around with the mortar), and some QoL changes, such as a minimal and/or some way of seeing what direction meeples are when they are not on the screen

I've pushed the update to fix the bug, the number of bubbles now correctly resets on starting a new game

Glad you had fun! Thanks for reporting the bug, I'll make an update to resolve this

Thanks for the feedback.

The UI was just cobbled together to get something that worked, rather than something that looked good. Due to external factors I had to submit early, and if I had enough time I'd look at both the UI issue and the visibility of the arrows as you've suggested.