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kaytrill

31
Posts
A member registered Jun 13, 2021

Recent community posts

I very much enjoy the game. I love how everything blends together. My main complaints however are that the spikes hitboxes are too large and don't match their models. A bit more leeway and polish would have helped this game immensely.

This is a very strong entree. I love the puzzle design and this game very much to my liking. Would love to buy a game like this.

One of the things I love most about this is how natural the game feels. New mechanics are introduced in a natural way without having to explicitly tell the player how they work. A brilliant way of letting the player figure it out for themselves.

What I would like is a setting that remembers your input between failing. Especially on the longer levels it makes it hard to remember what you exactly tried.

This is one of the more unique and interesting game mechanics I have found in a long time and in this jam. I really love how the overlap works together even if it is slightly buggy (but forgivable since gamejam).

One of the thing I would really love to seen added are area zones in highlight/particle effect. This would make it more visible to where the movement zones can move.

What I think makes this game special is its heavy emphasis on atmosphere. You do feel the weight of being tied down in a relationship constantly moving forward. With each overcoming of an obstacle feeling very rewarding. In that regard this game feels a bit like the game "It takes two".

Although I didn't have co-op I definitely think this might be a great co-op game. Maybe a bit more along the lings of "overcooked".

One of the things I do struggle with is a clear clash in game design in the following aspect. The objects in this game are designed in such a way that it feels very natural to avoid them, since you are chained together making contact would mean very naturally that you get stuck.

HOWEVER the people running clearly contradicts this entire statement. They are something you mustn't avoid and actively tangle down with the chain. Which is completely contradictory with the other objects. 

Running people over does work as a game design mechanic, but needs more clear set up as to why you can run them over. This would make the introduction of this mechanic feel much more natural and less as a clash. As suddenly the thing that chains you together, also becomes your strongest weapon.

This is a very strong entree regarding the game mechanics. What I really like is how strongly defined the game is in its options and the power-ups you can get in each level. What I like even more and what I would love to see more is more establishing of these mechanics and more importantly twist these mechanics on their head for new and clever ways to solve the puzzles.

The art style give me strong Portal vibes and I do wish you would have focused more on that.

I think this is an extremely strong prototype and I hope you would make this in a proper game. Focus less on the shooting/tight timing mechanics. And focus more on the puzzle and game mechanics, because twisting these game mechanics really are a ton of fun.

This is an extremely fun and simple game. And gives me strong Tetris vibes. The only thing I would love to see is more experimentation in mechanics that you have already established. If you are going to introduce more mechanics then I don't think you should change the current one. I really do feel like you have perfectly nailed the balance with it. Even though it goes infinite it is extremely fun.

And lastly I want to see more Tetris vibes. Give me those extremely rewarding dopamine shots when I break a connection of 6+.

This is an interesting take, but I feel like some core functionality is lacking/lacking some polish. 

For example: It is only after reading these comments that I realized that you could jump between trains with the right mouse button. For me this is very weird. You use the left mouse button to throw, but a very different button to move over? Yet pressing left mouse button again just re-throws the lasso??? 

What I would have expected, and would for me have felt more natural, is that left mouse button is both throwing. And when it grabs something to move over. This way the same button does both the initial and the fellow up action. And makes it easier to learn the game. 

Doing it like this you can reserve the right mouse button to unentangle your lasso. Which makes left to engage, and right to cancel/disengage. 

I definitely like the idea of having two playable games at once. But at the moment neither is fully optimized. Which to me feels like your gamejam would have benefited a lot more if you only focused on one of the games. 

However both of the games do have a lot of potential to have a ton of fun. So I would encourage you to finish this jam and polish everything up.

One of the things for me that I would like to see changed. Is perhaps switching between the two modes. Or at least add some form of pause functionality. Having two things going on at once is very difficult for an amateur gamer like me to manage. 

I would also love to see the basic enemies nerfed a little. And the main wizard buffed. He is supposed to be an all powerful evil wizard. Yet his attacks are very limited in power and range. 

What I love the most about this game is the atmosphere with look and feel of the game. You do feel like you are a conductor.

My main problem however is that gameplay doesn't fully match up with the atmosphere.

Tapping on each musical department is something that feels natural. Something you would do as the conductor. However drag and dropping instructions doesn't feel natural/satisfying. It is too much back and forth to feel natural. I would have expected this game to be more in the feeling of something like OSU or Beat Saber.

Perhaps when tapping on a musical department. A mini popup comes up. And you have to click each a quadrant of the popup on how to conduct. For example: the popup comes up. And you click the F, click the F, and click the F. By giving three taps on the FFF that department will now play forte fortissimo 

What I loved most about this game is the way it teaches player. It doesn't tell you anything, yet it highly encourages you to experiment. With the right tools placed at interesting locations to give you strong temptations. This natural curiosity allows the player to figure the game out for themselves. Putting a knife on a ducks head was never more natural.

I love the creative freedom in this game. And the only thing that would enhance the experience in my opinion is to add extra assets/objects.

I would highly, very highly encourage you to finish this game. Because I do think this might be the next Scribblenauts.

This is a very polished game that feels like it could have belonged somewhat in the game "Unexplored". The shooting is overt the top and satisfying. Needs a little bit more polish for a definitive game though.

I do wish there was a bit more to the conjoined pair though. Or second stage. The second stage has no limits, functions as an extra life, has better and more refined mobility, and is far far stronger. I do wish there was a timelimit on it though. Or something else to balance it out. Like going back to the first stage is less punishing.

One of the things that might be interesting is that the second stage functions as a combo multiplier of sorts. 30 seconds of boss and ass kicking firepower with enhanced multiplier to give the game short bursts of extra OOOMPFHHHH. Or maybe add this as a third stage.

What I like most about this game is its throwing and teleportation mechanic. I feel the most fun that I can have with this is the ability to zoom around. My first instincts were to fly away into the sky. And I would have loved it if there was more emphasis on the platforming elements.

The dash through enemies mechanic to me feels a little flat. It doesn't always land well, nor does it feel satisfying to go through an enemy. Especially that the enemies are 2d, see through, and extremely mobile makes it much harder and less fun.

I would have loved to see something that you have to dash through enemies, to get more dashes. Or to get more airborne dashes. This would combo existing mechanics much nicer.

This is a very simple and enjoyable game and would make for a great mobile game.

My biggest problems with the game is in its UI elements. For starters there is a lot of wasted space. Everything on the left side of the screen is simply not used. So why do you have it? Same goes for the entire horizontal middle section. Yes it is there to seperate the two zones, but the space in between is so large it is essentially a big distraction. Needing to force my eyes on two completely different sides of the screen. Making the game much harder then it actually is.

The highscore being so obviously flamboyant in the middle of the screen is also another huge eye sore. Which to me screams that the only reason that it is placed there is to fill up space.

The gaps in the road are a bit hard to see and for my bad eyes I would love it if they stand out a bit more.

In my opinion the rope should either be always used or never used. To me it feels like the only reason it is implemented is to stick to the theme of the jam. Furthermore I would have expected the rope to always be there, even when not jumping. Because everytime you jump now the rope spring out of nothingness.

And last for jumping. Jumping up is almost immediate. For a game that requieres tight controls this is perfect, however falling down is down with gravity. This makes the incredibly otherwise tight controls really watered down. And makes it much harder to achieve high level play.

I very much enjoy the concept that this grid based puzzle game has. The mechanics are strong and clear and well presented. But the mechanics are not presented in a fun way.

To me it feels like every level is more a mechanic that has been sketched out by the designer, then a proper level with multiple mechanics in it. The reason why the difference is so important for me, is because a single mechanic can be brute forced until you get your win. Instead of having a dedicated puzzle you have to solve.

As for the usage of colors. I love using the basic 3 colors and their mixes. But I very much feel you have gone overboard and created too many mix colours. To the point it is impossible to differentiate between them. At that point you no longer have a strong puzzle game which you have to solve, but a find the combination brute force. Which is not that fun to play.

To me if you would stick to more basic colours you could do more interesting things. If you keep it simple you can also do association by things to colours, without directly showing the colour. If there is for example one dedicated machine that just hates blue. The player will very quickly realize and learn that everytime I find that machine I shouldn't be blue.

At last I wish there was more Ork logic involved. Red blobs move faster. Yellow checkered ones make bigger explosions. And pink blobs are invissible, because have you ever seen a pink Ork before?

This game is absolutely bloody amazing. The name, the polish, the voice over, the art style, the puns, and my favourite is the humor. This might be the best game on the jam with best atmosphere/humor.

My top 20 pick for just raw humour and entertainment.

The only thing for me to comment on is that the rocket arm needs a bit more polish. Just a bit more fuel, a bit more explosion range, and better rotating circles. And perhaps a boost mode to quickly traverse long stretches of nothingess.

I am absolutely impressed and loved every moment of it. Next version I would love to see more of grandma.

It is a nice simple game with a lot to it. The art is simple, but occasionally a bit too simple. Everything in the background is this darkish red, but there is no difference in use between walls and background art. Making it seem that certain background art are actually walls.

In one of the levels if you stand near a corner fighting a guard then a leaf will cover your entire screen obscuring any visibility.

The wrecking ball has a nice big heft to it when thrown, but personally I prefer to throw the ball in the direction of my mouse over the direction of my keyboards.

As for the first level when you break out. You can immediately walk upwards through your exit, but it doesn't do anything. Perhaps best to just cover it up so the player doesn't get confused in walking back.

This game is a good game in the perspective in level design, but could really use some polish in the programming and movement design.

When moving around I would expect that the game would use more of the same keys for input. You have left and right for directional movement, but why have spy for jumping? when using the up arrow would work just as well?

The overal movement is a bit too fast for my liking. Especially the dash. The game would be more precision based and more skillful if the player has time to do his inputs. Personally I would love to see the float speed halved/two thirds of what currently is so that I can better see what is happening. Another example is the falling speed, which is also way too fast for me.

When dashing it will always default of dashing to the left. Even after having moved to the right. I would have expected that the dash direction would move with the latest movement direction input.

The overal hitbox detection and switching between states is rather unresponsive and needs a lot of polish to work well. Using the diamonds is very finicky and switching states becomes frustrating to do well.

The game is not necessarily hard to navigate, but it is fun play through. It has some pretty great level designs and would love to see these expanded and polished further.

Overall I really do enjoy the concept of switching between states and getting different abilities between the different states. For concept this has some great game design I would love to see explored further.

There is a bug when jumping into a tree makes you stuck and disables gravity. Aka you can freely float around without falling down. This persist after resetting the level forcing a soft lock. Forcing me to reboot the game.

If you want to see the vod of how I played the game then here is the link.

I really love how you learn how to play the game. You just press start and play till you get stuck at 3. And after messing around you learn you can rearrange the levels. After that you start unlocking new areas, new mechanics, and the eventual end of the game.

All in all this is wonderfully done in game design even with the extremely limited art/audio. I do wish you could rearrange levels, so you can go back, places level vertically and keep falling down. This however means you should slowly add more and new levels.

My main criticism is that rearranged levels should remain permanent between runs, as now that I am relying on my very poor memory and skribbled notes to keep progress. 

For its overall Level design I would put this in the top 20 alone.

The game is relatively simple and fun to play. The lasso mechanic is really fun to toy around and to drag sheep around a cactus indefinitely. I do wish the lasso was used a bit more, for example grabbing a case of TNT and throwing it at my enemies. Or to grab a bear trap and trow it to stun my enemies. That way there would be no need for a gun. Perhaps you can lasso the bullets out of mid air and throw it back.

The map is relatively big and open, but far too easy to get lost in and it often its hard for me to find the way back.

The particle effects are very much on point.

I do wish for the character to flip to the side you are aiming/walking at. Since now the character is always back walking to the left.

This is a fun TD game, but I feel like it is a bit lacking. I feel like it is a bit too basic perhaps and too traditional given the unique mechanics you are trying to introduce.

I would have loved to see the energy area you can build in to do something more. 

Furthermore I would have loved to see buildings that would have played with the energy area more. For example basic tier 1 structures that are fully self sufficient, cheap, but very weak. And tier 3 structure that are incredibly powerful and specialized, but need a lot of support structures. Like an energy creating area to power the tier 3 turret. Or a buffing/upgrading building to buff the tier 3 turret.

This would give a very simple beginning, but feeds also into the long term planning of your base and making your mechanics more and more complicated. 

This game is my absolute favorite for the obvious but unique gameplay as a marionette.

I feel the game is far too limited as just a autoscroller platformer. I wish you would have expanded upon the style of a marionette play. Make it more RolePlay focused. Like make big gestures to convince a crowd of people, bow down before the king, swing your sword to slay the dragon! etc. 

The last thing I might want to suggest is to try experimenting if this game could also work for mobile/IPads. And see if your game could work on those markets.

This game is an absolute perfect game for a zen like atmosphere. The art is incredibly well done it is minimalistic art style.

As for hooking up the phone lines. It should have been really simple. Knowing how it works make the game simple. But not knowing the game makes the game and absolute infuriating mess. This should be made easier and more polish for ease of access.

One thing that I don't understand is the implementation of dead ends and poles that lead into nowhere. A game like this with its zen like atmosphere doesn't need this kind of obstructive puzzle mechanics.

This game is a very odd one to rate and review. On one hand this game is a complete mess, its buggy, lacks any form of good UI/art, and the mechanics are convoluted and non clear.

BUT when you do start to understand the game you will realize this game has a lot of depth and could be the next popular Tower Defense Game.

All in all this is a game with a lot of untapped potential and in dire need for a complete UI overhaul with polish. If this is done then I will be certain this could be an incredibly popular game.

I know you have been very critical about your own project but I absolutely love the "look and feel" of this game. The ball has a lot of weight and hits hard but perfectly. I very much enjoyed playing this version of golf. 

Visually speaking the game is very minimal and a bit bland, but the lighting gives it the flair it really needs. I love how stuff that our out of light range are just invisible by being kept in the dark. The slight static noise seems to be done incredibly well. However this should be tested well for people that get very quickly nauseous by this.

If this wasn't a game jam and you had your full time to develop this. More mechanics would do amazing. And this game could be the next golf with friends. 

Speaking of which. I think this game could work wondrously well in multiplayer, especially well in troll multiplayer like "golf with friends". Maybe experiment with 3d to see how the current mechanics would hold up.

I absolutely loved playing this game and I think this game with a bit polish and more mechanics would be great on steam. I really do think this game could turn successfully and make a profit.

This is a very nice game, but I feel like it is missing a lot of finishing touches on the design. The game is fun to play, Fun to colonize, Fun to orientate and kill the enemies. But I feel like a bit is missing. 

The levels are large, maybe too large, because when you colonized everything you have to start backtracking. Furthermore the game is way too easy and far too lenient on lives. Killing enemies regenerates a lot, and their are a lot of to kill. So many enemies in fact the game actively lags out. The rangefinder of next uncolonized asteroid doesn't work as expected. I want it to find the closest uncolonized asteroid, but instead shows the first in list of uncolonized asteroid .

This game definitely needs different and more challenging enemies. Perhaps with more HP, to reflect shots back at, to make the game more varied.

At last I think it is a bit needless to press Z to colonize an asteroid. It is one extra button that is not technically needed. And would make the game work better on mobile.

I feel like with a bit of polish this would be a great mobile game. Something to play quickly for 2/3 minutes at a time.

This is a very lovely kind of game. Something that is both pretty and zen like. You definitely can feel there was an emphasis on puzzles, but tbh I think focusing on zen would have been much better. It creates a nice gently kind of game to relax with. And then to implement a couple of obstacles/puzzles to keep the game interesting.

I feel like having both an inside/outside is a good game start, but if you want to expand upon this game then maybe more orientations can be required. Maybe add in ways to stop the magnetic/repel each other and this would a most amazing game.

All in all a very lovely and zen like game with a lot of love on aesthetics. Wish there was more then 2 levels to enjoy.

I feel like this game has a lot of potential, but falls just short. The theme were by the opponents can read your input and use it for their own is interesting. But I feel like this is more frustrating then actual competitive. I feel like if there were more ways for you to influence your opponent, and the opponent to influence you this would be a kicker of a game.

At last the game as a whole doesn't really feel like a standalone game, but as something to be used in something much bigger. 

All in all I really like the design and something you should be proud of, even if it didn't turn out perfectly. Showing a design that doesn't work can be just as valuable as one that does. But I definitely feel that this game with a bit more thought and polish that this game can be amazing.

This is definitely a game with a lot of potential. I really like the partnering mechanics and using each others strengths to get to the end. However each level feels more like design prototypes on how mechanics can be used, then actual level with design mechanics build in. To me this feels more like a time constraint by the game jam.

What I think would have helped a lot is by making 2/3 levels that are much bigger and implementing multiple mechanics at the same time.

The art style furthermore is simple and cutesy. 

At last there is a bug where the music cuts out after a couple of seconds of playing. And the controls don't function properly. Using the left and right arrow works the same as A and D. but up and down don't make it jump or disembark. Furthermore occasionally after embarking, my immediate left/right input gets eaten.

Incredible work to create this many mini game in a game jam. Although you definitely notice a considerable drop in a quality per mini game compared to a dedicated game. It is all in all fun, but could use a bit more instructions. Either in game instructions or on the webpage how the game works.

My main feedback would be to put a bit more polish on the games. More dedicated soundeffects when hitting targets. More visual feedback when hitting stuff. Etc.

The game, music, and design are most phenomenal.  And one of my top 20 picks for sure. The level design is very challenging but fun. I do wish there was more and would love to see this on the steam/mobile store. A mobile port for these kinds of games should be relatively easy to make.

The only thing I do wish is for the background or something else to move, if ever so slightly. It is all just a bit too static. 

Lovely game. Love the ability to capture the enemies. However the game has a couple of bugs that can make the game hard to play. The music is an absolute jam and fits this near on perfectly.

When capturing enemies a capture circle is shown. This is a very great way to indicate your progress. I do wish there was a bit more feedback/polish. You can capture an enemy half way across the map, but that doesn't change your progress. I would have expected the closer your mouse, the faster the capture.

For my taste the enemies come in a bit too fast for a first wave. I want a couple of really slow enemies I can practice capturing on it when they are still moving towards me. This would also give the ability to spawn a lot of enemies in a chain.

When having captured a lot of enemies. I would have expected them to act as a resource. When shooting they would drain themselves until destroyed. This would give a dynamic of when to capture, when to take hits, and when to shoot. As these all would contribute to the amount of firepower/defences you will have. More risk and more reward.

Bugs:

  • When having captured enemies, Enemies can still hit me through my blockade killing me instantly.
  • When having captured enemies. Press left mouse button to shoot. Hold right mouse button to capture. Now when you let go of left mouse button. You and your friendlies still fire, even though you are still in capture mode.
  • Pressing space to pause the game, makes it unable to unpause. Creating a softlock you can't escape.
  • At some point my game went black and softlocked me out.