[go: up one dir, main page]

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

PabloGA

36
Posts
1
Followers
1
Following
A member registered Jun 06, 2020

Creator of

Recent community posts

The artstyle is outstanding, same for the music. The presentation here is top notch! Sadly, I found the actual gameplay too confusing and janky. It's hard to understand how to do the different tasks. Cutting the fish can feel bugged (I am not sure if it is). Sometimes it seems like you put the knife right where the dotted line is but still the cut would not work. It is also hard to understand that to flip the fish in the frying pan you need to click it. This is actually counterintitive, as I would expect to have to click on the pan to flip it or press some kind of key, but flipping the fish parts individually by clicking on them feels very weird. I also was incapable of figuring out what I needed to do after cooking the fish on the pan. What's here is amazing from a presentation standpoint and I think it has the potential to be an amazing, cozy little game, but to me it felt like the gameplay was unclear.

The idea could work, basically a collection of minigames accesible via a small hub world. The atmosphere is nice, problem is, with only one minigame being available, and the high price of the gifts, the game in its current state is too grindy! This probably would be fixed when more minigames are added and the hub world is expanded upon. I would probably recommend adding some tickets that can be found just by exploring the hub world, so it serves more of a function than giving you access to the minigames. Also, it is very jarring and cumbersome that you spawn at the start of the hub world after exiting any door, should make it so you spawn at the door you just went into. Good luck and hope you can develop this further!

I enjoyed the feeling of shooting here a lot, a like the little push back you get, how the charged shoot feels and the use of items like the ball bouncing into enemies and blocks. I do find the stealth aspect more lacking and kinda don't like how I have to manage ammo, mainly because I find the shooting the most fun part of this game. It's also very easy to just rush past enemies without needing to be stealthy at all.

Oh, I didn’t think of that. That’s trickier. Maybe pressing space consecutively after releasing for the first time lets go of the other balloons? Personally, I found having to press a different key confusing (because of how hover mechanics usually work in games, my instinct was always to just let go of the space key) so that might work. 

I like the concept, but I found it a little hard to know that I could pass throught the treetops (althought it makes sense). Controls can feel janky, and the fact that, as far as I understand it, you can only shoot horizontally when there are some segmens of the level that are almost completly vertical, does not feel fair. I think the idea is cute and has potential to be a fun game if fixed up a little. Also, it is normal for a jam entry to be janky (we should know haha), so good job regardless! You should feel proud of what you accomplished.

The fireworks look very nice and I like the songs! I do think some better feedback is needed when you hit or fail a note.

(1 edit)

Very fun idea! Feels like a Donkey Kong meets Pac-man to me and I love the use of the trampolins to jump. I did find the automatic jump unreliable and I question if it is even neccesary. Also, the enemies are too aggressive and there are lots of situations when it is impossible to avoid damage. Also, some kind of score system would be appreciated.

A shame about the spawn point. I did like the graphics and thougt the song was lovely. I do find it confusing how the spikes are using to block movement, I would expect spikes to kill me, not block me. Also, the fact that you can push two blocks at once I think needs to be conveyed clearly (maybe it will in a fixed version), I found the blocks that I could push being blocked by apparently nothing, and I would suggest supporting the use of the arrow keys to control the main characters apart from WASD. Hope you can fix the spawn point, as I would like to try the game.

(1 edit)

Graphics are nice and I like the mechanics here, but I find the controls cumbersome. Why the need to a separate button for letting go of the balloon? I thought it would have been better to have the little devil let go of the balloon when you stop pressing space, feels more intuitive to me. Levels desing is nice and I like how you introduce the mechanics gradually in the first few levels.

Simple and adorable! I like how the controls feel, thought I initially thought the flags weren't obstacles and I was suppose to go throught them because of, well, the fact that they are flags. I found that confusing. Also, time is mayvbe too generaous, I found it impossible to actually lose. Apart from that, I really enjoyed this. It's very short and simple, but cute and fun, has a early-2000s flash game soul that I really liked.

(1 edit)

The artwork is very good, love the cats! I did find the gameplay confusing. I think some more feedback when you get the rhytm right it's neccesary and the game ending so abrutly makes it seems like it might have crashed. Also, the UI was confusing, because there is two bars but at leats for me notes only came in the lower bar.

A nice idea! I like how hectic the game gets and the presentation here is very nice. I was a little confused at first on why my controls got inverted, then I realized it happens when you take too long to attend to a type of problem as a kind of penalty. A cool concept.

Thank you very much for the kind words! We are very happy you got to feel the vibes of watching fireworks on a summer night with our game!

Wasn't expecting a WarioWare like! Minigame variety is impressive for a jam, the presentation is top notch and I find it amazing that you have leaderboards. Congratulations for an amazing work!

The art looks nice, I dig the sense of style here. I like the idea of the building up experience points to get bonuses by exposing yourself to harm with the howl mechanic. I do feel the game ends up being a tad too repetitive for me, but it is understandable in the context of a game jam. An expanded version with more moves and enemies would fix that. All in all, good job!

That's completly understandable! I do think the idea sound nice, I like the idea that you can bake cakes and the like, may give the game a dinamic feel when the party start. Like, the first step is to prepare the room, but then you still need to attend the guests needs to have a succesful party, sound cool! Good luck if you decide to expand on the idea, I would like to see that!

This was gorgeous. The sprite and animation work is superb, I also enjoyed the music quite a lot. The movement and the main attack felt good, althought I found parrying and dodging cumbersome because of the default keys position on the keyboard (I saw that it is possible to remap the controls after beating it). Also, I didn't find any need to dodge or parry, so it was not a problem in practice. I just want to reiterate that the audivisual aspect is incredible here, great job!

(2 edits)

I liked the aesthethics here and the game is short and simple, sadly I think the flags are a little bugged. On my first playthrought I was incapable of getting anything to work after eating the cookie, the jellyfish didn't take me to the balloons and speaking again to any NPC caused their event to restart (so I collected the coral again and then the crab asked for help, but the message "the shark left your party" popped up as soon as I swam up and then they were nowhere to be found, making it imposibble to progress further). On my second playthrought I was able to finish the game with no problems, I am not sure why.

I like the idea, althought I found the gameplay a little confusing. It is really neccesary for the player to be able to move freely for this type of game? Also, I don't get what the point of the rooms other than the main room are. I do like the idea of making a game around decorating a room for throwing a party, and think there is a lot of potential to expand this into a bigger project. Good job!

Very lovely! I liked the idea of having two types of jumps that you can chain together, and also the idea of having the protect an object taller than your main character, very interesting stuff! Althought I am not that good at this kinds of platformers, and to me it was hard to properly calculate when to dive (with space) while jumping. I did beat the game, but had to repeat some segments more than a few times. Lastly, loved the credits theme being a redition of the happy birthday song. That was a fantastic touch!

(2 edits)

Not a bad idea for a core movement mechanic! It would be interesting to see it working on a bigger project, with more levels and obstacles. It's a shame you didn't have time to flesh it out more, but what's here is still cute and interesting, good work!

(1 edit)

The art is very cute! I quite like the idea for the gameplay, but feel the controls are not the best. WASD for movement and mouse clicks for attacking in a game like this don't feel good to me, personally. Also, I thought it was difficult sometimes to understand the collisions on the map. For example, I don't know why I can't walk below certain decorations. I do think this could be expanded in a very nice roguelite type of game, and I like the main character desing.

Thank you for playing! We probably should have added some instructions ingame, so we will try to address that in a post-jam update. Also, we want to work on improving the fireworks visuals, so hopefully look forward to that!

Thank you! We were aiming at recreating the chill sensation of watching fireworks on a summer night with a simple card game.

Thank you! Both the artist and the composer on our team will be very glad to hear that. They worked hard to make sure the vibes were as close to feeling like watching fireworks on a summer night as possible.

Thank you very much!

Thank you for playing!

We have already identified the cause of the crash will update the game with a fixed version after the jam.

(1 edit)

Thank you for playing!

Yeah, I'm afraid a bug in the code has slipped in with the rush of the jam and made it so the game can crash under certain circunstances. It is fixed already and we will update the game after the jams ends with an expanded and fixed version. We will add volume control ingame too.

Thank you for the kind words!

This is pretty fun! The art looks great and I like that the music is kinda chill. Sound effects when mining also sound very good, makes the process feel more satisfactory.

(1 edit)

Very cute little visual novel. Loved the art for the characters, and I appreciate how the writing had this theme of taking care of yourself, and the need for taking a breather from time to time. Enjoy a little slow time helping others , or just listening to them talk, and that time spent on your selfcare is not time wasted. I specially couldn't help but notice that this theme feels very relevant for the context of a Game Jam, the overworking without taking proper care of yourself, and the fear of letting others down, I mean. I don't know if it was intentional, but I think it resonates with what people may have felt during these last couple of days regarding the jam and their games. Well done there!

Regretably I wasn't able to see the ending as the game crashed. It was on the ending when you are taken to the coffee shop to wait out the blizzard. It seems the game is trying to call some method or something (don't know how RenPy works) called "dissovle", which probably should be "dissolve". Maybe just a typo in naming or invoking the method. I include an image with the comment, hope it helps you track down the error.


This is very promising. I like the mechanics, very interesting and fun. My only complaint would be that I found  picking up and dropping blocks at certain angles a little finicky (for example, sometimes it seems like you have to position yourself just right at the edge of a block to pick up the block underneath diagonally to the player, that felt a bit weird, in my opinion). That being said, I adore the idea of a platformer where your way of gaining height is to stack up blocks, such a fun idea for a puzzle platformer! You have something great here, would love to see this expanded!

(1 edit)

Amazing art, love the character designs here and the backgrounds are gorgeous! My only complain would be that personally I found the white text on a light colored text box hard to read sometimes. 

The art here is amazing, great presentation. Characters designs and music are also on point for the tone the story is going for. I also enjoyed the writing quite a bit, and the game certainly has heart.

(1 edit)

Wow, this is very impressing. It controls very precisely, specially given how unconventional character controls are, and the level desing is very solid. Difficulty got a little high for me in the last couple of stages, but that's me, I am not very good at these types of games. This could very easily be expanded into a full indie game with more levels.

Very unique idea for a firefighters game. The characters are very cute and the game plays very nicely. I was impressed by how well the civilians work, being scared by fire and enemies until you clear the way, but they never got stuck anywhere in the level, and never was frustrating to deal with them. Boss fight at the end was a little barebones, but that's understandable given this was done in ony two weeks. I would like to see this concept expanded into a bigger project.