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beanssbm

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A member registered Aug 03, 2019 · View creator page →

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(3 edits)

Glad you enjoyed the game! I would appreciate not posting answer spoilers, not sure if you can edit your comment (EDIT: for the sake of the puzzles, I deleted the comment). But regardless, any order will work for the answer, so I'll let you know that that's just the wrong answer. I threw in a couple of misdirection fake answers (if something seemed too too easy, be suspicious of it), so keep trying :)

That was impressively engaging: I've seen twists similar to this, but this was very well done. I've mainly either see variations of being the one enemy, or controlling many enemies. I liked controlling one enemy in a horde of enemies: it felt like you were in an army and the ambient attacking going on added to the atmosphere. Was a fun surprise to be a bat, too! Some more time would really polish this up - I would push note onto the fact that I would get "RankedAttackedUp 3", "RankedAttackedUp 5" "RankedAttackedUp 7" which isn't much of a choice - so this is a great base and fun jam submission. Good stuff!

Fun little game! Very clean and enjoyable to move around the zombies. Clear and achievable goal. Balance felt impressively decent as I still would lose some zombies if being too loosey-goosey, but would get the satisfaction of taking over the base if I went with a bigger group. With a bit of expansion outside of the jam time, adding a bit more interactivity and further level design, I think this would prove to be a solid base. Great stuff!

Entirely fantastic ironic take for a rather perfect target audience. Each of the ideas made for great, funny additions. Actually found my game kind of hard when I had to insta-jump out of my poison swamp and click out of a pop up within a time limit. The only notes would be obvious things that I am confident are just natural results of a game jam time limit: namely a couple more options and more custom comments based on your decisions rather than just "too easy...". I am 100% nitpicking an insanely high quality jam entry: great work!

Great framework / prototype for an interesting take on the theme. I like the bunny antagonist, I like the little guys you can spawn in, and I think it's a fun take on usually simple genre. Of course, would want a little more depth expanded upon. But for such a short jam, it's a great submission!

Fantastic game from start to finish. Cute theme-level idea with an inside job prison break. Great puzzles forming from the two asynchronous characters: really well thought out levels. Only minor complaint is that the only minorly "soft-lock" able spot was on the last level with that cop-side yellow button (from what I found). Obviously that's why there's the reset button, so functionally that very fine, but I was impressed with the previous levels letting you experiment without getting you in a stuck-able situation. Feel like the yellow button place could just be a little higher (enough for prisoner to jump but not cop, even) and it wouldn't change the game design while avoiding needing an R press. Regardless, I'm genuinely just nit-picking because of the fact this game is so crazily well done and creative for such a short jam: great job.

Big fan of simulation games, and love the take on the theme! Also a big fan of the visuals, think it looks great. I'm guessing there were grander plans for the gameplay portion - 48 hours just isn't a lot of time - so I'd love to see this expanded upon to build up on the great visuals and idea.

Grand ol' time, very clean near-puzzle gameplay. Always fun to heard enemies into little corner traps in these types of games, and it delivers. My only note would be to add some slightly more engaging mechanics of train-ing the enemies around, maybe dynamic things to really trap them or something. But generally, and especially in the time frame, fantastic job!

Love the art style, music, and general vibe of the game. Not a bullet hell person, to be honest, but I found it a bit hard, regardless. Not a big deal for a jam game by any stretch, but a note to consider how dodge-able things actually are. Also not sure I understand the fitting to the jam theme, though I maybe missed it by only getting to the third phase. Regardless, very fun to play and enjoy, and could be fantastic with some further work.

Very fun topic to run with, like the nature theming. Simulation games are always impressive for such a short game jam, and it's definitely a fun twist with some nice clean visuals. I would have liked to have a little more tension: not sure if I could have actually been losing. And a little more engagement: didn't feel like it mattered too much what I actually did during the run. That being said, extremely pleasant, great art, good music, and fantastic idea theme!

Very nice. Like the music, the art, and the general theming. Had a fun time with the hide, grab, and run gameplay. Sadly, I couldn't figure out how to progress. The bird wouldn't take my blue letter, which I imagine is what I should be doing. I did bring him everything I could find, though. Wish I could have kept playing, would love to see it refined and expanded upon.

Neat play. Impressive environment and clean controls, especially considering it's in Godot where I don't believe there are quite as many ready-to-go FPS setups like Unity or Unreal. I believe the idea was a shooter except shooting is bad (kills you), and getting hit is good (kills enemies), which I could see going quite well with some more work and time. Good stuff!

Shoot to move is always neat to explore, a classic for GMTK. Definitely needs a bit of ironing, but like the little frog guy you play as, and controls feel pretty clean.

Had a fun time. Clean controls, good potential with the mechanics. Pleasant graphics and general style. Would definitely be worth expanding to really expand upon usage of the double jump dash flip mechanics.

Great experience. Love all the "juice" around the effects of the dice, and the smoothness of being able to zoom, pan, and place freely. Definitely only negative is that it is too short in terms of available items and upgrades: but that's a standard negative for game jam games! Great start, and there would need to be some creative work done to figure out how to keep it engaging past a certain hour count, but as a beginning it's a fantastically polished demo.

Completely agree on like every point lol. Struggled to get the balance right, since I only have so much time during a game jam when I need to do things other than minor tweaks. And couldn't find an amazing way to make things clear, since I didn't want to overload the player. Glad you still found a bit of fun with it though, thanks for the feedback! I'm thinking that maybe a sim game is just a little too hard for a singular person at my skill level for a game jam :/

Oh I see. Completely agree, and super cute ideas! Might just have to go with them :)

Exploration is a neat idea, but how exactly did you have it in mind? I'm having difficulty thinking about how it'd work without drastic base game changes.

Glad you liked it, and like I responded in another comment I completely agree that it's a little too simple and streamlined, but I'm worried that that's just a natural reality of how limited two button/directions is. Definitely would need to figure it out if I continued with the game, so appreciate the feedback <3

Oooooh okay, I see what you mean. Definitely agree, and I think that that largely comes down to the core idea of two buttons/directions being (rather obviously) limiting. I'm of the opinion that there's not a whoooole lot more interesting gameplay to get out of this mechanic, and part of that is what you're talking about: options become pretty streamlined. If I continued I'd have to figure out how to make it more interesting for sure: thanks for the feedback!

Glad you liked it! I really try not to overload the player with text/story/etc, AND I really think focusing on real gameplay rather than intro/flourish kinds of things is important to a jam, BUT I agree that a short intro with a basic agenda would have really added a lot to the game. Appreciate the feedback!

Might be a winner right here. Graphics are super clean and well polished: might not even need to change anything on a full release.

My only complaint would be that the difficulty seems needlessly difficult and at least one platforming section I found more tedious than "ooo this is hard but rewarding".

Amazing idea for the theme, ridiculously polished result, overall amazing job.

Might be a winner right here. Graphics are super clean and well polished: might not even need to change anything on a full release.

My only complaint would be that the difficulty seems needlessly difficult and at least one platforming section I found more tedious than "ooo this is hard but rewarding".

Amazing idea for the theme, ridiculously polished result, overall amazing job.

Really like the idea of the design: 2D and 3D swapping has been done before, BUT the way that you did it in that you're always 3D but that it's more about switching between 2D and 3D *PERSPECTIVES* was a cool take on it. Could obviously use some polish, but amazing job for a first game jam.

Couldn't get past the second level as a pressure plate seemed to do nothing: maybe I was just missing something?

Very much enjoyed it, but want to note that a) it seems as though I can just continually make platforms under myself and stay at the top of the screen throughout the whole level and b) died in ways that I couldn't tell and then was unable to restart.

But overall it's well polished in terms of graphics and sounds, I ***LOVE*** the idea of the game, and I had a fun time playing it. Amazing job!

I miiiiight do more levels post-jam, but I'm not entirely confident I could keep the mechanic of "only two directions" interesting for long enough. Actually might just take this same theme idea and use it in some other game.

Complete credit to my girlfriend for the theming. Technically I chose the snail, but that was because I chose a slug and then accidentally said "snail" to her and she said she liked snail so I went with it. Delivering to a house and letters and other art theming was all her idea :)

Glad you liked it! IMO it can be best to go silly for sound effects when you don't wanna spend too much time on choosing like for a jam, so glad it worked out.

I like your game a lot! It's a little more polished, to say the least lol. But definitely neat to look at the differences mechanics-wise.

Glad you got some enjoyment out of it and appreciate the feedback! I also maxed out at 4 lol

I like the color idea, it'd be interesting to think about how exactly to do it. Same color order each time? That'd help the memorization. Random colors? Would you then show the order of colors to do, or have them also numbered so the color is more just for personal memory? Really cool suggestion, might have to poke around with it (if I work on this more).

Beat my score: can't beat 4 lol. Glad you like the concept, appreciate the feedback!

I thought of having a grid, but was liking this system better. Definitely kind of makes more sense, but thought it felt smoother to have it this way. Might re-evaluate if I work on this more in the future: it's a good suggestion.

Should be fixed, thanks for letting me know. Glad you like the concept!

(Was having issues with itch.io lagging and making character slower. Lazily just upped the speed which seemed to work, but clearly inconsistent, so changed and should be fixed now)