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JamesWat

23
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A member registered Feb 05, 2024 · View creator page →

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I like the concept you had here, but I personally had quite a few issues with the game on my machine. It booted up and ran fine, but my experience felt buggy and unfinished. This was still quite cool though. I like how you tied it into the theme and the aesthetic you went for was interesting!

I liked the art style and the animations, but I was confused as to how exactly this fits with the theme. It felt more like a platformer than a boss rush and I didn't see where the exchange mechanic came in. Still cool though. I like the retro aesthetic!

Wacky but good. I liked the art style and the sound design and felt like they fit well with the overall meminess of the narrative that you went for. The combat was fun and the movement was nice and fluid as well.

My main critique would be that the tutorial could have possibly been handled a bit better, as I was initially a little confused about a few of the mechanics. Though the inclusion of a tutorial section was still quite nice. 

I had lots of fun playing. Very cool submission!

Given the limited time we had, that is understandable. There were certainly some aspects of my group's project that were forced to go unfinished as well. But if you do ever get around to finishing it, I look forward to seeing the completed project.

You're welcome. And for what it's worth, I think the effort you put into the gameplay shows. Plus, given that you didn't have much time, it was smart to work on the core elements first.

Ah, I see. That's understandable.

While the concept wasn't anything incredibly unique, I though it worked quite well in this case. I really liked all the different ideas for the bosses (I thought the box was particularly clever) and thought all the sprites were great. That said, I do think the exchange element could have been more creative and the sound design could have been improved upon.

I was unable to find any kind of download link or web hosted version, so I won't be able to leave you any feedback.

This was most excellent. I liked the art style quite a bit, as well as the music and sounds used. The movement was also really fluid and nice and I liked how punchy the character's attack felt. The bosses were well put together and I liked the way they fit the game's narrative. I also quite liked the dash mechanic and felt like it was a good fit for this jam's theme. 

My only notes would be that a short tutorial would have probably made the game mechanics easier to understand before being dropped into the first boss. Oh, and I wish the game were longer. I had a lot of fun, so it was a shame it ended so soon!

I thought the art style was great, particularly in the cutscenes. That said, I found the controls (especially attacking) to be confusing and difficult to use. The absence of sound was also an immediate downside. Overall though, I still enjoyed it. Mainly because of the art, which I really did quite like. I found it nostalgic for some reason, though I can't place what it reminds me of.

Unfortunately I was unable to play the game as it kept crashing. I was able to spawn in and see some TNT, but that was as far as I could get. I did think it looked kinda cool though. In a bizarre/surreal kind of way.

I liked the simple hand drawn look of this game's art style. However, due to the language barrier, I feel like a lot of the game's content was lost on me. At times I had difficulty understanding what was going on or what I was supposed to be doing.

The game, while simple overall, was functional and seemed complete. I didn't notice any major issues or glitches while playing. That said, the assets used seemed low effort and unoriginal (individually they were of decent quality, but I did not think they fit together exceptionally well) and the exchange theme could have been more creative. To me the game felt more like it roughly fit the themes presented than it was tailor made with them in mind.

I could not get the .exe to launch anything. I've tried a couple of different things but I'm getting an error code each time. If there's something I need to do to play it, let me know. Otherwise, nah.

The animations were quite good and I liked the sounds/music. I liked the guard mechanic, but didn't find myself really needing to use it.

My main gripes are having to replay the tutorial upon death and the delay I felt in the controls. I think the experience would have been much more enjoyable for me had it not felt like I was lagging constantly. 

I quite liked your pixel art and the choices you made with your sounds and music. I felt like the game was cohesive visually and auditorily speaking.  I also liked the feel of the movement, though at times it did seem just a bit clunky.

My main gripe would be that in some ways the game felt unfinished. I had issues pulling up the menu and the card exchange mechanic was underexplained. 

This I thought was quite cool. I liked the art and the unique approach to a boss fight that you came up with. I particularly liked the platform placing ability, which I thought was a lot of fun.

My only note would be that it might have been cool to have the boss substantially increase in difficulty as you get closer to fixing every part of it. As it was, it didn't feel like it was building up much as the fight went on. I felt that made it fall a bit flat at the end.

I liked the visuals, but felt the connection to the exchange theme was not immediately obvious. At times the game also felt quite unfinished and buggy and left me wondering what was happening and why.

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While I didn't totally understand what was going on narratively, I quite liked the variation of minigames. And it's not every day I actually learn something playing video games, so that was nice. 

That being said, I felt your take on the given themes could have been a bit more creative.

I enjoyed the style of your game and felt that your chosen exchange was a good fit. I also enjoyed the music that you chose/created, though at times it didn't seem to fit quite right with the visuals.

As stated by previous commenters, I felt that one of the biggest issues I faced was my inability to accurately predict where my character's hitbox was. In a bullet hell style game such as this one, that proved to be quite problematic.

Additionally, I thought the use of fourth wall breaks was interesting, if a bit heavy handed. 

I enjoyed the retro look and sound of your game and felt it aligned properly with the given themes for this jam. I also liked how each boss had a unique attack, instead of simply increased health, damage, and so on. That said, I found the controls somewhat difficult on a keyboard and felt like you could have gone in a more creative direction with your exchange.

I tried to play your game, but unfortunately I could not figure out how. Please let me know if this was an error on my part. Otherwise, I will say that (on paper) I like the idea you had here. However, I would hope that your use of AI-generated content was minimal.