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jon11888

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A member registered Nov 12, 2019 · View creator page →

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Initially the simple song I made was kinda annoying, so I set it to get quieter over time. Then, the silence had a spooky vibe, so I thought I'd just run with it, and had a specific song in mind to fit that theme.

It took a few tries to get the "Double Cat" aura.

Very nice!

It's often harder than most people would assume to make something look that good using such simple shapes and colors.

I haven't tried using Pico 8 yet, but in the last few jams I've been in I've seen some really cool stuff made in that engine.

This one turned out nice.

This was a really charming little game. Very silly, I approve 100%

Thanks for giving it a try.

I'll pass along your compliments on the music to the guy who made it.

I was feeling a little burnt out after submitting this one, but now that you mention it there's no reason I couldn't post an updated version with more polish and more content within the deadline for SMVM. I'll have to think on that for a bit.

I appreciate your feedback. Thanks for checking it out despite the rough state it was in.

I don't know if I'll revisit or improve on this specific game, but I'll be sure to use what I learned from making it on other projects going forward.

FNAF is the best known game made with Clickteam Fusion. I would say that as an engine it is about as versatile as Gamemaker Studio, but a little bit easier to learn (for me anyways, learning curves are at least a little bit subjective.)

I could have done a lot more to make things clear and a bit more user friendly. Probably the best way for me to improve on that in future jams would be to have a few friends or teammates test the game and offer feedback early enough that I can fix things that I wouldn't notice on my own. 

I got as far as wave 12. This was nicely done. It was challenging, but in a way that felt fair rather than frustrating. As far as the mechanics, this is the most fun I've had with anything in the jam that I've rated yet.

Most of the artwork was from the two free art asset packs I listed in the credits, though a few assets were things I made from scratch or were things I made from bits and pieces of the main asset pack arranged to fit a new purpose. 

The small pickup range was a last minute workaround. I had a larger pickup range that worked fine for individual items, but made it a hassle when trying to pick up one specific item from several stacked on top of each other. The fix I would have liked to apply was to determine which item was closest to the player character's hand from the objects overlapping the large pickup radius, but that ended up being more complex than expected to apply, and time was running out so I went with the smaller pickup range as a compromise.

Of the one's I've rated your game, Jam Packed, has been my favorite game in the jam so far. You and your team did good work on that one.

I had the same problem with the wall jumping being super difficult. For the teleportation it worked fine when I switched from controller to keyboard and pressed "S" and "D".

I really liked the intro animation, though it seemed like suitably dramatic music would have been nice to have for that section.

The game was running a bit slow in browser, but I didn't have that problem with the download version. 

The first time through the game crashed a few seconds after I used the wind arrows. 

On a second attempt the game crashed when entering that same room, but before I could grab the wind arrows upgrade.

In any case, even though I couldn't finish it, I'm really impressed with what I did get to check out.

Thanks for checking it out, I appreciate the feedback. Communication with the team kind of fell apart halfway through, and I lost the motivation to put more polish on things once I realized I was working solo. Still, at least I submitted something. Next one will be better! Probably!

I got to the one with the guitar case full of pills drumsticks and a metronome and burst out laughing. This is certainly the funniest game I've seen so far from this jam, also just generally really polished. Great work!

I couldn't progress past the first section after unlocking the platform thing. Still, the music and look of the game are pretty cool.

The main thing I've been working to improve on by completing game jams learning to make the scope small enough that I still have time to apply polish before the deadline.

It took me a few tries to get a score over 2000, but when I did I managed to get 11480. This is the most complete feeling game in the jam that I've rated so far. Great work!

This was pretty cool.

The pixel art and animation for the mimic are really great. Charming little fellow.

I like the look of this, but man I can't seem to figure out one of the puzzles in particular. He was lacking? Me too buddy.

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I did run into an issue where I couldn't progress past the first choice, but this is great work for your first game on itch.io . The parallax background stuff and the art style in general look good. I hope to see more of your work in future jams! 

Hey! Nice to see you again. I had a bit of trouble with team members not pulling their own weight, so I just submitted the prototype I made with placeholder art and sounds I made, but it was literally a solo project because I couldn't get assets  or feedback from anyone on the team before the jam ended. Fortunately the members of the next team I joined for MiniJam were all super awesome, and helped make that jam turn out way better.

This is super cool! Really polished and professional looking. There was a funny moment while playing where I destroyed a bunch of spikes to make a jumping section safer, taking a little bit of damage in the process, only to clear the jump effortlessly without having needed to make it safer. After a few minutes I ran into a weird glitch that caused enemies and lanterns to be invisible, and I gave up shortly after that. I'll try reloading the page to see if it was just a one off thing. If I do manage to finish the game I'll offer some more feedback. From what I did get to try out, the grappling hook was my favorite mechanic.

hey, no problem, I asked for feedback and you delivered. If I had used my time more efficiently I might have been able to catch and fix some of the things you mentioned, but then learning to budget my time is what I'm hoping to get better at by participating in trijam.

I just tried out your game and thought it was pretty cool. After a few tries 24 seconds was the best time I could get.

This is one of the more polished tri-jam games I've seen. Good work.

I know it's a bit late, but I just got around to trying out some of the entries for this jam, and this one is really charming and funny. Great work!

If I can figure out how to make that work, it's certainly worth a shot. Beyond just adding a combo system I'd probably want to make the game way more polished and user friendly before trying to release a mobile version.

Fair. I'll keep that in mind if I end up tinkering with the game after the jam.

Thanks for making a game for the jam!

I'm thinking I should have a title screen that spells things out more clearly. It was on my to-do list, but such are the limitations of a game jam.

Not loading for you? I suppose I should have included a downloadable option as a backup.

Could you elaborate on that? Do you mean you'd prefer there were fewer dice on screen?

The opening and outro bits were pretty funny. 

For a jam with more time or if I was working with a team I might use a fancier option, or make custom art. As a placeholder, or when time is a major limitation, having something quick and easy to work with is really great.

on the one hand, it was frustrating having such a small number of turns to work with, but then that also made it easy to restart and try again. 

Your own game was really cool. One of the best I've tried so far.

Which ones have you been considering?

I see you're a fellow kenny 1bit appreciator.

Very cool. Couldn't end my turn once or twice, but I reset the game and had no problems after that.