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Lou Bagel

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A member registered Sep 22, 2017 · View creator page →

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Thanks for fixing that so I could jump back into the next level!

I'm gonna stop playing a bit early to leave a comment. One because metroidvania type games aren't really my thing, though I'll prob come back and play this a bit more. And mainly because I thought of a few things to give for feedback.

Two things with the picking up the items, which seems like will continue to be the main mechanic.

  • Items easily get lost in the ground. There were puzzles I didn't think I had enough items to solve but realized I had dropped some and they fell in a way I couldn't see them, or just barely see them. I think players could get pretty annoyed with this if playing this game long term
  • Items hard to pick up sometimes. I don't actually mean hard - but like you have to get closer than you think or sometimes it doesn't highlight them when you think they should.

Hopefully those two things are straightforward and easy to tweak and play around with to get right. But seem important as I assume that is kind of the main mechanic that carries through the game.

Another important aspect related to this - I feel like it was hard to tell where the wires go. Maybe I just haven't gotten use to it and is part of the puzzle aspect, but sometimes there were wires going off the screen and I'm just like, I don't know if I need to care about this. But like I said, maybe I just need to get used to paying closer attention to wires, not just waiting until I find a puzzle and backtracking. There was one spot I was thinking I wish I could "look" in one direction so the camera can pan over so I can see a bit more of where they go.

When I solved this puzzle here I felt like a champion!



I really do like this mechanic! I think it has some legs to keep building on and adding different types of objects to pickup/place that can do different things. So good job on this concept!

If this is going to be a long term project or bigger game, the other thing I'd mention would be to make the movement and jumping a bit more satisfying. It is a cute character but the run animation is fairly simple. I like how the character's body stays upright and arms point to the cursor, but I'd play around a bit more with the legs. Maybe a bit faster and cartoon-y; maybe try a bit of bounce to the body. The jump seems a tad weak and doesn't feel that animated. I'm not saying the current is bad, but I think this character has a lot of potential to be really fun just to run and jump around.

Again, love the concept! Hope parts of this helps - I didn't mean to write a novel!

Makes sense, thanks for the feedback! I'm kind of figuring it out as I go, heh

Hey I got up to 4 at the top but didn't keep going because it is a bit unclear what the goal is, besides just having the bars high.

Also, besides a goal, it might be a bit more interesting if there was strategies to try or consequences. Like you lose if any of the bars reach the bottom. I'm not sure how everything works exactly so can't really approach things with any strategy - but if it was clear on something like: Knowledge goes up faster if you are well rested; make more money if you are filled up on knowledge; get better sleep if you have more money. That kind of makes sense and players could approach things different ways based on that, as opposed to just clicking one and waiting.

The bars filled up a little slow I'd say, as it got a bit boring just sitting waiting for them to fill up. That is with things being a bit unclear - as in just to wait and see what happens. If there was a clear understanding of objective, rewards, and consequences then the bar speed wouldn't be that bad.

Hey good job on this! I like the art style!

The puzzles were satisfying but aren't interesting enough to play it more than a few times. I kept getting stuck on the 2nd turn the artwork puzzle. It was just hard for me to see what it was supposed to be and was already running out on time usually. 

I think if the puzzles were in a random order it might have made me try a few more times. Like if I got that puzzle first I could probably have time to figure it out and then could complete it faster later.

But I enjoyed it for the time I did play it!

Two miscellaneous but specific other feedbacks:

  • I lost a lot of time on the instructions screen the first couple of play throughs as I didn't realize the clock was still ticking. (or even that there was a clock the beginning of the first run)
  • The fly swatting one - it would be nice to have like a hand or flyswatter sprite on the screen, which could give a bit bigger surface area to swat, as opposed to the cursor

Hey I got stuck on the maps part as well. Was enjoying it though!

Let me know if any ideas. I'm playing web version. Am on a Mac - does the download work for Mac?

Thank you! I'm curious if you changed the language settings to Russian and were able to follow along (as it is machine translated)


Спасибо! Мне любопытно, изменили ли вы настройки языка на русский и смогли бы следовать за ним (как это машинный перевод)

This is a cool idea! Are you still working on it? I had a couple of ideas but probably not that important if you are done with this project.

Wow, thanks for all the feedback! Awesome!

One thing I def want to point out is that they controls are customize-able, so if you play again you can change that! I keep forgetting to put it anywhere, but P will pause the game and bring up the menu. You can also choose "Settings" from the title menu to get to the controls.

Also, I think it was PixelShorts's recommendation to  have SHIFT be the default duck button lol

I made a bunch of notes in my todo tracker from this feedback - so thank you! It has been helpful.

The cone line of sight is definitely one that I would love to be add more functionality to. Right now the cone is basically following the character's movement, but I'd almost like reverse where it feels like the character is following the LOS angle, like you mentioned!

(1 edit)

Thanks!

The zoom mechanic was intentional like that, as I used to have mechanics where you could zoom out and stay out. What I found was it was too convenient to stay zoomed all the way out but then player's would miss interactions and not be able to tell what was going on.  So it might be controversial, ha, but it was a decision I made. Also, the pixel art looks better when not zoomed out, ha.

Thanks for playing and the feedback!

Thank you!

Yeah, I  hear ya. The reason why I don't have the diagonal movement is for the animations - as I have like 50 characters and struggle to get even profile views of them all - so instead of 4 head angles I would need 8. It would be the dream though if I can!

I might try to allow the diagonal while still showing the direction animation though. I can give that a try and judge how it looks.

Thanks for playing and the feedback!

It is the same concept but very different mechanics.

So the black/purple version is Dave-Man. What I am working on here is actually a re-make of something I did like 8 years ago and was super bad (like it was fun but just such a noob gamedev that it was also bad).  But it was the inspiration for Dave-Man - like let me take this joke even further, ha.

If Dave-Man is like PacMan then this is more like traditional stealth game (but not traditional since its in the office and about getting coffee haha).

And I will definitely share this jam around! Thanks again for setting it up!

For the finish line you could just have a popup or something that is like "Are you sure you want to finish?" or like "Start the Beauty Pagent" vs "I want to go find more clothes first" 

Nice! Did you beat all three levels or just the first?

Yeah! I finished the game. My strategy ended up being wait until I see where the police go and as soon as they left I sent all my resources there, since they usually didn't come back right away. I clicked too fast so I didn't understand what the megaphone does (didn't finish reading it).

I would've kept playing if there were more levels. Especially if there were any new mechanics introduced that caused a changeup to the strategy.

Not what I expected, haha, but very interesting and got me engaged.

I crossed the finish line not really knowing what I was doing so got reamed at the contest ha. I'll give it another play through later, as I'm curious to see what all I missed.

One idea I had for feedback was that some of the text might have looked better or been more readable if it had a background. One specifically, the dollar counter - it is bright gold and like in the middle of the screen so is a bit distracting and doesn't blend well all the time. Since there is that, the timer, the instructions, and some other things, maybe having a UI Bar would be a good idea.

Great work though!

Hey all, 

First I wanted to say this is a great idea, as it is always hard to get people to play your game and give feedback.

Is this something that you want to be shared around? I don't mind posting a link to this jam in a few spots.

Also, just wanted to note that I just submitted my game and it is something that I've been working on for a long time now, ha. Just so people don't think it is something I recently started.

I already had a bunch of info on the game page so didn't want to try and add anything there - as in on what I am looking for feedback on, as it says on the game jam instructions. I just got done adding the audio today, so any feedback on that is good, as I probably need to adjust some volume levels. 

It is supposed to be a small game - as in what I have now I'm not planning on adding to it (but I am planning on making more games with the same assets and such) - so no need to think like what else to add as in like "new levels" or something, but I guess another point of feedback would be for anyone that is new to trying this game, is there any big points of confusion of what is going on or what you are supposed to do? I feel like there is always a big balance of not overloading the player with a bunch of text/instructions/tutorials/cut scenes at the beginning VS understanding what is going on and what to do.

Looking forward to trying some games and chatting with people! 

Note that I'll probably only try the games that you can play in browser - I'm on a mac now and already noticed some games that need downloading only work on windows. I usually don't download games from itch anyway.

Love the little protestors! Interesting concept. Seems like an idle clicker at first but cool little game. Nice work!

Well done!

I can't beat one of the levels right now, but maybe I'll sleep on it and try again tomorrow, ha.

Love the guy - reminds me of TMNT

Audio is added!

I might need to make some adjustments, but first go at it is uploaded

Yes, I did say Turkey Zombies. 

Or is it Zombie Turkeys???

Either way, this is an old project - like maybe 8 years old? - that I just like to pull out and share every Thanksgiving: 

https://loubagel.itch.io/survive-the-night


It is a very simple game that takes maybe 5-10 min, if that.

It was a WIP zombie game I was working on that I swapped out the zombies for turkey zombies on Thanksgiving the year I was working on it. Ironically after that, development kind of stopped on it.

Looking back, I still enjoy the artwork I did on this. Possibly could re-use some of in a different experience. The gameplay I don't feel like has enough substance to outlive a short experience. Hence why I just leave this to share once a year.

So after you stuff your bellies tomorrow and are laying on the couch, pull this out at halftime to shoot a few turkey zombies, so they don't EAT YOU!!!


The game is still in development and that is actually what I'm working on right now. 

Thanks the comment and playing!

There is already dynamic placement - maybe it got messed up for this mobile test - but there is just so much text!

I might try the translucency - I feel like it will be both hard to read and still be a hindrance, but testing it out is the only way to see!

Hey no worries! I feel like everyone in the world has been busy and stressed for the last month. Plus I'm on vacation right now, so not checking back on this often.

Thanks! That is great feedback.

Honestly, I have been doing the majority of my testing using a gamepad, and even when I have been using keyboard I had already customized the controls (which gets saved in local storage) so I can't even remember what the default controls are. 

I'll play more often using keyboard so I can figure out some better default controls, but anyone can weigh in on here as well.

I think I was going for all the gameplay action keys on the left side of the keyboard and dialogue keys on the right. I pretty sure I chose Z though thinking that is a common option when using the arrow keys.  Basically I just kind of picked something at first and forgot to go back and rethink it all once I had all the buttons/actions added.

Awesome!

Yup, same story! ha. This isn't a full game like Dave-Man but this actually came first that inspired Dave-Man, but I'm redoing it kind of as a means to work on improving my stuff.

Thanks!

..surprised it came up under dark humor. Do you think it is dark humor? Should I go darker?? haha

I totally understand that - both not having enough time to do what you want, ha, and the pixel font consistency. One game I had to make the smallest pixel font possible that is still readable, which I believe is 5x5, for the same issue. There are multiple things you can do, but it feels like a no win situation cuz each solution has a downside.

Glad you found the feedback helpful! It is really well done, and even more so impressive that it was done in 48 hours!

Hey, my comment on the game jam page, I just mean that all the UI screens take up a lot of the gameplay space, example:

I knew that you could close all of them, and I would close the left one, but then after I build something I would usually open it back up to decide what to build next.

So I was trying to describe something like this:

Basically a smaller version so you could see more, but still get the info you need.

But I was also saying you could use icons, which could be easier to read at a glance and take up less space. Here is an example from aoe2 of what I'm thinking of:


hehe :)

Nice, I played a bit of the squirrel one. I like that one too!

Not my original intention when playing your games and leaving comment, but now that I see it looks like a lot of your profile is puzzle type games - I was just thinking about if I could turn my jam game into a puzzle game - like only so many moves  to serve all the customers or something. I dunno tho. If you have a chance to play it, let me know what you think, as I haven't made puzzle games before.

Great game! Have  you made puzzle games before? 

I like how the puzzles weren't too hard but also not really obvious when you first look at a new level. You kind of have to play through it (actually or in your head) to see which way to approach it. Well done.

This is great!  Would love some more levels because it feels like it ends once you learn the mechanics. Each level doesn't need a new mechanic; additional levels can be different puzzles to solve using these existing mechanics.

But you said you could beat my game!!!

Did you read the disclaimer about Level 4 on the opening screen??? haha

Yeah I haven't been able to beat it - I just ran out of time and thought it would be fun to upload as-is. Thanks for playing!

Hey! Give it a try and let me know!

Thanks!!!

Thanks dude!

Just recently??? This is 5 years old! lol and thanks!