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JaimeKurz

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3213 is my highscore. Its a farily simple game with not much replayability, and I'm not sure how the theme works into it. (actually I just checked the home page, and I didn't realize you could slow down time. Playing it a second time, I couldn't even beat my first highscore.) I found the strategy of just pushing down, and sometimes pushing right. It reminds me a little of https://www.play-games.com/game/37513/death-run-3d.html this game that I used to play a while ago.

Some of the levels seem haphazardly placed, and I could beat several of them by just cheesing them. 10 really good levels would have been better than 20 levels. 18 and 19 were really good levels, and level 15 was the first time I felt challenged. level 20 was easily cheesed. Otherwise, the design is really simple, and it is clear what to do. The use of theme is ok, but it isn't exactly time-travel. It feels more like I'm just placing a copy of myself before I respawn. I like the bright colors, and the sounds are cool, but they get annoying without a pause button.

Beat it in 9:25. I definitely had a couple "aha" moments playing this. It could definitely use more of a tutorial though. I was stuck in the first room for quite a while, and had to watch the walkthrough just for that level. The second room explains the snap mechanic better than the first room. Otherwise, it is really well designed. I love the pixel art, and the satisfying room-wipe transition. The jump-snap-rewind to jump over large gaps is a little tricky to master, but no jump is so difficult that it requires the utmost precision. It was a really enjoyable experience.

To seperate it from the other game that it is similar to, It might help to have a camera pov change, or a different art style. The way it is, it doesn't add enough.

Here is my own analysis for my game. The art and music are highlights. For the first time doing pixel art, I think I did pretty good. Aesprite is awesome! The music was also a good idea, and I didn't want to repeat what I did for a previous jam. I think the main flaw is the ui. It is really unclear what to do, and some of the icons are identical, even when they do different things, which makes certain levels really difficult. The difficulty curve was also a problem. The balloon level was more difficult than the tower level, though I intended it to be easier. Also, it isn't very fun. Nice concept and art, but a little lacking in juice and replayability.

I've seen the concept before, (I forget the name of the game, but GMTK talked about it in a video once). Really well done. The game is really great overall, and I throuroughly enjoyed myself. Who did kill __person__ though? It seems like most things I could interact with were dead ends, and after I discovered information on who killed __person__, I thought I just had to talk to the intruder again, but apparently I had to do the screwdriver thing again as well. I would like to see more story. 

Really great concept, but I had no idea where the exit was, so I didn't know how to judge which time period was the better one to jump to. I felt like I was aimlessly wandering, and when I did get to the end, it was more like "... what? I won?" Otherwise it felt really slow, and if It could be sped up a bit, It would be more enjoyable. I would probably play this again after you updated it a bit to see what you do with the idea.

It looks really good for a game made in scratch. The pixel art is really cute, and I love the squish/squash motion of the guy. The castle level was really difficult, and it would be nice if the hitboxes weren't so large, or if the friction wasn't so high, but I ended up getting past that and the remaining levels were really easy. There wasn't much change in each level. It is literally a one dimensional game (except for the time dimension), so it would have been nice to have some other interesting concept.

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hopefully its more self-explanatory now. I don't have more time to change it.

For future reference: in Godot ProjectSettings/Window/Stretch/Mode = viewport should fix it.

I think I know the location you are talking about. Yeah, that part was even difficult for me, and I changed it for the post jam-version. I will upload that version once the jam is over.

thanks for showing the problem. I need a permanent way to fix that, because it was a problem in the previous jam as well. 

I made a walk through in the description

OK. That is only a problem on Firefox. The aspect ratio is not meant to change, but on Firefox it pops out into a different window. 

I could not keep up with the number of issues. At least you made a way to break the glass. I like the models of the people.

what do you mean by the camera being stable? I hope you didn't play on Firefox, because that messes up all the scaling on the game. 

Is it just when you go to a higher room and fall back down how it instantly cuts?

Impressive time! I should have made the vertical room a little easier, especially when introducing a new mechanic. 

15:38 and 238 deaths on the first go. 4:30.38 on the second with 48 deaths. Really good graphics and visual effects. I feel like you succeded in making what I wanted to make but didn't know how. The controls are good, though getting any height with the jump proved difficult. Some of the levels, the last one for example, you need to know a trick to get by, but then it becomes easy.

It feels like the game doesn't really know it's identity. Is it a physics based platformer? Is there a puzzle mechanic, or is it simply an explore the maze type game. Some polish on the movement could help. However, as a learning project it is really good. 

1738 on my third try. I love the whoosh sound effect. Combined with the art style, the simple and easy controls, and the progressing levels, it is really good. You could publish this as a mobile game today. 

Are the nails spring joints? Most of the time they don't do what I expect nails to do. Good game, but the interface and controls need some improvements. Also the theme is nonexistent.

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Incredible puzzle game. I wish it wasn't so laggy on my system, but I could play well enough, and that wont knock any points away from it. Though maybe include a linux build next time? I would rate it 6 stars for game design if I could. Really good graphics as well. 

I really appreciate how you gave the character jump buffer and coyote time. I had a little issue with the cloud jumping. If you somehow made something like coyote time for the cloud jump, so you don't have to hold jump before landing on the cloud, but can hit spacebar right when you land, it would feel more natural (IMO). Also I didn't realize until the last level that the timer hitting zero didn't kill you, but just made the water started rising, so I found the second to last level much more difficult than the last. Good game, cohesive visuals, nice music, but the jump sound does get a little annoying after a while. (A tip I heard for that is to slightly vary the pitch each time it plays.) The theme is well implemented. (The water rising is really important for the theme.) Took me about 20 minutes to beat.

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I got the win by just playing soccer, listening to music and hanging out. The game needs to be shorter: 10 turns instead of 40; and I feel like your actions need to have consequences, like not studying makes you lose tests, which makes you get criticism, and having too much of one emotion make you lash out. 10 moves of carefully thought out turns is better than 40 moves that don't mean much.

It was difficult, but eventually I was able to commit suicide.

I don't like how I can't go backwards the way I came, and often the inputs don't register. It makes some of the levels really frustrating when I got so close to the end, but misinputed, so had to go back to the beginning. The graphics are great, and the mechanics are a really neat idea. 

Are you allowed to do that? I would really like to update my game if I can.

Great art and music. The controls feel really nice. However is there an ending? It is just a little easy and I felt like I kept going without anything changing. Some more content would be nice to spice things up.

Literally got 178 three times in a row. More feedback would be nice. I'm not sure why every time I drew a card it would immediately discard, and why some buildings lost 3 points when another was placed.

Really good art style, but it feels more like work than a game. I'm just going back and forth between the netting and each individual flower.

Really funny game, but it needs a bunch of polish in all areas. I could not unlock the other weapons at all. Pressing 2 didn't seem to change anything.

Really great atmosphere. The last level is not easy. My one gripe is that I had gotten comfortable using both hands on the keyboard and then I had to go and get a mouse when you introduced the green flame mechanic, so I had to relearn the bubble mechanic. Really though, that wan't much of a problem. Great game.

I love the growing and changing clouds. Do you just change the size of a mesh while spawning more? It gives a really cool effect.

It has the vibe I think you were going for. The bounce off walls doesn't do what is expected. Instead of reversing the velocity, you need to get the normal of the wall, and reflect the velocity around that.

I just traded all my scrap metal away.

Got 2093 the second round by getting a condensor and investing in sheep. This game should be seen by more people.

What an incrediblly well polished game, with so much content! I loved every moment. It felt really good to play. 

The boss fight was a bit underwhelming, and some of the hit boxes felt a little off, but otherwise great game!

The only advice I can give, is to keep making games, keep coding.

Then the builders got stuck on the rocks and no longer moved. 

You made a good amount of content, but for a gamejam, its really important that the core mechanics are as polished  and user-friendly as possible. The tutorial was the best part.