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LemonL1ke

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A member registered Mar 16, 2022 · View creator page →

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Thanks for playing and commenting first!

You are right that this genre's game pace is a bit off. I also notice this, especially if the first few upgrades aren't that effective. At the same time, I am glad you enjoy the game design of portals and the twisted gameplay. It affects you and your enemies, so you need to navigate around the level wisely. 

As you can see, I barely had time to develop the game during this jam. It is already a miracle for me to complete the submission, lol. I will continue to work and polish those designs to make the gameplay more balanced and fun.

Thanks for your feedback, and I am glad you enjoyed it! 

The two main design decisions:
        1. Enemies will be affected by your upgrades.
        2. You need to guide enemies' paths to let them pass/avoid portals.
They are both what this theme inspires me to introduce to the Vampire Survivor Genre. The fact that it turns out to be unique and fun already makes me excited.

I understand that some upgrades do not feel effective enough and are not able to keep demolishing tons of enemies. These are things I need to solve in the future version, and they are indeed what makes Vampire Survivor Games fun to play with. I will work on the numbers and upgrades to ensure future versions satisfy the players even more. Thanks for playing again!

Thanks for playing and for your wonderful feedback!

Indeed, the "Double-balded sword" design is intended to have more playstyle/strategy even with one type of weapon throughout the game. And a satisfying feeling of destroying lots of them is what I was aiming for. Additionally, guiding enemies to go through/avoid certain portals is a featured gameplay I want to introduce to this vampire survivors genre as your movement now matters more than just avoiding being hit by enemies.I am really happy that you discovered and enjoyed all of them! 

Lastly, you are right that the current version's balancing is slightly off. Since the double-balded effect now uses the same increment/decrement amount on bullets and enemies, I had difficulty deciding if the buff would make the game too easy (kill the fun) or too hard (hard to beat). I am planning to add more interesting upgrades in the future:)

Do u mind pointing out which aspects in the current version of the game that you hope to polish in the future? Thanks for playing btw. 

Although I am not a huge fan of this type of game, I like your design of the game UI and animations. And the gameplay was more fun than I expected, great job!  

It is an awesome design choice for the theme, very creative, and the gameplay is fun. The UI design is also polished to fit the game theme. Really polished as a game jam entry, good job! 
One thing I don't know is why the bubbles have a sfx of breaking glass when they die. 

Thanks! I didn't have enough time to tune the numbers, and I was having a hard time deciding if the game was too easy or too hard (early and late game). I am happy that you enjoyed the feedback on designs and concepts. 

Thanks. Yeah, I also realize the buffs on the portals are powerful but can't be triggered constantly, as the portal now spawns randomly and might be far away from the player. Will try to find a solution to that. 

Wow, I didn't know that Diep.io existed until now! I should definitely learn more from its design choices, haha. 

I really appreciate the design of connecting IRl biochemistry aspects to the game. I have always believed that good game designers have the ability to expose themselves to different fields and learn and incorporate them in an interesting way. 
Good job! (but the control of the game was a bit hard to learn at first lol) 

The idea of connecting the previous level and the current level is a smart touch. I also like the cute sfx choices here. 

The game is solid and complete, and the variety of upgrades is fun to experiment with. I like the fact that the games also include a bit of bullet hell experience. 

Thanks, I don't really have time to tune the numbers to improve the game's pace. But I will definitely keep an eye on it and polish it later.

It's a fun and unique theme idea, with super polished art and feedback design. Additionally, the levels (puzzles) are well-designed. Great work and you should definitely continue on this! 

It reminds me of the Stardew Valley fishing mini-games; the controls and the feedback are all very polished. Overall, it was a fun experience. 

Lovely art and concept.

Suggestions: As the game has quite unique control settings, it would be better to be able to see those during gameplay as well. This would allow me to learn it faster, easier, and with less punishment. 

Thanks! Let me know if you have ideas or feedback on how to polish the upgrade system! 

I like the efforts and thoughts u put into the level design; one level where we will need to shoot ur little ice to reach a button on the ceiling shows the potential of level/game design.

Some suggestions: the wall jump seems to be a critical mechanic, but it feels inconsistent and hard to master; I get frustrated and keep failing to do certain jumps consistently. (They bounce around fast) 

I feel the game isn't complete, as I couldn't find where to go further. I was trying to jump downwards, which only led to me continuing to fall.  But the art of the game is good, and the dark vibe is well presented. 

The game is really short, but the level is well-designed, demonstrating how this concept resonates with unity physics. Gonna be great if it could contain more levels to see its potential, all the levels feel like close-to-tutorial difficulty. 

The gameplay is pretty fun as it soon gets chaotic! And the fox is really cute!
The Tree Monster really has a small hitbox, and I didn't expect this game to require such good aiming skills, lol! Good work :)

I like the trail left behind by all the turtles, and the art and music really mix well together. 

On the other, I feel the game can have more unique mechanics to be introduced on later levels. 

Very polished and spins very fast!

I really like the art and the effort u guys put into guiding. The first card game I played in this jam was simple and polished. 

Interesting concept and mechanics. Art was cute and 2x music was on point!

Very a unique and cool concept, with interesting key binds as well. At first, I thought it was going to be a VR game, definitely has lots of potential. 爱来自哔哩哔哩

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The game is very polished, the idea is very cool, and the game is fun to play. 

The controls are a bit hard to understand. I believe you should add a little explanation, like which direction the player will bounce to. And I believe a key point to beat the game is "change the player's facing direction" since we have no control in the air. But the way the player changes his direction is not quite clear or consistent. Sometimes I can make him switch directions after a single landing but sometimes not. (especially the blue platforms in the later part)

Anyway, it delivers the vibe of Getting Over It and overall very fun to play already. Good job. 非常好游戏,爱来自哔哩哔哩

This is the top 20. Creativity on the take of the theme, the puzzles are challenging and well-designed. The mechanics of letting players draw enemies and puzzles are fun ways to let the player "code" the game. Not to mention the funny storyline and smooth basic movement. 

The only picky point IMO is the learning curve of puzzles needs to adjust a little bit. For sure the last one should be the hardest, but since it introduced new mechanics, it is better to let the player have fun with it first and then put it on a hard level although it is simple enough to understand it quickly. 

Also pls rate my enemies and the crown (not the flowers plz)


Simple and polished. Maybe add some UI indicating where the enemies gonna come from. 

Music and art are well-made. The gameplay feels like a tower defence game and is fun to play around. The AI might need some tweaks, as they are not very consistent. I am also having the same issues, as someone else mentioned here that the enemy doesn't respawn and I am just stuck in the level and can't progress. 

The mechanic of revealing the map is well-made and runs smoothly. On top of that, love the little detail that if u place it on the player, it changes its facial emotion lol. The game was crashing on my side so sadly I can't progress further, but it is ok to have some tech issues for a game jam and from the gradual introduction of the levels design, I can imagine it is well-designed as well later. Good Game. 

The gameplay works well. The idea of a dangerous sheep is funny. Would love to see some animation and maybe make the normal sheep art a bit more different. 

Unique idea trying to achieve a different level of simulating feeling. But losing arms, legs, and head irl is just "too insane" to be realistic and achieve. Since it is a heavy text-based game now, instead of a dense paragraph, using dialogues with highlights should help the player gather information. 

One of the most well-made this jam in terms of the genre of playing as god/boss. You feel powerful, and the VFX is satisfying to watch. My only suggestion is to make fire one more useful. Based on its the cheapest one, you would imagine it is spamming basic attack. But it is only useful once they build a house, but it is relatively late-game content that we don't want it to happen. (maybe more score but I just don't want them to live in a house at all at this point). Also, I think the speed of the people generation should be faster since without them I can't have fun.  Play it at 1000 scores, and there is barely anything I can do rather than petting my sharks. They are hungry... 

Polished overall. I think the jump needed to be improved, and the character felt a bit heavy and slow. Love the art style. 

Super solid and super polished. Art, animation, character ability and UI. This is the best among all the "playing as police" to catch others type games in this jam. Have the potential to be a multiplayer or party game as well. 

It is really fun, and the art is good. This is one of the games that you play like a boss, and u actually feel like a boss and are still interesting to play. good job

another top 20 one. If not, I am mad. 

If this is not top 20, I will be mad. 

A cool idea. The art is very good, and the music is cozy. 

Gameplay-wise, even though it was not balanced at all since right now, u can just spam and win while in Zooma, spam doesn't work and will punish you. BUT that spamming is very enjoyable. So I like this concept anyway but maybe try to add some marbles that you can't eat? to prevent the player a little bit from just spamming. Very good and polished!