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Jorel

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A member registered Jul 05, 2024 · View creator page →

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Hi!

Thank you for taking your time to write this, I really appreciate it! Will this be your first jam? If you need any tips, I'll be glad to help (maybe DM me on Discord, you can find me at the GWJ server). I definitely learned a lot since I started doing game jams, so I'm really glad to hear you were inspired by my game :)

On the subject of a full release, I'm currently working on it! I'm reworking a lot of things, but I plan to have a full(-ish) version by the end of January.

Thanks for the feedback! I'm working on a full version, this one is incomplete and very poorly balanced.

Thanks!

Thank you so much for the feedback! I'm really glad you took your time to write this :)

I was thinking the same about the tutorial and the overused wavy text after I saw the final scores. For me, accessibility is one of the hardest things to get right in a jam game, because it can be very time consuming. I knew I couldn't make a game like this without a tutorial, but the way I structured the game's code made it virtually impossible to make it interactive. I tried to mitigate the info dump with some storytelling, but I recognize in the current state it probably made the game look more complex than it actually was.

I'm fairly new to game dev (probably been 4-5 months since I started), so this kind of feedback is really motivating. Again, thank you so much!

Thanks for the feedback!

I'll be sure to dilute the animated text usage. I got carried away by the floatiness...

Thank you so much!
At some point a also started to think the same about the floating text, but I was having way to much fun with the BBCode stuff xD

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Thanks for the feedback!

The enemies loop because I ran out of time to implement all of them. Most pieces and enemies were done hastily, so the balancing is nonexistent. I also hate Slimy Andy, if you don't get a good piece or very good RNG, he is very very very annoying to defeat

No, I don't... But maybe I'm being stupid and didn't get how to play it

I think you ran into a nasty bug, that was not supposed to happen. I'm very sorry

Thanks!

Thansk Joe, I'm glad you liked it!
Fun fact: I'm almost a Joe as well (my name is actually Joel, not Jorel)

Thanks the for the feedback!
I think the pacing feels off because of poor balancing. I was running out of time and implemented all the different pieces and enemies in less then 3 hours and had no time to playtest them. I'll try to make each fight more unique and tweak attack, defence and health values to make fights shorter. Maybe that'll help. I'll change the button to say "End Round" if the opponent has already passed their turn

I totally get it. But even with the time constraints, you guys did a great job!

Thanks! I'm glad you liked it :)

Thanks! I'm glad you liked it :)
I plan to continue this, yes! This was made for a game jam and I ran out of time, so I plan to at least implement what I left out

Thanks!

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Thank you so much for the feedback! I'll be sure to check you submission too

Yes, the balancing is awful on this one, but I swear I did all of this from scratch. At this point, all I can say is that my secret sauce is sleep deprivation

Btw, I can't update the game yet because it is a game jam entry that is still on the rating phase, but once uploads open again I'll be sure to fix those issues

Thanks for the feedback!

Yeah, one of the stress pieces is not working properly. For the enemy, you are probably talking about Chaotic Chad. He is supposed to be a special enemy that does not suffer from collapsing the tower (although it is not explicitly said, his description tells you he "doesn't care if the tower collapses"). Now, if an enemy collapsed the tower but you lost all your stats, then that's a bug for sure.

Thanks, I appreciate it! I might work on an update for it, so stay tuned :)

Thanks!

To be honest, I think the gameplay borrows more from Dungeons & Degenerate Gamblers then Balatro, but the visuals and atmosphere I was going for were undeniably "stolen" from Balatro

Yeah, most of the enemies were supposed to have their own pieces to make them more predictable. Again, I had very little time to implement all of them

I'm glad to hear it!

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Thanks for the feedback! 

This is a jam game and I ran out of time with this one, unfortunately. To put it in perspective, I implemented all the different pieces (which I think there are 14 of) and the 5 enemy AIs is less then 3 hours. I had no time at all to balance the game and had to cut some of the original ideas that could have made it less detrimental to add strong pieces, mainly passive items.

After the jam is over I'll try to take some time to balance everything and maybe even add the scrapped features to make the experience overall more enjoyable

Thanks! I should probably change the background though... it would be a little on the nose

Thanks, I'm really glad you liked it :)
And yes, the pink piece is not working correctly (and is super busted because of that)

I liked you take on the theme, but I can't drag and drop anything on my end

Really cute and very fun game. The squichy animations add a lot to it. Great job :)

Thank you for the feedback! I was still getting the hang of the rich text labels, I didn't find them as straightforward as normal labels when formatting and anchoring them

Oh, I completely missed all of that, I'll play again and update my rating!

I just realized your username is "Sockhouse" and the game "blew your socks off"

Ominous! I think if the world got darker and more twisted as you gathered materials it would really tie together the idea that the tower was an evil entity. Maybe the player initially didn't think much about what they were doing, not enough to resist the tower's commands, but as the world around changes for the worst, that is when they realizes they have to make that final choice.

Some critiques: I didn't like the pixelation effect that much, I think it is too harsh. In moderation, it can make a 3D game like this look very charming, but in this case it made it very difficult to see distant things, especially the tower, which is the main thing I wanted to see in detail. The gathering is also repetitive. Perhaps if each time a new material was requested, or, again, the world visibly changed, that wouldn't be the case.

Overall though, you did a great job, congrats!

This is awesome! Did you make all the 3D models? I tried using 3D on my entry but gave up, so I appreciate the effort.

One thing I would suggest: the spacecraft controls really well, but I think it is missing a way to make hard turns or tight maneuvers to make positioning easier. Most times I needed to make a turn to attack a tower, it would take too long and the targets would be facing the other way, which meant I had to turn again, and the same thing kept happening over and over.

Great entry, congrats :)

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I think instant teleportation and enemy health bars would be a welcome addition, but I liked the game nonetheless. Good job :)

The tower is a little bit to big, but overall I really liked this one
Good work :)

Yeah, when I thought of making a game based on Jenga, I could've sweared there was a Jenga deckbuilder or something out there
I'm really glad of how it turned out, even though I ran out of time

Thanks!

Thank you :)

Thank you :)
Yeah, round 2 is rough... I hate Sticky Andy...

Thanks! I wish I had more time to implement all the enemies I planned