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Elovator

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A member registered Feb 27, 2024

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Thanks for the feedback!

Regarding the theme, I don't personally think it being scripted goes against it, but I can understand your viewpoint. And the cutscenes seemed to be a universally liked so that's great!

The combat definitely is pretty buggy and I really wanted to polish it more but I didn't have time and submitting something was better than nothing.

Believe I tried to figure out lighting but I couldn't figure it out for the life of me and it looked way worse with the lousy lighting I had so I opted to just take it out, I'm still extremely new to all of this, and I already learning so many new systems I've never used before I just couldn't find the time to squeeze it in. Thank you for the tips on the UI I saw from quite a few of my friends that the UI looked different for all of them, which obviously is a problem but I didn't really know how to make it universal to how it looked in engine. I wanted to spice up how it looked as well, but again just no time.

But I'm glad you seemed to at least enjoyed it to some degree!

Thank you for the feedback!

For the theme I related it to you cant save everyone, because well you cant save the citizen no matter how hard you try you will never be able to save them. 

Sorry to hear you were having issues with the desktop version, not as many issues were arising for me with that so I guess its something to do with different hardware? Im still trying to learn why some things work for some people and not for others.

But thanks for giving it a go anyway and for the kind words!

Starting off the multiplayer seemed to work well, had a friend join and we had no issues joining or any connection issues, and creating a online multiplayer game for a jam is crazy ambitious but you guys nailed it on that end.

My biggest issue is personally, I just hate that you cant move while shooting, this may be better with a higher pop lobby, but with just two people it just feels very annoying more than anything, again I can understand if it feels different with a lot more people so take that with a grain of salt.

The gameplay loop is simple and easy enough to get the hang of quickly, I can definitely see the Agar.io influence in it. I get the whole risk and reward of it all of it but I didn't feel like there was enough of a difference between having a higher goop count and a lower one where as in a game like Agar.io the difference is night and day. Since your attacks seemed to be limited to a max of 5 goops having more didnt seem super beneficial besides having more chances to heal/attack but I never really felt like I was running out of goops super quick. Lastly I think the base speed should be a bit faster cause even starting out you feel pretty slow.

The visual style is great, I think the game looks beautiful and you guys absolutely nailed it on the pixel art end of things. Not really much to add there I just loved it.

And with the theme I can understand where you're going with it but I don't think it completely matches the theme completely since it is within your ability to just not sacrifice the goops, and I think for the theme things should be forced. But I still think this is a really cool entry.

This was genuinely just amazing! 

I was gripped from start to finish, the gameplay is simple but frantic enough to keep you going, and you also just want to see what happens next so you have to keep pushing forward.

My biggest complaint would be with the controls, I would've preferred an option to use the mouse to aim cause with WASD I did keep overshooting where I wanted to aim causing me to miss but I can also understand if that was intended to have you not be in complete control and frantic similar to the pilot themself.

Having to choose a debuff at the end of each run was just a great twist on what I was expecting so that was a definite plus.

I love how dramatic this game was, and how it effected the player, I similarly went this route with my jam game but my game had much more comedic undertones to it and no where near as gritty, but I really appreciated you go all out on it!

As others said that intro cutscene was also phenomenal, I really can't speak enough of the praises of this game, it really had hooked. Absolutely stunning job!

Cool to see you made this in just ten days and it played better than I expected for a web build, even if it was laggy at some points, I think the option of a desktop build would've also been nice. Personally I would've opted for that over the web build since I would believe it would run better, but something is always better than nothing.

For the actual gameplay some type of visual indication on your health would be nice because I knew when I would get hit, but never had any idea how close to death I was. Also a longer stun on the enemies would've been nice, I know when they hit your shield they have a stun so you can hit them but I think it's currently too short and especially if there is more than one enemy near you, you can't really use that opportunity all that well to deal damage. It feels like the enemy and the player are on a level playing field which depending on the game could work, but I think for a game like this, the player should be stronger than the enemies, but maybe that's just me.

After a restart maybe have it so you restart at the last bandit wave because having to restart all over is a tad annoying (Although I'm no one to judge, my game has the exact same issue) 

The SFX were nice and I really enjoyed the walking sound in particular, the music was also fitting for the environment. 

An ambitious project for sure and with some polish could be great, good job!

Great game! The gameplay loop is simple yet satisfying and nothing seems to complicated or hard to understand.

I'm not going to beat a dead horse but there is room to improve visually but with all of the VFX in the game, I think it helps it from looking totally boring so that's definitely a plus.

I think the audio mixing could use a little bit of work, I think the music is a too overpowering in contrast to all the other audio, so maybe have that tweaked or even options for audio in general could be great! (I know that is asking a lot for a game jam but just throwing it out there.) I did rather enjoy the music, it was really good, I just think it could be a tad quieter.

I do like how you tried to think outside the box with the theme but I do think it kinda strays a bit too far, where it's striving for a different thing entirely, but I always love trying to think of unique takes on the theming so I won't be too harsh on you there. All in all I really had a good time with this entry and you did a great job!

I think the visuals could've been improved here as most of the UI seems more like placeholders than final product, but that doesn't effect the actual gameplay loop.

The game is polished and worked exactly like it should, I just don't think this type of game is my cup of tea personally, since I felt like I was just waiting around more than anything.

It follows the theme incredibly well and a medical field is a very real depiction of this theme, so it works great there.

The SFX and music worked well for the vibe of the game so no real complaints there, at the end of the day I just think visually the game could be improved upon but it's definitely very well made there is no arguing that. Good job!

This is really good! It took me a minute to understand what I was doing, because I didn't scroll down to where it explains the game and I thought I was removing the requested shapes/colors, but that's on me for not reading the page.

The one thing that I didn't realize at first is that the size only matters for the weight not the matching, I was removing anything that was a different size at first until I realized that only mattered for the weight, again that one can kinda be on me though. I do wish the runs were able to run a bit longer though since because of the weight limit it does feel like they're always gonna be short unless you're launching most of the shapes.

The gameplay loop is very enjoyable and snappy, the physics feel just great and launching the shapes is super satisfying, I usually hate screenshake but here I think it works really well actually. Also being able to hit the restart button is a great detail!

The music and SFX are also very good and fit the vibe of the game well, the game is quick paced and I think that's translated into the music very well.

Had a lot of fun with this one, and most of my major issues were more so on me.

I really liked how the order of the levels changed depending on which element you saved which was really neat!

In the future if you have moving platforms, if the player automatically moves with them it's a very nice QoL. It's a small detail that goes a long way, but it wasn't super detrimental without it.

The puzzles were fun and having to think of how each different element would react to the environment was interesting! The throwing mechanic could be a bit better truthfully but with the reset level mechanic I never felt that hindered the experience too much.

As mentioned by others, music would've benefited the game but the SFX already in place were quite nice. I really enjoyed this little short puzzle game. 
 

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Alright, I went to give it another go and saw you had a desktop build so I went for that and it worked.

So for feedback more relevant for the gameplay, now that I can hear/see the next wave thing, I think similar to the death scream that should be a bit quieter. 

The actual gameplay is fun but I think it should probably have you fail your run after X amount of humans die, it could be like when 20% alive, get shocked or something instead of every single human, because I kinda was unable to lose due to that. After wave 15 I wanted to get upgrades so I tried to lose on purpose, and I was simply incapable of killing the humans quick enough before the next wave. I got to wave 19 and just quit to the menu cause I couldn't lose fast enough, which loses your progress :(

Another suggestion I would have is to maybe scale the difficulty a bit quicker because the first couple waves seemed really easy, but that's more of a personal preference so I can understand if that wouldn't be something you would want to change. Lastly, maybe a little bit of a safety radius around the player from enemy spawning, because sometimes they would just spawn in my exact spot and die immediately, so if the enemies couldn't spawn within a certain radius of the player that could be avoided. 

Overall a fun game that has a lot of charm to it!

Thats funny about the old woman being a player, and my confusion about this being made from scratch, was I thought it was saying you made it WITH Scratch. Someone else actually did have an entry made with it so you can never say never.

But this being made FROM scratch is really impressive especially with such a limited time frame, so kudos to you!

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Thank you for the feedback, Im really new to gamedev in general with this being my second project, and first to actually finish, as in you can actually play it start to finish. So I havent really gone down the whole VFX pipeline too much but that is a very valid point (truthfully the beam VFX is mainly taken from a tutorial)

Regarding the melee hits being hard to hit, Im aware of this issue. It was very odd because sometimes they would land just fine, others they would always miss a ton when it seems like the should connect. In the future Im going to have to look into this further to figure out the cause.


Thank you for the kind words, and I'm glad you enjoyed it!

Thank you for the feedback! The beam attack is definitely supposed to harm the ranged enemies and always did in all of my testing, so Im unsure what caused that bug for you.

But regardless thank you for trying the game even if things didnt work perfectly!

I know you've already addressed it, but yeah I also had the issue with the third option being cut off on the web build.

I had some options pop up many times, so I think in the future perhaps make it so if an event shows up in a playthrough to make sure it no longer comes back in the same playthrough, to keep things from feeling repetitive. I also noticed seeing "char" and then a number quite a few times, so just try to watch out for bugs like that.

I enjoy the general premise of the game, Oregon trail type games are quite fun and I think with more polish this could be an extremely satisfying experience as well.

I hate to simply reiterate what everyone else has said, but I really didn't understand what was going. So I went to check out your devlog and you said you didn't include a tutorial because people would figure it out because its only point and click and its cards. I think this may be a case of you having made the game so you understand every little thing very well but not realizing those on the outside don't clearly see it the same way. This isn't a jab at you, everyone does this at some point in their life when something seems super obvious to you because you know something so well, but for others it isn't the same.

I hope after the jam ends you can update it to make things more clear, and then I would gladly give it another go :)

This was a simple game that does everything it tries to achieve which is great!

Personally I would like if the boat could turn a little bit sharper because I felt like I was fighting the controls the whole time, I can understand not being able to turn when staying still but I just wish it turned just slightly faster.

Any type of SFX would've also greatly improved the experience cause with no sound a game always feels very odd, even if its just grabbing sounds from freesound.org it can still help majorly.

The theme also only really seems to be through making it harder to save them all, but it is still technically possible, so I think there could've been some mechanic to make sure that theme shined through. Still, a fun little game though!

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This one was really good! I love the resource management and the risk and reward options for everything and especially as the game progresses the speed really starts to crank up.

I enjoyed the art, the background picture in particular looks gorgeous! The mix between the drawn background and the pixel art didn't clash the best though honestly even if I did like the look overall.

A fullscreen button for the web build also would've been a nice QoL feature to have, I always enjoy having games fullscreened, and then with the small text it definitely would've been nice if they would've been a little larger in a fullscreen mode. As someone else had mentioned the slider wasn't the best option for adjusting the troops and maybe another type of option could've been nice but it wasn't the worst thing in the world and got the job done. Lastly, I think if there was a sound effect when the events happened that would've been nice. I did really like the SFX for sending out the troops however.

This game deserves more attention though, it was a great time!

I understand the general premise of the game, similar to a would you rather type game, the thing I was the most confused about was the numbers present in the colored side that would change from question to question I was never able to recognize a pattern between them.

There was also a (bug?) where the same response would appear on both sides, which at that point I would just pick at random but I'm not sure if that much of a difference in the grand scope of things.

I thought the game was funny and it did have me audibly laugh with some of the choices (allergic to water was a very funny choice) and I just think with some polish and some more options this could turn out quite well! But even in it's current state I still enjoyed it :)

I did not! Guess I'm just gonna have to play it again :)

Wow this game looks just stunning, no way around it, well always being incredibly unique.

I think the music got a little bit repetitive by the end of the game so maybe just a little more variation in the track could've helped but it was by no means bad.

As for the gameplay I thought the loop was very fun and having to think fast, cause I kept running that clock near on the later levels was a really good time. I wasn't entirely sure if there was a down side to the reroll cause I did do it quite a few times and I didn't see any negative consequences, but I did get a phoenix on accident so that was a nice surprise! I also 100% did not meet the points quota to win the last level but it gave me the win regardless so that, while a bug did work in my favor and very much caught me by surprise. And I had already lost a life before that so I really wasn't expecting that.

I also love the detail of the staff moving in the direction of the mouse, small details like that go such a long way in making a game feel special and stand out, just all around great job with this one!

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This is a nice little game, it may be short but it does it's job. 

The gameplay isn't very deep since its pretty much just dialogue but I think it accomplishes its goal it sets out to do. You have to choose wisely because while morally you may just want to take the kids it may backfire and having the player make decisions like that in a game like this I feel is important so good job there. I think a couple of more characters to give more options would've been nice but with the same amount of limited space

The sounds and art is pretty par for the course as far as RPG maker goes, but truthfully I don't have enough knowledge about the engine to know how much of that is in your control. But if you are able to change those, in the future making those less generic would definitely help improve the game in the long run.

This is a short little experience that is good for what it is, and not everything needs to be a huge complex game, and the theme is implemented quite well, so good job :)

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I do definitely understand the use of AI art here because this is a game that is pretty much impossible here unless you just somehow got dozens of people to agree to have their photo in a game jam, but it some times creates oddities, I had an old woman with a handlebar mustache for example.

The gameplay loop is a fun guess who with a chatbot to answer your questions and I think it works great on that end. Truthfully I didn't even realize the mechanic about other players finding your spies for the theme until reading this page, unless I simply missed something in the actual game that couldve been portrayed better (again if there is something and I just forgot or didnt read it thats on me, but if that isnt the case then ya know)

I had a good time with this one though, and it was very unique.

Also, was this actually made in scratch?? Surely not, right?

The opening with the chatgpt creating a game is really funny and such a great detail (although a keyboard clicking sound when you type wouldve made it even better. I still loved it though) 

The actual core gameplay loop confused me a bit, because from my understanding the goal is to simply avoid the humans so they don't touch you and die, and then with your sparks buy upgrades between runs. But I never had more than one human spawn, I ran around for a while and I was always on wave 1 with one person, so it didn't really ever get too crazy just running from the one guy.

Am I doing something wrong? I saw the screenshots with tons of guys but I don't know how to get to that point, I lasted over two minutes before I just gave up and let the guy touch me.

The audio mixing, especially with the death sound could be tweaked a bit, with the death sound being way louder than any other audio. And lastly, a little QoL would be to be able to skip the text box (the first time you play with the humans saying to touch the robot) with a button press instead of waiting being the only option, for impatient people like me who want it to change text the second I finish reading, but that wasn't a huge deal.

I want to give this another try to have the full experience, so if you could tell me what was going so I can experience the chaos, I'd much appreciate it!
 

I enjoy the pixel art of the game and theme's implementation in the game is honestly just a really human and realistic way that I never would've thought of but I rather enjoy.

The gameplay itself works, mainly, I was having issues with text being cut off on the side during the events, I'm not sure if only one else had that issue and I think it mostly comes down to issues with web builds. 

Truthfully this type of game isn't my cup of tea, gameplay wise but thats just a personal preference and I think that you guys did a good job at applying it and that's nothing against the actual game. I can still acknowledge when saying is made well even if Im not really the target demographic and I think is was made quite well, good job guys!

I decided to give it another go, because I know before I had waited a long time and nothing happened. But this time it did work, couldn't really tell you what had changed, but I'm glad it works now! Now for some more useful feedback. (Also I think steamvr randomly turning on is something to do with unreal itself because Ive had that issue with unreal games before)

I love the character portraits and character names, they're really cartoonish and full of life and I think it gives the game a lot of charm. The models for the characters in game are simple but cute and I think it gets the job done. 

The gameplay itself I would've preferred if there were a little more of a strategy element to it, like class types. So instead of all of them being knight type characters maybe you could recruit an archer as well just to make things feel more dependent on player choice and not just hoping your guys will win, you can make sure you have a better team to deal with situations. I also find it odd that the music just cuts after a battle I think that's unnecessary and you could just have it run still.

I think the game could've had a little more direction instead of just showing a map and just clicking things at random to see what they are, even if it was just a label above the names. But overall this was a well made game that clearly had love put into it showing at it's best with the artwork, and most, if not all of my issues with bugs is most likely due to unreal shenanigans and not anything on your part.

This was really really well done. It's a simple text based adventure game but I don't think something needs to be complex to be engaging. The pixel art is beautiful, and I was thoroughly hooked the entire time to see where my story would end up leading. (My ending was starting a new life after my kingdom lost the battle). This was a pleasure to play from start to finish. I think maybe having a replay button after the game is over would be a nice touch, and the theme isn't super relevant to the game overall but I really liked this game, great job!

This is such a cool take on the theme, and I am a sucker for these games that mimic old OS so I had to see what this one was all about.

The narrator just going over every little thing in such great detail is very funny, and does mimic how a lot of people think about modern dating apps, always over analyzing every message sent to them and trying to figure what the perfect thing to say is. And it was just funny so thats always a plus as well.

I will say I wish there was more of an end to it though, I took the conversations to an end but then it seemed like there wasnt anything left to do, which is fine but just having some type of representation that its over would've been nice. Overall I really enjoyed my time with this one though.

Im just beating a dead horse at this point but very good for just 4 hours

I know it's unfinished but I am curious would there be a different way to achieve the theme other than just it being hard? Personally I think for the theme no matter the player's skill it should be unobtainable for everyone to make it, but I know you didn't get to finish it so there may have been something else for it, so just curious.

Great game here, the artwork looks phenomenal, and I think follows a paper please-esque formula very well, at the end of the day don't fix something that isn't broken.

It did take me a bit to actually understand what was going on even after reading the guide, but that very well could be me just being a little slow, but once you get the rhythm done it's just a really cool game.

This reminds me a lot of newgrounds games in the early 2000s, which is most definitely a compliment.

The game is simple but very fun and everything looks and sounds super clean, moving the dolls around felt exactly how it should, zero complaints there.

I personally think that the dolls shouldnt be so fragile, I dont think them slightly hitting their arm on the wall should count as them dying, but I will acknowledge that may just come down to a difference in personal preferences so I wouldn't say it's necessarily a negative.

I will say that I don't think it really fits the theme very well, which is unfortunate because I reallllly like everything about this game, but it couldve been improved greatly on that end. 

I realized I never replied to this until now, thank you for the kind words it really does mean a lot :)

Thank you for the very detailed feedback, much appreciated! Also glad to see you liked the premise cause that is probably my favorite part of the entire project.

Regarding the empty space and large areas it was something I realized myself in development but wouldve taken too much time to fix and I definitely overscoped so I had to simply bite the bullet on that one.

I was unaware of the UI issues with the buttons being too low, that is probably more issues with the web build cause I know a lot got messed up with that, but thank you for mentioning it so I know to double check that in the future. I know all of the UI is kinda trash but I was running so low on time when I implemented them, Im going to try to focus on those types of details earlier in the process next time.

All of this is really good stuff to know and consider though, so thank you for taking the time to bring it to my attention

Appreciate the kind words, yeah I knew about some of the bugs present but I just didnt have time to fix everything in it still, just had to prioritize the game breaking ones.

Making this in roughly 30 hours is crazy impressive with how well done this game is!

I love the limo aesthetic so much and the presentation in general from the shaky text effect to the fact you have a fully fledged out tutorial instead of just a menu or prompt explaining the controls, it genuinely feels like a game you would buy from steam, incredible work there.

This isnt a huge negative by any means but in the first room of the tutorial after dying I ran forward immediately, and got the box stuck on my head, which then spawned in the left hand corner which I was unable to move it from, restarting the level with R may have fixed this problem but that jump is actually before the tutorial tells you about it so I did refresh the page to restart the game.

The puzzles are a simple concept, with just mainly having to press the arrows at the right time, which makes it real easy to pick up but you still did a great job at making me have to think.

I don't know what else to say this was actually just great and blew my expectations out of the water, even when puzzle games are not really my thing.

The visuals are so incredibly impressive especially in such a small time frame so credit where its due there.

I think the boss needed more attacks though it became really easy really quick, even in the second half when the attack changes the only change is that they do the same attack twice. 

I think the music loop got a little repetitive but overall it was nice to listen to.

I did have a bug where the textbox stayed on the screen during the whole fight so that was less than ideal, I think I pressed enter one too many times which is what caused it, not 100% sure though.

I also couldnt figure out the other ending I kept trying to interact or hit the stone but only thing I could figure out was killing the boss. Very cool entry none the less that is quite well done.

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This was fun and I loved the hand drawn artwork! I personally don't love auto attacking but I can understand that at the end of the day that can be more personal preference than anything else.

My biggest issue is simply just not understanding the differences in the choices, I never really saw any outcomes from who I would choose to save, unless I was simply doing something wrong it always seemed to have no impact. Was it the amount of points you get to upgrade? Was it the zombie enemies? I really had no idea what that changed so making that a bit more clear could've helped out.

I did enjoy this game though and it was definitely a fun time.

I liked the artstyle for the game but unfortunately I did have a game breaking bug so didn't get to play much. At least I believe it was, if not tell me if I was just doing something wrong and I will give it another go.

Upon opening, as someone else mentioned it opened up SteamVR for me which is odd and I'm not sure why it did that. But I went to the barracks and hired some people, then went to the first fight location and won the fight but then nothing would happen. I was pressing everything and clicking everywhere but nothing. The only thing that would work is pressing escape which brought me to the main menu and had me restart everything.

I wanted to try this game out but I cant get it to work currently, it seems :(

I really wanted to try this game, but the camera was constantly spinning and never stopped and it started to make me feel nauseous. 

I definitely felt some Iron Lung inspiration in this one which I dont think is a bad thing, I actually think that a small experience like that works in your favor with this game.

I think the audio of the actual crane? Booth? I'm not sure what to refer to it as couldve been a bit quieter. Normally I would say I could just turn the game down but the contrast between the booth and the background audio was so drastic I feel like I wouldn't have been able to hear the ambiance at all.

My biggest problem with the actual crane is I wish it would move a little faster, especially moving back in, cause at that point I either have the pod or I dont there isnt much need for it to linger around for so long, and it halted me for a while when I want to be able to get to the next pod. 

I think there couldve been something in the booth maybe like a written note or something to explain what Im supposed to want and what Im not, cause to be honest I was just accepting all pods and then at the end I saw I got a lot of negative points from one of them.

Also after I had docked my fifth pod all of the pods on the radar disappeared and I don't know if that was intentional or not but had me a bit confused.

Lastly, I think there could be a little more going on in the ocean, dead space was also something I struggled with in my project so I know how difficult it could be especially in such a short development time frame but I think it could enhance the experience greatly if the ocean had more than just the pods and nothing more.

I don't mean to sound too harsh, I just wanted to point out the negatives because I really like the atmosphere and the creativity of this entry but there was just a few key flaws that I think bring down the experience a bit. Overall I still thought this was a really cool entry definitely enjoyed my time with it!

I love the aesthetic of this so much the PS1 style looks incredibly good, and the intro cutscene is fantastic.

I enjoy the core gameplay loop and love all the little details like the taxis driving frantically, hitting the cars with the zombies all the different areas to explore. Theres a lot to love here!

I think the two biggest issues by far is the lack of a map/mini-map and how dark it is. I know the game being darker and at night helps the atmosphere a lot but it is just a bit too hard to see whats in front of you. I accidentally drove off a cliff at one point cause I couldnt see that the elevation changed cause of how dark it was.

There is a lot of cool things here, and I'd love to see you develop this PS1 aesthetic further with other projects!