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Butterscotch Shenanigans

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A member registered Oct 11, 2015 · View creator page →

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Thanks for playing!

LOL yeah we'll uh... probably need to cap that.

Indeed! In the full game we'd have more and more harder things to fight, as well as boss rounds, so you wouldn't just slowly lose dudes to an ever-increasing number of gorillas. Lots of balance work to do and content to add for the full game, for sure!

Loopies on Loops wrapped in Loops! Twas a fun incremental game, and the Loopies are cute. I would've liked the gap between the first and second loopie to be a little shorter, as I bought a 2nd wheel first and then had to just hang out for quiiiite some time while my OG loopie put the work in, as I didn't think they could run 2-in-1! Maybe just block out the other options initially would solve for fools like myself ;)

I dig the player-choice around how to incrementally make the game more challenging, as well as selecting your own upgrades. The viewport twisting gave me a bit of nausea somehow, but I did think it was cool at first 😅

I haven't gotten to drive stickshift in years, let alone while blasting a shotgun out the window. 10/10 dreams fulfilled.

A cool idea with using your previous bod in a time loop. For me the player's physics and big slam/screenshake on impact was a bit distracting. Would be interesting to see with a bit more time on the level design and character control feel how it would shake out! Creative and makes ya think.

Thanks for playing! And agreed on your notes -- right now you just eventually hit too hard of challenges and run out of dudes, and there's a missing meta-level loop to make it worth it to do another run to go farther.

Great art style! Fun puzzle-platformer mechanic.  Would have loved WASD as an option for input.

An interesting core mechanic (who doesn't love some grappling-hook style gameplay!?) with good atmosphere and art choices. The physics of the player themselves are hard to manage - some push-away from the expelling of your thread makes controlling a climb very challenging. But the bones of a fun mechanic are there and just need some finagling. Excellent work for a first jam, you should be really proud of the whole package you put together!

Yaaaah we found that bug a bit too late to upload a fix. We'll fix it up after the Jam though!

Beautiful game, delightful animation, and very fun base mechanic. I'm always tickled when UI stuff moves to the beat!

I love the idea of Minesweeper with some meta progression. I'm so rusty at Minesweeper I couldn't progress through the upgrade tracks very far though :P

I had trouble reading the text, especially the hover text for the upgrades.

This is REALLY nice. The way you reused the same level but made it increasingly tense and interesting over time was super economical. Great entry!

Adorable, nice level design and onboarding, and a pleasantly chill little puzzle platformer.

Fun concept, well executed! I had a little trouble spotting the teleporters on occasion, but that's a super minor complaint.

Took a little while to figure out, but it's quite polished and comes together nicely!

Perfectly executed jam game! Reminiscent of trying to keep hotwheels on a track. The one-touch controls are slick, and the fact that it gets more interesting over time with just a single track loop and a single input is impressive!

Love the concept. Very funny. I couldn't figure out how to do it well, in large part because the platforming doesn't seem to have forgiveness mechanics built into it and I'd just stick to my past selves even if I hit them from the side. So it ends up straying pretty far into the frustrating-controls side of things, but I could see it being very fun with some tweaks to movement and player-clone interactions.

This is super clever, and a great use of the looping screen concept! It almost feels like it's taking inspiration from Portal in some ways. You should be proud of this one!

Had some trouble figuring out what I was trying to do, but still had fun. Got hit with a bug where the left-most card would sit on top of the Oxygen/etc meters so that I couldn't tell how many resources I had remaining, which certainly complicated things!

This is a solid game! Gives me vibes of Brotato, and the goofy artwork has a lot of charm to it. Found myself playing it for quite a while!

Very nice twist on the classic Snake game. Oddly calming!

Love a good racing game. This is a super fun concept and executed pretty well given the time frame! The big loop caught me by surprise in a very good way!

I wasn't sure how to get the game to work... Might be a bug?

It was a bit tough to tell how to win or lose, but I did enjoy BLASTING!

This aesthetic is very cool, and you executed the orbital mechanics really nicely! The first time the lasers blasted out of the planet I was like OH DANG THAT'S DOPE.

Fun! Whippin' the hand around and releasing the two different weapons was real satisfying, once I got the hang of it. Would be dope if there were some upgrades after a run but I totally get that it's hard to do that for a jam - always a good sign when you want MOOOOOAR!

Ha! Love the animation, the crunchy blorpy muzak and sfx, and the feel. Excellent game feel, just wish there were some improvement loops so I could keep coming back to it!

Ha! Love the animation, the crunchy blorpy muzak and sfx, and the feel. Excellent game feel, just wish there were some improvement loops so I could keep coming back to it!

I kissed a LOT of amphibians. That's fine, right?

I dig the concept and felt it leaning toward that Wallace and Grommit train scene - would be dope to see it fleshed out further!

This is a DOPE mechanic you've come up with. I had a really good time poking around (ha) with it. Honestly impressive for a first jam entry and shows a lot of really good mechanics design sense, which you should be proud of.

My things for you to ponder

UX There's some cognitive load overflow from having all the blade's actions attached to clicks. Since there are the charge-attack maneuver and the leap-to-blade maneuver, I think busting those out onto their own hotkeys for the left hand could be really useful for making the moment-to-moment easier to playthrough.

Design Love the whole "charge to cut certain people" idea. I think you missed an op for doing the same thing for the groups of enemies stuck together but using the leap-to-blade maneuver, since you kinda knock 'em back anyway. Feels like it would make sense and be some good comedy, too.

Loops A jam is super tight, so obvs you are always trying to prioritize what to do. One thing that's gotten us a lot of mileage is that once the mechanics are nailed down enough to get the game's loops in order. In this game you use your sword to kill dudes and you get some points in return. The last piece then is to be able to use those points to improve your ability to kill stuff, and suddenly you've got a whole game on your hands. Examples would be: 1) Faster outward flight time 2) Faster return flight time 3) Faster charge time 4) Faster leap time Even with just those 4 things and like 5 upgrades total in each you could stretch the total gameplay available here from about 7m to probably well over 30m (since your mechanic is solid and really fun).

I know you spent good time on that tutorial, but consider just dialing that in a bit more in the future and getting a loop into the game (granted the tutorial was excellent, but there are ways to just display that sort of info as text on the floor during fighting and have that do the same work in a jam context)

Really impressive and solid!

YOOOO! This was fun!

Here's my notes:

+ The design is smart, with the combo of the time-decrease each lap and the increasing chaos of the looping ghosts you get some good longevity out of a tight game like this. The leaderboard is also a nice touch - and DANG are some people playing the heck out of this!

+ From a UX/Bugs standpoint I had a few things stand-out:

1) I got turned around at one point but didn't know it, so ended up losing that round. Some kind of big ol' "WRONG WAY" on screen would be great to avoid that, since there's no benefit to the player going backward.

2) It took me a bit to realize that the power-ups were the white things, since the first two times I saw them it was the lightning bolt which looked like some spikes I needed to dodge. Maybe a more mario-karty vibe for those, where they're less specific and just nice call-out element that turns into whatever would be more readable.

3) The sensitivity took me some time to get used to, but the slider on the main menu helped a lot with that!

Overall really solid, and a smart approach on the art with the neon aesthetic since that avoids having to texture stuff! Love economy on the art side

Feels like my mind built a 4d spatial representation for this one. A fun mechanic that'll tie your head in some knots for sure!

Dope music! Melancholic and wonderfully fitting with the art.

Thanks for playing!

The movement is SUPER slick and the aesthetics are really nice. Great work!

Hit some stuttering, but the comedy in this game is top notch!

Great use of silhouettes to simplify the art requirements while still making it look nice!