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ephemerald

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A member registered Nov 14, 2017 · View creator page →

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Really cute sounds for the square! Also the only game I know of to hook me up with a biscuit recipe lol

I didn’t really get the sense that riskier routes = better time but that’s okay. Gameplay was solid for what it was! Definitely a big relief to know I could bump into walls, I assumed I couldn’t touch anything at first and was like “dang even easy is hardcore here.” Anyway, good work all around! :)

This is super cool and I’m so glad I happened to be on discord to catch y’all talking about it! I loved the concept, though I wasn’t sure exactly where I should be trying to position myself and what the wind direction counter was communicating even after some time spent with it. I also wish reversing was much more responsive/powerful, if it’s even a thing? Having to do full wide turns just to back up a little was kind of frustrating. I played the non-performance version and it looked and ran great for me (I think lol). Just cool aesthetics, a great premise that’s perfectly on theme, minor complaints aside this is awesome!

Ahhh always love hearing Volatile Reaction show up in unexpected places. This is really, really solid! I did destroy the portal immediately upon starting the game and was like “damn, these are the starting stats? this is fun!” After dying in the lava zone I tried again without breaking the portal and was bummed to find out that, oh no, those were just the bonuses you get for breaking it that made the early game feel so snappy and surprisingly strong. The economy wasn’t very generous either.

I felt like the hitboxes with the sword and stuff didn’t quite ever work as I expected so I ended up not using it much. Besides that and some polish issues this is really well designed overall and really fun!

Had some issues with the lack of fullscreen/window size, but I was able to beat it all. Definitely a bit rough but there’s a lot of clever ideas here! Controls didn’t seem to map to what my actions were but maybe I didn’t understand. Altogether it was okay, would love to know what this would be like with a little bit more polish :)

really nice work! I loved clicking the settings menu button, very satisfying interaction on that with the sound and the rotation. I’m not sure why the fullscreen button interrupts the music though?

I like dice games a lot and this is really solid, though ultimately felt a little less controlled than I’d like. I was also a bit confused why rerolling doesn’t just end your turn afterwards? With black dice, they only “nullify” the effects of the other dice I think? That wasn’t super clear to me.

A really solid, great entry altogether even if I had some confusion. Great work! :)

Was it just the four customers? I liked the idea but the game window was very small and I couldn’t seem to expand it. It also was very easy to match each person’s kind of obvious problem to the right item, but there was some good misdirection like the first guy getting a puppy. I’m not exactly sure how the theme interacts, do the curses actually happen/have an in game effect or is it more just on our conscious?

Art was pretty great overall and the concept is so cool! Mainly just wish there was a lot more to it! :)

Such awesome art and UI design :) The gameplay is a little simplistic and very punishing later on where you can lose after one mistake, but neither is a bad thing necessarily. Wasn’t 100% sure what the purpose of the jump was. Character feels great to control so I kinda wish there was platforming or something to take advantage of it! The music was a little repetitive, sounds fit the aesthetic though the cookie sound maybe could’ve used more oomph or juice to feel more rewarding. All my complaints/thoughts are just really minor though, I think this is just a really solid game all around, congrats! :)

Give Bungeon a look if you haven’t? <3

https://itch.freezing.top/jam/brackeys-14/rate/3850157

This was super fun! Great bouncy sounds, cute characters, just a great job all around. I actually persisted all the way through to the end! I did find the music a little repetitive, but other than that, I really liked it all. Great work!

Would love to get more people to look at Bungeon in the Oven since we’re highly considering doing more with it after the jam! <3

Health takes forever to come back and when trying to slap you can accidentally pick up a biscuit and get slapped yourself which is really unsatisfying. So many deaths due to that. I think you maybe could or should have started the player off with just a tad bit more speed. It’s a really neat idea, love the art and everything, just the balance and controls could use some improvements. Otherwise a great entry :)

I liked the art and the general idea of the game! I found it a little frustrating just how much time everything took playing on a laptop. Wish I could’ve issued commands while paused, even if those took time to play out! Also don’t like how you can’t see what’s in a station while paused. And the limitation of “you can store stuff in machines but not on the ground” was a little confusing. I wish there were upgrades/things to get to make the game easier/more automated instead of just give me even more to worry about each day, but it makes sense.

Maybe I would’ve enjoyed it more with a mouse. I thought the stonks were interesting but hard to predict what would happen, almost every time I tried to go after something that I thought would be a good sell by the time I had any ready it no longer was. And often with the amount of time pressure you have you just need to buy ingredients when they’re too high priced. I dunno. It’s just a ton of little stressors that I don’t like to have to think about or deal with.

I think it’s clearly very well made, the art’s great, voices are silly, things feel like they work, it’s really impressive to get this done in a week and seemingly be bug free! Definitely an awesome job even if I have some usability complaints (that largely would’ve been a non-issue with a mouse). Great work :)

I had a good time and my old doodle jump skills came back in handy. I don’t think the energy mechanic felt very good. It was motivating I guess to upgrade but the other ones felt a lot more organic. I didn’t realize the number up top was the height at first so I kept refusing the bets early on, thinking “i have no idea how far 30m is and I know I’ll run out of energy eventually” - foolish mistake! Anyway this is aesthetically nice, plays well, just a really solid jam game. Good work!

It was right after the 100 point card appeared, I’d click next turn, hear the sound of my thirsts injuring me, but not hear or see any dice.

I liked the way you used the high walls to “hide” the crumbs, that was cool! It was very short and sweet and functional, movement felt pretty good though maybe a little too much control. Good work though!

Could’ve used some music, but this was really fantastic! Loved the concept, loved the momentum! I just wish we had more opportunities to just zip around at full speed. But wow what a solid game, congrats!

I liked the platformer controls a lot, good work! I didn’t really feel the theme in it, it seemed like if you didn’t grab all the flour in one go you couldn’t beat the level? It was pretty confusing at first until I tried that.

Very short but having a good feeling jump and movement really goes a long way, nice work!

Been doing my best to go through everyone’s here, hope y’all might check out mine! :)

https://itch.freezing.top/jam/brackeys-14/rate/3850157

Ahhh having to just spam the click button to beat the red boss? ghost was… not fun, but not exactly risky. The other things where you could move were way more interesting but overall my experience felt pretty uneven - spam click as fast as I can, okay, try the other difficulties, notice they aren’t the same each time, try red and get the boss again, try red and just keep getting free cookies until the end? My hand can’t take any more clicking.

Actually I went through it one more time and saw a lot more variety and that was more fun. Not being able to just hold click to fire is still really awful feeling. Abusing screen wrap to kill enemies is a fun novelty.

I think I can see some solid ideas here for sure! It all seems to work without bugs and is a complete game, definitely something to be proud of :)

Not sure I understood how it met the theme… I really struggled until I realized holding down the mouse to aim was what was draining my meter up top, but clicking basically didn’t at all. Seems like if you just click briefly over and over again you can gain infinite score as long as you don’t hit three unhealthy foods? I kinda liked the idea but somehow the controls didn’t quite make sense to me. I let myself die at like 12.8k because it had worn the novelty out a bit but getting good bounces off of one fruit into another is really satisfying! Good work all in all though :)

I couldn’t tell the difference between normal and speed mode? It was a solid idea though I think the controls are a little difficult especially to climb up those balcony jump things. Glad to see all the settings and stuff though, that’s neat! And it is satisfying returning the dog to their person :)

This idea is right up my alley, I love the basic logic-based gameplay, but once the lid pattern rules were introduced I basically started failing to identify a single chest. I really don’t understand the rule that a “lid without a pattern can only go on an oak base” - the vast majority of lids, if not all of them? have no pattern. I’m also not sure I ever saw a circular base pattern.

The one thing a game like this has to have is clear, consistent rules, and I felt like from that point on I couldn’t trust anything the game was telling me. Honestly I don’t understand why you put a guide for some of the ambiguous things on your page but not all of them. It’s still not too late to edit it with answers! I would love to know why the chest on the left is a mimic and the one on the right isn’t…

I didn’t really have any agency (it felt like) over the decision to harm a certain someone towards the end because my income had completely dried up at that point and there was no other way to get the money needed to keep my mom alive (which seemed like a game over trigger), so I didn’t really feel like my choices mattered at the end. I knew something was wrong, that nearly every chest evaluated as mimic, which I think made the frustration even worse.

Figuring out the need to press space at the start was also a tiny issue. But not as big a deal as the game seemingly throwing its reliability of rules out at a certain point.

I went back through and indeed not a single chest with any patterns on their top ever shows up except a couple with the v shaped presumably ‘straight’ pattern, only as part of incorrect quest assignments. Similarly, the circle base pattern only shows up once, also as part of a quest prompt. So people not being able to differentiate circles and spirals didn’t matter.

Anyway I really wanted to love this, but I guess I’m feeling heartbroken that this otherwise amazing game let me down D:

Loved having the voiced intro! The button made the pure gambling feel a little bit better, but the pace at which the auction constantly increased was way too fast for me to keep up with. Not sure if I need to just gain more skill at games of chance. That ended up feeling pretty de-motivating to me, as opposed to like lighting a fire to try harder to win. I can see it working for other people who maybe enjoy casino “games” more. Good work all in all though! Love the aesthetic so much.

Having to click so much to get past the point where you’re only using the pistol was awful. I bought the SMG over the Rifle because it was the one that advertised being automatic, but they both are… making the game significantly better. But the enemies spawn too quickly, are too fast, too dense, and sponge too much hp from even the advanced weapons that the whole thing is pretty overwhelming but not necessarily in a fun way. Maybe if the enemies were also affected by collision it’d be better? I think the fact that actually picking up the cookies is such a huge risk actually does feel pretty on theme. I liked that the guns shot little mini cookies instead of bullets.

I think there’s some solid ideas and instincts here, though the issues are pretty rough atm. Not a bad effort, this isn’t far from being great!

I didn’t love jump not carrying sprint momentum, felt pretty odd. Like others the panning on reset was pretty annoying after a few deaths. If that had only happened once I definitely would have persevered more. Hitboxes on enemies seemed a little too big, same with spikes. Visually it’s a bit confusing to learn how to navigate the level with the tileset used in the way you did, but I think that’s intentional? I think the idea of sprint lowering your timer is interesting, possibly, but with how easy it is to just make a tiny misstep and die I never felt like sprinting would be advantageous (especially with it not carrying its momentum into the jump). I did manage to get the key and then a popup said to “take it to the exit” and never went away. I’m not sure where I’m supposed to go from there, back to the start? Is that what the camera movement is suggesting?

With just a few tweaks this could be really great, can definitely see a strong vision here :)

A little bit too slow in pacing for my tastes, really wished I could speed up/see the dialogue instantly. Still the right decision to make games though! Good work :)

Very good, I have extreme troubles visualizing paths so I am very bad at these games but I was able to get $2.3k which felt pretty decent. Some of them I have absolutely no idea how you could get it in 1 shot. I wish there was a way to practice individual levels! Other than that I really thought this was one of the better golf-type games I’ve played in a long while, nice work!

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Really solid, really cute! Great music! I found it’s all a bit more difficult for my patience levels, but I don’t like stealth games typically. I found level 2 harder than 3, and then timed out on level 4 trying to open all the doors and that kind of bummed me out. While it’s not to my personal taste, I think it’s very well put together, good work!

I don’t know if it was a bug but if I held space too long it’d do nothing. There was no visual or audio indicator of when that mark would be, making the game a lot more frustrating than I think it meant to be. If I imagine the game not working like that, I think it’s good looking and pretty fun/solid for this kind of game. But with having to carefully count in my head how long to hold space to get the best jump possible without accidentally having it eat my input it’s more work than fun :(

I’m not sure why but once I got to the final stage (the 100 point card) I suddenly ran out of dice? Guess I wasn’t the only one. It was pretty neat up until that point though there didn’t feel like there was much choice to the matter, so I didn’t really feel the theme come through. I liked the concept and vibe all in all though, there’s a great moment when you suddenly realize your thirst is growing out of control and you panic and scramble to get that together which really sells the feeling of being a vampire, not that I’d know of course…….

so overall I think minus the bug stopping me this was really solid! :)

Really nice music! I liked the vibrant colors too. Mouse sensitivity was super low but that’s preferable to the opposite I guess. I did find the controls really clunky for some reason, like I was constantly getting stuck on stuff throughout which hampered the experience especially in the vents. Most of the challenge was “how do I get the raccoon to do what I want” and less “how do I accomplish this task” which isn’t my favorite gameplay balance. Some sound effects would’ve helped a lot in the vent!

Again, great music and aesthetic, both things to be proud of for sure :)

Great cute art! Nice to have some Ski Free nostalgia too. I couldn’t figure out exactly how up or down worked, one maybe was a brake?

Anyway, I had some good fun with this for sure. Nice work!

Pretty solid all around! I liked the effects of the cavern collapsing as time goes on. I do feel like there’s something missing on the return trip, maybe there’s a strat of passing up enough stuff on your way in you can still earn money on the way back, but it didn’t feel like that was really an option. I think there’s something there game design wise where both trips feel equally interesting/rewarding. Certainly once you make it back there’s basically no incentive to go back down again as far as I can tell.

Of course, I didn’t score very well compared to the leaderboards, so maybe I fundamentally missed something?

It’s a pretty solid entry nonetheless, good work :)

This is a pretty fun idea! My run ended when the 25% range stopped being valid and I didn’t notice 😭 It took me a bit to get into the game but special coin powerups were really fun and there’s a lot of strategy in trying to hit the target number each time. I felt like I was constantly just missing some kind of really useful math functions but couldn’t tell you off the top of my head what it was I wished I had. This is really solid and definitely one of the better pure gambling games I’ve seen this jam for sure, good work!

Cute! I found the aiming of the biting to be pretty awkward, the way it snapped was confusing to get the timing right. I couldn’t succeed on getting all five easy cookies in a row, not sure if I missed out by not unlocking the next batch? It was a solid entry all around even if easy feels a bit of a misnomer to me!

So clever, I love this! Version 1.3 looks like it’s off to a good start too :) I’m so excited to see where this goes! Is it intentional we can’t look at items without getting to a cauldron? Even then you can’t see what weapon/basic spell you have equipped…

Dang this is awesome! Art is great, the turrets almost syncing to the beat at times is awesome (unsure if intentional), and the instant resets makes re-trying a breeze. I just wish there was like… a lot more levels! Which is a great problem to have for a jam game :) Would’ve liked more sounds and whatnot but what’s here is super solid, nice work!

The song was dope but I wish it was longer before looping! I did think the goal was to like, leave the level with the most money as possible so i went to the right once I had all the upgrades, only to realize no I was just supposed to get a high score! Oh well. I had a pretty good time. Sometimes the trap resets were really generous on the return trip in a way that felt unexpected, but it was kind of fun feeling like I was “exploiting” the game to get a speed up back. I liked that pits and spikes weren’t very punishing but I guess I could see an argument for making them do more than cost you time. For my personal taste the default mining speed is too slow, like hitting each square four times is fine, but if each “hit” took like half as much time the game would’ve felt a lot better. And for my money, the control scheme felt really awkward because I’d rather use wasd to move. That doesn’t really ding you points though.

Really solid game all around and I’m glad I got to play it! great work :)

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I’ll hop in and check everyone else’s out tomorrow, but I would love some more eyes on Bungeon in the Oven! :) We’re considering developing it further after the jam and the more feedback the better <3

https://itch.freezing.top/jam/brackeys-14/rate/3850157

Wow, incredibly solid all around! Control scheme feels pretty awkward to me and hard to manage, but it’s very satisfying to nail things. I think there’s gotta be a more natural and fluid way to shift between drifting and rolling though I don’t have suggestions at the moment. Could easily see spending a ton of time trying to get better at this if it were more fleshed out. Feels polished and quality, great work! :)