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Gardenia

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A member registered Oct 25, 2019 · View creator page →

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Pretty cool! The simple controls made it easy to pick up, but it encourages you to nail each mechanic as you fight tougher and tougher enemies.

It was pretty difficult, but I managed to get through the game. Not bad for your first platformer!

I love the grappling in this game; it feels very fluid and accessible. The only issue I’ve encountered is that the level takes a long time to load up, even when resetting it. The pickups also seem to cause the game to pause for a couple of frames. Other than that, it was pretty fun!

Great visuals and theme! In my second run through, I was able to get the rocket started in about 40 seconds!

Not bad for your first game jam! The UI feels pretty fleshed out, too.

This game has a very relaxing atmosphere. This also happens to have my favorite kind of food here, so I’m all for it.

This reminds me of some of those flash games when they were at their peak. This was a blast to play!

I like the different endings that you can get, and it might just be me, but the pixel graphics for each of the ending screens add to their humor. I played through the game several times just to see what forgotten items lead to what endings.

Excellent art and presentation! Though I don’t usually gravitate towards turn-based combat, I like the stamina conservation that’s baked into the combat. I can easily see this becoming more important as the game goes on, where more powerful attacks may be needed, but each one can take up a significant amount of stamina, thus requiring more strategy.

Pretty cool presentation, overall! I can easily see there being some rogue-lite elements added in the future. I think I encountered a bug where the camera moves downwards constantly, but it didn’t appear when I refreshed the page. Despite this, it was fun trying to complete the level as quickly as possible.

Yep, we’ve all been there trying to complete an assignment late at night. Took me a few tries to beat the game, but I managed to find a good way of managing all of the stats. Some of them options ended up being better in the long run since they helped maintain the bar better without taking up too much time. I think with some balancing, each option can have its own unique strategy. Other than that, I like the pixel art on display!

The platforming is definitely on point, and the ways you can summon platforms offers several ways for players to get through each stage. I found that you move pretty fast in this game – almost too fast. I think some sort of middle ground between moving fast and moving too slow might help with this. Otherwise, this is a solid platformer!

I felt like Hunter S. Thompson slowly losing his mind while rushing to get his next book done. Haven’t done a writing exercise in some time, so this was a great game to flex the creative muscles!

I like how the game is sort of a lite tower-defense, if that makes any sense. The art style is definitely the strongest part of this game. I’m wondering, though: to get these sprites, did you render them from 3D models and then touch them up a bit to make certain parts more readable? I ask because I’m thinking of taking up a technique like this in the future, just as a way of blending two different visual mediums.

There’s a lot of potential with the puzzle mechanics. I got up to stage 7 which had one more block that the fireballs could interact with. It’d be cool to expand upon these mechanics after the jam, and possibly see how each block and mechanism can interact with each-other.

I like the references to many of the most defining video games out there. I can easily see this game being set up as an endless arcade-like game.

Well done! I can see that there’s a strategic element to the game, and that you can play the game as fast or as slowly as you want. I can see myself coming back to this every now and then.

This is pretty fun! I like how it gets more difficult as you progress, literally turning the game into a rat race as you keep your employees’ water feeder full while keeping them on task.

I like how each item has its own way of helping the player navigate the level, and how each of them can synergize with one another. Being able to spam the weapons also led to some interesting strategies, although I’m not sure if it was intentional. Nevertheless, it made for a fun platformer!

The art style reminds me of some of those 2.5D or 3D racing games on the GBA, which is pretty cool.

It’s pretty difficult, but I like the puzzle platforming elements involved in getting the packages to the houses. The dash mechanic also has a lot of potential, for you can use it to quickly bring down your speed as needed. I think that with some tighter maneuvering, you could use the dashing to its fullest advantage.

I like the mad scramble that you’re in to get the fire going. It almost feels like a WarioWare minigame in that sense. Given how the game works, I can see there being some puzzle levels of some sort where you need to guide objects though a series of obstacles just to get the fire going.

I like that there’s a good sense of progression as you upgrade your shop and get larger commissions. I’d love to see a larger variety of tools / weapons you can create just to spice things up.

This is a pretty cool take on mini-golf. Being able to control the car after winding it up is pretty fun since I can pretty much right click to steer the car like it’s one of those old rally racing games.

Spoilers ahead

This feels insanely polished for the game jam. I honestly didn’t expect a hard mode, but when it appeared, it was like a new kind of game unfolded before me. It instantly gave the game some light puzzle elements as you try to avoid destroying the unstable enemies. Well done!

I love how trippy the virus effects are; the effects make it look like the screen is burning from the inside-out. These effects add an extra layer of challenge to the game, and it was fun trying to make sure the virus doesn’t get too out of control. As far as the gameplay goes, it feels just right, especially since the player ship has a smaller hitbox.

I love the idea of using your clones after multiple deaths to help defeat the boss; it was pretty fun seeing all of the clones try and take down a single enemy, while also shooting each-other on accident. I think the grenades ended up being too overpowered, so I tried using just the gun to challenge myself, and it gave me more time to enjoy the central game mechanic. I think with a little bit of balance changes, you can create some fun and chaotic fights.

This feels like a hybrid between an arena-survival game and a side-scrolling bullet hell shooter, but either way, this was really well done! The pop-ups that appear every now and then give the game a lot of variety, and I found them really helpful for surviving. The shmup mechanics themselves were also cleanly implemented; it achieved a fine balance between fair and difficult.

I like the direction you took with the theme; it’s a pretty humorous twist on the word “ unstable.” The game controls just fine; however, I personally found it difficult to navigate through the waves of bullets without taking damage. Even so, there are some good patterns, especially at the boss.

The scoring system is pretty unique; I can’t think of very many games where your score is based on your speed. It took me a bit to figure out how everything worked, but all in all, I like the unique angle that you took.

There are some pretty cool patterns on display here. I find it pretty interesting how your strategy for each pattern can change depending on your current color.

I didn’t expect a restaurant management type game mixed with bullet hell mechanics, but nevertheless, it was pretty fun! It gets pretty difficult around the third round, but other than that, it’s a neat combination of genres.

The core concept at play here is pretty interesting. From what I see, the strategy involved here mostly revolves around finding the best targets to tether to, while also gauging the risk involved in having a limited flying range. With some more development time, I could see this being a pretty unique arena survival game of some kind!

The random generation keeps things fresh, and I find it pretty cool that it can sometimes work to your advantage, such as the randomly spawning walls that can block missiles and arrows.

I’m a big fan of the isometric perspective, especially in shmups because when they’re done right, they look amazing. I didn’t really use the ascend/descend buttons all that much, mostly because the shots hit air and ground enemies most of the time without having to change altitude. Even without it, it was a good challenge trying to dodge all of the incoming bullets! The ability to rapid fire with the mouse button was also a nice touch.

I like how you really have to look where you’re aiming, and that holding down the fire button can be risky if one of your shots hits the cauldron too early. It adds a layer of strategy to the game.

Good job on making a classic styled shmup. The revenge bullet mechanic has a lot of potential for instability; I could imagine different enemies having different revenge bullet patterns, or alternating ones depending on certain factors. Otherwise, good job!

It was pretty tough, but I managed to complete it! Great presentation all around. I like the strategy involved in how you manage the amount of critters you eat throughout the game.

Pretty solid visuals overall! I like that you challenged yourself with an isometric perspective, which can be tricky to get right with bullet hell games or shmups in general. It seems like you got it down!

I think this is the average experience of getting home from a bar in Chicago at night. The one-hit deaths were a little bit annoying, but that did get me to laugh for a good minute or two. The comedic timing of immediately getting shot at by aliens after leaving the bar was pretty good.