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Quinten

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A member registered Jun 11, 2024 · View creator page →

Creator of

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I became the bullethell! I out-shootrated the enemies, they feared me, the warning was ALICE. ALICE WANTED TO HUNT! SHE SMELLED FEAR! ( got it to like 0.09 something shootrate? )

Really enjoyed the game! Controller support would have been amazing though, as I'm not used to ZQSD'ing on azerty.

I think the main key feedback is more levels with higher difficulty- the first run I unintentionally didn't realize I could use the power ups and just managed to beat all but the last lvl with the base projectile.

second run I realized I could and every one had a kick-ass soundtrack attached.

So more lvl's- more difficulty (by larger lvl's more enemies would have helped a lot!)

also indicators that you get to use the fancy effects would be nice.

also fun to see the entire project is open on git! :D Well done guys!

Hope the live feedback was useful! 

Loved naming the beans after server members! :D

I like the theme idea, but vending updates duplicate a lot and are expensive, so sadly you need good luck early on to get a nice gun going- would be nice if they stack.
Gameplay itself gets repetitive, enemies shouldn't lock on instantly- maybe some ambushers yes, but its impossible to dodge bullets besides boxes, but getting in LOS makes you a target too. and they are more accurate then you. (made me die on the last lvl)

HP pickups feel like they get progressively worse? To the point where you get out-hurt later on.
Money pickups feel invisible? Would be nice to loot around the rooms too. 

The shader retro effect carries the visual feel, I like it.

Controls menu is nice, volume too- but you cant change it ingame? and escaping makes you unable to look around anymore? Also the music dies as soon as you start the game- web issue? maybe?

Otherwise good for a jam entry. 

I see the idea, scope was maybe a bit big for the jam? Am happy to have waited for the enemies to be able to fight back atleast. Big map with lots of enemies would have been fun too! :D

& As said in VC; the grid style movement is something I want to get going in my first actual out of jam project in the new engine. As I really want to make a fire-emblem-like. 

Played live on stream! Loved getting to the big ball of destruction! Fits the theme really nicely.

Just balancing is the main thing to tackle here.

Apparently am really good at this! Beat Kira's time on lvl 24! :P 

I enjoyed!- and hopefully the live feedback was useful!

I did it in the end! even if chat believed otherwise! really well done UI loved the look & feel- just was harddd to beat for me! 

Amazing for a first time jam entry! Well done and hope you found my live feedback useful!

I gave chat and the intern emotional math damage whilst streaming this. 

The blender and I are not on speaking terms! xd

Played & gave feedback live on stream!- hope you enjoyed the jam, congrats on submitting!

Played live and gave feedback in Discord!- Well done & hope you enjoyed the jam!

Good luck guys!

The underlying story absolutely feels like a gamejam, you managed to gamejam inside of the gamejam, you can even sense stuff like team dynamic- do-overs, "artists not liking their textures" its really well done.

Accessibility & "Dynamic Skill Issue Solving" also made it so the game was completable for practically anyone, and thus seeing the full story- really cool!

Incredibly hard game for me to play- lot of you saw me struggle live.. xd

Ohwell we got through the last lvl in the end!

Played & provided live feedback on stream, I see the vision but currently it feels in a prototyping grayboxing state, assets & polish are the biggest fields to improve in.

Innovation is strongest stat here.

Played & gave live feedback, music & ambience are definitely the strong points here.

We also need more easter eggs. :D

Very literal theme interpretation xd, hope you enjoyed watching me smash alarm clocks live!

Played live in Jamlytics, hope the feedback & playthrough helped :D

Played & Rated in the Jamlytics VC! Concept & plan are there- good luck finishing the project, ideas sounding great so far! 

reach out to me on the discord

Playing went something like : Oooh cute monkey game, clean polished; minigame? ooh plinko- WHJAT!?!

Wish you saw my live react lol.. xd

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

This game was incredibly well built & polished! Easily a top 5 contender imo. 

Besides a few details in the initial UI controls I don't have many improvement points to talk about.

Really well done!


& If I can ask- how long have you and your team been doing gamedev & gamejams? 

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) 

The game was very short- felt like Incredibox inspired. I couldn't get them to stop once they started playing though- so testing stuff out wasn't easy.

Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D

Played until the bois stopped spawning, had an army though!

Fun little game all round, just needs some more UI polishing.

Thanks for playing!

>  if you added more control on what pals you can get.

Any suggestions as to how I could do that without vastly altering the current gameplay loop?

Thanks! It was a challenge doing everything myself from scratch in such a tiny timeframe. :D

As a fellow engineless dev I approve, in here I did feel like blinking did not add too much value.

Puzzle design has some fun ones- but I'd like to have seen less combo locks or timegates and more of the clever ones like the multiblink switches.

The source code made me go a bit "oh" though. Fix it before it your engine is in a bigger state.

I played live & you were in VC at the time so I wont go indepth in my comment as it'd be the same general feedback- but here's the VOD incase you want to rewatch. Including the requested flaming of the codebase XD.

Good Job Rube & Enweave, will keep it short as we talked a lot live whilst I was playing- have the VOD too.

The art & ambience is great- lot of polish put in it. Audio wise too, great job Enweave!

My main feedback is default controls for controller too- & make it remember ur audio & controls settings.

+ the 50% starting point on master.

Good job to the three of you!


Played live in vc- won't elaborate much because you were in the livestream too :D

Here's the clip though: 

Awesome you added in controller support, the game is short & sweet too, like the retro style as well.

Well done for the short timeframe too.

Happy the feedback & blind play vod is useful :D 

Thanks for the feedback + appreciations, its nice to hear some UX stuff gets noticed.

Handdrawing frames might have been nice- Just kept it simple for scaling reasons, didn't want stretched button textures & nineslicing would have been a bit of extra work to get right. Worked with some rediculous deadline's & constraints too.

the missing 1 rem of padding-right on settings button was a bit of an oversight- 3am brain must have added in the top but not the bottom. All is done through code, don't really have a visual editor when working with a custom webgl/ts engine & some html/css primitives.

The infographic helps a lot in knowing what it all does, ultimately wanted to have it in the game itself too- just time~ still managed to make it clear enough I hope. :)

I'm surprised at the postivie feedback I'm getting on both my art & sfx-I'm a programmer + UX/UI designer by study & trade.

As for beating the game, you definitely will need the guidance of ur pals- Clipper's Errors &  CatUwU are MVP's here. 

Again, thanks for the feedback! <3

Loved the selfmade audio & sfx, added a lot of charm.

the juice too. it feels very "gamejam-y", I recorded & played live- here's the vod of me playing & beating the game. Along with much more feedback than I can possibly fit in a quick comment.

Still very early in prototype phase? so it feels- 

I tried my best rating- "beat" the game by reaching the end, but its hard to provide much feedback in current state besides the obvious stuff I mentioned live, heres the VOD : 

Played live in VC- gave a lot of feedback, you were there too so i'll keep it short :P - here's the VOD :

Music Art & Originality are great, but UX/UI is you guy's weakpoint.

I definitely think playing on a touchscreen makes it much better- but as I'm livestreaming & uploading vods- can't really do that on phone easily.

Genuinely have a full watch as I go over a lot of stuff during gameplay- more than a simple comment could do.

It's one of the entries where I'd love to see a post-jam UX QoL update. & Check it out on a phone. :D

Art is the strongpoint here, I like the area & monkey designs.

I was getting some perf issues the longer I was going on for, but did still managed to beat. Provided a lot of on the fly feedback live- made a vod for it : 

Thanks for playing!

> your engine is performant asf 

Thanks! take great care in making sure everything remains performant & can handle 50k sprites at 360hz on web. <3

I also had great fun with everyone in the Jamlytics VC- we all were in it together. 

And we should blame Lesta no? XD

Okay so it wasn't a skill issue on my end XD so getting out of bounds was the true win.