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SQLPY

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A member registered May 29, 2023 · View creator page →

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Well, the level itself is the currency. Which is not obvious at all. I was constantly looking for an indicator of where my money was xD Figured it was just a hidden variable since it wasn’t that important or the game was unfinished or something.

Figured it out though but yeah, I think that is not intuitive.

My suggestion would be a money counter, and that the money “skill” can’t decrease. Also adding a symbol to indicate which cost money would have been useful, but I wouldn’t detract points for that in a jam

I did try the screws! maybe missed the hitbox? Or maybe too early because idk if the game was over, I think they all died or something

Having to wait though the transition animation so frequently was a bit a of a bummer, especially with a lot of the transitions not doing anything, so you just kinda go to the next one.

The main element that stood out to me as being a reference to the original was that you changed character over time, otherwise there didn’t seem to be much resemblance, but there was some!

I was quite intruiged by the opening with the battery, but then the gameplay after that was something quite different, and in general i found the large amount of disjunct features and gameplay to be a bit uncohesive and I think focusing one one kind of gameplay would have made for a stronger game. I ended up giving up in stage 3 or 4 i think because i couldn’t see anything due to red all over the screen lol, so putting that on the correct layer for something cosmetic would be good as to not obstruct gameplay xD

UI besides that was decent though

Was very fun!

Won on my second try, where i didn’t immediately put the minions on the sacrifice thing lmao

I struggle seeing the elements of the original in this one, if I’m being honest… Progression path was very clear, the only thing i could have wished for was how many waves were left and what the next wave(s) are.

Audio was pleasant and appropriate. I think a bit more sound dedicated to the enemies and the hero would have been nice, so it gives more of an impression of a battle happening than it currently did. But good job on it despite this nitpick!

The UI appearing on top of the thing i’m hovering was quite annoying, and the text also taking a second to appear also did bother me a tad (I guess that’s medicine for my own game in round 1 LOL). Furthermore i did figure out the money thing, but that was very counterintuitive, I would have expected a normal kind of stat as money, and leveling the money thing would just give one more coin or something.

ALl in all i did enjoy this entry quite i bit though, an incremental game just never misses, and having to engine build while allocating resources to defense is just a true and tried good gameplay loop that doesn’t fail.

Progression was there but i didn’t understand it, so the clarity is a bit of a deduction there. I think this also impacted my enjoyment of the game, where the choices of which button to click would have been more interesting as a player if you knew what it does to the progression!

Sound was decent but could use some variation, not that many sounds.

Functional UI, but default Godot UI with not quite enough text-to-background contrast.

o7

Interesting take! I can for sure see how the original was used to inspire this. I found the gameplay to be a bit repetitive and using the mouse to pan the camera while also having to click on specific things in the environment was a bit of a challenge.

As for UI, the font was displayed improperly, so it the text didn’t look clean and the disappearing buttons had me confused for a long time because i was trying to ged rid of the cleaning icon.

Most stuff had a sound, which was great, however the sound was also a bit grating imo with repetitive music that did not really seem to fit the prison theme. The gates opening in particular was a loud and kinda harsh sound which you couldn’t avoid because the gates just kinda opened when you hovered near them.

All in all i like the idea in theory but i think the execution could use a bit more attention to detail.

The last point is something I totally agree on and is simply because I was ill with the flu for a week and also then wasn’t quite feeling it the week after, so it’s very much a half-finished product. Glad you enjoyed the character variety!

I didn’t have time to implement most of them, so they didn’t do anything. But they do reflect the original icons of the tamagotchi gen1!

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Gotta check the evolutions for what you mean by spinny eyes lol, not sure which one that is xD There are 7 different ones you can end up with depending on your performance across the mini games!

Good suggestion for the missing to feed! I wouldn’t put a jumpscare there though as the evil part is something I implemented only for when you deliberately play against the grain so to speak, not for just messing up. That said, it absolutely would benefit from another sprite there!

The fences can only be jumped over if you’re on something else, which is guaranteed to spawn before them ^^

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Okay I just spent like 1½ hours on this thing. I ground up all my emojis because i found out that was a thing when i had like 200 of them. Then it took 40 minutes to get back to where i was because it’s exponential growth :// LOL

Absolutely a compliment but also … I wish that wouldn’t have happened xD

As for citiques:

  • Game balance could use some work. Tractor was basically useless and also the water upgrades. I spent around half my playtime just waiting to buy those upgrades so i could get to see new upgrades which actually gave me progress.
  • Sound management. While it’s not super bad, the harvest sound just playing a bajillion times stacked on top of itself could probably be handled with more elegance (variations based on how much you harvest at once would be my suggestion here)
  • Achievements should also have been balanced better i think. They seem to unlock upgrades, which should be easier to get access to imo

Anyway, great entry!

I was thoroughly entertained for 3 seconds! Brilliant job! XD

Glad you enjoyed it despite the limited content!

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No problemo! Otherwise I don’t really have anything to add other than the minigames were a bit too difficult for my taste. But fun none the less!

I think this has to be the best UI i’ve seen so far. Very clean, stylish and easy to navigate! Good job!

Epic soundtrack!

Half the stuff happened off screen since i put my towers on the left so i would have liked a bit of focus on the user experience of the game. The UI was also animated slowly and i think the apple pop-up of the king was on top of some text so it was impossible to see.

AH I probably heard it in Deployed! But at first i was like … it sounds a bit like Lena Raine?? Did bro just import celeste music XD

Hell yeah!

The clicking and dragging of corpses got a bit tedious and i think changing that somehow would make for a better game. Overall a great entry though! You sure know how to make engaging gameplay!

image.png

While I appreciate the effort, the music got obnoxious quite quickly since it was just a one or two bar repeat. I found the clicky sounds satisfying though!

Hey! This was a quite faithful recreation!! Good job!

I think if you had picked a minigame that was different from the generation 1 game it would have worked better… Currently there wasn’t really much to do. I guess the only thing i didn’t understand was what stability was meant to be? Rebooting did not do anything to it, it seemed, which would have been my guess for how to affect it.

Also the UI was a bit confusing as well as the control scheme (though i got a hang of both quite quickly, I don’t think it would have been as easy if I hadn’t just researched tamagotchis myself lol).

Btw, where is that music track from? I swear i have heard it before

Just a simple tip for making the UI look better: Animate from the center of the boxes, not the top left!

Incredible art as always! I struggled understanding what was going on with the game in general though xD Especially the screen with the fractions I did not really understand lol

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I did not plan ahead when picking the things which make up the DVD and GPS clues. They are completely arbitrary letters which just so happened to spell something kind of meaningful. Making those actual words would be something a revamp would address!

I think there might be a bug with the 30/30 10/12. I suspect you have found everything, even though I don’t know what you’re referring to with “the other level from”.

Thank you very much for playing <3

Yo okay, very interesting!

I feel like if we joined forces we could have a very interesting game huh. I recently made a game which pulled on some similar elements in a well, very different way — well, you’ll see. (Game in question)

Curious of your own thoughts

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OMG I used a different version of the menu music track in my first ever jam game hahaha … though i think you mad some quite harsh audio mixing. You should probably work on that aspect

Glad you enjoyed it!!

Different enemies have different patterns. One of them shows you the whole word before you begin typing but hides it once you begin ^^

The most basic one just shows 4 letters ahead at all times.

It used to be just 2 letters for but I increased it to 4 since it proved too difficult during playtesting :D

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I started with two ideas:

  • QTE is typing a letter in a given timeframe
  • multifunctional level design means reusing a level for multiple things

From there it kinda evolved: well words are just multiple letters, so let me do that. Then the multifunctionality was the tricky part so it just kinda started by having themed levels and the kinda baba is you inspired levels in the hub world, which led to the multi tiered secrets because I wanted to reuse the theming in as many ways as I could.

Having added that, I found out it had become too obscured through play testing and I needed a hint system, which led to the autogenerated nonograms from the level geometry (it picks a subsection of the level and you gotta solve that). And when solved you get a different hint from each level to help you progress! This allowed me another way to reuse the levels for the hints too so it worked out!

All in all i just kinda started somewhere then I had to think hard a few times to solve some problems or add layers which is how we ended up where we did.

In the end I don’t really think the platforming adds much and if I had to redo it I think I’d rethink the main gameplay loop a bit so it’s another base-game or perhaps only have it be a typing game. Though it would fit the theme less well that way I think it would be a better game for it

Seems like there is something missing? Or is it just an empty level with some parkour and you can throw out your line? I tried hitting the fish in the waterbut nothing happened

Improved a lot since round 1!

I would look to something like NOVA Drift as an inspiration for how to make meaningful progression gates (a difficult boss is stopping my progress. I better get some upgrades so i can beat it!) instead of just throwing more enemies at the player, which does not give me a goal to work towards.

As for the current theme I struggle with seeing how you applied it. There was that minigame in expeditions, which I suppose could be seen as one. But I’m not really getting multifunctional level :/

I don’t see the offline aspect currently working, as the neat part about idle and incremental games is seeing number go up (mostly your currency but also other numbers). The time aspect serves the purpose of giving the increasing number meaning. You don’t have the crucial increasing number part of the experience here, which makes it fall a bit flat in that genre (unrelated, but i wanted to give the advice anyway ^^)

I liked the power-ups but perhaps they should be less frequent :b

Also please add friction/dampening to the player

Ooooooh, I can see how that keyboard would cause issues LOL

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Colors and subtext are designed to be two hard levels. I did not have time to playtest them, so the difficulty seems to be slightly off for what seems to be around 40% of people. Anyway, colors has a sorta out of the way thing to collect, which might be what you are missing!

I briefly considered keyboard layouts being a problem (I know German swaps z and y for instance) but decided it was too much scope to handle and it would be an acceptable sacrifice to make.

So I’m sorry for sacrificing you lmao

The encircling one is solved by typing each key surrounding the letter once, as laid out on a normal keyboard. I made sure to only hit a-z0-9 when doing this.

So if there’s any contradiction there to your layout that might be why it’s not working out.

Thanks very much for checking it out!

Lol 😂

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I wonder if the hint about typing solve could have something to do with finding them

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The art turned out amazing! But the uh UI and tutorial would have had me very confused if I had not tuned into the stream xD

In general i think this is an interesting concept for a minigame but it needs a lot of work and more ideas added to be a full game

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I liked the sound design and the skeleton fights once they were sped up!

I would have loved a reset button as the first thing i did was get stuck in the door as it closed lol. Also it was easy to just push boxes against a wall which would also mess up the puzzle.

In general i would have loved to see a lot more of the puzzle space of the ability explored as it was currently only used in one or two puzzles. For instance being able to walk past skeletons while using the ability.

(though the skeletons and box pushing puzzles are a bit at odds in the design so i would cut the skeletons entirely and focus on the ability and action sokoban kinda gameplay with dodging bullets and spikes comprising the action.)

Oh yeah and the title splash art and capsule art for the game are very grainy, which was a bit offputting as a first impression (looks like it was made from downscaling an image without cleaning up the art?)

I had to make a firework for a kid and even though i totally messed it up (crackle) he still loved it <3

I found it quite fitting in difficulty maybe slightly too hard for the relaxing vibe the game otherwise has.

I think my biggest critique is the lack of what i would consider multifunctional level design, as every element in the level only served a single function. And the visual polish of the fireworks for a game about fireworks could use a bit of love ^^

I will be skipping rating this as I am on Linux and as you say, the web build is laggy ^^

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I don’t think i encountered anything i would call a quick time event. Though i guess it was “quick” and “time” and “event”… so i suppose that warrants at least some points for creativity of interpretation :b

I was entertained enough to play through the game but stopped playing on the boss as it was not really that fun to me waiting for the bomb physics to randomly work in my favor.

I would suggest paying more attention to puzzle design and general polish, the puzzle where you have to hover a box on a fan then switch power to the other fan was a good one and i’d have loved to see more of those as the rest did not really require me to think that much.

https://www.youtube.com/watch?v=85mAmP4k1Co

^ Here is a really good course/set of lectures on the principles of puzzle design that might be useful!

That said i did find the level design to be decent and for sure more interesting that some other entries this round. Good job:)