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itsraquelgee

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A member registered 95 days ago · View creator page →

Creator of

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Hi :) Artist/Animator for BitO here! I had so much fun animating the characters and seeing them in action! Thank you for finding them charming! <3

This is such an interesting take! I love the concept and the mechanics behind the gameplay. I also enjoy the idea of creating your own obstacles, either make it easier for yourself and earn less points, or make it challenging and earn more points. No feedback, this is a really solid game!

Bugs I encountered:

  • When adding obstacles to the level, if you drag the obstacle to the end goal, you can gather more points when the yellow square and the end goal touch.
  • When you move the player while holding the ball and touch the goal, one of the sound FX is constantly repeated.
  • When you shoot the ball, gain points through the yellow squares, then is shattered by an obstacle, the scores on screen vs. the top right corner are different.

Overall, such a great game! A lot of potential for a mobile game entry. Great work putting this together, I look forward to any future development for Golden Trial!

Cute and simple 3D-platform game! Reminds me a bit of 3D Mario! I was definitely not fast in completing the levels because I was getting used to the controls, to which they were tight and felt good.

Quick feedback:

  • I would definitely add music next time! A fun upbeat soundtrack would help the gaming experience, especially with the 3D assets you did use, they are so fun and colorful!
  • When loading into the level, I think it would beneficial if the camera would aim towards the goal. It was a little frustrating to die constantly, and constantly adjust my camera to look for the gold biscuit every single time the level would restart.
  • I wish there was a little bit more incentive to beat the time limit. When I beat the level, I didn't feel the need to try again and beat the level at a faster time.

Overall, such a good game to put together in one week! I'd love to see even more levels, maybe items that can help boost the player, or obstacles that make levels more challenging. Great work!

This is such a fun physics-based game! It was definitely a challenge to keep the biscuits on the plate, but was satisfying being able to get them towards the monster to eat. :)

Quick feedback:

  • I originally didn't have the game at full-screen, therefore I couldn't see the whole UI. So I was a little confused as what to do at first.
  • It could be a skill issue on my side, but Level 1 seemed like one of the harder levels. It took a few tries to complete, as level 3 took me one try.
  • When you run out of biscuits to give to the monster, the level continues until the monster's satisfaction depletes to 0. If the level can end when the jar is empty, I think this will help the game play / game loop.

Overall, this is a really fun game! I bet it will be even more chaotic if you are able to add a rotation element to the plate as well. Great work for putting this together in one week!

This is fun puzzle game! I really love the concept and the level progression and difficulty was gradual as you complete each level.

Quick feedback:

  • The controls felt tight and felt good. I was a little surprised how you couldn't jump at all when holding two biscuits, I thought I'd have a tiny bit of a jump considering you can still jump fairly high with one biscuit.
  • I wasn't sure how to play or do anything until I read what was on the actual game page. I think it would be helpful to have the controls in-game as a simple tutorial.

Bugs I encountered:

  • When I put down the biscuits on the moving platform, I couldn't pick them up at all. I was essentially spamming the pick up button until it worked.
  • The last level with three biscuits, I had all three by the exit, however I couldn't pick up the third one. Again, I spammed the pick up button until it worked.

Overall, great job for putting this game together! I enjoyed it and I'm looking forward to more levels if you decide to expand a little bit more on the game!

This is such a cute and frustratingly fun game haha! I really enjoyed it! As an artist and animator, I absolutely adore the art style, animation, and color palette the team chose for this type of game. I definitely enjoyed the storytelling and narrative in the beginning to set the tone of the game.

Quick feedback:

  • Thank you for the hands on tutorial! It took a second to figure out how much I can jump in relation to how much you fill the jumping gauge, but easy to understand the game mechanics.
  • When reloading the game to play again, maybe add a skip button or option to skip the intro sequence.

Overall, you guys put together a really beautiful game! Amazing work to the team! :)

Such a nice touch on the art style! It's such a simple game but fun!

Quick feedback:

  • I didn't quite understand what was happening in the first level, and I died within a few seconds. I think if you are able to give the player a chance to understand controls before an enemy appears or starts chasing the player would be helpful!
  • You had some cute animations going on! I wish there could've been a crouching animation of some sort, I think it would definitely help the idea of this being a stealth game and having to avoid the enemies.
  • I know this may be due to time constraint, but if the levels could include obstacles where you can jump and hide would be a great addition to the level design!

Overall, great game to put together in one week! I love the simple concept, great work!

What hilariously frustrating game haha! Gives me flashbacks to QWOP. :) The physics seem well balanced as it gives the player enough challenge navigating through the level. I couldn't help but laugh in defeat when I had my character stumbled down part of the level I worked so hard to climb up on haha :)

Quick feedback:

  • I wish when I obtained a cookie in the level felt more satisfying other than the cookie simply disappearing with a loud 'CHOMP' sound FX. Maybe a small animation of the cookie being eaten and multiple chomping sound FX to accompany it would help?
  • The scribble art direction is a really fun inclusion for this type of game! It's great!

Overall, solid game to put together in one week! You did a great job!

This is a really cool concept! I really enjoyed the element of randomization with the slot machine, but also strategizing with whatever cards are dealt. I ended up pulling 4 stronger enemy cards on a level and I knew I was dead haha :)

Quick feedback:

  • Tutorial seemed a little text heavy, and a little confusing to follow. Maybe a step-by-step guide would be helpful here.
  • I didn't quite feel the 'risk' element in the game because it was geared more RNG. I understand you earn biscuits after each cleared stage, but it seems more like a currency because you use those to purchase upgrades.
  • Speaking of currency, I would like to see how to player can gain more Soul Dough for each level!

Overall, amazing work to the team! You guys pulled off a really cool game in one week! I'm looking forward to any updates you guys may have afterwards. Great work!

This was the shortest game I've ever played haha! I was looking around, found the key, and left. Yay biscuits. :)

Quick feedback:

  • The storytelling and the voice over was a very pleasant surprise and it really set the tone of the game, great work there!
  • I wish the game wasn't as short as it is, and would love to have more levels to escape from!

Overall, good work putting this together in one week! Looking forward to seeing any updates on this project in the future, great job!

I love these types of strategy games! I really like the mechanics of building your army with ingredients, the possibilities for types of allies are endless. :)

Quick feedback:

  • Great use of storytelling with the tutorial! Although a little text heavy, I was able to follow how the game worked easily.
  • I wish there was an easier way to access the recipe book to create your army instead of clicking through the Pause menu. Maybe a little book icon in the UI?

Overall, I love the direction of the artwork created and the game difficulty gradually increased for each level and wasn't too hard. I would like to see this game develop even further, it's such a cute and fun concept! Great work for putting all of this together for the one week game jam! :)

This is such a cute puzzle game! The game design had very good level progression and well thought out for a one-week game jam. Thank you for adding an unlimited Undo button because it helped me solve the puzzles a few times and what move I needed to adjust instead of skipping the level completely to win. :)

Quick feedback:

  • I would love see more development in this game! Maybe customizable elements, or more variables in gameplay whether it be items or more challenging doggies in the level(s)!

Overall, you did such great game design! I would love to contribute to art for a game like this! Fantastic work! :)

This game is so fun and oddly addicting! I found myself playing more of this even after writing my feedback to comment, I wanted to collect all the fish! Love the art style, and the calming music to accompany the gameplay.

Quick feedback:

  • The bobber biscuit controls felt tight and easy to control. Not needed, but if you ever think about adding more difficulty (Hard Mode?), possibly add some physics to where the bobber kind of drags when the player changes directions.
  • I find it very satisfying when all the fish I was able to reel in fly into the air after reaching the surface to count towards my currency. This was a very nice touch and I enjoy it every time!

Overall, very fun and cozy game for casual gamers! You did such a great work putting this together in one week! Fantastic job!

This is such a fun and cute game! Anything with a time limit honestly stresses me out, but the bright and colorful aesthetics help ease the anxiety haha :)

Quick feedback:

  • Loved the opening dialogue! It really helped set the tone of the game from the get go.
  • The mouse sensitivity to move the camera around seems too sensitive? Almost a little jarring when navigating through the store.
  • I liked the game balance! Very simple and easy to understand when pressing key combinations for grocery items. Less keys = lower price / more keys = higher price

Overall, I really enjoyed this game, and I would love to see a multiplayer version of this! I can definitely see how chaotic it can be. Amazing work to pull off in one week! Great job!

Oh I love a turned-based RPG game! I like the strategy-element you put into the game design and having the player decide what to do with the cookies to help in battle.

Quick feedback:

  • The overworld map UI could use some clarity, maybe add a visual roadmap line from one level to another.
  • When I received a recipe, I wasn't sure why I had to select one of the special moves I already had. Come to find out the recipe replaces the special moves. I wish there was a clearer explanation of that when you obtain a recipe. :)

Bugs I encountered:

  • Chocolate Milk special would sometimes upgrade all of the cookies I had in my inventory instead of just one.
  • This sequence would bug out the UI and sometimes use a cookie I didn't want to use: Chocolate Milk > Select a cookie > Deselect Cookie > Use Serious Punch 

Overall, fantastic game to make in one week! You did an amazing job!

I love the simplistic visuals and the simplicity of the game. The controls for walking and running feel good, and I like there is some anticipation and waiting required when interacting with objects. And great touch with the sound FX as well!

Quick feedback:

  • As I really like being able to see everything, however like the feedback already received, 1+ to adding FoW would be a great element to this game!
  • Maybe adding a notification of furniture/interactable objects we already visited? I wasn't sure if I did something at all after I interacted with furniture that I couldn't hide in.

Overall, amazing work to the team! Stealth games always stress me out but this game was fun! :)

Really fun concept! I liked strategizing my mining moves to make it easier for me to leave as I'm mining further downwards. The controls were pretty solid and the jetpack felt good using mid-jump. The grapple controls took so getting use to, but I essentially spammed the grapple and almost launched myself out of the ground near the entrance haha :)

Quick feedback:

  • I'm not sure if you need to grapple item/feature as you have the jet pack to navigate vertically.
  • I didn't realize the fire on the map are items to help with restoring your jet pack. I initially thought the are 'enemies' of sorts that would deplete your oxygen, so I avoided them until I accidentally touched one.
  • I noticed the character defaults back to facing right every time they stop moving. It kind of threw me off wondering if I was pressing the wrong button.

Overall, solid game and fun concept! I wish I could explore the map a little bit more, but great work getting this done in one week!

This was a fun and simple game! I liked anticipating my moves when specific platforms started appearing. My main feedback would be to maybe add a score counter or some sort of indication of how many items we need to collect for the level.

Other feedback:

  • It was little hard to see what I needed to be collecting as the items were kind of small. Maybe add some sort of VFX (i.e. glow, etc.) around the item so it stands out.
  • The background was a bit distracting, but I understand it being a kitchen backsplash. :)
  • I wish there was another variable added to the gameplay: whether it be power ups or items that helps you move forward after running into obstacles.

Overall, solid game, fun concept, and a cute storyline! Great job for pulling this off in one week! Amazing work you guys!

This is a stress inducing and (a little) chaotic game. It's fun! :) I wish there was some sort of leaderboard, I would love to see everyone else's scores that didn't post in the comments!

My main feedback would be some sort of clearer indication that you have been caught, like the game stops when the owner catches you.

  • Through one playthrough, I was destroying the living room, and after awhile I noticed my score not going up anymore, and it raised the question to whether I got caught or not?
  • Through another playthrough, I was caught and the owner essentially kept following me as I destroyed more things around the house. Of course the score didn't go up, but I feel if you give the player an indication of being caught in the moment by, for example, a UI stating, "You've been caught!" and option to play again would be good here.

Overall, awesome work to the team for pulling off a fun low-poly game in one week! Great work you guys!

This is a fun physics-based platformer! I really like concept and has a lot of room for development! The level design was intuitive and I knew where to go and the level presented easy obstacles when learning the swinging mechanic.

Quick feedback:

  • The attack timing could use some work. There isn't the feeling of satisfaction when killing an enemy. I felt like I was hitting nothing because there was no indication of an enemy getting hit or damaged, or character really engaging in the attack as well.
  • This could be due to time constraint, however it would be helpful if the HP UI and the Rope Count UI(?) was different, I was a little confused as to what each of them represented.
  • The swinging mechanic is really cool! I wish there was a more in-depth tutorial on showing the player how the mechanic works and how they can use it to their advantage throughout the level. It took me a few minutes to figure it out, but once I did, it started to become fun!

Overall, great work for pulling off a physics-based game jam in one week! I'd love to see this developed a little bit further in the future! Great work you guys!

Wow, that escalated quickly! Haha! I can see this being such a simple and competitive game. I hope you're able to put in that leaderboard in the future! It would be fun to see what everyone else's scores are.

My main feedback would be the hitbox/collision box for the rabbit character. There would be a few times I thought the rabbit's character's ears would collect the biscuit, because the biscuit and the ears visually touched, but ended up passing right by me. Other than that, maybe add an extra variable, whether it be a power-up, item to slow-down, or different enemies in different sizes or movement on screen.

Overall, great work considering you made everything from scratch in one week! (and sitting on the floor.. please get your desk set up for your back's sake haha) :)

This is such a fun concept! I definitely feel the anxiety rolling in as it gets darker and darker, therefore it feels more immersive than other games I've played so far.

My main feedback would be the wall jumping controls. I was doing great following the tutorial but definitely struggled during the wall jump portion. It could be a skill issue on my side, but I feel if you switched the jump control to say, the Z-key for example, the hand handing character direction can solely focus on the left and right keys vs. left, right, and up (for jump). I hope that makes sense. :)

Overall, great work on pulling off a fun and risky platformer! Exploring the caves and navigating back was super fun. Great job you guys!

Fun game! You guys put together a really fun platformer! I loved exploring the different pathways and getting increasing stats at the risk of other stats. My main feedback is that I wish there was an attack key/button vs. a left-click. I feel the controls would feel more seamless if they were all on a keyboard. It could be a skill issue, but that would be my preference. :)

Quick feedback:

  • I wish there was more visual cues / sound fx / vfx during an attack, it was hard to gauge the character's range of attack and where I'm attacking, considering the character's attack animation didn't look much different from the idle animation.

A few bugs I ran into:

  • I couldn't teleport out of the boss room unfortunately.
  • When you quickly walk back the way you came during the camera transition (to view the new part of the map), sometimes the camera would disable and no longer follows the character.

Overall, great job on pulling off a fun platformer in a week! You guys did fantastic!

There was so much more art and animations I'd would of loved to add in! Of course we had one week, so prioritizing was important. Thank you so much for trying out Bungeon in the Oven! :D