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Champpeace

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A member registered Aug 18, 2024 · View creator page →

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Here are some images Why aren’t my Americans respawning when killed by guns? I thought they were supposed to be used to it by now?

Cloudi already said most of my thoughts…

I am much more experienced with console/mobile gaming than I am with PC gaming (the only non-jam game I’ve played a lot here is Mindustry and that’s a strategy game that encourages pausing), but I still went through and completed it because I like a challenge.

One note, the Ashen Queen or whatever her name is was an extremely fun fight until she followed up on the SLime or Fireball attacks with her Dash since the noise from those attacks makes it hard to notice the Dash telegraph.

Getting one-tapped by everything is very brutal but it forces me to properly learn every boss pattern.

This + more time = yes and good. All it needs is more content (traps that could synergize because that’s what makes this type of game fun imo) and a bit of polish on the art to make it feel more like a dungeon and less like a map of a dungeon. Also it would be cute to be able to place monsters inside rooms which could both stall and damage adventurers!

H 4 I L T H 3 C R 0 W S

(I only got like 5 fps due to bad laptop for 3d graphics so I didn’t get very far, so Enjoyment and Gameplay were given the benefit of the doubt ratings)

The ambience was well done.

Rain was a good sound effect.

I noticed one bug, if your score went above 6 the dice sprite would go back to 1 but the score still counted as 7. The same applies to going below 1.

The simple math and hand-drawn birb theme make this a great introduction to video games for little kids.

I was giggling out loud when I wrote FIRE = BAD. Toilets are actually worth a decent amount, it’s just that 45 kilos of lumpy porcelain is not super easy to carry at speed.

Thanks for playing!

(1 edit)

Yeah, I overscoped a little. This would have been great in the vastly superior 9-day jam format (7 is just long enough to make me think I can do quite a decent amount of fleshing out but not actually enough for that).

Refresh the page to go back is what happens when I have 30 minutes to deadline and my “back” button isn’t working.

Thanks for playing!

Just a few days after you posted this, a new beta arrived.

Oh that might be a bit broken, but it’s not necessary to progress, as you only need to fix the typo above the error code and then save it to progress.

Found that exploit about taking the items from the cauldron while crafting to keep them, was very helpful in preserving my sanity (make this a feature where it just always gives you the materials back, 100% we love QOL like that), my sanity lasted until I could not progress anymore (stuck making algae, worms, compost, and plankton),

The game’s graphics were solid, not much to say about them.

Having a rock track play over a simple and slightly gimmicky merge game didn’t fit very well, but it was fun to hear.

You definitely hit that theme, in fact the only thing I don’t think you made a resource is the text box which would be redundant as you’re already 5 stars here.

Good game!

Bugs: settings reset between acts. Easter egg movement speed is too fast because my particular setup leads to lag and moving while lagging is just very tough

Epic voice acting. Very rare to see that.

There were no noticable flaws with the game’s design.

Tiny random details could be added to improve the experience (such as player looking at the books to see what they are before burning them). Little polish like that goes a long way sometimes…

I agree with a lot of the stuff others said.

This is probably gonna end up in top 10!

hopefully it’s not based on a true story…

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Took me a couple tries to figure out that I have to actually move the bugs.

Unfortunately I forgot to screenshot my winning run, I got about 519 points by the end.

There was a bit of missing synergy, as there was never a reason to buy more than one different colour so the undisputed best strategy became quite obvious very quickly: just make the minimum amount of beads as possible to not need any more, with all the same colour and decoration.

Also the other strategy of just not buying anything is viable for some reason.

To resolve both of these balances, I would make it so that there are extra valuable benefits to synergizing different kinds of beads. For example, you could make it so that when a bead is next to one of each other colour, it could add extra base cash, and maybe apply this to the decorations as well but it adds more multiplier instead of more base cash. This way, the players have a lot more opportunity to plan. I’d also like to get more points per bead but with less starting money just to increase the opportunity for scaling.

Of course, this doesn’t have to take away from the coziness, since players aren’t at all required to maximize their score.

The sounds were very nice and the art was about the same quality as mine.

Congrats on your cozy game! It is of my opinion that this is one of the harder kinds to get just right.

I found that this game has the same inherent flaw that plagues many “get rich” games in that you’re just clicking around to make a number bigger. However, this isn’t a huge problem as some people like that kind of game, so it didn’t affect your score. You could try to resolve this using mutual exclusivity or synergistic interactions that synergize one thing more than another if you plan to update it.

However you nailed the theme perfectly! Everything did in fact feel like a resource. Easy 5 stars.

Another gameplay wish is that clicking the button to get rid of a material instead sold it, with pitiful values being applied to non-crafted items.

Nothing to say about the visuals and sound that hasn’t already been said.

Well done!

It took quite a while to properly understand how it works, partially because I didn’t notice you could talk to the guy until attempt 3.

I ended up optimizing a bit too much, and grinded all the materials for both elevators on the first floor since second floor was a bit agressive and the limited ammo mechanics made it quite easy to find yourself in a situation from which you can’t recover. My game actually suffers from a similar problem, if you remember!

This was a jam-packed game, the overscoping is noticable but you made it all work.

I got the same bug that Guds did.

Well done!

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Had 2 seconds left…

I kinda wish I could drop items, could feel.

Kind of annoyed that after I misclicked, you tried to insult me so I dropped a star off Fun, but since it then helpfully corrected my misclick, I put a star on Gameplay (they’re the same category this jam lol it’s all a meme)

The music was really well done, I liked it a lot!

The pixel art also worked really well. Character might need a little work, but that’s just me being picky, you still scored highly here.

Overall I liked the submission!

It might be the combination of WebGL + Linux, which is known to have issues sometimes. I did try in both Chromium and Firefox, both gave the issue. I won’t rate your game since I am unable to experience it properly, but from what I managed to do it seemed quite fun.

FOR ANYONE WHO IS ABOUT TO REVIEW THIS GAME COMPLAINING THEY COULDN’T PICK UP THE KEY: YOU HAVE TO PRESS E

Anyway onto the review.

The game itself was quite a fun little concept. I feel like it needs one more mechanic (for example a door block that needs a key to be opened and gets in your way).

There were a few bugs I’d like to highlight: firstly, the game got really confused in situations where I had both blocks and keys in my inventory. I’d be able to turn keys into blocks and blocks into keys. I also had no way to decide which would be placed when I pressed Q. I think the solution to this issue is to add a way to switch between them and also separate the variable determining how much of each item you hold.

The puzzles gave me quite a few more resources than I felt like I needed (for example the second level is doable with one block).

The game also felt quite short (only like 5 levels and each one like 40 seconds to a smart player like me)

However the 4 minutes it took to complete the game was quite fun!

I recommend, in future game jams, to add a thumbnail when uploading the game. Currently, when we are looking through the catelogue, almost all of them have enticing images that make us want to click, but since yours doesn’t have one, no one wants to click it. Luckily, the people who have time to play them all are still getting to it, so you’re still getting feedback.