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agentsmith200

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A member registered Nov 04, 2017 · View creator page →

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I'm not really sure how you're supposed to buy things.

Great idea! I think I had a bug where I never would reach the second stop/upgrade.

Looks great! Especially considering it was made in one day. I just wish the wood and resources looked a little more distinct from each other.

Thanks. I had trouble finding good textures to use for the train interior so I went for carpeting and metal walls. I was able to get a good train sound and added the head jitter to simulate standing on a moving train.

Thanks. I wanted to try to capture the feeling of fleeing from an implacable enemy you can only slow.

Thanks, I had a really hard time finding good train interior texture. I guess you could treat it like a cargo train with no windows, so I added the train sounds and slight head jitter to sell the idea more.

Thanks, I kind of ran out of time with explaining game mechanics you have to use the bars on the right side of the door.

So, looking at the Stance Checks in Patch'd Up, Test of Caution seems kind of unbalanced in terms of Skills.

Increasing your Die pool in any way is counterproductive. Whereas getting a +2 almost guarantees you will not get a full failure. Zen style passes automatically.

Looks great, but I think I ran into a bug with 2nd Puck visit. After rejecting my LOSE LOCATE rune, the submit drawer seems to be gone.

Hey, thanks for playing.

In hindsight could have definitely made the connection between the generator and the lights more obvious.

Out of curiosity, what game engine did you use for this?

I like how cute it is how Rick keeps shrinking.

Cool idea. I love it when a game plays with gravity.

I really like the idea of building outward to collect additional upgrades for a tower defense. Good idea and good game.

Honestly, I feel like all this is lacking is a story and a few jumpscares and this would be ready for release. A great, tense experience.

I went with a similar idea of creating connections to block incoming enemies.

I guess great minds think alike. :)

Cool to use double player controls, forces the player to divide their attention and approach puzzles from different positions.

It's very zen, and I like the idea of using interconnected root system for the theme of connections.

It also doesn't get much more "immobile" than a tree.

Excellent UI and great idea of putting the character in UI with joysticks to sell the immobile part.

Good twist on aiming vs firing, definitely helps the game stand out.

Nice little tower defense game.

Extremely good implementation in such a short time. I really wanted more levels to play.

Feels like a good hacking minigame (shades of Among Us). You got me a few times on the color changing nodes, but that's good, it kept me on my toes and prepared me for the madness of the later levels.

Excellent art and classic gameplay loop.

A few more things to track (and maybe give people a few strikes on the sheep) and this could easily be a full release.

It's a fun tower defense game. Add a few more defenses, make a few adjustments to the lantern and this could be a very fun themed tower defense. Good job.

It's a lot better (and far easier to understand) than my first game jam game. Keep it up. I've always said that Game Jams are a great way to force yourself to learn a ton of new skills in short time period.

There's something just endlessly calming about pipe puzzles that I love. The minimalist art style just adds to the sort of zen experience of just solving puzzle after puzzle. Good job.

Of all the games I've seen this jam, this is the one I'd be most intrigued in seeing where it goes if continued. It's a fantastic setup for a story heavy experience about loneliness and connections.

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Anything that reminds me of Uplink gets a stamp of approval.

A tad barebones now, but the core systems work great. You should develop this further.

Very relaxing and a clever interpretation of Connection as a theme.

I always like a good physics shooter and it was brilliant to work the tutorial into the start menu.

I enjoyed the clever work around of the limitation. You cannot move yourself, you can however move the rest of the world around you.

I always enjoy games that do something creative with player controls in the platformer/puzzle genre and having essentially 2 bodies (with different abilities) was a great idea.

It gets a 3 S stamp of approval from me.

Simple, Satisfying, Smart

I do like the take on an altered movement mechanic. You are "immobile" in the sense that traditional movement under your own power is impossible. However, using physics kickback to get around feels like it's definitely within the spirit of the jam.

I love these kind of bureaucratic, attention management, puzzle games. It reminds me a bit of paper's please and I genuinely could not stop trying until I managed to make it through the last day.

The minimalist art style actually added a lot to the experience. It put me in the proper puzzle-solving mood for physics based puzzles and this one was good fun.

This kind of reminded me of a mix of Duskers and Five Nights at Freddy with a dash of Uplink. All in a good way of course. Really well made especially considering the time crunch we were under.

I played in Chrome as the game wouldn't load in Firefox.