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AndrewCrowe

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A member registered Oct 24, 2021 · View creator page →

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Fun concept, I didn't saw any difference between easy and hard tho. The fuel having to be exactly placed on the spot and kept pressed could have been explained, speed of the fill faster and either a sound or mark to give feedback that its already full.

Otherwise with more types of parts it could be a fun fast-paced game.

Here's ours! https://andrewcrowe.itch.io/flight-of-the-icarus


We're also nearby 20, lets get that

Here's ours! Currently 15 rates, still a way to go https://itch.io/jam/brackeys-13/rate/3348777

Very fun concept and mechanics!

Here's ours!

https://andrewcrowe.itch.io/flight-of-the-icarus

Very creative. The movement of the Nothing could be a bit faster tho. I liked it.

I like the visuals. I have to say I brute-forced the cable cutting part because I didn't realize the green thing was supposed to be placed over the note. So maybe having randomized answers would help later on.

I like the concept, a musical platformer, but the way notes activated was a little confusing, like the sliding notes. And  it was not clear your character had double jumps nor wall-jumps, other than finding it by trial/error. The jump from level 1 to 2 was too big also.

Still, I can see there's ground to make it both a fast-paced musical "meatboy" style game. Or a slower puzzle-focus game.

Here's ours! Its a little flappy bird with more things going wrong
https://itch.io/jam/brackeys-13/rate/3348777

Fun concept, would like seeing more options like heads or tails. And maybe the option to do something with the almost broken limbs, since you want to swap to newer ones before they break and they just take inventory.

Here's ours ! https://andrewcrowe.itch.io/flight-of-the-icarus

You control a propeller plane that's ever breaking down. Its in the style of the GameBoy Color limitations, with some artistic liberties

It definitely is a rage game, the little roombas were messing up my throws a lot. That said I managed to finish it. The extendo-arm was welcomed although I would either want the player to move faster or maybe a jump for the trickshots. I did had fun!

I had fun playing it and liked the implementation of the theme, very wholesome. Feels like a complete game, good job.

Here's our game! Should take 5 mins or so.
https://itch.io/jam/brackeys-13/rate/3348777

Fun little game, and I like the cats throwing you a curve ball with different keys

Hello! Here's ours - A small 5 minute GameBoyColor-styled game
https://itch.io/jam/brackeys-13/rate/3348777

I liked the style and control as well as the idea. But I got to the trophy and it didn't seem to grab it, did I need to get all the other objects before? I also had trouble knowing where the lasers came from, the screen was a little too zoomed.  I wonder if the gameplay would have benefited from the lasers changing whenever the player jumps, not on timer. That way the player can plan where to move before introducing a timer to put pressure to think fast. Overall I like it, I could see the game expanded to have more things!

Thanks for the feedback! Hope it wasn't too frustrating, it does takes a few tries to get used to the control but I understand there's a lot of games to try so the difficulty could have been dialed back a bit.

Thanks for the feedback! The modules can break randomly so it could be they all decided to die on the first seconds for you. Still, Difficulty/easing the player into each module so they get used to them before them breaking seems a common feedback. Hope it wasn't too frustrating!

Glad you liked it! 

Thanks! We purposely made it hard, but you're right we could have done something like introducing modules one by one so the player has time to get to know them before they break. Still I hope you enjoyed it.

Thank you! We made it purposely hard although since we've been playing it for the longest time (all the week to test things and whatnot) we got used to it so I increased the difficulty even more. I hope it didn't felt too unforgiving

Here's the one we did. You fly a ever-breaking propeller plane through a cave to the exit. Game should be 5 mins long.
We tried to keep the artstyle in the vein of the GameBoy Color limitations with some artistic liberties here and there.
https://itch.io/jam/brackeys-13/rate/3348777

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Here's our game!
A small pixel art game where you fly a propeller plane through a cave while its several modules fail at random times.
We tried staying somewhat close to the limitations of the GameBoy Color, both in resolution and color palettes, with some liberties here and there.

https://andrewcrowe.itch.io/flight-of-the-icarus

Oh, that's because there's always some "leftovers" from the previous season, so in spring you find winter crystals laying around, in summer you find spring flowers, and so on. They're different from the main season ingredient because you can safely take those as opposed to the main ingredient where you risk angering the forest if you take too much and dry it out.

I like the gameplay idea, but I got stuck on the Mushroom fight as the fight lagged for some reason, and the cooldown of the water(?) attack was too slow for mana regen, as the enemy recovered HP too fast.

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Thanks for the feedback! The crystals were in a cave on the top right area past the river (You can only cross there on winter as the water freezes) 

The potion-making task admittedly is like that because of my lack of skill, It takes a random potion each time and increases the amount, but I will work toward learning how to do that better and work on UI so the player gets better information!

Simple fun game, although I believe that having to manually shoot things instead of them auto-attacking makes the game a Twin Stick shooter rather than a Survivors-like. 

I like that the enemies had different weakness, not so much limited ammo as that just made you stay nearby and not move from the area too much.

Thank you for the feedback! In the last days we made sure to balance the game so it felt like a stalemate if you were not using the units to counter the enemy, hope it didn't drawn out too much though!

Yep, all the sprites, UI buttons and sounds were done by her! They look really good.

Funny enough I DID had the thought of adding a tooltip to the unit buttons to show the cost, hp and image of the unit you were spawning, That wasn't even a "we didn't have time" that was a complete oversight on my part as the spawning buttons were one of the first things we worked on and then just....didn't return to lol. Glad you liked the game!

Thanks!

Thank you! Yeah I made sure the story had a skip to get back again, In hindsight I should have added a play again button on the win/lose screen

Thank you! We spend the last days trying to fine tune the units so each in fact had a unit or tactic they work against, nice to know it worked.

Scrap production was one of the ideas we had while working on it, as well as more units, but you know the old saying: "Not enough gamejam time" lol

Thanks! The idea definitely came from old flash games like Age of War and those "Defend the castle" games. Wish there were more of them so we made one. 

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Thank you! Back in the first days we realized very quickly the leaper was really fun, so we focused a little more time on it to make it sure was satisfying to see it jumping on friendly units to get a flyer, or horrifying to see the enemy one just leap over all your units directly to your base.

Thanks! Yeah it was more work than we thought but we managed to pull through most if not all the goals we set for the jam!

Nice game, although for the most part you can just sprint past the guards right in their vision and have enough time to get away, so I didn't need to hide nor attack them.

Was 20 or so meters far from 2500m when I touched a mine.
I was wondering what the purpose of the flashlight was until it got pitch dark.  Not sure if maneuvering became more difficult the farther I was in as pressure was stronger or it was just my imagination. I liked the game.

Got to the end of the game.
I like that you need to control the characters by giving them gold to follow, specially when there's multiple characters and you need to micromanage them else they just do as they please. 

That's why I'm not too convinced on having to press space to make them jump manually, I'm sure there's a better solution.

Fun game and implementation of the theme. Although fairly easy to kill the guards undamaged;
I got to generation 7th and could usually buy the 3 upgrades aside the Infamy upgrades every time.

I can see the village getting better guards/defenses as the game progresses and the legend grows should the game keeps developing further on.