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Aquma

17
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A member registered Dec 19, 2014 · View creator page →

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maybe something is wrong with my computer, but I can't seem to be able to play the game, did you take it down? otherwise it feels like it's just a concept and some mock up images? I wonder what some of the evil quests are about.

I like the splatter sound effect and oof, sound when the yellow one gets hit.

I like all the emergent strategy from these simple systems. It's kinda elegant and is a fun take on the puzzle game example. Great job! I like holding a piece and trying to spike the ball.

this is so bizarre and I love it. I had a little trouble connecting some of the bones. I like the different skin options and random accessories. If you continued with it at all, some kind of animation, or, movement or noise or wiggle or something when the human is done to give it a feeling of coming to life would be rewarding. Great job.

it was fun getting to organize all the tiles and I like how they changed over time. But I was having trouble connecting what all the resources in the top corner UI meant and how any of my choices effected any of that. still in the amount of time we had, I like the minimal but expressive graphic art direction. Great job!

this was cool. I think the aesthetic is really captivating, I like how raw the audio is, it gives the whole game a certain rhythm. I like the spacial audio of the monster, it feels like I'm really looking for this thing. I wasn't sure what to do with the monster when I found them. Then I felt lost in the maze and couldn't find orbs or the monster and it got lonely. I would hope the ending has a nice contrast to the visuals of the game as I feel that is a great opportunity to have a sort of release for the player after building all this tension. Great job!

it's an interesting concept! I never felt like I was looking for the thieves though since I was too worried about getting to the next check point in time. I think you could actually have less systems going on for the player to keep track of and play up the sense of suspense and surprise as you're looking for the thieves.

it's fun! I like the pace of it.

thank you. it means a lot to me to receive a comment like this! I was pretty locked in for a whole day and am quite happy with what came out of it. I was thinking of filling it out a little more and releasing that perhaps, so also thanks for the encouragement.

neat game! If you had more time, it would have been cool to get the toys unlocked 1 at a time so we have more room to learn the properties of each one. I like how the variation invites experimentation.

send the feather out first, when the cats break it, they get stunned then sneak the rest of the stuff in.

thanks! Yeah, I wanted to make the dialogue system deeper and/or add some special attack moves, but jam time and a small team forced us to scope down.

sounds like our design goal came across, thanks!

thank you! the gameplay is just either fight or talk until someone bites the dust. 2 different endings depending on who wins.

thanks. Yeah, I know there's not the higher level gameplay for more traditional RPG fans, but I wanted something more about the vibes and the dialogue/banter is supposed to be more of feature, the combat is secondary. I wanted to add special moves and healing, but alas, for 24 hours and a  2 person team (1 of whom for only a few hours), I wanted to prioritize something simple but polished vs rough and trying to go too deep. 

thanks for the feedback on the game and mouse sensitivity. Maybe this project will be bigger one day, but for now it's just a little gamette!

thank you! I took some time with them to get the feel right, so I'm happy you enjoy them!