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argylepear

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A member registered Feb 12, 2021 · View creator page →

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A wizard that can actually cast a spell? Rincewind would be envious :P

Thanks! The tutorial mechanism definitely has room for improvement.

The red connection means it is poor (at least one of the meters were red) and would cause increased suspicion. There is also an orange, which is hard to distinguish. One thing I wanted but didn't get to was to display more information about the connections (like where they go to and a stronger indication of their quality).

Clearly a lot of effort went into the simulation here. I don't know if there was sound that we just couldn't hear, but I think that would take it up a notch for sure.

Absolutely hilarious and fun to watch (someone else) doing it XD 

Plenty of room for improvement, but a great take on the theme for sure.

I've had other feedback that the search game was too hard. I was definitely having troubling finding a sweet spot between too easy and too hard on that one.

The signal matching game was the first part I came up with, and I definitely wanted to get to more polish on there to get better feedback. Especially seeing the sliders continue to move after you "bump" them.

Thanks for playing!

Weird little platformer. I found the controls pretty tricky, especially the stairs. And I had not idea what was going on most of the time, but I managed to lose, which I guess was the point :D

I assume the theme was coming into it later, and as others have said it seems like a great start!

Samesies... Built with Godot? I had a lot of trouble getting a web build to work with it last year and gave up...

Thanks :)

All of those things make sense... I really did want to get the sliders working but just didn't get to it. And I noticed the repositioning of your hands thing too but didn't think much of it, so that's good feedback! I was thinking about controller input when I conceived the games, but built for keyboard and mouse in the end...

If you were able to play on the downloaded version then the web build should also resize fine when you use full-screen - and you can turn the tutorial off. I really wanted to get the tutorial messages connected to the screen element positioning, but I was way too far through it by the time I realized the issue there.

Neat take on the theme. Much more casual than what I've grown accustomed to from you :)

I'm digging it!

I'd like some power ups (ideas: easier to retrieve hammer - say with gravity to the character, make the hammer bigger, multiple hammers, bottom wall to keep the hammer in play) maybe i just haven't played long enough yet, and they exist? 

One thing i kept doing is throwing my hammer downwards and immediately loosing... my brain wants to release it at a right angle like with physics, though maybe that's actually harder for targeting?

Unfortunately an in-game tutorial of the style you mention would be pretty much "everything is button controlled, just click and try things". Anything more useful would have taken away time from actual features. I did end up adding a text tutorial to the game page, but I'd personally consider changing an in-game tutorial after submission to be "cheating" in this jam.

You didn't run into a bug. I didn't have time for sound :( Would definitely have rounded things off.

Thanks for checking it out :)

Nice puzzler. Fun take on the theme. I've seen the "switch it on and off" puzzle before, but not with moving parts. I like it, and good job adapting it to the theme.

Nefarious! And a hilarious take on the theme. Good Job. It was a bit confusing trying to figure out what you were supposed to do... I got as far as blowing up a fireworks stand and being the proud owner of a burger.

Tricky. Nice submission! Good simple scope and a goofy story.

Who knew I was going to learn shoe-making terminology during a game jam?! Nice unique take on the theme.

The game clearly has a ways to go, but thanks for the submission.

Cute. Nice and simple scope for a jam. I would have liked some frame of reference for how fast I was going (maybe a variation water tile or something like that). I laughed at how you made the cheery "drunken sailor" sound depressing after you sink. Good job!

Nice and chill find and seek with a story attached. I couldn't find the last shell in the first level... wasn't sure if I could continue or not without it, or what would happen if I did. Movement was a bit weird. I think I'd prefer if the direction keys moved in a flat plane. Thanks for the game!

Thanks for trying it out. I suspect you were trying to place the extractor on top of the condensor. You can press direction keys/aswd to move it around for placing. I did cover this in the tips, but there really needs to be an in-game cue about it. I knew it was a problem, but corners must be cut in a jam :(

Thanks for playing! I really appreciate that you persevered through the clunky interface, and had a good experience despite it.

There's definitely a bunch of UI feedback missing, dimming thing/disabling them and telling you you don't have enough to pay for them is one of them. Your comment made me realize that the factory can actually become full and if you build something at that point you'll probably get stuck in "placement mode" too.

Thanks for playing!

There's definitely a bunch of UI feedback missing. I had to cut a few corners because of how big I let the scope be.

And yeah, you can only replace things and you lose the inventory once you've placed it. Again that came down to corners being cut. I didn't have time to implement a proper delete inventory, and I knew there would be times you'd need to clear things out.

Thanks for the feedback, and for playing!

Chill tower defense, nice music. I like your art. I wanted to be able to full-screen things and move around the map a bit. Appreciated the ability to zoom in and out, just wish I could change where it was focused.

Good job!

This was a great idea. Well done! I found the placement logic/menu selection seemed to be interfering with each other, and I'm not sure the check logic was perfect. Overall a neat thing to try out though.

Oh I get it! "Spare Me" :D
This didn't STRIKE me as an idea, but seeing how many games interpreted the theme for bowling really SPLIT my sides!

Okay enough of that. Fun game. I found the delay between rounds frustratingly slow, and just wanted to get back at dodging. Who are these rowdy teenagers throwing all these balls at once?? I could also have done with smoother movement forwards and backwards.

The bowling alley feel via sound effects was spot on, and the "Nice Spare" losing sound was just so irritating I wanted to show them who's a nice spare :D

Good job!

Unique art, and the music really set the tone of the game. I was ready for some serious tower defense! Shows plenty of potential.

Very nice art, smooth gameplay. Fun arcade feel. Good job!

Quirky. Nice tiles :D

Thanks for playing!

Enjoyed your pixel art. Good sound choice. Nice work!

Nice platform/fighter. Lots of baddies. Good job.

Quite nice! I love the appearance, and the music was a great choice. Good simple mechanics, perfect scope for a jam.

I've added a few instructions under "tutorial" in the game description. Hopefully that helps?

I've added a text tutorial to the game description. Hopefully this helps out anyone else who checks it out.

Yeah, this could really do with a tutorial. Once you have sadness in your inventory, you can click the "edit" buttons at the bottom of the screen with the souls going past, and place some sadness for sale. The ghosts will come over then and may or may not buy something.

Huzzah! I survived! Thanks for the game.

Neat little text adventure. Good job on the music and art. Too bad you didn't get time to implement the finale.

Nice looking, nice music. I had a weird thing happen where I got sucked to the top of the screen? And something about the combat "didn't feel right" but I couldn't put my finger on why exactly... I love your artwork! Thanks for the game :)

That's a very dramatic intro. I love that you used AI generated art for it. Very tongue in cheek.