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arkicade

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A member registered Oct 31, 2016 · View creator page →

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Thank you so much for writing this post-mortem! Ever since I played MindMindMind I've looked at your other games too and I'm greatly inspired by the fact that you're making visual novels in Godot (as someone who's trying to learn Godot too).

I learnt of the Pygmalion story after watching My Fair Lady and was confused about how such a story could be turned into a romantic musical. I did not know that Galatea was not named in the original tale. I always assumed she just had one. 

I'm grateful that you were willing to share your personal experiences; I can relate to how people perceived you and the assumptions they made. <3

I replayed it now and I can hear it! For some reason by default it was mute? I probably muted a pico-8 game before so the settings stayed. Thanks for letting me know :)

I really appreciated the animations of switching between "big world" and "small world". Zooming out when the skull fly flies you around is great because you can see where your small guy is in the context of the rest of the world. Also knowing what places were the "small world" were quite intuitive and I appreciate using the same sprite in each level. I found this to be very cute and enjoyable but there was an issue that I could walk in the sky sometimes? Overall great job!

Love the pico-8 engine and the option to add a silly hat is peak game design. Originally I thought you had to collect the flowers but then I read the description and realized the point was to escape. This is a very cute puzzle platformer and I think some music or SFX would be appreciated. But overall great entry!

Really fun! My dude stack was lying on the ground but I could still move, so my little dudes were moving around the map like a giant snake picking up more dudes on the way. I later read that you need to do left shift to stand up again and that could be more obvious. Idk why but the fact all these dudes want CD roms is very funny to me.

Amazing concept for the "built to scale" theme and I greatly appreciate the tutorial "starter" character that you can play around in.  Figuring out the combinations of components to use was quite fun (I liked the rockets). Maybe there could be a mini-map of the the wall to scale so you could predict what would come up later. Overall great job!

Interesting idea of scaling larger through the mitochondira! I also think it's really lovely you made something with your partner :)

As other comments have said for the mac version there were a few issues of movement and controls. I think having a trail or indicator as to where you're facing especially if you have low ATP and your movement speed is slow. Overall good job!

Really cute game! Loved art and the wolf being in sheep's clothing. I played a lot of typing games as a kid so this was very satisfying. Good job :)

I really enjoyed this game! Having to scramble together words in a time limit to maximize your score is a really fun game loop. I also find low-poly 3D art style very endearing like the frog detective games. It would be nice if you could click on a chosen letter to "undo" the selection. Fantastic job :)

Very happy to see another monster builder game! There should be more games where you build monsters, really glad that you submitted :) Interesting gameplay loop but it would benefit to have the controls and rules listed either in the game or the itch.io page as I had to figure out some stuff on my own. Aside from that, good job!

Thanks for the feedback and thank you for letting me know about the tool-tip going off-screen. Yep, doing research gives you points which allow you to unlock better machines. I wanted the dragging to be slightly tedious to nudge players to buy machines but I may have overdone it haha. Will definitely consider this post-jam. I also need to work on the balance as well because buying machines is also not worth it in the jam version ^^'

Thank you for the feedback and for playing! When I make a tutorial after the jam I'll explain in more detail generally what each type of customer wants. I wanted there to be a risk-reward of either "overproducing" your monster but you know it will satisfy any requirement in a certain level or try to minimize the resources used per monster but risk that no one would buy it that turn. But I do agree that informing the player generally what each type of customer is looking for would improve the game-play loop :)

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Enjoyable platformer! I think more responsiveness from the controls would have helped (being able to change direction in a jump) but I found it still fun. I really like the art assets that were used as well :)

Really fun game! I liked the trade-off on having to decide whether it's better to get a new upgrade as it makes you more powerful but it also takes you closer to the red line (which would be a game over). It would be interesting to see if there could be any more special types of blocks aside from shooting up :)

Fantastic idea! I really like the "gameception" or games inside of a game. The game was on the easy side but for a game jam it's better to be more cautious as you can always add difficulty options later. I also like the little touches of the scrolling backgrounds when playing tic tac toe :)

Really unique and interesting idea! It took a while to get a hang of the mechanics because the adventurer kept hitting the wall but once I figured it out the game was really enjoyable! Also I really enjoyed the music that played in the levels too :)

Was definitely surprised by the "twist" of switching perspectives from the captor to the person trying to escape, all the more impressive that you did it in 48 hours! Movement in the second half was a little slow so it took a while to escape but overall great job :)

Really interesting idea of stealing sizes from objects as it caps how far the Purgob can shrink and grow. That's pretty cool! As other comments have mentioned there are a few weird things with collision checks as scaling happens but it may be some Godot funkiness. Overall great job with the entry :)

Thanks for playing! Adding a tutorial at the start was originally a part of the plan, then it became a stretch goal, and then something that was cut (unfortunately). That's the first thing on the list for a post-jam release. 

Thanks for the feedback! I realized too close to the end that I probably should have a counter for how many materials go into the stew. Will definitely keep this in mind for a post-jam release :)

My bad, I forgot to add the rules and gameplay to the page! Instructions should be there now. Unfortunately I didn't have time to make a tutorial.

Thank you very much for playing! Glad to hear that you liked it :D

I think having 3 hours made us want to go for an "arcade-y" type game of high scores as that way gameplay can last longer, which means it can be challenging. Thanks for playing! I'm glad you enjoyed the visuals :)

Woah! That's even better than our high score. Thank you so much for playing!

Yeah we realised that just squashing the enemies wouldn't be enough so we added the watering mechanic too :)

Really liked the colour palette and the game was fun to play. Good job for getting it on time :)

I really enjoyed the music and liked how you incorporated the theme within the dialogue (making it really clear how it plays a roll). Good job for submitting a game within the timeframe!

YES :)

really cute game! Impressive that you managed to do 3 songs within the timeframe. Congratulations for getting this finished :)

Really addictive game, and I liked the sound design too! Was a bit confused why there was an option to "continue" versus "quit" even though you lost a life, would that deduct points from your highscore?

Regardless it was really fun to play :)

Really liked the interpretation of the theme (and the icon art looks amazing!)

I did realise you can get pretty far through the levels by just button mashing JKL (although they don't give you any points for doing so which should be fine). Overall great job!

Aww thank you so much!! Yeah in a post jam update we'll probably have transitions between each room to make it less clunky (also a way to better explain the mechanics). I spent a lot of time on the opening cutscene art so hopefully that will be available in the post jam update too :)

Yeah that's something we didn't have time to fully flesh out, the default was "chase the player" but in a post jam update we'll probably make some changes to that. The blue one was a mix of a "blue slime monster" and an axolotl :)

Thank you for playing and the feedback! 

Great to hear! Thank you for playing :)

Really  love the art style! And good idea to use a bubble as "bouncing" it gives a different gameplay feel. I got 50 seconds :)

We have a working version of the upload, we're trying to get in contact with scorespace on discord to see if we can upload the working version.

Aww this was so cute! Just what I needed, a short and very sweet game ^_^

Really love the distinct art-style with the different textures mixed with flat/cell-shaded characters. This reminds me of a comic on itch called "lady of the shard" by gigi d.g. and would definitely recommend if people enjoyed this.

Thank you so much for playing my game! I'm glad you enjoyed the world and its universe :)

Haha the worm man's name I came up with last minute as I was writing dialogue, perhaps I should've made it simpler ^^'

Hi! Thank you so much for playing my game :)

I'm really glad that you're interested in this world (I certainly still am!) and even more grateful that you're thanking me for this content ^_^

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Thank you very much for playing my game! 

This was made very much with a larger world, characters and stories in mind. I'd love to return to it if people wanted to see more of it. 

But for now, I'm consumed by game jams and the need to improve my skills!

Thank you very much for playing, I'm glad you enjoyed my game!

Perhaps a more explicit tutorial is a good idea, I'd hoped to teach the mechanics through some really "easy" levels but maybe a bit of text before you begin could be implemented ^^