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blkdragon

40
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4
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A member registered Aug 31, 2018

Creator of

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My god the puzzles are well designed.  I can see the graphics, engine, and everything be built in the time frame, but to have some one design puzzles that good in 48 hours is astounding.  You have a solid design for a game here, and I would hope you extend this out past it's game jam design.

It's a good joke on the theme, but not much of a game but more of just an interactive piece of art.  Still kinda cool.

I enjoyed this.  I'll admit it was a lot easier to control using a stylus to get some precise lines, but it was fun both to win, and to just make some stuff up to shoot the groom around for fun.  I may have also drew a rope T-Rex for no reason.  This probably isn't a useful comment.

This is fun.  It's not necessarily a game, but I spent more time playing with this then I thought I would.

The controls while unique are difficult to the point of near unplayability.  The ship moves slow and the enemies shoot so precisely that I just can't dodge.

You have a great idea, and good presentation especially with the banter between the two bots, but the finickness of the energy loss while moving is too high.  The game felt like it needed absolutely precise moments for everything to get through each level, and given the number of keys to press in quick succession it got frustrating way too quickly.

Hey this is a great game!  Congrats on your first Game Jam.  The only issue I found was that I was able to get myself stuck in the sand in a level and had to wait for the oxygen level to deplete, but other than that, this is one of the more enjoyable games I've played thus far.

The concept is good, but the controls are difficult.  I could not figure out how to get to the platforms in the second room, the ball didn't go high enough, I couldn't catch the ball and throw mid-air, nor catapult myself up beyond the ball.  I just got stuck.

I like the concept and the idea of constant upgrades, but the lack of a lose condition (at least what I could find) removes much of the teeth in the game.

Ooh, this reminds me of Galaxy Trucker but as a tower defense game.  Some extra polish and a higher difficulty curve (I basically got a ship that took up half the screen) this would have some good potential.

I liked this!  A bit hard at times, (kinda wish you could restart at the mothership), but the concept is cool.

I was surprised that there was a cutscene in the opening of a game jam and it looked great.  The ideas for the puzzles were nice, but I wished there was more substance to the game.

Ooh this is a cool concept, and a very cute theme around it!  The controls are bit difficult, specifically when trying to change the polarity of a moving magnet.  It may have benefitted from some keyboard controls such as clicking the magnet to select it, then using the arrow keys or WASD to select the direction of the poles.  This would have helped in puzzles where precise placement is necessary.

Additionally, changing the direction of the magnets is confusing, many times I would try to change the direction of a magnet (even a stationary one) and it just would accept the change).  I couldn't find any rhyme or reason to this and it got frustrating.

If you can, throw the work in progresses at a friend or family member to see how long they take.  I usually get my brother to play when doing a solo JAM or pass the puzzles around when working in a group.

AH!  I just saw one person on the submission page.  Our team was all linked up to the submission so that we could all assist in rating, and didn't realize it was not automatic (since I'm not the one running the main team account)

The concept is good but the controls were very difficult to play with.  The process of piggy backing one battery on another effectively meant a lot of moving hands around as the buttons selected were hard to hit with hands in one place, so it was very prone to failure.  Additionally, because the link between the batteries was near the bottom which made it very easy to accidentally break it if a battery is even slightly in from a ledge, having the connection up further or having a buffer would be a bit more forgiving.

I do like the idea of having two characters chained together through a wall limiting movement, but I would have loved to see the mechanic used in a way that set up puzzles requiring movement back and forth, or even use of the chain itself (like wrapping it around an object and using both characters to pull.  That said, this is a jam and likely not enough time to realize all this.

Very nice presentation and unique idea, but mechanically I had a difficult time understanding the actual combo system that drove the damage and combinations, and with the longer cooldowns, the game was pretty close to randomly selecting from the smaller list of what isn't in colldown.

It took a bit to get used to the conserved momentum (I initially thought it meant that movement of one character carried over to the other), but after that it made sense.  I am seriously impressed with level of presentation in the art and music, especially for someone working alone.

Cool idea, and cute art.  It took me a while to realize I had to pull up and down to rotate the limbs, not attempt to pull them to the intended location.  That said, the default drop speed is way too fast to do the posing.  I only got cheers once.

The concept of having different abilities based on who is in front is an interesting idea, but the need for very precise movement right from the beginning and the jarring fast time limit didn't help the game much. 

In my denseness I'll admit, I didn't initially realize I needed to match the style of the snowman to the characters moving around (I actually thought you were just going for the biggest ball initially), but once I got that it was quite fun.  The graphics are fantastic for a Jam game and the concept is quite fun.

Sorry to hear you weren't able to get the game together in time for the Jam, but you do have a talent in musical composition.

Ooh!  This was quite interesting!  Building a conductive bridge is the most innovative idea I've seen so far, and quite enjoyed it.  I did find a bug; it seems the game only checks the thing you hit and it's nearest neighbors for updated conductivity, so if I pushed things into other things that pushed a third thing into the outlet, it wouldn't update conductivity.  Like wise I could use this to push things over to the couch that still were set with conductivity but not actually connected.  It wasn't that exploitable, but it could be done.

Ooh, this was a cool idea!  I especially liked the idea that losing connection doesn't end the puzzle but is used as a mechanic in itself.  Good job here!

Really nice sprite work there.  Coordinating the two characters is a bit hard (I kinda just went crosseyed to watch eventually).  I did find one exploit.  You can move off the screen a bit with both characters, and the hedgehogs don't push you far enough to make getting hit an issue in this case.  The left side even more as the hedgehogs look to spawn to the right of the player.

The graphics are pretty, but controllability was an issue.  The mouse was way too sensitive to move around, and jumping on the platforms was very hard given the controls.  I had initially expected that the two worlds would manipulate each other (something like your position in one world would map to the other, but was surprised each was independent.

This is quite a trippy game, though I'll admit I'm very confused by it.  I got to the second level, had all the objects together and nothing happened.  I completed the first level but I have to admit, that I didn't 100% understand what triggered the completion there as well, the pieces were together, but at some point after experimentation the game just jumped to the next level where I got stuck.

It is cute, and I'm happy to see that you were able to get a submission given the issues you said you were having with the constant crashes in your engine.

Nice idea, and really great graphics there.  It took me a while to realize I could use the cores defensively (I kinda just held the left mouse button down the first few tries), but I then figured it out and killed the boss in about 4 tries.  The only thing that felt off was player death.  It was very sudden, and off-putting as a one hit game over.  If time was no object here and you weren't under a deadline, I would like to have seen a life system at the cost of a harder boss.

You've made my friend very confused and worried about me from the sounds in this game.  In all seriousness, it's a unique game, and fits the theme well.  I found it was possible to align the rotating bits and hold one of the plungers and make it pretty much impossible to lose.

I really enjoyed the mechanics of this game, but the level design soured my experience too much.  The small, narrow passageways made it more of a crap shoot than skill to get though the level, and the maze in level three was very frustrating.  Wider camera angles matching sections would make it easier to see a hazard before dropping into it.  I was honest though about liking how this worked, playing around more with the level design could do wonders; and perhaps adding in some other level elements such as blocks that move to match the orientation of gravity or open and close by orientation would add variety and puzzle work without making the game completely treacherous. 

That was fantastic!  Very creative, and very good at telling a story and giving options without using words.  Even the radio was a great touch, and edits to animate.  You used your medium very well.  I would have loved to see this go further.

It's an interesting concept but the game is very tricky to hit the stars at the right.  I'm not sure if it was the number of buttons to hit on or the difficulty of getting a rhythm going.  At four buttons the game could be played on one hand, making it an easier analog between the controls and what was on the screen.  The other thing is that as you hit something the constellation speeds up, making it difficult to time the next hit.  It may makes sense not to speed up but mark the constellation points for a set amount of time or rotations as activated and keep it at a constant speed.

I really like the concept and it's well put together.  There are a few issues with controls that had issues though.  The magnet felt inconsistent.  Sometimes the magnet pulled strong, other times it pulled weakly and I couldn't figure out the reason.  If there was a power level the got depleated or it was split between objects on the level I couldn't tell; perhaps some player feed back could help.  

I'm going to admit I only made it past the first level, early in the second level I I got stuck at the second spike cannon.  I noticed that at the beginning of the first and second levels there was a tight difficult part right at the beginning, it may makes sense to put that tighter place later in the level once the user is used to the mechanics in place.

we had a big with the water we weren’t able to correct before the deadline, continuing the slide until you jump was out compromise.  We can look in a permanent solution in the post jam version.

Thank you so much for the detailed feedback.  We are looking into fixing the collision masks on the player and hazards to be a bit more forgiving.  We’ve also moved the mines about a bit to make them less of a blind hazard and will probably make them res pawn but work more fairly.  As for controls we have a few ideas to simplify them for ease of play but don’t have anything specific yet.

we are looking into rebalancing the levels, as well as making the collision masks for the player and other objects more accurate in a post jam version.