Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ben 🐞

64
Posts
2
Topics
102
Followers
50
Following
A member registered Oct 26, 2018 Β· View creator page β†’

Creator of

Recent community posts

Sorry, there's no screenshot showing for me. The rewind system (see spoilers hidden on game's page) is designed to help if you need to retry puzzles, collecting disks may also cause you to get 'stuck' but for those you're supposed to reset.

ζ‹…ε½“γ—γ¦γγ‚ŒγŸγ―γ‚γ‚ŠγŒγ¨γ†γ”γ–γ„γΎγ—γŸοΌ

Thanks a lot for playing!

Thanks for playing Renkon, Daikon! πŸ’™

Factory community Β· Posted in Beaten!

Thanks for the feedback! There is at least one secret…

Thanks for letting me know! I looked into that at some point but I also rewrote the checkpoint system a few times so I’ll check.

Factory community Β· Created a new topic Bugs and/or mishaps

If you encounter something you think is a bug or behavior that’s causing you problems then please report it here!

Thanks a lot for playing!

Well I'm not afraid to go to bed tonight. Nope, totally fine. I'm sure I can find a room without windows or anything. πŸ˜‚

Thank you for playing and sharing your thoughts, I’m glad you enjoyed it.

Thanks Renkon & Daikon!

Thanks for playing!

Thank you for your lovely comment, I'm very happy you enjoyed the game.

I just finished running a game for two other people with this using the sample dungeon. It was a lot of fun, very easy to tweak on the fly and make interesting situations for. The only issue I ran into was the one with rooms 6 & 7's descriptions being swapped which I see has already been mentioned. I'd give it a solid recommend.

Thanks for giving it a go!

Thank you!

Towers is an open-world, exploration and narrative game about finding towers in an island landscape. It feels like a mix of SoTC, Dear Esther and Vane. I created it solo over the past 7 months as an entry into the Open World Jam that's currently running on Itch and Glorious Trainwrecks.

You can get it from it's Itch page here! Thanks for taking a look.

At 119 pinapples I have now all the fruit I will ever need......

This is really fun. It reminds me of the GROW flash games, I used to love those. :)

Thanks, I'm glad you enjoyed it.

Managed to piece together... something that made it a whole 12 meters... https://demoman.net/etcetera/piston-bot/?machine=18.2-41.2-49.11-13.11-13.29-49....

That was a lot of fun.

That was a classy end sequence. :)

Thanks! I'd be interested to explore the idea some more but we'll see...

Thanks for playing and taking the time to leave a comment! :)

Thanks for playing! I actually prototyped a number of different placement systems, including flipping pieces, but it was really confusing to work out where colours would end up so I decided to leave it out for this version. Perhaps if I decide to take it further I'll work out a less confusing way to do it.

It's a pretty difficult game, but I'm really impressed how much mechanically you were able to fit into it within the size restriction.

I like this one! It's fun and colourful.

I did find it actually easier to complete the levels as the game progressed, rather than more difficult, because the density of the dots meant it was easier to sustain the chain reactions. But that didn't detract from the game. :)

This is an inspired use of the γ‚ͺ character! It's a fun little game.

Thanks for breaking the game! I put a patch up to hide the score issue. I specifically chose a large value score and did wonder if anyone would exceed it, but I thought I'd wait and see as I didn't go over the limit myself.

I'm actually excited that you found that strategy to 'solve' the game. As you guessed, I didn't correct the movement issue due to space - I preferred to prioritise the gameloop and I'm happy with the choice I made there. I did wonder if a strategy like you're describing would be possible - the spawn rings are there specifically to make you aware of the spawn positions to let you 'surf' the laser and not die to randomly spawning enemies - so it's nice to have that confirmed. If I did expand the game then a mechanic based around that would be interesting I think.

I like just how nice the palette looks, it's a really solid Tetris.

This is great, super stylish.

This is super cute, I love it.

Thanks, it's kind of you to say. :)

Thanks for taking the time to play, I appreciate it!

I thought this was really a fun one for a jam game, a very wholesome theme. Some of the puzzles were quite frustrating - I saw you didn't have a lot of time to polish it up so it'd be great to see where you could take the idea if you're planning on doing a post-jam version. Great job.

This one had a lot of character, the screaming blocks were a nice touch. I got a stuck on the "momentum" level, I think some of the friction and jump timing made it hard for me to get a good flow going on that one. But I liked the concept overall, and it'd be nice to play a post-jam version if you're planning to do one.

Thanks for taking the time to play it and give your feedback!

Screen shake is hard to balance and I wish I'd had time to put a setting in to tone it down, but unfortunately I had to just best-guess it in the last slice of time I had left for the jam. I think I need more time to work out a better way to convey what is happening that won't make people uncomfortable. Thanks for completing it despite this.

This was really great, I would love to see a more developed version of this.

I think the only two pieces of feedback I would give - firsly a lot of the playtime I spent just following the graph and it was rare I could make any meaningful choices. If the game had played through the graph for me, and only let me choose when there was a choice to be made then the battles would have been over a lot quicker, and I could have spent more time developing the graph, which is what I wanted to do more of. Secondly, it would have been interesting to see the enemy's graph ahead of time, so that I could try and design my graph to defeat theirs. That being said, that would change the nature of the game quite a bit, so ... I dunno.

I really liked this one. I thought the addition of the movement restrictions as a mechanic from the start made it feel quite different to similar puzzles, and the difficulty ramp felt good.