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cmdr0

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A member registered Jun 13, 2021 · View creator page →

Creator of

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Definitely could have used a timer or a goal of some kind, but fun nonetheless!  Had a fun time discovering that the window bonus was infinite.

Thanks for the feedback, and for taking the time to play!  The people are also supposed to be the "economy" piece, but that could definitely be communicated better in-game. :]

Hmmmm even if it wasn't positionable camera angles, I think a floor, a drop-shadow for the ball, and ray-cast enemy sprites (like in Doom/Wolfenstein) would be good; the enemy size would allow you to see how far back an enemy was, and you could watch the shadow pass along the floor to get some depth perception.  But I'm sure there are a hundred ways to skin this cat :]

Wow, this is a solid game!  I'm growing tomatoes right now, so I thought the addition of hardening off the stems was a great, realistic touch.  Super cool.

Yeah, we were looking for a balance between how you build your defenses and how much you leave "open" for yourself.  Thanks for taking the time to play!

Thanks for taking the time to play and leave a comment, it means a ton to us!

Hey welcome back around!  Yeah, I wish we had a little more time for polishing gamefeel, but we had some game-breaking bugs towards the end that had to get squashed instead.  Thanks for taking the time to play, though!

We had a similar idea to yours!  I love the execution here with it becoming a bullet hell, though, that's super cool.

I love that it quickly becomes this hectic scene that you create.  This is super cool, and the execution is great!

Congratulations on submitting for the jam!  Really enjoyed the cutscene at the beginning, and the jump movement actually felt really solid.

I didn't read anything before jumping in, and was just jamming out to single player neonpunk Speedrunners.  Then the game flipped and I loved it.  Great execution!

10/10 perfect game
Knew what was going to happen and still spent the time to get the requisite score.

The insanity stemming from the boats righting themselves and crashing into each other makes this just super enjoyable.  Great job!

That's a really cool idea!  Had fun playing around with it and finding a strategy.

I think I got the doggie adventurer killed by giving too difficult a quest, but I don't know ._.

There's some cool underpinnings for a management game here, though!

Glory to Zibbobia Zabovia.  Cool concept!

Sick music.  Very "Mastermind" game mechanics.  Big fan of the reversal playing the AI, we almost went with that idea as well.  Congrats on submitting for the jam!

This is a great little game, well-executed.  The polish shows.  Great job!

Baba is cat
WASD Mouse is controls
Ridiculously cool game

Excited to see this one in Mark's video!

That shader is phenomenal, and the work to make everything look good with it definitely shows.

Game's got that juice.  Good job!

I love the game here, but I really struggled with the perspective.  There was something weird where, pushed just far enough forward, the ball would launch even higher vertically, and I would have to tilt backwards.  But still, I could see myself playing a _ton_ of this.

I love the visual aesthetic!  There were a couple ways to cheese the running mechanic, though - one was that the battery never drains fast enough to be a fail condition, and holding diagonal moves you faster through the level.  It'd be interesting to figure out what the fastest possible time is based on these.

Having to swap between attack and heal was a good touch to add some depth!  Also a big fan of the little pixel characters.

I got stuck on level 2, until I... didn't.  I think that the issue may be with the bullet hitbox "skipping over" the target hurtbox (since when it does work, it looks like it passes through what would be the corner of the hurtbox).  It would have been cool to, instead of the levels having more varied walls statically placed, those were added to the player's "toolbox" of ways to interact.  But still, a really interesting design!

Rad idea!  A shame some of the more tactical cards got cut before submission.  Did you have some sort of framework for the HTML+JS, or was it mostly just... React?

The font was a little hard to read, but overall good execution on a good idea!

The art style is great, though I wish some of the sprites were as informative as they are expressive (Is that melted cheese?  Why is the cutting board the correct station to melt cheese?).  Aside from that, I wish I could access a given station from any of its sides.  But this is still great, congratulations on submitting a game for the jam!

Ah, it's always bittersweet to hear critiques that you had written down on your to-do list, but that's the nature of these jams, I suppose.  Thanks for taking the time to play, and thank you for your feedback!

I love me some tower defense!  Some balancing on the towers, or maybe giving two towers per roll could have been good - it wasn't great game feel to get slow tower round 1, but I had a ton of fun when I accidentally found the 'spawn a tower' button and could really build a strategy.  Congrats on your jam submission!

Oh hey, thank you for keeping us accountable on proper artist credit.  Seriously.  Not to make excuses, but I don't think anyone on the team expected the amount of work that comes "post-jam."  It's corrected now.  I also took some time to tighten up the info delivery in the description, we'd gotten some feedback about that previously as well.

We had some ideas for the 'hide and wait' issue - but they didn't quite make it in time.  I don't want to talk too much about cut features, but hopefully post-jam you'll get to see some of those ideas implemented!

As for different colors of dice, they were originally to be another visual indicator for when the game eventually got complex - if a Goblin and a Skeleton both had a 'dagger' attack as one of their faces, the colors would help differentiate them to the player if they both had daggers face-up.  I think it was a little less important in the product we delivered, however.

Thanks for the feedback!  We'll definitely take a look at those areas

Could use some balance tweaks - I could only really affect the population with a fire, but then it completely decimated it - but really cool concept!  Not a lot of 'god games' going around anymore, I feel like the last one I played was Black and White 2

Thanks!  I loved your word dice game, too, it was a blast!

I got the raise :D

Thanks!  We had a lot of discussions about randomness and player agency in our design process, so I'm glad they paid off.

I love your dice puzzler/platformer, by the way.

This would be a great mechanic for a rage game.  You have full control of the die, but it's just slippery enough, and the punishment could be just severe enough.  The controls are frustrating, but in an interesting way.  And I mean that sincerely and in the nicest way possible.

Hey, thanks for taking the time to play, and I appreciate the feedback!  We definitely want to work on those areas, so hopefully there'll be a smoother product sometime post-jam to enjoy :]