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commarchinin

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A member registered Jul 12, 2020 · View creator page →

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I've come across a number of games similar to this so far in the submissions I've looked at, and while yours isn't the prettiest, I think it is actually the one I've come across with the best puzzle design. In particular, the paired dice that move together really suits this sort of puzzle. Well done!

Super original concept, and lovely art. I couldn't find any strategies that allowed me to do much better than randomly picking sides that I knew were still on my opponent and hoping. Still, enjoyed!

Cool game! I'm always impressed by people managing to produce 3d work in game-jam time periods - nice art! The knife sounds were also really nice.

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I really liked the concept: I'm a programmer, and it's my strong conviction there aren't enough programming games in the world! I didn't get to the final levels (the rotate command seemed to be broken?), but is interesting to consider that you built a non-Turing complete language (given the very finite input size, even though looping constructs were in theory possible through recursion). I was glad to see you weren't implementing the 'functions' using lambda functions - although I'll admit I was kind of hoping to be able to use recursion to cause a stack overflow, because that would've just been cool.  

I enjoyed exploring the nature of your virtual machine. At the very least, you've convinced me I need to build my own programming game in a future jam!

I enjoyed! I think what would really take this to the next level would be the player having random upgrades in a similar way to the enemies do - the weapons each felt fun, but adding some modifiers to the mix would keep them engaging for longer. Very simple aesthetic, but a very pretty game. Well done! 

I think in your itch description you're a bit harsh on yourselves and the state of your game. Yes, there are some bugs, and yes your game is clearly incomplete, but it's also interesting and ambitious. I loved all of the art for the main character, and it was great stepping out of her real life into the fantasy. 

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I should say, it wasn't just three green dice - the one dice I couldn't get a green for I was able to get an orangey dice which also had high odds of a 3! 3s all the way.

But really, I think that people being able to find strategies you hadn't expected is a real credit to your game: you gave it enough depth for there to be all sorts of interesting ways the parts could interact. 

Fun game! For me, the menu buttons at the end of the levels were causing the game to crash, and so I had to reload after each level. Because of that I only played the first world, but I enjoyed it a lot.

I enjoyed it, fun concept! Having no indication of how long until the dice rolled was mostly alright, but was a tad difficult to manage in the bird section. All in all though, nice work.  

Neat art, and fun concept. In particular, I loved how the perspective on the dice shifted as they moved across the scene, and how that gave away changing information by letting you see just the edges of the different side faces.

That was fun! Combining sets of dice in opposite directions was the element that most made this game work for me, added just enough depth to the mechanics to be properly satisfying.

That was honestly great! My one nitpick was that the controls really weren't obvious - I tried to open the instructions menu by hitting enter, only to have that pull up the pause menu.

I did really like the mechanics though - took me my first playthrough to understand enough about the game to be able to work out what the dice combinations at the bottom of the help meant, but the second time round was a blast. Stacking 3 green dice and a touch of luck meant I got four instakills and won, which felt great.

The art, both graphic and auditory, was lovely. The difficulty curve felt perhaps a bit off - those platforms before the second key were markedly harder than anything before or after them. I particularly liked the background, the aesthetic of the game was definitely the highlight to me.

This was a really interesting concept - in some ways the closest thing I can think of I've ever come across is the Logo programming language, and its turtles: particularly, roller up/roller down made me think of the turtles' pen up/pen down. That gets you brownie points in my book, Logo is nice.

If anything, I think the combo of the physics modelled driving and roller, the worry about paint running out, and the order combined to make the game a bit too hard (for me, at least!). 

Glad you liked! Both the tumbleweed scaling not getting any harder and the flee button not working from the pause menu are on my list of known bugs, I'll roll out a patch for them sometime this week.

I like the two incomplete views of the world, that's a good mechanic. I think it is too hard to dodge the enemies - they move quite fast, and the player needs to dodge round them by quite small margins. To me that difficulty detracted from the puzzle elements, which were cool.

My suggestion would be that you do some extra work on this after the jam - add sound effects, try and juice up the player death, add some music. That alone will really help this game.

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Unfortunate your submission doesn't run. I've made the same mistake in not uploading a .dll  and realizing the next day, really isn't nice. For next time, just make sure you test that you or a friend can run the files you're uploading from a different computer.

Interesting game, though a bit hard to play in it's current state. In particular, I think the way the artifacts you aren't currently using get passively attracted to the current artifact makes it all feel a little out of control. I like the way the color-scheme changes to indicate which artifact is selected, that really helps. I also like that there are multiple pieces of music, but think perhaps a single longer piece could help - on the first level, it just got repetitive a little too fast because it was such a short loop.

All that said, nice. Keep it up.

That's a good point! I had intended to have some layers of the music be more dynamic, but that was on the list of stretch objectives that didn't get reached. Post-jam, might give that another look.

Ah cool, thanks for the clarification! I've now played it. I like the concept, not something I've seen much in the jam. I found it hard to remember what health my characters were on when it was the monsters turn - health bars would help. But that's okay, I wanted those cute skellingtons to win anyway :D

One of my favorite games I've played so far from the jam. Got to 1356 kills! Admittedly, there isn't currently really a way for the player to manage the scaling - there's nothing to do with a thousand dollars except buy 100 boxes and make 100 machines, which is a tad painful. Particularly given it un-pauses every time you make something. A nice solution if you were to update the game in future might be allowing the player to unlock new tiers of boxes, containing new and more powerful appliances. 

Very fun, if perhaps a little difficult.  What a naughty doggo...

Loved it. Honestly found the overall level of challenge quite good (love that last level :D), and great writing and voice-acting. Very cohesive whole.

I'm sure I've played two player snake before, but joining the two together at the start does add a good little twist. Loved it. Slashnburn and I finished 41 - 33 :D

Good concept executed pretty well. The controls didn't trouble me much, but I do think there is room to improve them. Perhaps make Z and X toggle whether each player is frozen, rather than need to be held? Similarly, instead of the spacebar perhaps just automatically move to the unfrozen character if one character is frozen, and move to the character further in the direction the player is trying to move if both characters are unfrozen.

All in all, enjoyed a lot. Would happily play again if you ever modify the controls or add new levels.

I enjoyed, nice atmosphere. The core challenge I see for this game is that there is no driver to make the player engage with the core mechanic (that the flock is multipurpose). Because the goal is just collecting a given flock size, I found it faster to never shoot, and just dodge the incoming attacks. Is one of those 'players optimizing all the fun out of your game' traps. Worth giving some thought if you make an updated version post-jam.

All in all though,  I had fun, nicely done.

Very entertaining title, and good concept. The camera movement could use some work, and perhaps inverting X should not be the default (even those who prefer it don't expect it by default).

Very fun. I liked the difficulty curve, seemed pretty well developed. The plugging-in animation seemed to be broken, only one of the plugs would do it (WebGL).

Very fun. Would love more levels! :D

I can't wait for my next mission!

I really like the concept, but there were a lot of bugs in the current version. Namely, for me: Doors were invisible, I couldn't flip the character to shoot enemies to my left, and I wasn't getting any sound (so blind mode was just zero senses).

Even so, there was some nice attention to detail in places - that the shotgun pellets ricocheted was a really nice touch, in particular.

It would be cool to see a version of this where you fix things so that the game matches more of what you envisioned.

Interesting game, for sure. Creepy vibes, definitely achieved! I would say, the difficult controls are not inherently a problem. The tether perhaps felt a bit off - I love to be able to use my momentum and swing off the tether points. 

Also, would've been great to have instructions in the game in some form. I initially played it without reading your itch page in detail, and didn't realize the tether was a thing.

Ultimately, cool concept. I think the difficulty was a bit high for me personally, but was fun anyway. 

I really appreciate how much you do with the single puzzle mechanic. I feel like you've explored it in relatively full depth. Really cool. Also, the ghost's glow is pretty satisfying.

It does leave me wondering what more mechanics would synergize well with this one. Perhaps more mechanics to exploit the physics of the rope? Would be interested in seeing more.

Thanks! Yeah, there was definitely a touch of inspiration from that game in this - myself and Slashnburn looked through some of the previous GMTK Jams the night before, and I know that one came up. Glad you liked it!

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Very fun. I do feel like the biggest thing that needs thought is the carrots - because they push the bar in a direction dependent on which mode you're in, the whole game can just be played with the spacebar. One possibility would be if instead they always pushed the bar in one direction (ie, always to the right), that might make the dynamic would be a little more complex. 

All in all though, nice work! Would love to see this taken further.

Nice! Yeah, gotta love Godot. Once you're in the Godot zone, it's a pretty awesome tool to work with.

I enjoyed! Left me wanting more tools, partially just because the sword and bow had really satisfying animations. I like how different a tool is depending on which slot it goes in.

I like the way enemies can be linked, not just the towers. Multiple enemy movement patterns would synergize really well with that, allowing the player to exploit their movement patterns.

Does manage a dark and somewhat creepy atmosphere pretty well.  It felt a bit arbitrary because it didn't communicate to me why some things happened. For instance, was not clear at all why going to the path marked 'Exit' killed you.

I couldn't manage to get the game to start. The start screen appeared, but it wasn't clear what to press to make it run.