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Coolfox

26
Posts
5
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A member registered Feb 13, 2020 · View creator page →

Creator of

Recent community posts

Really innovative game, like others have said the narrative and writing is great - I particularly like your interpretation of the jams theme.


Very good job.

Hey, thanks for the kind words they really mean a lot. Had planned on having stat differences be in a different colour based on whether they were an upgrade but time in jams can be fickle at times and stuff just doesnt get implemented.

Glad you enjoed it, tuning definitely could be improved in general across the game - Area is kinda crazy compared to some of the other stats in terms of what it does for you as an example.

Great little puzzle game. Nice variety of mechanics needed to solve the puzzles. 

Nice game, could've done with a bit more variety on the upgrades - felt like getting cargo was a little needless.

Music & planets were superb.

Nice tower defense twist of having the player have to actively be a tower. The actual towers felt unique and interesting from one another. Aesthetics were also on point.

Nice idle game, really captured the essence of the genre. Some of the numbers could do with some work, felt like skipping the bountiful feast and just saving up for the joyful noises was a much better investment.

Something to keep the earlier sections a bit more relevant as well would be nice - cookie clicker has the clicks give a % of earnings each click as an example, but given it was 10 days of development its very good.

Nice game, the aesthetics are great - felt very tronlike to me. Sound was good, clearly a lot of thought and polish has gone into the game.

Not a bad topdown action game. Like others said the movement was a little sluggish but otherwise great fun.

Interesting concept, loved the aesthetic - the souls looked very catish to me.

Controls were a bit funky with having to right click to change between 2 kinds of left click, might be more intuitive to be left click/right click unless more soul tags were planning in which case changing between the colours a bit snappier would've made it a bit better.

Overall pretty good though.

Beautiful game, lovely puzzle solving mechanics. 

I liked the 9 lives level thought that was a neat touch.

Beautiful game, gameplay loop is a little shallow but still enjoyable. 

Really love the aesthetic of the folding paper ground tiles.

Thanks for the tip about the canvas size, really good to know for future web builds.

Great game, like the other poster said could get a bit bogged down in attack times if you got lucky on not rolling skulls, but otherwise lots of fun.

Very nice game, Great graphics.

Cool concept for a game. The voice sound was a bit crackly at times, dunno if thats just due to compression on the web browser. Otherwise nice investigation game.

Fun little game, lovely aesthetics and sfx.

Lots of fun getting to the end, didn't go towards the big gem section at all, but maybe that would've been a better play to get some better stats from the practice runs.

Very nice little roguelite deck builder. Interesting mechanics, could've used some music and sound effects but otherwise really good & fun.

Music didn't loop for me, also - wandered around a bit without finding any enemies on the outer ring? did find some eventually after circling for a bit.

Spells were cool, but the icons didn't match up to what I thought they'd do (D looks like a dash for example). Overall not bad.

Fun little management game. I liked the status system you had going on. Wasn't sure about what ratio to have for xp and warriors though,  guessing your just supposed to train to not be unhappy?

Fun card roguelike. The fusing mechanic was interesting. 

Getting some money from defeating enemies would've been nice as it made the shops kinda irrelevant  having to sell your items to be able to purchase items.

Removing the places you've visited from the maps would also be a nice touch.

But overall very good.

Hey great concept. Liked the interesting level design and the music was also stellar.

Apologies for the inconvenience, had the game set to restricted whilst testing and didn't set it to public on submitting to the jam.

Thanks for the feedback - the attacks are just determined by the amount of rune colors that you get active. 

Each rune in your hand should show what colours it will add to an attack  - and the strongest attack that can be made from your colours will be the 1 executed & what is displayed on the attack button, admittedly it could've been made a bit clearer that that is the intention behind playing the runes.

Pretty cool concept. Characters movement felt a little sluggish at times but other than that gameplay was solid.

Had some bugs with the 2nd level repeating itself after completion and escape not exiting game after dieing. Maybe could've used some bgm music as well though.

But overall levels are cool and it felt fun to play.