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dallystudio

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A member registered Feb 19, 2021 · View creator page →

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Thank you for playing! It's more of shooting at point blank range, but has the same result in the end, ha ha.

Made it to 314! The overall mechanic is somewhat counter intuitive, but once I got the hang of it the game had was quite enjoyable and relaxing to play. The level generation could use a little work as it felt way too difficult at the start, or sometimes impossible, and getting too easy as I progressed.

I enjoyed the gradual build up of the story I was seeing, and the cut-scene art really helped world build. But I definitely concur with the other comments about the navigation issues. I made it to the second day, but then after getting momentarily distracted couldn't even remember where I was supposed to be going.

Thank you for trying it out. The map pieces are shown on the map along with chests as the square markers.

The combat is tied to exploration as a way to gain access to new areas as your ship is upgraded.

This was pretty good. The difficulty-curve is not over-bearing, and matched with a variety of enemies, makes it quite replayable. The upgrades felt meaningful, although not always the ones that I wanted. It would be nice to carry over one or all of your upgrades when you have to restart.

Glad you enjoyed the game, and that you were able to beat it! The game was did not get a full play-through before submission, but luckily the fact I added a few incorrect crew objects and an incomplete dock was offset by the under-powered kraken. We will definitely be fixing these things after the judging ends. The messed up dock was very disorienting when we first experienced it. :)

This was a good take on a tower defense game, and I was able to play it through to a win. I am happy I was able to tell what was going on everywhere, except I didn't notice when the upgrades actually occurred besides the more powerful effects.

I've never played the original game, so it took a minute to figure out what was going on, but it definitely resembles the game to what I know of it.

It was a little hard to tell what the different things were on the screen, especially after it was getting full, but I did enjoy the playthrough. Good job!

This game is exemplar for this jam. I think the polish is amazing, and the controls intuitive. I did almost quit the game because the earnings were so low until I saw that the multipliers were at the end of the upgrade list. I do think that I could have used a tad more variation to the overall game play, but that might not be necessary overall multiple smaller sessions.

This was pretty cool to see a game like this in the Nokia style. It didn't necessarily feel difficult, but then again I didn't even know there was a finish line until I saw a comment in the game's page.

After dying a couple times and figuring out what each thing in the world is it was pretty relaxing to play through. We ended up going through floor 10, but the difficulty after floor 4 or 5 wasn't really keeping pace with the upgrades we were getting. It would have been nice to hold down the keys vs button mashing.

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The platforming is tricky. We would have played more but the restart menu stopped working after you reached the second level.

It was difficult at first understanding which units to send out and how quickly they would be moving. We were surprised when the peasants started running out in front of the knights even though we sent those out first. Once that was figured out, creating a winning strategy was quite fun. The game ended up being very enjoyable and had us going for another round until we won.

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There is a known bug with the map. If used in the title or failure screens the game will crash. The main game world is unaffected.

I'm not familiar with the settings in Unity or Godot, but it might be similar to GMS2. In the GMS2 export settings under graphics there is an "interpolate colours between pixels" option which needs to be unchecked.

Very fast paced and enjoyable.  I think that the main chick should be a different color, or otherwise distinguished; because on one of the middle levels it was down below where the copy chick was at the top on the win zone. I also think giving a little more vertical clearance before death would be nice to help with the platforming. Good job!!

This was quite fun to traverse through. I really enjoy having such limited actions with the two characters because it made it feel they truly needed each other; versus mirroring or copying each other. I do think the difficult curve could maybe increase just a tad faster, but otherwise enjoyed playing it!

If the idea to avoid the knights completely versus having a confrontation, then I think the game needs a little more tweaking. With that said level 1 is way too difficult, and level 2 too easy. I did think it was a fun concept though!

This was a very nice take on the theme. After playing through, I do think the pieces should maybe retain their ability to move individually because it was fairly easy to get completely stuck from lack of moves. You might even be able to take it further and have it where 1+ joined pieces can move in tandem; and you could move a 5 pawns forward, for instance. Depending on where it proceeds, I don't think it even needs to be strictly Chess related.

You should be able to upload a zip folder with the following 3 files.


Some of the solutions are not intentional, but that's okay for the jam :) Thank you for your feedback, and this is definitely something I'm debating expanding - my original scope was larger than the finished game. Thank you for playing!

I was able to connect any of the pieces together, but one piece on it's own seemed to do the tricky. With that said it was a fun experience in a quirky world, so good job!

Good job on your first jam! I think it is lacking towards the theme a bit, but I do like the idea of getting a power from the enemy that damages you; such as the slime feet. It would just be nice to see more of that if you continue.

This has the potential to be a great edutainment game! Splitting into a sandbox versus a quiz/campaign mode could be really fun!

I'm glad you enjoyed playing it!

This was quite an enjoyable puzzle game to play. It would be nice if the interactions between the blocks and the player were a little more forgiving; life if you just barely pushed them too close together. Good job!

This was an incredible game for the jam, good job! We could not beat the kitchen to save our lives, though!

This was a delightful and extremely relaxing game to play! I hope you're able to iterate on it further. You might even be able to expand to multiple trains somehow and have a mini economics game.

This would have been a little more forgiving if the enemies more randomly spread out versus mainly being in the middle.  But with a moving train maybe picking up or losing rail cars this could be pretty fun and fit the theme.

I think the idea has potential. But the controls mixed with the density of the buildings makes it overly difficult.

This was a great idea for the theme of this jam. Although you didn't finish, I did enjoy walking/hovering around the theater and love how there was a prison security room!

I think I made it only half way through based on the video, but it appeared to be pretty unresponsive. The concept was pretty cool, but it might have been too cinematic.

After following the directions in the project page, the executable is giving "A fatal error occurred. The required library hostfxr.dll could not be found." Sorry

Same issue with me, sorry!

I think I understand where you were going with this, too bad the robot parts weren't working, though. I feel the first couple things were just tutorial levels, and none of us could play the non-tutorial levels.

This was definitely fairly memorable for me. I really enjoyed the thought of helping the two clackers make it down, and the facial expressions really helped with that. I did get stuck on the first right click level, so it might be good to introduce that mechanic with less on the line. Good job overall!

It would be nice to have just a little bit more forgiveness on the buoyancy of the crates, but I managed to make it through all the levels regardless! Having new mechanics introduced in further levels would make this a really nice game, if you were to continue.

It is an interesting concept, but definitely difficult to control the player and tell what was going on. Maybe having an overhead map to see where the player is as well as the first person view of the monster would be more useful.

I think this was one of the more original takes on controlling two characters at the same time; and I really enjoyed the delay. It would be nice if the screen didn't stray too far from the characters, though.

The concept of this was pretty nice. I think having a smaller, more puzzle-like aspect to this would be really fun, since doing the planning was the best part.