On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Dan Blain

111
Posts
5
Followers
1
Following
A member registered Jun 17, 2017 · View creator page →

Creator of

Recent community posts

Neat little game! Hope the snail gets to eat the fruits at the end.

Neat idea! Wish it was expanded on more though.

Nice little game! The idea of inverting standard video game environmental objects is neat! Just wish it was a bit longer, and maybe had some of those different ideas work together, rather than being one per level.

Cute game, love the art and dialogue! Though I stopped playing after a while because it didn’t feel like I was progressing toward anything; maybe having an evolving gameplay structure or more story incentive would have worked well here? Would love to see this expanded upon!

Really nice concept! Though I found the controls difficult to get the handle on; perhaps a mouse sensitivity slider would have helped? Or maybe removing the smooth acceleration of the level, and have it move at exactly the mouse speed. Would be a really good game for a touchscreen!

Cool idea! I did have an issue when playing in fullscreen, though - the game window was still smaller than my monitor resolution, and whenever the mouse left the game window, the game would stop registering it until I moved it back. Maybe recentering the mouse whenever it moves would prevent that? Otherwise, cool game! Judging by the person’s full-body cast, I suspect this isn’t the dog’s first chaotic spree…

Chaotic, but quite fun! I especially enjoyed how the music tempo affected the cursor speed and click rate, almost makes it a rhythm game! Though getting the cursor aligned when the speed is high is tricky; perhaps giving it smooth acceleration/deceleration instead of fixed speeds would have worked a bit better.

Cool idea! Though it is still ultimately about getting to the end of the level; maybe if there were adversaries trying to keep you alive that you needed to fend off or get past as well? Still, it was fun while it lasted!

Really cool idea, really well executed! I appreciate that the character AI seemed to know what I was expecting and acted that way. Super cute art too!

Really great game! I like how it’s more than just a simple reverse Pac-man game; you’ve added elements that really make it unique - the low lighting, especially, also makes it like a reverse horror game too! Only thing is that I wish there was an easier way to get a sense of where the humans were, I spent a lot of time just wandering in the dark trying to find them.

Thanks for playing, and the detailed comment! I agree with all your nitpicks - in fact, these were things we considered adding for usability but left out for time! If we do an updated version of the game, we’ll be sure to include these improvements.

Really unique idea! Had to fight against my gamer instincts for this one :) Though the player character did have a tendency to slide off the edge of platforms sometimes. Other than that, good work!

Good puzzle platformer! Only a couple of suggestions - a fast-forward button could have worked well, and I would have liked to be able to reposition objects without needing to reset the level. Other than that, this is a good foundation!

Cool concept! Though rather tricky to get the hang of.

Holey moley, that was fun! A nice take on the theme, well done!

Cool concept! Though I kinda wish you had to make the beat in real-time, to match upcoming hazards, rather than just trial-and-error since you can’t see ahead.

Nice game, cool concept! Though I’m not really sure why it takes quite a bit of swinging to actually kill the heroes - do they have hit points that I’m unaware of?

Cool concept, simple yet effective! But I think the pathfinding needs to be improved, both for Pac-man and the ghosts; Pac-man keeps getting stuck, and I kinda wish I could draw the paths for the ghosts.

Thanks for playing, and the detailed reply! We actually did have a fast-forward feature during development, but we had to scrap it before the deadline due to some bugs that there wasn’t time to fix.

Neat idea, though I wish the human resistance was a bit more capable - maybe having the humans attempt to destroy your bases could have led to deeper strategy gameplay. Cool concept for a strategy game though!

Neat concept! Though I wish there were more levels, and perhaps each individual component could have had a unique way to get it working rather than just clicking “Work”, for a bit more variety. But still, a nice idea to base a full game off! I appreciate the detail of the player actually playing the game, too.

Cool game! Controls well, looks really nice. Only suggestions is perhaps a projection line which shows where the ball will fly and how it will bounce. Other than that, good stuff!

This is probably the best game I’ve played from the jam - everything feels so well done, it’s hard to believe this was made in just 48 hours! Loved just about everything - the graphics, the sound/music, the gameplay - all super well done. I especially appreciate the pathfinding of the Knight being shown on-screen; that’s super helpful. Only thing I think could make this better would be a minimap, to help find the remaining skeleton friends and loot vases. Otherwise, top marks!

Interesting idea! Though I often got a bit confused about which ability I was supposed to be recommending, and whether they were actually being used. Would be worth exploring further, outside a game jam, I think!

Cool idea! Very simple, but has good progression. Only gripe is that I wish that Blocku-dono would speed up a bit after a little while if he gets stuck behind a wall, to keep up with the camera. Most of my deaths were because I fell behind the camera and couldn’t catch back up. Other than that, this was really good!

Cute little game! Though I wish the player could move a bit faster - it felt difficult getting what the goblins needed before they could get to the village, especially when a bunch of them appeared at once.

Interesting idea! Though gameplay could feel a bit slow. Maybe allowing for more towers at once, and having the towers have autonomous, but played-controlled behaviours, would have sped up the gameplay? Otherwise, with some additional features, I could see this being a full game! Well done.

Really neat idea! I wish you had the time to finish making the last level, but I guess that’s the nature of a jam. Still, I enjoyed what was there! Awesome work.

Thanks for playing! I admit, it was pretty hard getting this submission ready for the deadline (and we had to cut a few corners) but I’m glad we got there.

Really cool idea, well executed! Only gripes are that I was there was a bit more variety in the gameplay (maybe the different terrain types could have had different restoration/destruction methods?), and once the civilization was wiped out, that could have been the win, instead of needing to spend a while afterwards just waiting for the restoration options. Other than that, I really liked this! Would love to see this as a full game.

Thanks for playing! Glad you enjoyed it. And yeah, saving the layout is something we would have liked to implement fully, if we had more time.

We’re glad you enjoyed it! I guess it makes sense for a reverse tower defence game to be a popular idea; we tried to give our own unique spin on it by making it a puzzler with a specific goal.

Thanks for the comment! Glad you found it fun.

Thanks very much for the praise!

Thanks for your kind words, shobu!

Thanks for your comment! We decided on a more puzzle-like approach to give the game its own identity, rather than having it be an exactly 1:1 reverse of a standard tower defence game.

Thanks for playing, we’re glad you had a good time!

Cool idea! Though a bit hard to tell when to swap in the heat of the moment. Nice interpretation of the theme, very literal but still effective!

A fun little game! Though a bit more depth would have gone a long way, I reckon.

I wonder what the man did to deserve the wrath of the clowns?

Neat idea, though would be nice if there was more to it. Also I couldn’t get past the ice in the fifth level, because the angel’s hitbox is too big.