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DNLK

128
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1
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7
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A member registered Aug 24, 2018 · View creator page →

Creator of

Recent community posts

Wonderful little game, I liked it a lot! Could use some UI adjustments like being able to observe your and opponents revealed units' text at all times. For example, I had a card that when played let me take a guy from a discard back to my hand and I couldn't check any revealed info including my own to see what would be the best fit.

Took me 14 days of distracted play to beat it. I would have done it sooner have I realized champion tourneys are always the same lineup and you can just assign best counters for each one.

<3 <3 <3

Great concept and execution. I like minimal graphics which clearly show what is happening. Also tutorial is very well done, I understood the mechanics with zero words from the game.

As a concept it has cute graphics and a ink drops following you as additional characters. But platforming mechanics have much to be desired. You have to press direction and a jump at the same time to jump forward or it will only jump upwards. Also jumping near the edge need to have a "hook" or else people will fall off the edge when they expect the game to register a jump. Because of these reasons you are fighting the controls instead of having fun.

Wow, you made a strategy game just like that! Reminded me of classic C&C games. I like graphics a lot too.

Oh that's my nightmare typing game! Diffuculty ramps up real quick once "adam joins the fight". Great concept and execution but I just am not a person for this genre,

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This game has a lof of style, be it artwork, the story, word DISTRACTION covering the whole screen or simple "fart" as one of the words being added in Zine. I like it a lot even though I hate typing games in general.

Oh that's a game I could not test properly because no one to play with in person but I like the idea and your angle making a pvp game for the jam. Artwork is pretty nice too.

It reminds me of that lemmings game or what it was called where you had to use limited amount of units to prepare the level for the rest to get to the end. Graphics are a bit too basic but the concept is solid.

Wonderful artwork, I really like it. Should note that platforming could use some "platformer magic" in that I often fall of the edge of the platform when I expect to jump off of it instead.

Great work, controls are easy to glance, seeing both boards at a time, clean and with no annoying twists like "you have to press a button to switch to another board".

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Well done, cute graphics and rock-paper-scissors gameplay. Could use some visual aid to show where you can put knights and fire fighters though as apparently there are some restrictions.

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Yeah initially thunder would kill everyone but had longer cooldown. Given that every rune stacks the same way with cooldown reduce, I knew it won't do much to just make it cooldown longer. Even in its current form it's a bit too strong and I just decided to leave it like that.

Nice implementation. Could use some polish like scrolling farther if player gets ahead and maybe some challenges on you way like monsters in the maze preventing you to move with no timing?

The game feels like you are scamming the solution but I think that solution is intentional play line. For that feeling of "I scammed the game" when you actually are not I appreciate it a lot.

It is too stripped down. Just clicking a bunch and doing nothing else basically? Should have some nuance. Also right clicking a lot and fast gets exhausting pretty quick. Artwork is very neat by the way.

The artwork is adorable in this one. Could use some variety in furniture sprites but other than that it is very nice.

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I like clicker games so this one is a cute idea. I was confused at first because some stations had nothing to do at and no contracts were there yet so maybe change the pacing a bit to account for that.

Idea is good but could use some polish. Enemies are very hard to see, even if it's on purpose. 

Yeah you need to explore a bit picking them up. Game gives you a bit of a hint showing your starting rune at the items bar.

Game art looks very neat, I like the concept too. Could be expanded a bit with the Moon playing some role, maybe some random events you need to adjust to or additional parameters to account for before approving the mission. Also I found the satellite mission and active satellite tabs a bit too slow to roll out. Animation is nice to have but waiting for it to happen when you just want a quick glance does not feel good.

I really prefer my games to have zero text but yeah I think this time around there should be more explanation shown.

Could be me though, it is a second game so far in this jam that has the same issue. Might be the same engine which just does not want to work properly with my browser.

Great artwork and effects, nice sound design and movement/gun feedback. Very solid work overall.

I understand the idea and why you wanted to explore it but it just is not very fun to craft ammo instead of actually doing things. There should be some way to make it more exciting to play with this mechanic.

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I like the concept of upgrades shop and artwork is cute and simple. Gameplay is kinda confusing because I can't tell why sometimes paper people attack and why they do not. Also I don't know why progress would be saved or not so that I could buy anything in the shop. After I die I have no store money.

Is there only two levels? Because after I beat level 2 I was sent to level 2 again.

Great idea for a puzzle game, I like this spin on a classic Tetris. There is always a challenge to design it technically so I commend you going for it.

Great artwork and a cute implementation of "control two characters". I have some aspect ration issues where no matter if I open full screen or just in browser, I can't see the whole screen. My resolution is 1920x1080 if it helps.

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I like exhaust concept instead of energy points. Overworld map could use some polish and for some reason I could not use heal card on my characters but I got to heal an enemy which is fun.

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I actually tried to press full screen button but it still was cut improperly for some reason. My resolution is 1920x1080 if it helps.

I like the artwork a lot. For some reason game window is huge for me and I can't see the whole screen at once. Is it me or game could be a little longer? Or I just have no clue how to keep up and not lose?

I like the concept and artwork is cute. Controls are a littie confusing at first unless you read the game description. I am not sure why I could not attack enemy squids after I killed them and they resurrected.

Every upgrade is kinda straightforward: with each stack it decreases the cooldown of that rune.

I did not have enough time to add sounds, I plan on doing it soon. As for the arrow thing, it points to a direction but not a position. You have to figure the exact location. I might change it in the future to add some indication of proximity.

Yeah I followed this game from SNKRX dev. Maybe some of current issues is something he predicted with the prototype so he stopped working on it.

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Good concept but some parts are feeling a little off:
- Character movement. Why not just let players to move using WASD?
- Game events. It's straight up Vampire Survivors, you aren't even hiding the comparasent. I'd expect something more original to be honest.

There is a tip in the beginning but I know it is not enough. I should've highlighted applicable objects and interface tells better to show where cards can be used on.

Yeah I plan to fix this visual bug once voting period ends.

What card drawing bugs did you encounter?