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Dominik Haas

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A member registered Dec 07, 2016 · View creator page →

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A new thought, tetris as a refernce would actaully make more sense. Different boats with various shapes, where only at certain places the boxes can be fit in. And then different shapes of boxes as well, I guess it would need also more boats which are slower. Might be a bit thought to balance so every box could fit at any time, but maybe you don't lose a live for a box, just loae some points.

Yeah, sure you already built into that direction :)

Then maybe something like a pickup would also be nice to have something floating in the air :)

It's tottaly normal to get to used ro your own game :)

And not a problem for a game jam.

Usually playtesting with fresh players helps to see the different perspective. I find level progression one of the hardest things in game design.

I try to figure out the "core" of the game or the main game mechnics. And try to build everything to support it and make the main experience better.

So in your example, the game about cooking or but exploring and gathering things?

Feedback
  • Great graphics, 3D is superb!
  • Nice controls, in terms of game feel, the ship movement feels more like a car, not really like something in water
  • Nice camera movement, maybe a bit abrupt when turning, could use a minimal lerping

Feedback

  • Pretty hard to do follow, maybe some sort of assitance?

Feedback

  • Nice controls
  • Nice music, pretty funny :)
  • Funny story and nice visual ending

Feedback

  • D-pad controls feel a clunky
  • Crank controls are better, it feels strange that is not possible to go move backwards

Feedback

  • Nice cover and fancy intro transition to the startscreen!
  • Great manga art and funny story
  • Good stroytelling and I liked the humour
  • Nice floating mechanic, it takes a while to understand how the gage works. Meaning how much you have to crank until it takes effect and how long it has to turn down again. Also the direction felt a bit different in that aspect.
  • A lot of levels, sometimes the feel very tight and controls didn't feel like that straigth forward. So some level were frustrating
(1 edit)

Feedback

  • Nice and cute art
  • The cooking looked a bit unfinished, I'd love to have more game mechanics for the cooking
  • Fishing was more fun then the other gathering task, because it required timing. Well, catching leaves too, but fishing is less predicatable

Feedback

  • Nice art, which of it was created for this game jam?
  • Sometimes the dialog picture of the mirror wouldn't disappear until a next dialog. I think whe it would tell I don't have enough shards.

Feedback

  • Great and cute art, card and cover art and nice smooth animations!
  • Good intro
  • Congratz on the technical achievemnts
    • 3D rotation
    • Skewing and distortion of characters
    • Opacity of objects
  • Great mechanics
    • The rotation could probably be improved a bit with a snapping to minimum angle 5° or 10°. Like this it sometimes needed to be pixelperfect
  • Great level design, smooth difficulty curve adding new things step by step

Feedback

  • Nice card art
  • Nice controls instructions
  • I couldn't get over the second level, it's pretty hard to
  • Funny characters, how come cowboys are passing ballons around? Mabye they are important messages attached to the ballon? What would they talk about? Could be a nice way to add a funny story with different levels where they have to overcome obstacles.

Feedback

  • Pretty funny mirroir
  • Nice art and technical implementation
  • I was unclear how to get more viewers
  • And I missed something specific to do. I had a lot of fun though and took funny screenshots

Feedback

  • Nice art and start screen
  • Nice instrutions
  • Nice ballon pop sound :)
  • Good controls and floating feel for the ballon with the crank

Feedback

  • Nice cover art and nice story
  • Lightings are kinda unpredicatable, sometimes it would work to pass quickly by and sometimes I would still take damage
  • The hearts (healtbar) needs to be inverted, the way it looks at the beginning, it looks empty
  • The hat was unclear at first and it needs a visual feedback when cranking
  • Nice levels and nice amount of content

Feedback

  • Nice premise or backstory
  • Nice artworks, cover and card art. Was it intentional that the skulls aren't visivle anymore when opening the menu?
  • Nice use of the reflective mechanic
  • The accelormeter controls were hard, crank feels way better for this
(1 edit)

Feedback

  • Instant start, needs startscreen
  • Great game mechanic
    • I loved to jump out the water and dive in again to gain speed, I would try to make the game more around that.
    • Just being able to endlessly dive defeats the purpose of jumping out and diving back in again
  • Nice map with auto side switchinf
  • Level design
    • feels pretty random :) 
    • It's hard, not all objects would need to reset the collect points
    • Maybe some objects are just to guide the direction?

Feedback:

  • Nice startscreen
  • Needs more game mechanics, for more game depth
    • Different speed of torpedos and things to drop collide with them
    • Maybe it would help to have a more zoomed out perspective, that would give more time to see the torpedoes
    • Some level design would also be great for variation, obstacles mabye?
    • Or different waves coming in which would change the speed of the boat?

Feedback

  • Nice story intro
  • Nice voice
  • Nice water graphics :)
  • In terms of game mechanics, there needs to be more variations. It's always the same thing. Maybe switcht to the cannon after the mirror has over heated, the cannon shots in an arc so it's harder with the cannon
  • Also balance, maybe make the mirror much stronger and last only a short time. Know it's the ultimative weapon, not the starting point. You have to build it first and survive long enough, as the story indicates.
  • Also different enemy variations
  • I want to see those ships buuurn :)
  • Nice progression items

Feedback

  • Nice art and minimal back story
  • Nice game feel, smooth controls and movement. Maybe a little screenshake when dying?
  • I love the direct move mechanic
  • A lot of content haf around 17mins to get through.
    • Some parts were way harder then others and sometimes the savepoints were placed a bit strange
    • Also some screens looked kind generated with weird stuff there :)
  • I think collectables could spiece it up a bit, for an incentive to solve some puzzles differently instead of just getting through
  • Movement sfx ahould not be reused for the muscles, it can be confusing

Feedback

  • Nice art overall, cover art, assets and background art
  • Great paralax effect, funny death animation
  • Level design feels a bit to compact... Sometimes it's hard to react quickly
  • I think the game is a bit "gamey". I see the potential more on side of an exporative game, no points to gather but cool things to see and experience. Maybe also with a cute story. It gave me a kinda studio ghibil vibe with music and feel for the environment

Feedback

  • Nice base game mechanic, how could it be scaled?
    • Maybe boats which only have limited space to put things on it?
    • Boats can only load a certain amount of boxes, to many and they sink. The max. amount gives bouns points
    • Then different sizes of boats and different forms.
    • Maybe also different types of cargo, which only fits on certain boats?
    • I wonder how to have different levels, different ports?
  • Music would be nice and more sfx for the crane movements
  • it reminds me a bit to: https://www.nintendolife.com/games/nes/mario_bros :)

Feedback

  • Great Art overall, title screen, cover art
  • Great atmosphere with the music and sfx
  • Good feedback visually and with sfx
  • For the game mechanics I'd like to have more depth. Of course for a game jam it's great. The timing at the serving is nice, maybe more timing mechnics for the pouring?
  • I'd like to be able to learn to make more drinks :)
  • The input is already possible while the screen transition is still happening, in the beginning I've did some interaction during a transition and then something happened but I did get what, because it wasn't visible.
(1 edit)

Feedback

  • Nice art with multiple sides of the character
  • Nice chill music
  • Game Feel: Movement feels a bit like on ice, in water there would be a bit of a drag
  • Level design
    • Difficulty ramping a bit quickly, level design needs to introduce mechanics and objects graduately.
    • But of course it's great for a game jam prototype, I'm just mentioning it in case the development of the game is contuniued. Which I hope it is! :)
  • Without the precise cranking setting it was pretty hard to be acurate

Feedback

  • Nice reflection mechanic, nice enemies
  • How many enemies are there?
    • I want more enemies with more variations of firing :)
  • Is the art self made?
  • Stats is also nice
  • The cat is nice too :D

Feedback

  • Nice startscreen
  • Good Reflection mechanics, also time limit leads to tactical thinking
  • Multiple levels would be nice, starting with a simpler level to learn the mechanics
  • Hiscore 13

Feedback

  • Nice dual mechanic of crank & button
  • It's hard, to quick to react, I guess flappy bird was hard as well...

Feedback:

  • Nice mistery story, nice mechanics, good art
  • hitboxes sometimes unclear
  • Bug when all (but one clue) collected, the list shows the last entry multilpe times
  • And questions, unclear if correct or not, then none appear anymore
  • Can't do anything in the basement? The middle object looks like there is a door open, but I can't enter

I am!
I'm curious to see what's being created!

(1 edit)

Love it, was so funny watching the little ones climp up and jumping in weird ways :D

Some thoughts:
- so funny character animations, they made me laugh so much
- love the ironic statements, while watching these little characters climb so hard
- it took me a while to figure out where to place the flag, but once I had it then it worked nicely
- also it wasn't clear if I have to bring them down with the flag or raise it once they are on it (like super mario?)
- it also has a nice difficulty ramp :)

(1 edit)

it's a nice relaxed crafting experience! Smooth UI, nice music. It's kinda subgenre of god games.

Here my thought while playing:

- A lot of things to combine! Amazing
- weird very specific things
- other more logical things
- funny & interesting quotes
- I felt that I had kinda got all of it and thoufht okay that's a cool idea, in a nice little game. Then I'll go to the menu and it says 20% overall? Wtf!? Mind blowing! The game is huge!
- no idea if the categories of things matter?
- after some progress there are so many things to combine, I ended up to use the hints very often
- I didn't want to use them, but it got kinda overwhelming with all these possible choices.
- also scrolling though the whole list can overwhelming
- some kind of subsection might be useful, epoches or something
- after a while I wanted to kinda interacte in a different way... Another mechanic would nice, but no idea what... I guess it's a question of start, mid and end game? How should the game and interaction progress?
- cranking to squeeze didn't seem to be also working consitently, I had put down and pick up once a while to be able to squeeze again

Also:
- And why can't i combine the rocket with space or at least the moon??
- stick + stick gives chopstickes, of course! What kind of cruel god are you? :P
- Also i demand there is a way to get sushi! And noodles, and soup to get ramen! I guess I have to make another game: "Ramen Maker" to satisfy my obsession with japanese food :P

Thanks PizzaDev!

Teenagers can be horrible creatures :P

(2 edits)

About the thicker outlines and more contrast, what did you have in mind?

Any specific assets?

In general a bit more "cartoony"?


*Edit*

I thought about it and realized your totally right. The idea was from the beginning that it's a top down view on a table and the UI is basically plates or bowls on the table. But then the table should be a kind of wood -> dark and the plates can be bright.


Thanks :D

(4 edits)

Wow that idea! :)

We got to know the story behind this idea! I feel that's worth an invite at the HelloPlaydate Podcast ;)

While the game it self is a jump and run with delivery, it's original & funny take on it :D

Few thoughts I had while playing:

- great tutorial!
- so funny to have to do the intersections to get back to human form
- nice increase of the difficulty!
- the snowball doge was pretty sudden and I had to die like three times to even figure out what the controls are during that section
- because of usually being sometime with the crank, I wasn't ready to use the d-pad and A button
- the snowball thing felt like the least polished
- besides that it feels like a pretty well rounded game! Tutorial, a story with intro and ending, nice sfx & music, congratz!
- heck even save game data!
- the jump could probably get some more polish for a good game feel

Yes, there isn't much explaining yet.

When opening up the menu, the controls are explained, but not on what to excately do...

I can add that in the last step. The game is a bit UI heavy, meaning a load of UI parts, which doesn't leave room for text. I maybe have to redo some parts.

I think I changing to show the controls per phase in the menu that would leave room for general instructions.

In general much more visual feedback would be great. So the kife could change color when in the right spot.

(2 edits)

I love the art and the minmal & effektive score UI.

A few thought I had when playing:
- nice flip graphic effect
- cool style of the different trails
- cool game over / explosion screen
- punishing start position, to close to the border (happnend a few times, started close the right border, no chance to react), not always, but sometimes.
- crank controls "additive"? Once a flying a curve / circle, it's hard to get out if it again. It takes many rotations of the crank? Intentional?
- played on slow and breaking (with B?), still kinda hard to control the curves / circles
- also tried with a lot of cranking still hard to control :) does cranking speed of the spaceship?
- bouncing around in the corner can get pretty hard to get out again