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drahmen

57
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9
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A member registered Apr 02, 2021 · View creator page →

Creator of

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Hah, yeah, a buddy pointed that out to me yesterday. I hadn't considered that scenario, definitely abuseable if you're reeaally patient :D

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As for balance - yeah, totally agree.  I seem to have a knack for wanting to build complicated combat systems only to not have sufficient time to balance things!  I playtested it on and off for probably 2 hours during its polish phase, and would frequently find myself fine-tuning combat.  Ultimately I didn't want it feeling too easy, or to feel that everything was a pushover, so this is kind of where I landed.  Could easily tweak it another few days.

Thanks for the kind words and the review.  I struggled a lot with if people would 'get it', so I'm glad some did :D

opengameart.org for all music and sfx. Glad you enjoyed it!

Ah the base/side of a spike, my mortal nemesis.  Solid entry.

This was really fun, but as others said, really difficult.  Having guards path back to their original spawn once out of combat would've solved many of the problems, I think. Really cool game.

My favorite part is where you're walking down, then go to walk down left, and he does like, a complete 270 in the opposite direction to get there :D

Obviously needed more time, but solid start.

Cool start to this one.  I liked the lore behind what was happening, obviously wish there was an endgame.

Solid game here.  A few issues, but nothing too bad. I wish the 'hot' part of 'hot and cold' came in a bit more.

Fun little game, love the humor :D

Yep, those 3 days go by quick :D That last bit at the end goes by faster than one would think. 

Solid start here.  Adding music and SFX would go a long way, in addition to giving objectives or increasing difficulty overtime.  Good job.

Solid runner!  I liked the swap mechanic, was a cool idea.

picked up trees and ate fish.  10/10

Solid atmospheric work, definitely got some spooky vibes. Having more points to find the resource would be good, in addition to some other upgrades.  Really nice start though.

Agreed with others - window losing focus and your paddle is completely shot.  Improving controls would help a lot.

I love little upgrade games like this.  Short, sweet, to the point.  Controls felt really good and underwatery.

Yeah, I've received feedback for enemy hits feedback, simply didn't have time with everything else. 

As for resolution, it's designed for 1920x1080. Will work towards better resolution support in the future.

Thanks for playing!

Solid premise and foundation you've got here.  Keep making games :D

I think you've got a really solid foundation here, but it needed some form of objectives to really tie together some kind of gameplay loop.  Really liked the visuals, music and overall vibe.

Solid game, had a lot of fun.

Fun little game, cool switching mechanic.  Overall juice felt pretty good.  Took a second to realize you had an objective, but once I got it, it was pretty cool.

Fun little twist on a classic.  The later levels definitely involved a bit of guessing, simply due to RNG putting food too far away.  Spent a lot more time on this than I was expecting - good job.

Me, 10 minutes in: 'wait, which one was blue again?'

Checkpoints would be really helpful.  Encountered a bug going to the third area where my character could no longer jump.  I'm guessing repeatedly pressing jump for the previous step got the logic into a bad state. Precision platformers demand tight, tiiight controls and polish.

I liked the core concept, just needed a bit more on the execution.  I think being able to throw the snowballs a bit faster would feel better - maybe make it an upgrade.  I navigated maybe 10 rooms before hitting the game freezing bug.

Really solid entry, felt fun.  I liked the theme interpretation, and the tiles sold it well.  My only complaint is that there wasn't a full reset stage / back to main menu (that I saw anyway).  It wasn't often, but I think I got into a bad state on stage 7 and I'm not sure the undo would've gotten me back far enough :D

Neat little concept.  I liked the idea of health regen and damage being tied to heat.  It took me a while to figure out you could hold down to fire faster - I assumed it was going to 'cost' heat upon being dropped in the level.  Overall fun idea, managed to make it through all levels :D

Simple, fun, didn't overstay its welcome. Solid concept, and I loved the general idea.

Thanks for playing, and noted! I tried to add that in the tutorial, but I've seen it a few times that people didn't get the message. Will be explicitly clear in the future.

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Thanks for the awesome feedback.

Did you end up beating the game? The objective was to shoot the present. I tried to make that clear in the tutorial, but perhaps I needed to be crazy explicit :D my wife had similar confusion and I modified it, perhaps it wasnt enough. The progress is what the top bar tracks.

For the other points, UI was designed for 1080. I'd love to get to a place where I support other resolutions better, will work on that next time. As far as npc general health and feedback - noted. Opted to focus on other areas, but definitely agree it would help general gameplay feedback.

Thanks! Spent a lot of time trying to get a solid arcadey feel.

[REDACTED]

Thanks :D I could've honestly spent hours writing those stupid things. They were a lot of fun

Yeah, I toyed with the idea of tweaking the torch spawning to ensure it looked more natural and to guarantee it was visible, but it was on a list of things I didn't end up having time for :D

Thanks for playing!

ah bummer, web version seems really broken.  I can't spawn units and the darkness doesn't move.  Is there a download link to try a local version?

Took four tries to get to my first upgrade - you definitely need to spam shoot the moment you possibly can.  Fairly challenging gameplay.  Solid little title, and the theme and ambient music were pretty cool.

Solid concept, and I really liked the music. I wish there was better feedback to know if I hit an enemy or not.  I just kinda kept clicking like an idiot and hoping, but I'm honestly not sure if I was hitting anything or not.  Cool little entry.

I really enjoyed the overall concept, and I thought the music was awesome.  I feel like the hit box for the enemy's head was a bit unforgiving.  Overall pretty challenging, but really cool idea.

Fun little game with a lot of polish.  Card battlers like this are always fun - very ambitious for a 3 day jam.  Only critique is the enemies all felt about the same (same strategy, card variety), and the hover text / tooltip / selection of cards was a bit finicky.

Overall really great entry.

Fun little game - nice nod to the genre.  I made a similar game for Ludum Dare and I had the exact same problem - balance for this type of game is almost impossible in the timeframe :D.  Really had a lot of fun with it, great job.