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Dream Jam Games

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A member registered Apr 04, 2023 · View creator page →

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Thanks a ton for playing FRAYED! We loved watching your video, it looks like you put a lot of effort into the editing, it was super awesome!

We are currently working on updating and polishing the content, and hope to release the game on Steam sometime in the future, and your video is a great help for identifying where we can improve the experience. 

So thanks again for playing, it means a lot to us :-D

Thank you ! :-D

Thank you so much for the kind words :-) It was super awesome to see your experience playing the game, and to hear what you thought about it. It is very much appreciated!

I just stumbled across this post on the general itch.io devlogs page and I think your project looks super cool! The aesthetics and vibe is really on point, well done! Keep up the good work! :D

Thanks a ton for playing and sharing your experience! We hope you had fun :-)


Play FRAYED here: https://dream-jam-games.itch.io/frayed

In FRAYED, you play as George, a farmer who wakes up in a tool shed with no memories of how he got there. Your task is to complete the ritual and end the curse.

Features:

Unique Horror Environment: Explore the farm and try not to get lost among the tall corn stalks. Watch your back and avoid loud noises. Something might find you.

Physics Puzzles: Grab, throw, pull, push, turn. A tangible world of objects and puzzles are waiting for you to solve them.

Uncover the mystery: Read notes and investigate environmental details. What happened on the farm? Where is your brother William? The clues are there. Will you find them?

Additional features:

- Game play loop of 30-45 minutes.
- Easy mode, Normal mode and Hardcore mode.
- Can be played using a mouse and keyboard or controller  

We plan to develop more updates and improvements to the game in the future. We love to hear what you think :-)

It really means a lot, thank you so much :-D We also enjoyed playing your game a ton, you've managed to really make a great and coherent experience I think :-D

Thanks a ton, it really means a lot! We are so happy that you've had a great experience playing our game, it's super awesome :-D

Thanks for playing and commenting <3

Thank you so much <3 And thanks for playing!

Thank you so much for the kind words! It really means a lot and inspires us to keep working. We're happy you had a good experience playing our game. I hope you've had a great game jam!

That's a great idea! We are open to suggestions for potential future development, so it's really awesome to hear what you think might improve the experience. 

Thanks a ton for commenting and playing our game <3

Haha yes that can be a challenge. We tried improving the ability to push around objects, but we didn't get around to perfecting it in the end. But every game needs to have elements that can be iterated on, so we might look into it if we return. Thanks for playing! :-)

Thank you so much! We greatly appreciate you taking time playing and commenting. It's true that 3 cauldrons maybe get a bit overwhelming, but we wanted to give the player the ability to progress. Thanks for playing!

That really means a lot! We were lucky to have a lot of time for polish and balancing adjustments for this jam, so we decided to utilize the full period for once. Thank you so much for writing such a nice comment, it is super awesome to read! I'm also really glad that your gameplay experience wasn't totally ruined as the performance of our game isn't optimal on Mac. We spend the last couple of days really trying to push out every bit of optimization we could, and giving you folks all the options for adjustments so you wouldn't be left out.

Thanks for playing! :-)

Hahaha thank you so much! We were very nervous that the controls would be too difficult or unpredictable, so we are really glad that it seems to be alright. Thanks for playing, and I hope you've had a great jam with some good gameplay experiences :-D

Hahaha that's a good point. It is definitely becoming clearer that there are a small hole in the gameplay loop in the beginning of the game, before the customer count is increasing and you have multiple cauldrons or recipes. It is definitely something we will iterate on going forwards.

Thanks for playing and commenting :-D

Thank you so much for such a nice comment. It really means a lot! We are happy that the tone and gameplay have resonated well with you, we spend a long time trying to tune the flow and mechanics. It's true that throwing is a bit wonky, but if it is any consolation it used to be several orders of magnitude worse. There was a point where throwing had no honing ability, no added force and the hit box was waaaay smaller. Going forwards we have talked about maybe making some indication or pointer of the relative throw direction, to give the player an idea of how the throw will be.

Anyway, thanks again for playing and commenting, it is super inspiring to read! :-)

Thanks a ton for playing and commenting, it means a lot! We spend a lot of time trying to hit the right balance of removing control from the player, but then giving them alternative ways to play the game. As there is still room for improvement we will take your feedback into consideration if we are to continue working on the game.

Thanks again for playing, I hope you've had a great jam! :-)

Thanks for the kind words! It's great feedback that we definitely will take into consideration if we are going to iterate on the concept :-D

I hope you've had a great jam!

Thanks for playing and commenting! We also really enjoyed playing your game :-D

Haha thanks a bunch, it means a lot :D Thanks for playing and we hope you've had a great jam!

Thanks so much! I got so baffled when playing your game and it basically following exactly the same gameplay beats and core concepts as ours, its great fun :-D Thanks for taking time commenting and playing our game, it really means a lot :-)

Thanks a ton, that means a lot! We are so happy with all the feedback, it really motivates us to keep going and iterating on the core concept. Thanks for playing :-)

I see what you mean, the furniture can be a lot, especially when they get thrown around like crazy. In a previous version we had the player character be knocked back every time they touched an obstacle, which made the game super clumsy. We still have a way to go before we properly nail the game feel, but it's a step on the way.

Thank you for playing and commenting :-)

That is so kind of you to say, thank you so much! Really means a lot, and helps us get motivated to look into further development :-)

We really have to prioritize fixing the mac version! We fought with tooth and nail the last days in order to do everything we could to improve the performance for the mac users. It means a lot that you like the game, even though the general experience might have been suboptimal. A cooperative mode would be wild!

Anyway, it's nice to read about the game perspective from a mac user, as I was afraid the performance would be too bad for the game to even be playable. Thanks a ton for playing and commenting :-)

That's awesome, we are so glad to hear that :-D Thanks a bunch for commenting and playing our game, it really inspires us to going forward!

Thank you for playing and commenting! We really wanted to give the game a tone of goofy and light fun, that easily could be contained in a short gameplay loop for the jam, so it's great to read about your experiences playing. It means a lot, thank you so much <3

I agree, we realized early on that we had created a "hole" in the gameplay loop, each time the player had to wait around for a potion. We had hoped that for most circumstances, the fact that you could push around furniture and throw around ingredients would be engaging enough, but those are all surrounding features, and not really adding anything to the main gameplay loop. Having the clients rummage around is a great suggestion that we definitely will look in to, if we are to develop the game any further! :-)

Thanks a ton for commenting and playing our game. We hope you've had a great game jam :-D

Thanks a ton, it means a lot. We are really happy you liked our game. Thanks for playing! :-)

Thanks a bunch, it means a lot to read that you've had a good experience.
I hope you've had a great jam! Thanks for playing :-)

Hahaha thanks friend! Naming a game is always hard, we had a bunch of different names considered, like "Brew Brawl", "Apothecary Apprentice" and "Potion Party". For the longest time the itch draft page was just called "The Wacky Wizard Shop" until we decided to find a proper name :D

Thank you for playing, we are happy you liked our game <3

Hahaha thank you so much! The late game balance was a progression challenge we spend a lot time trying to get right. As a large part of the game is relying on the chaotic nature of physics it's very difficult to avoid that those annoying moments can happen. Hopefully it didn't ruin your experience completely :-)

Thank you for playing, it really means a lot! <3

Hahaha it is super awesome that you acknowledge that small character element! It is what you could call a happy little accident. In the early prototypes of the game, the apprentice would stand still when reaching the mouse pointer, but it really didn't have the right feeling of urgency and chaos, so instead we gave them a continuous force so the player could never stop moving!

Thanks for the kind words and playing our game, it means a lot <3

Many many thanks for such a nice comment! It is super motivating to read, and is one of my favourite parts of participating in game jams!

I hope you have had a good jam as well! I really enjoyed playing Time Mayhem, it had some super great polished elements!

Hahaha thank you so much! We have seen many different ways to play the game, and guest trapping is undoubtedly a viable strategy ...Until they start punching the furniture!

Thanks for playing! :-)

Thanks! We are really happy that the Overcooked tone is shinning through so well. We are happy you like the game :-)

Thank you so much! We are discussing many different avenues to take the game, and multiplayer would definitely would be very reasonable, especially if we were to lean more towards the Overcooked way of doing things. It means so much that you have taken the time to comment on our game, it means a lot <3

Thanks a ton for the kind words! I haven't been able to try Ratatime yet, but it is very high on my list of next games to play, as I really think your art-style and imagery have been captivating, every time I have browsed the jam submission page :-D

Thank you so much for playing and commenting! It really means a lot and motivates us to keep working on the game and engaging with players <3

I hope you have had a great jam!