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Dan Miller

102
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A member registered May 24, 2021 · View creator page →

Creator of

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We discovered the problem behind this, unfortunately our game has a memory leak! The game can render approximately 200k frames before reaching this point. It will be fixed as soon as we can publish updates to the game, but in the meantime, if you have a worse computer you can run the game on it will take longer to crash :D

hahaha, this was so fun. It took me a but to realize that I didn't have to make sure that any car could get to any exit - once I realized that, the later levels became much more fun. I laughed when the first car was pushed off the road. nice work!!

Interesting idea, a production game where waves of enemies are literal waves. Not very interesting in its current form, but has some potential. I think it would be more interesting if there were ways to interact with the waves in unique ways. Like being able to deflect waves, or blocking multiple lanes of waves, or placing different units farther out vs closer in to the shore

this is a really cool idea. I loved navigating around the perlin storms. at one point I was able to trade out one plane for another on the landing pad. For the most part I just piloted one plane at a time, since I had to make some tight corners with them.


I think it would be more fun if there was a more crisp line between storm and not-storm, so that it would sometimes be safe to leave a plane out in the open. Or larger spaces between storms, so that it would be (sometimes) feasible to send a plan off in a long line

cool art, fun little game! there were a few points where I walked over a shadow I saw in the water, then dug when the swash went out, and didn't dig anything up.

This was so fun. lovely art, after I lost the first time I realized how the game was supposed to work: bank up enough resources and food to be able to survive. put the most valuable buildings higher up. I made it through 17 levels! I was initially unsure how I felt about the ruins left behind, but they made building choices that much more interesting. really cool, well done

moving around was fun and responsive, it was a good time! I only made it to a score of 24. congrats on finishing the jam!

what a beautiful game!! I love Alba. Just the right length, I felt pain when I had to go back a long distance to the last cheeckpoint, which put the pressure on even harder. I think it would be nice if the timer paused while dialog was up, although maybe this was a design choice? Either make it there in time and skip a bunch of dialog, or listen to your friend :')

The graphics on this are cute, I had fun! I wasn't able to figure out how to get past the one area with 4 small yellow platforms closely spaced to each other. Up until that point, it is quite charming and at times challenging

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I'm not a big player of platformers, for me this is it very difficult. I wasn't able to get past the climbing wall with the coffee. I enjoyed the art and concept, am sad that I didn't get to see the rest of the game?

Edit: came back after seeing a comment of yours which indicated that I could dash upwards. it would be helpful to call this out in the game description! I was able to make it through the whole game. I messed up a few times because the wind made me face to the left when I wasn't actively holding down the right arrow key

the gameplay was quite confusing. at one point both mines and farms were mentioned? I wasn't sure how, or if, I was meant to build or capture those somehow. I tried capturing the blue tiles with yellow houses(?) on them, but ended up destroying the houses :(

I think the game concept is interesting! I'd like to see what a 2-player version felt like. Or a version which doesn't allow me to completely remove any path back to my castle!

this is a cool concept, love it! I found it interesting that most of the negative prompts ended in a question mark. that was a useful heuristic

fun game :) . I felt the timing of the storms were perfect, I got into a groove of filling up my pollen coffers just in time for the storm to come and head back to the hive. the wolves made things hard!

The size of the map and amount of content is impressive for a jam, however the polish is quite lacking. it was kind of fun when I realized I could cast the fire spell at infinite fire rate, but it also rendered all combat moot from that point. I think this could've been more fun if more time was spent focusing on polishing a much smaller area, such as the starter dungeon. Rather than creating such a large map with different characters, assets, and abilities.

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It took me a bit to realize that the best strategy was to let the barricades get destroyed and focus on getting a good gun. The leaderboard at the end tempts me to try to do better, though. Edit: came back to it, realized that uzi is OP once it gets upgraded to be a 1-shot-KO. I figure I could have gone on forever, had enough health to tank everything

The game doesn't seem to play. Was this game created by generative AI?

at that hint, I went back and explored the map deeply to find the extinguisher, must've taken me 5 minutes! I can't figure out if I'm supposed to be able to do anything with it, though

I laughed, this was hilarious. Each minigame was unique enough to keep me interested and having fun, well done!

Thanks for the feedback! Good catch on the volume levels, would've been nice to get that fixed, but hopefully not too obtrusive. Glad you enjoyed it :)

This is a fun delivery mission game. The beginning was pretty confusing, I ended up exploring the whole level first to figure out where I was supposed to go. From there I had a good time figuring out that I could skip a lot of the level by jumping over a fence! Once I has mapped out the level, it was fun to navigate around.  I didn't see a score listed at the end, but I was able to get all 4 cubes through.

I would have liked to have a "put down" option, several times I walked up under an umbrella and tried to drop the cube, only to have it fly out from under me and take some rain damage. Also, when I stood under an umbrella holding a cube, it still got wet. perhaps this was intentional?

To survive the wolf, you need to throw your friends into its mouth. It will eat them, and once you throw enough, he will go away

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this is the segment I used:

oo did I figure out the right ratios?

I love factory games, had a good time with this one. I learned that I couldn't make engines, and then was able to make a whole self contained factory in a single tile, which seemed to work well. got to 7k points in about 1.5 minutes I think. The tile had 2 sources, 4 smelters, and 2 selling points. It was tricky for me to figure out what the correct production ratios were between all the factories

I like the idea, and had fun with the first 3 levels! I got into a weird situation where I could not scale up or down anymore a couple times, and stopped playing the 2nd time it happened. Unsure why, the first time it happened in the 2nd puzzle, the second time it happened in the 4th puzzle. The aesthetic is very pleasing, and I love the idea of playing with my own size in a first-person level. Reminds me of superliminal!

interesting concept, I had fun. I would like to see more levels w/ more interactive elements!

Fun game! quick to pick up, and with surprising depth with added level elements.

A cool tetrisy game! I love the art. and the gameplay is interesting, once I got the hang of it. On first impression, I was very confused why my building parts weren't fitting in. It took me a couple minutes to figure out that the decorative elements like ladders, trees, chairs, etc, were actually relevant to the gameplay.

I think if you highlight the cells that will be blocked by these decorations in red while you are dragging the building around, then the game would be much more accessible and very fast to pick up. It felt slightly misleading to not highlight those cells on dragging

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I love the art, and the idea, I wish it was easier to play! It was frustrating not having any indicator of if I was successfully clicking on anything. It seemed like the hitboxes for many of the levels did not align with the art, which made me feel like I had little control. Eventually I resorted to randomly clicking and pressing D in an attempt to find a clickable object. This was particularly bad on the Giraffe level, I was able to get the 2 apples on the right to change scale by random inputs. But I never figured out exactly how I did it

I believe that your page's description of controls may be incorrect, it reads "then use the scroll wheel to resize and scale them." , but I was only able to use D to scale. scroll wheel didn't seem to do anything

The concept is enticing, I found the gameplay quite difficult! I wasn't able to get past the 3rd puzzle. it works well though, the object is clear, and the game plays smoothly, nice work!

One addition that I think could add a lot is an option to toggle the zoomed-out view. I spent most of the game holding down shift, since I didn't see any point to not zooming out as far as possible

I will follow this page with great interest 👀

this is a cool idea, very fun to play around with! I noticed a few bugs with the weapons, and around wave 24 I got down to less than 1 FPS with a herd of 1.6k and growing by about 100 every frame. I love the chaos of it, nice work!!

I think it would be really cool if your herd size got you particular advantages. maybe you could turn 200 of them into a giant goat-based weapon

I looked you up on discord, so we can avoid public email span haha! We should def collab on a future jam. looking forward to trying out your game, and thanks for playing :D

I appreciate that this is mobile compatible! I played it on my phone. Lost a couple times. I appreciate the design, but found it really difficult at the first scaling point. The first time I had no money to buy a larger weapon after the game scaled up - the frogs went straight through my defenses. Do the smaller ant-scale towers deal any damage to the frogs?

This is awesome. I loooove combining different elements together to make unique weapons. My favorite was the projectile which emitted other, smaller, projectiles along its path. Really cool idea, and executed well enough to be satisfying.

This was neat, I would play more if it was only the puzzler side of things and not the combat/alchemy game mode. I think I would have appreciated a top-down or orthographic perspective in the bullet-hell phase, it was tricky to navigate with the perspective used in the game

The art is looking cool, unfortunately I could not discover any gameplay. it seemed like most "[E] to <perform action>" prompts did nothing. And I only found one piece of dialog (the woman in the bed).

The controls feel difficult and awkward, and I didn't feel in control of the character as I was playing. Perhaps this was intentional? I didn't play long enough to feel like I was able to control the ferret

The visual style of the game is really cool, and the music fits well! I like games that employ "hacking" mechanics -- I would have liked to see more complexity in that part of the game, but also understand that that would probably alienate a lot of players. I also really enjoyed the use of particle effect feedback on the buttons!

My critical feedback is that I needed more rapid feedback in the battle scenes after selecting my action. When I selected my action (hack, firewall, overload), the game paused for multiple seconds before I saw anything actually happen in response. Initially this was confusing, it seemed like the game was asking me to do something more before it responded to my actions. It would be nice to have 0 delay, to decrease time-to-feedback, and also make it possible to run through the battles faster.

I would also like to see a health Number displayed somewhere, instead of a sliding scale

Very cool combination of tetris and shooting games! nice work!