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dutchlish

737
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A member registered Sep 01, 2019 · View creator page →

Creator of

Recent community posts

Thanks for playing, glad you liked it! 

Very cool game! Generally think it's a winner. I think the only thing I'm missing is maybe checkpoints where the difficulty ramps up, maybe speed increase and/or more obstacles. Also (small point), because of how slow the depth amount rises, it feels like the submarine is really small! Maybe if this increased faster then it would give a cool feeling of depth. Either way, thought this was a really good entry, got to about 33m. Good job!

Good job. I think these controls work really well. I also would have liked more! I think it would be fairly simple to procedurally add more levels with the obstacles becoming more frequent and it becoming more challenging as you progress. Good entry.

I love this! Such a novel way of presenting a kind of dangerous dive scenario, very unique gameplay, genuinely tense. Great game!

Very good entry! Very intuitive to play,  like the twist of the parts that kill you, keeps it interesting. Great job! 

Ah thanks glad you like it and thanks for playing! 

Ah really glad you like it! And you're very nearly there! Thanks for playing!

SPOILER ALERT DON'T READ ON PEOPLE WHO HAVEN'T PLAYED! No it's not possible! Once you 'catch' it it pulls you under and that's the end of the game, so congrats on completing it! :) Thanks for playing and glad you enjoyed it! 

thanks for your comments. There IS a progress bar, to the right of the reel, that goes up and down based upon how well you’re doing

Haha good description of gameplay! 17 soaps?! My best is 14, can't seem to improve on that, you beat me at my own game again haha. Thanks for playing! 

Thanks! There is a high score, so keeps track if you go over that, but adding something at the end of the level would be a bonus I agree. Thanks for playing! 

Glad you thought it was fun! Sorry to hear you also thought it was boring. The thing with this is that it is supposed to be very simple and meditative, and then as the amount of soap ramps up to 10+ it becomes very hectic trying to keep them all in the air. So I decided to go without the distraction of enemies/pick-ups and keep it like this. Thanks for your input and thanks for playing! 

Thanks for playing! 11 soaps in the air is a good effort! :) 

Really like this! The visuals are great, love the pixelated effect, and it is satisying to win. Good entry! 

Loved it! I was already thinking it was a winning idea before I realised there was a stage 2, this could be expanded into a bigger game definitely, very good job! 

Thanks! I sent you a DM on discord. 

Ok cool thanks! One last question. there was no 'Overall' category, so I assume the community winner is the one with the highest combined score? In that case You're Alive Phil was first with 15249 points, and my game Progress was second with 15167, but You're Alive Phil is ineligible to win as it's made by yourself? (Great game by the way :)) - apologies, just that I think I won the community vote but I'm not 100% sure! haha

Hi everyone. Was a fun jam! 

So, results are in :) 

What happens now?

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wow! Ok - I tried a few times but can't even manage to beat my own high score! Very good effort! I will hopefully manage to beat your score soon! Not sure about the 2000 checkpoint, I think maybe I need to strengthen the colliders for when the run movement gets faster, I will see after the jam, thanks for letting me know. And thanks for playing!! 

I really enjoyed this! Very well thought out, feeling of progression makes a lot of sense. Artistic execution is fantastic, atmosphere really works. Great game

Thanks for your comments, glad you liked the game! The reason I left the days shorter was an attempt to add depth to gameplay, I wanted the efficiency of getting it done in a day to also have to be perfected rather than ‘ah that’s how you do it!’ then immediately done, but I understand that it’s maybe frustrating to have to do it all again once you’ve already ‘solved’ it, will keep it in mind if I expand the game later. Thanks again! 

There is a walkthrough in the page description, give it another go! :) 

Really glad you enjoyed it! The idea of hints was something I considered, and probably should have used. I was more worried about giving the game away before people had failed once or twice to give them that sense of discovery, but I could have maybe had it that on the second time if you've brought more than one rock by hand a thought bubble comes up from the player's head. 'There has to be another way...', or something. Would at least tell the player that it's not their fault and that they have to find a way. Thanks again and thanks for playing!

Like the idea! I also got 'wrong' a couple of times when I had got it right, but generally good idea, like the fact that it's voiced too

Thanks!

I just added a walkthrough in the description.

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There's no way you can get the rocks to the place by carrying them. SPOILER ALERT. The level with the rocks you are supposed to chop down a tree, and use the rocks to invent the wheel, and then build the cart, and then use the cart to carry all the rocks to the destination. 

Spoiler alert! It’s a puzzle game, try interacting with things in the environment 

Thanks! 

The horse speed was done by recalculating the speed every 3 to 6 (randomized) seconds. Each horse gets a % of chance of either going between its two lowest speeds, or two highest speeds. For example, the horses with the longest odds (the 2 slowest horses of the pool of 30) have an 80% chance of their speed varying between their two LOWEST speeds,  and a 20% chance of a randomized speed between their two HIGHEST speeds. Conversely, the fastest horse (the 3 with 2/1 odds) have an 80% chance of their speed varying between their two HIGHEST speeds, and a 20% chance of the LOWEST speeds. Lowest and highest possible speeds for both the slow and fast speed are lower for the slower horses, but there is crossover in speed enough to mean that there is a chance, though small, that the slowest horse can run faster than the fastest horse. All the horses in between then go gradually from one extreme to the other. With the complete mid range horses having a 50/50 chance of going faster or slower.  

Hope this is clear enough! Thanks for playing!

I will have a look at your other games soon, best of luck with CosycompanyPuzzle! I just hada quick look (at work so no sound etc), really like it. Reminds me of Dredge where you have to fit all your fishing stuff into the boat, but with requirements for placing. Great idea again! I think a Roguelike format for Deep Echoes would work really well. Will be keeping an eye on your progress :) Cheers and good luck!

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I actual played a few of your recent games yesterday after playing this and yeah, you are a very talented game developer! Hope you release Wilt on steam or something, really doesn't even need any polish! The Deep Dive crystal game was also something you could definitely release. They don't feel like game jam games (certainly not very short time limit game jam games), so yeah, if you're not already I'd look into releasing some of this stuff, I for one would pay for them,  I'm sure other people would. Keep up the very good work!

Haha, glad you enjoyed it! Yeah oddly I found myself playing it more than I thought I would too ;) Thanks for playing!

Thanks for the comments! Yeah I think you get it. It is of course hard, with luck involved, so you can of course lose (win) - but that's the nature of gambling on horses, but it's still exciting to try and win (lose). Glad you got to the end! :) Thanks for playing!

Very sweet idea, simple execution. The 30 seconds silence at the end was a nice touch. I currently have dinner going so no need for the snack :) Like it, good job!

I'm gobsmacked by this! Played it through to the end, absoultely astounding game, for any time limit, extra crazy you did all this in a few hours. Really impressed, no negative comment. Top work!

Love the visual changes as you progress. Music and a pick up sound might have been nice, but understand time is tight. Good job!

Thanks!

Thanks,  I put a note in the comments

Really like the game, for that reason I wish it was quicker. Someone mentioned 1 click cutting, I would go for something like that too, so it is much quicker, and then with a timer so that you have to hurry. Good entry! 

Boss level at the end of sections could definitely work, could also maybe spread out the mechanics? Or indeed add more a la Celeste, there's potential for loads. 

With the bug, I just remember going to the surface of the ocean, seeing the ship, and then it panning down, after maybe 5 seconds it started looping, so camera back up to the first shot of the boat, then back down and so on. No further issues