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DwarfWoot

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A member registered Feb 24, 2019 · View creator page →

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I didn't understand when I'd want to make bullets bigger, but it was pretty fun!

I love the way you made use of Scaling tin this game. It seems very on-theme and is an interesting and fun game!

Really nice game!

Interesting game!
There didn't seem to be floor death zones / hazard respawns, so it was very easy to get stuck; and after restarting once, my game started acting weird (rain was falling that wasn't originally there, and different sprites seemed to load oddly). Nice entry for a first jam tho!

Neat idea and loved how you incorporated the theme!
The idea of a game in an art program i s also very cute and I enjoyed it.

I do wish that the player and enemies were smaller, so that there was more visual space, and I would love if the charging was faster-- but overall it was fun

Visually and mechanically the game seemed really good!
I personally wasn't a fan of the time limit (at least it felt really quick from the get-go, and I would have liked a bit of time to get more familiar with the how to play first).

Very cute nod to Papers Please! It was similarly very bleak and funny, and the mallet mechanic was good. I admittedly didn't understand to use the weights for each thing at first, and I was just putting one on whichever side seemed "Correct".

I didn't understand what was going on or what to do at first, which felt pretty bad. Eventually after I understood what it wanted me to do, I found the general idea to be interesting. On top of basic instructions, I do wish there has been some kind of health system for the Player, and maybe the player's movement could be smoothed a bit.

Interesting game! A simple system, but it was pretty cute overall!

Pros:

  • Nice music
  • Simple concept that seems like it could be fun

Cons:

  • This doesn't fit the theme ("Reducing the scale of enemies" feels a lot like just trying to come up with a sentence that sounds like it fits. You could say in war that the goal of one military is to "reduce the scale" of the other military, but that doesn't exactly feel relevant to this year's theme.
  • Either it's very easy for the music to desync a bit, or there needs to be a tweak to your character's "pulse", or there needs to be a calibration: In my experience, the character would start a pulse right in the middle of the beat/snare, but if you clicked at the same time then it counted as a Miss. Instead, in order to get a Success I needed to wait for the snare to happen, and then click a moment *after* it (while the character was expanded). This felt pretty bad, since I was basically lagging behind the beat.

Interesting game. I feel like there was a cool style going on, but the connection to the theme didn't really seem to be there (the scaling didn't work for me, although even if it did that seems like a small connection imo). Loved the art a lot though

I definitely agree with others saying that I would have loved to see "Bee-coming the Bullet" used a lot more-- it currently feels like it was a game that was already planned, but the "finishing move" was tacked-on to meet the theme.
That aside, the game itself is fun, and I personally do always love when you get to fire as fast as you can click

It shoots as fast as you can click, which is a lot faster than holding, yeah

As someone who also purchased the game on Steam, I highly recommend it! I'm looking forward to seeing what updates this game gets too, because my biggest complaint is just that I want more of it!

Thanks for the feedback!
And yeah, the current mechanics are definitely not the most comfortable. It was a case of getting *some movement mechanics in ASAP* so that the Levels could be made well; but then the movement couldn't be tweaked because the levels were based on it.
Personally, I want to work on a post-jam update for it, and kinda fix-up the problem stuff, so that it's a nice small game, and then later start working on a new game from the ground-up that has the core idea but done on a larger and slightly different scale.

Congratulations on coming in First place Overall! Not surprising at all! I cannot wait to see what comes next!

Thanks for the response! And definitely the need to work on levels is what arguably set back other things (like polishing controls), because the levels working correctly was very crucial to the idea working at all 😄

Yeah, we made sure that the game can be fully beaten regardless of what order you turn in your items. We did discover later that some orders are significantly more difficult that others (primarily the Top Two options are a lot easier to do as the first two), but the idea was that the player could take any approach that they wanted, and the game would increase in difficultly regardless.

Your game was definitely a really fun alternate approach to a similar idea!

Yeah, the gameplay can be challenging (especially depending on the order that you give away your items). While all areas are possible with only their required item, we did discover that the Crouch and the Wall Cling areas specifically require very precise movement/jumps, and a future update should probably tone them down a bit.

Thank you for the feedback!

Hey, thanks for the response!
There's definitely a lot of polish that the game needs, and I hope makes it into a future update

I thought that it was really cool to see another person that went with the idea of "Have an adventure hero that has everything, and then must give it back"! 😄

This game played pretty well, and the idea works really well! It's *very* punishing to memory mistakes, but that also feels essential to the idea of it lol

A fascinating game!
For the first ~10 levels or so, I thought that this was a game with an idea that just didn't work out because it was easily "cheated".
But after that, the game really picked up, and was pretty fun!

Also, really nice music and art!

Fun game, that seems like it would be really great with more levels that have complexity around the level of the end-bit that this had!

This game seemed very interesting, but for the life of me, I couldn't tell how to know who was on what Team, and/or how to know who I was supposed to support. 
Good idea though!

I loved the visual style of this game, and some of the choices such as showing the "player" placing towers, which really helped sell the idea that we were not playing as the "player".

I definitely would love to play an expanded version with more levels, and more Minions!

I had a blast playing this game!

I wish that I had some kind of signal that it was ending, and that it didn't auto-close the game; but other than that I enjoyed it enough to play a few rounds!

Really interesting idea, and fun game!

I hope that y'all end up releasing a post-jam version with more levels!

Certainly an interesting game.
I do get what it's going for, but I didn't really enjoy playing it much. I think that not having much in the way of player-feedback while playing really hurt the experience.

This is definitely not the game for me! (But that's okay 😄)
I had fun trying to make progress, and watching a video of someone else play was pretty funny!

As the other mentioned, this is probably because of your Keyboard.
Here's more information: https://en.wikipedia.org/wiki/Key_rollover#Ghosting

This is a very smooth and comfortable game to play. I had fun playing it, and even if the puzzles were pretty simple, it was nice to see them "come together", so to speak

I liked this game *because* I love fast-moving First Person platformers. 

I don't like this as an Entry that much though, because the use of the "Theme" feels very tacked-on (like it's the same as a normal "goal zone" but visually it's Spikes). It was also weird to me that the Tutorial teaches a Crouch that doesn't seem to be used, and that the third level has a bunch of invisible barriers that just don't make sense.

This is a really fun and interesting game!
I could easily see myself playing a "full length" version of this game! Really good job!

Funny game and idea!

  • The Main Menu / Sub Menus (Settings, Saves, etc) were incredibly professional and impressive! Out of the couple of hundred games that I've played this jam, this might have been the best Menus that I've seen!
  • The gameplay concept was really unique imo, and I had a lot of fun playing it!
  • If there ends up being a future update, then I'd love more variety in the levels, and more "dungeon crawling" levels. I'd also love if the player was able to Buff their Partner more, and if the "Call" option didn't freeze the Player (because that felt a bit uncomfy to play).

Goodluck in the jam, and in your future endeavors!

Idea seemed neat, and there's definitely a lot that seems like it could be done with it!
I'm sorry that you're main entry didn't end up working correctly!

I liked the idea of this game a lot! lol
The need to learn the controls is a nice touch, and leads to some amusing gameplay.

Honestly, my biggest problem with the game was the audio balancing, because if I had the audio so that I could hear the game well, then the Crash Explosion was *way* too loud. Everything else was really nice though!

Like others I've seen, I had some issues with the characters actually working correctly (they seemed to drift away). The idea seemed nice, although even if the characters had worked, I'm not sure if I would have been able to play too much because the large info-dump was a bit much to take in without having any in-game experience.

Neat idea, and fun game!
I think others have already mentioned it, but there are definitely a lot of points that I'd want tweaked / improved if it were to be a "full" game; but for a jam this is really nice!

This is an amazing entry!
I had a blast playing it, and the sounds were all amazing!

I really wish that the player would have popped out of the ground, and gone a little bit into the air from the ground, or been able to launch a little bit from walls. I do think that this would have meant that the puzzles would need to be slightly tweaked, but I also think that it would have felt *a little bit* better.

Goodluck in the jam! (Although I don't think that you'll need it! lol)