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e_sid

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A member registered May 31, 2021 · View creator page →

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It is a nice little game.  The difficulty level also felt very reasonable, which I feel is kind of rare for a jam roguelike.

:)

it was originally going to also have black arrows where you had to press the opposite button than what showed up, but i was like maybe i shouldn't

I am so happy to hear someone did.

thanks, originally we had the player pick up robot parts that changed movements/ solved puzzles instead of alternating characters but ran out of time.

happy to hear, we ran out of time to make many harder puzzles but we wanted to get at least one trickier one in

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thanks

thank

its kind of like a reverse block pushing game (the ones from pokemon), maybe that what it is reminding you of?

thanks

i made it so the score was exponential because i wanted to penalize points more heavily as you made more errors, sorry if it wasnt clear to begin with.

yea, the music could have been spookier, it was the last thing i added to the game and i definitely cut corner to get it done in time.

yea i agree, i thought a point counter would be distracting but it  hind sight it 100% be better with one.

the art was very nice, hard to explain why i like it so much but it might be that the line/ color were very clearly defined.  the game was  definitely harder than i thought it would be, but it was still  very nice.

i liked it, looking through the keyhole was an interesting mechanic as well.  I found the knife combat hard, but it feels like that was done on purpose.

I went from thinking this doesn't really fit the theme to wow this REALLY fits the theme.  Also, all around the game was very good, and i am happy that i tried it.

it was interesting, the art remind me of Angela Anacond.

I liked it a lot, and it was easy to understand exactly what i was supposed to do.  I did not know there was a "thanks for playing" room until i read the other comments though, and just thought the game looped infinity.

thanks, and I guess the point of the game is self improvement of your own score. 

I really liked this.

thanks

Thanks.  I added drifting backwards in because during testing I found I would end up to far right to see the souls and didn't want to make people mash slower to see more (I made it so the points you gain from mashing is not effect by this though :) ).   Also DK bongo would be a fun way to play

Thanks, and after I finish making the arrow controls I realized I might not like it but also didn't have the time to rework it (same with not having the time to do sound effects/ music)

The game freezing might be that your 60 seconds is up in which case you can restart with R key.  But you do bring up and excellent point, and I should have made what was going on clearer with a game over screen.

You alternate pressing the left and right arrows keys to move the River Man forward (you want to mashing them to increase your score).  To score on a soul, you have to have your guy be above them and also have the key match their type.  You can swap type, by pressing the left key followed by the left key or the right key follow by the right key (it depends if you are collecting a good or bad soul).  By doing all this, you score points and the final score is calculated after 60 seconds.

thanks for finding it funny, we were worried no one else would get the joke that the RMV is really boring and really slow.  As for gameplay we wanted the game to be dull, but probably over corrected and made basically a non-game.

Thanks for review this.   I agree with most of the critiques.   The only thing I think you did not understand (and I could have done a whole lot better explaining ) is how battling works (basically it adds up all your weapon stats, you then do damage to the yeti based on that number and if it does not kill them they attack you with their power level, and the cycle repeats until one of you dies).

I like the concept and I think a city being destroyed by a giant monster is a good fit for a grid based game.  However, I think the game some times feels really hard, especially when multiple tanks show up or when the jet starts shooting missiles (although I think a game being punishing is very much in the spirit of a rogue like).  The only thing I really would change beside difficulty is having a quicker way to heal life when there is no enemies around, like press space to skip forward 10 turns.  Overall, fairly good for what I think is your first game. 

I am really happy to hear you like it and played it for as long you did.  I think you hit on all the exact things I was trying to do with this game (and explain them better than I could have to boot).  Also about your feedback of not understanding things at first, I  originally wanted to add a dialog box that would explain your stats increases as you pick up items or fight (but ran out of time).  Something like "you gain 1 sword" or "you lost 58 life, 2 arrows, and 36 magic over 2 turns of combat". 

nice :)

I like how the camera is focused on the bud, but i think it cuts off the screen a bit too much (maybe having the plant grow faster the higher up the screen the player is would help this).  I also think adding a little more animation for the new leafs would add a great deal of polish.

i really liked the sound design for talking, felt really game boy esque.  Also not that it super matters but the game has 5 colors (which i assume was just and oversight).

really liked the art on this one, especially the color pallet.  

wow, these puzzles are actually really well thought.  I really like the difficulty especially on the level with the two seeds that were spawn next to each other.

the game was supposed to be confusing, but I over-tuned it.  The inspiration came from time waster phone games, mainly "swipe the arrow" where making mistake is to be expected.  What I think I missed is that in those game don't require memorization and are more focus on making people make split second decisions.

yea, the UI being bigger is something I wish I had did, I had originally wanted something that matched the spacing of the bricks but realized it was a little small after the submission time.  The game also being too confusing came from not wanting to make it too simple, if I could go back I would have kept the arrow keys the same, and just done A for flower and S for Leaf.

thanks

nice.

Thanks and it is kind of what I expected.  I spent the majority of my time getting the colors and graphic the way I wanted them and then kind of was like ... o yeah ... I need to program a game as well.  I posted a picture about which button to press and when to press them, though I still think it might be confusing.  

button key :