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dan

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A member registered Jan 11, 2022 · View creator page →

Creator of

Recent community posts

Thank you! I forgot about Monty Hall problem but just reread the wikipedia page. Yeah, kinda, I can see the resemblance!

Thank you!! Yeah, I would like there to be more explanation in some form that's more engaging than the text wall.

Thank you!! And yep, definitely needs better explanations, thanks for the suggestions!

Thank you! Definitely going to prototype some deckbuilding, I wish we had the time for it during the jam, but oh well... Maybe not being in the jam will mean slightly better code!

Thank you!! Something I did that helped with the rules was making some quick paper cards, throwing them in real card sleeves and getting some irl playtesting to see how the game flowed, would recommend for quickly prototyping card mechanics. Deck building would be very cool... Hoping I can add it sometime post-jam :)

Thank you!! Yeah, that symbol was the most unclear - it's actually a card that negates any other cards played, so, if your enemy played a card that reverses the elemental trio, it would be cancelled out and no secondary effect would apply. If I get time to push some updates my first one will definitely be making the card effects more clear!

Thank you! Thanks for playing!

We were for sure overscoped, but a little less overscoped than previous game jams. Still, maybe deckbuilding will come later....!

Thank you!!

Yippee! Thanks for playing!

I agree some tooltips or some other indicator would be helpful, in hindsight the symbols aren't very clear.

Good to know the music stops - I thought i set them to loop but I must have missed something!

Thanks for playing!!

I agree the theme didn't come through as strongly as I wanted - deckbuilding was going to be a metamorphosis of the deck, but it turns out, was overscoped feature/time wise... I also had the thought originally of having a way to make the cards change element but then realized it wouldn't fit easily into the rest of the game project without some refactoring. Would like to add one of and/or both of those if I get some more time to add more stuff though!

Thanks for playing, and thank you!!

Thanks for playing, glad you liked the loss pose and music :)

There is some randomness to the second enemy's strategy, many times I was destroyed in playtesting but I can see that happening. Maybe I should make her cheat a little though... hmm...

Thanks!! There's still some randomness at the end of the day, but we tried to make it a little less random than a pure rock-paper-scissor format!

Thanks for playing, and yeah, I agree - I am thinking on ways to make the rules clearer, and easier to pick up than reading the text dump in the help menu!

Thanks so much for playing, and glad you liked the art + music!

I appreciate the feedback on gameplay being confusing, I'm definitely going to brainstorm a bit on how I can make the gameplay more intuitive. The +2 actually matters because the - sign means it negates other cards,  so hypothetically you could run into a scenario where the negate card prevents the +2 from applying, which I realize now is definitely unclear!

Love the concept, and having an announcer was a good touch, it really sells the TV/game show-type premise. I found it hard sometimes to tell why I didn't fit, I think because the angle was a little downwards. But regardless it was fun!

This was one of, if not the most interesting entry I played this game mechanically, it was hard to realize what was going on at first but once I learned more it was fun. Still a little frustrating to move slow and be unable to reach enemies on a lot of turns, especially when they would spawn on totally different corners of the map, but it was neat and I enjoyed strategizing!

Nice work, it was really challenging (disclaimer- I'm not so good at platformers), but fun to figure out the puzzles!

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I like the fact that this has an intro cutscene and the cutscenes for getting abilities, also a fan of the character arts! Some visualization for the attacks could improve the playing experience, it was hard to calculate the right distance for attacking enemies.

Great puzzles, they were fun to solve and I felt like they had a really good progression/learning curve.

I like the graphics and the minigame format, feels nostalgic!

This game is really fun and creative! Having to empty my inventory was funny and I totally ejected some important items...

I really enjoyed the flute sequence. I had to figure out where to actually hit the note though, at first I was anticipating maybe I had to hit the note when it hit the top of the flute pan before I realized thegoal was to press at the line.

I also like how the flute performance then corresponds to the boss evolution. For the boss fight itself I was able to defeat the boss by doing a small circle in which I was able to just keep hitting with no damage.

My key working strategy was slashing once and running away since damage is easy to acquire quickly. Maybe some knockback or stun on the enemies could mitigate this if one wants to enable the player to get more deep into the action, or maybe, it's just a skill issue for me though. I like the animations and it fits well with the theme!

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This is a great concept, fusing is fun and then getting to play a turn-based game with the fusions rocks. I did run into a bit of a bug where an enemy seemingly teleported onto my man-faced horse and then even after space bar I couldn't play any more turns. But regardless, was very enjoyable experience

I really liked the wall jump and the kick. Much cooler than pressing button by hand

Yippee, gamba!

I like the art and the fact that this has a narrator. It's also really creative to have the dice change with each round.

This is fun, I felt fear struck into my heart every time a laser got close to my mining operations and I like when games have hexagons, they're a good shape. The tutorial was also very helpful.

Looking at the pictures I guess I didn't meet enough expansion criteria. When I escaped my land size was quite a bit smaller than in your first two screenshots!

Nice exploration experience, I had fun jumping on walls to get around once I unlocked the jump. The level design is good.

And yep, can definitely relate to overscoping.. every time..

Love the intro and the rest of the visuals following, the computer screen shader was a great inclusion. This was challenging, but really satisfying when I could finally get to the end.

Thank you for playing!! Great suggestion, I agree the icons are unclear..

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No worries, thanks for clarifying! Now that I could open the door I got to play through, nice work and I like the enemy sprite too! I ended up running backwards from the enemies and using the arrow as my core strategy. A sensitivity slider could be a good add, it was very sensitive on my mouse.

Thank you, and thanks for the suggestion, noted!

Thank you so much, and thank you for playing!!

I like the art, especially the green bug, even though I didn't see it in-game, and the general concept of bug-inspired/bug-corpse fashion.

Fantastic art and animations. I got stuck at the red balls, I'm not so good at point-and-click puzzles so that may not be fully representative of the difficulty though.

This is a really polished and satisfying experience, from the UI to the chill music, and the reroll is a great mechanic for just getting a few more chances at those good rolls.

Can I get some pointers on how to play? I spawn in, I see some door or something moving but pressing WASD, I can only pan between that and the character, for whom great art!

This is fun, really enjoyed exploring to collect rocks and talking to the bug residents, and I like the massive pixel textures!

Nice game, quite metamorphic! It's a slow start though - I had to play three times and finally got enough energy to evolve on the third, but it was cool when that happened and I could take some bigger steps!

The core gameplay feels really satisfying when you chain together a string of attacks and I also enjoyed the platforming aspect, great work!