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EdSforzati

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A member registered May 06, 2023 · View creator page →

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Thank you for giving it a play!😁

It definitely ended up being way harder than I meant for it to be, but glad to hear you enjoyed the bit that made it past the cutting floor!🙏

Thanks for playing!🙏

Yes! The initial idea definitely leaned more into the rhythm aspect, so I am keen to explore a bit further in that direction, possibly also exploring the performance of musical instruments and such!😁

In an ideal world, I could’ve recorded every word and ousted it when “singing”, but besides being unrealistic, I think it would end up being something very odd!🤣

Thanks for the play! It was harder than intended, for sure! 😅

Very well done, just enough use of assets to set the stage.

I struggled quite a bit to get the hang of it, I’m saddened to say, but kept going back (from the dead) to give it another try until I could stop the murderer!🔫

Damn, the one time I find an actual “infinite money” hack and I go running my mouth about it…🙄😅

I thought there was something to do with a ball having to go in first, but I never had an issue with that. The shake was always more of a novelty in my couple of playthroughs, never really jostling the balls much, even when there was only two…🤔

Nevertheless, I think all this added to, instead of detracted from, my enjoyment!😁

Thanks for giving it a spin!💿

It can be a bit brutal, but there’s hopefully (wishful thinking on my own behalf) an update coming soon!😅

Thank you for the play!😁

The writer definitely had a great time coming up with some fun, wacky and unpredictable lyrics, so I’m glad someone appreciates the effort!😅

I unfortunately had to remove the rhythm part due to a bug, but I hope to put it back in sometime in the near future!🎶

Thanks a lot for the play and kind feedback!🙏

I’m glad you could see the theme shine through, even though I managed to break my “staircase” a little during the last day!🙃

Hey, thanks for giving it a play!🙏

It’s definitely harder than I intended and expected, and I did manage to break my “staircase” loop during the last day. Despite that, I’m glad you found something to enjoy!😁

I’ll be fixing up the loop in future, and maybe easing players in with shorter/easier songs. Hopefully it turns into something a bit easier and more enjoyable!🎤

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Thank you so much for the play and insights!🙏

I intended for it to be difficult, but I agree it was much harder than I expected! I did want to ease the player into it, showing only shorter or easier tracks at first…🙈

There is an unfortunate issue that I seem to have caused whilst fixing another one.🫠 If you’re playing the Web version, playing in an incognito tab will allow you to play it again, but if not, there is a (slightly long-winded) way to get around the problem. It definitely broke my “staircase” design though!😓

I hope to fix it in the future and would love to see how it plays when the loop isn’t broken!😅

Thanks for playing the game!😁

Yeah, I managed to accidentally break the actual “staircase” part of the game on the last day (whilst squashing another annoying bug)…😓

You’re supposed to be able to Practice as many times as you want (within a certain timeframe leading up to shows), which allows you to get better at memorising, and then when you lock in for showtime, your familiarity with the song comes into play.🤔

I’m hoping to spend some more time getting that part back in. Thanks for the feedback!🙏

Thanks for giving it a spin!💿

I intended for it to be difficult, in order to “simulate the anxiety of performing” where you might get nervous and forget lyrics, even if you wrote them yourself, but I agree, this gets seriously hard sometimes!

You’re supposed to be able to Practice as many times as you want (within a certain timeframe leading up to shows) but I accidentally broke that part on the last day trying to fix another issue…😓

Good catch with the incognito mode fix!🧠

Thanks again for the play and helpful feedback!🙏

Lovely little experience, so far my favourite of the jam!

I thoroughly enjoyed the little features like the shake, and then the machine refusing to work normally if I tampered with it (swallows coin but doesn’t budge?).

I haven’t seen it mentioned, but there truly is an “unlimited coin” feature, if you keep jiggling the dial you can reverse it until you get a free gacha… It never seemed to be limited or prevented, so I assume it was a built-in feature?

Overall, this was a joy to play!🎊

Visually appealing whilst being gloriously minimalist.

I got frustrated with dice that indicated numbers mid-roll, as they were clearly moving after a number was shown? Felt a bit off, maybe if the roll was simulated & calculated beforehand it made sense, but not for something that seems physics-based.

The coupons and such were also misleading, seems like passively effective, as the tokens are…

I enjoyed it, though scaling was off on my screen (compared to others’ screenshots) and the text, buttons and UI elements were incredibly small and hard to read. (Might be linked to resolution rather than window size).

Lots of potential here, though!

Very interesting take on the theme, but a successful and complete one at that!

Can’t name myself “Jan”, so I guess Get REKT Dutch boiis!🤣

I enjoyed the art and music a lot, and the writing helps complete it all very well.

Nicely done!🔪🪓

Lovely use of minimal art and simple mechanics to build a compelling and engaging mechanic and interactive experience that easily enthralled me for a long time!

I found it hard to understand how much health I had (or had left) at any time, even long after understanding the rest of the game pretty well. This part wasn’t as much of an issue after you figure out the “rhythm” of each mine monster (guardian?).

The power-ups are fun, though I felt like it would be interesting for certain enemies to also have distance attacks as part of the complexity.

All in all, I thoroughly enjoyed this!⛏️

I love the amount of charm and character that everything has, a great reminder that flat colours and designs can go very far! It really made me want to release games when they go all green and “shiny”!

I kept finding myself wanting to click -> to release games, as they all end up on the right as their final resting place.➡️ Up felt like “upping the stakes” or increasing work/scope.⬆️

The little devs at the bottom went unnoticed for so long, and then when I did see them, their stats seem to not yet be implemented or linked up w.r.t. individual productivity and skill?

Perhaps one of the risks that could be considered is also to decide to “reduce/remove” scope from a game, which could halve (or worse!) the quality of the game, but allow you to bring a game out regardless (maybe because of money or escaping dev hell)?🤔

I did enjoy putting myself in the shoes of someone making the scope and release decisions, as I think apart from jam games, my projects never make it anywhere near that far down the pipeline!🤣🙈

I love the amount of charm and character that everything has, a great reminder that flat colours and designs can go very far! It really made me want to release games when they go all green and “shiny”!

Thanks so much for the praise, Mandy! Your whimsical little “game-poem” definitely stood out among the crowd, so a big congrats on your achievements as well! 🍾

I second your thanksgivings, it was a lovely jam, thanks to all participants and especially Free Lives for hosting and sponsoring another excellent South African Game Jam! 🙌

This was an interesting entry, with some nice looking assets.

I did feel the view was quite restrictive, and I could never really tell when I could afford to rest or not.

The resource gathering and differences between tiles were also not very clear, and after multiple playthroughs I am still somewhat unsure if there is a goal other than “keep running as long as you can”?

Also, not sure about the theme, as I am stealing someone’s home, rather than making something my own. I am always happy to see games about folk tales, though!

Good job on the entry, I hope to see more in future!

Nice little tower-defense game! Horrid luck being the only farmhouse in a valley that seems to be surrounded by cities of the undead!

I think it’s likely mentioned by others, but the interface and un-trustable placing mechanic is a bit of a hurdle, and with the hordes all coming in at once from everywhere, it can be a bit frustrating at times.

I am also not really making a place a home, rather just protecting it, making it un-homey for the zombies!

All in all, a fun and cute entry, once you get the hang of it.

Good job!

Nice, I think you managed to capture some of the nostalgia from the Sims 1 building element you were going for, though I definitely think that is a very systems-heavy concept to attempt for a Game Jam!

I think a slightly more intuitive approach would be to have a grid/drawer with different object types, and scrolling only rotated the selected element at any point in time.

Good job on your submission!

Superbly cutesy, yet somewhat anxiety inducing!

I absolutely love the art style, and the experience definitely imitates real life, as all great art pieces do!

It did feel a bit hectic to try and rotate things, the time limit just not lending itself to that mechanic, and feeling a bit slow, so it was mostly reserved for the few occasions where trying to tetris-squeeze as many things into a room as possible left me with oddly shaped spaces remaining available.

I also feel like it took me a couple of times to understand how the document section worked. I tried click & drag, clicking the paper first and file/folder second, and then only the file first, and document “field” second, which worked. Naturally, it meant I only stood a chance with the third contract I completed, with the order of requirements also staying the same.

In the end, this is a lovely entry that strongly adheres to the theme, and the little touches like Kitty and Ducky being in the box added to the overall enjoyment!

Nicely done!

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Very beautiful game, with a surprisingly familiar take on the theme and execution!

I think the game is fairly hard, with it also being quite difficult to exactly determine or predict the current and ongoing changes any of your immediate or previous choices will have on the multiple different factors and statistics. I also can’t tell what previously placed tiles do after the fact.

The card based gameplay is nice, as well as the ability to sell/delete some cards, but I would also like to see augmentation cards, that could act as upgrades or modification to existing buildings, in order to sway their impact post-placement.

There are also times it acted slightly counterintuitively, such as when I drag a card to place it, not letting go yet, but it immediately slots into the nearest slot. That felt a bit jarring at times, not giving me a chance to consider things without making absolute decisions.

Ultimately, I am not sure how to beat the game, if that is even possible? Therefore, I never succeeded in “making it a home”. I might just suck at it, though!

All in all, a great entry, and I hope to see a lot more coming from your side in future!

Would love to take a look at your game, but unfortunately, even trying every permutation of settings could not get it to run successfully.

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Always good to see more Godot entries!

I like the minimalist art style, but I think I might not be the correct target group.

To me, it feels frustrating and slow to engage and kill (most often it feels like I can’t) the enemies. It’s unwieldy and despite unlocking helpful sounding power-ups, I don’t see an increase in my ability, and therefore, enjoyment of the “quest”. The fire wizards definitely feel overpowered & tanky too.

I am also aware you had to cut some further parts of the idea, but the final product does not seem to relate to the theme all that much.

I love that you made a game about an underrepresented folk-story, though!

Thanks for making this entry, and I hope to see many more Godot entries from you in future!

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Loving the punny name, and the return of some classic elements from your previous game, Nyumbani!

It is an interesting concept: What does the Hitman do when he’s not on the job? Clearly he’s got some opinions on furniture and layouts!

I agree with others that it would’ve added a welcome bit of complexity by making you either guess who the victim is, or just having the t-posing peeps move about, but having the screen black already adds a good bit of “hunting” feel, which worked well!

The game (jam version) unfortunately lagged severely on the M1 MacBook Pro I was playing it on, so I ended up just finishing lots of contracts, and then buying lots of things at once, but I think the physics simulations between the objects were my undoing.

I think it would be a nice twist if you flip the concept, and the reason you’re decorating houses is that there are two types of contracts: Killing or Interior Decorating, and you’re simply doing whatever you can to make a living!

Nice job, this was a cool take on the theme!🥷

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Good job on the festive little entry!

It is fun to imagine a big banger of a party right before a family get together, and the chaos that ensues on the morning after!

PS: There seems to be a left-over way to get ridiculous scores onto the leaderboard! 🙈

Very atmospheric, and a lovely retelling of Castaway!

Good job on telling the story nice and interactively, though I agree some music would have heightened the experience (saw your comment on it being buggy though!).

Thanks for making this!🥥

Cute little platform-gunner!

As I’m sure is mentioned by everyone else, I’m not too sure how this relates to the theme, and it naturally lacks any motivation to keep playing without any death or success states or conditions.

It would be nice to reduce how efficient a single kill is at replenishing your health/hunger, as one kill fills it completely.

Keep it up!🐓

Nice style and soundtrack!

The game feels very unfair, and nothing you as a player can do seems to help make it less so;

  • no way to build sturdier structures to prevent damage from storms/damage,
  • no smarter ways to store food from expiry, stuff like that, that I feel would be obvious in the context of colonising a planet.

This makes it feel the fun and novelty that is there is tapped and drained at a much faster pace than they can be built, leaving me feeling drained after every playthrough.

I would like to play it again after some rebalancing is done, as I do think there is something fun in there!

A cute and fun little game! Everyone loves cats, and everyone knows cats love boxes!

I think my biggest issue is that the left and right movement is either sporadic or unreliable most of the time. I couldn’t easily tell if it was working.

The balloons inflating and deflating is nice and instantaneous, and I do genuinely like and enjoy the idea and gameplay!

Would like to see if you manage to get it to what your idea was initially!

Very nostalgic art and vibe, and nice, simple puzzling.

As mentioned by another person, the friction seems to be off, rolling down slopes almost feels like bouncing down steps…

There’s also the “black-hole sky” aspect, but, I enjoyed the added challenge of not solely relying on arcs to save the day.

Good job, though a couple more levels would’ve been fantastic!

A fun and playful little game, though to be honest, I had no clue what was happening or supposed to happen most of the time.

Beyond the instructions to move and collect truffles, it seems that (for me at least, using Firefox on macOS), there is an issue with the text and/or HUD not working…

I can see a HUD notch at the top, but it is completely empty, and when visiting the lab, the boxes that pop up are devoid of contents. This means I really had no clue what that was for, or why there are sometimes lights on, and other times not.

This made the game rather confusing and also not as rewarding as I imagine it should be.

Besides that, I love the aesthetic and sounds, and think that once I can see what the lab is about, things will make much more sense!

PS: I’ll attach a screenshot to illustrate the problems I experienced.

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I absolutely love the cinematic effect when killing enemies, especially when it happens right after you land a throw that feels sufficiently badass!

It can definitely be hard to tell when you’re about to grab, or miss, the ragdoll, but simultaneously, I kind of enjoy the unpredictability thereof. I often found myself trying silly and crazy mid-air jump-grabs to see how accurately I could time it myself (almost like a mini-skill meta-game).

The accidental moonwalks and box-flinging are pretty fun, though I sometimes found myself accidentally flinging or grabbing the ragdoll when turning and dragging simultaneously. Couldn’t pin it down exactly, though.

The levels are fun to play, with just-enough puzzling, though I sometimes feel the puzzle and mechanic explained in that level might be slightly mismatched. Some deliver great satisfaction when a chain-event happens (the latter spring-filled levels strongly come to mind)!

I am also actually very excited about the possibility of more levels to play in future, and can see it becoming a favourite puzzler for quick sessions in the future!

PS: The Physics Jam Extended Universe is real!😅

Nice idea, but fairly hard to play.

I am unsure when the ammo has been replenished, or damage taken. I could see there was text, but it was so tiny it was hard to read during gameplay.

I think if some of those things could be telegraphed a bit better, it would already make the game loads better!

Very cool, unique idea, but the gameplay feels fairly hard and slightly unintuitive.

I think that the controls/idea could be explained a bit better, unless it’s up for interpretation?

  • It’s confusing which colors mean what, and what the actual intent is.
  • Maybe have a username link to multiple maps? That way you don’t flood the initial screen with a players many entries.

Good stuff, I would be curious to see the idea developed a bit more!

Note: There seems to be a bug, if I die and immediately try to play again, it gets stuck on the “Loading maps” section and never returns a listing.

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This is a cute little experience, with stunning art and sound design!

The camera feels slightly restrictive, and combined with the often slow charge-ups of the weapons, it can make the little combat there is feel very clunky and slow.

That being said, I like the use of the theme (recursion, I guess?) and the story it tells;

/s - “Vandalism might be wrong, but always prevails!”* ;P

Seriously, great work on the assets and atmosphere!

Another lovely little Pepper&Carrot “flying simulator”, and also made in Godot!🔥😁

Your game is much more complete than mine, and stylistically has a lot of nice callbacks to the comics, so very well done!

If you do ever continue to make a bigger project, I would love to know about and see it!

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Thanks so much for the kind words! My “game” is extremely basic (and riddled with bugs!), but at least I managed to get it running in time.

I work as a “Cloud Engineer” and did not once even make that connection, but you are completely correct!😂 I now have a perfect excuse for my next stand-up’s queries regarding blockers!😅

Thank you again for giving it a play!🙏