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Enweave

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A member registered Feb 09, 2023 · View creator page →

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Thank you for your feedback!
Separate buttons for block retrieve/place and continuous retrieval were added with last update.

Loved this one! played till the end - dogmanity is safe. Fits the them well.

Feels pretty complete, the only thing that took me a second to understand is that dogo can't climb ladders while carrying.  (and the audio thing I mentioned in discord)

Also, never thought I'd be fighting giant robot while listening to swedish pop!

Glad you had some fun with that.

About explosion range - still tweaking it, thanks for reporting.

About exploit with sticky and frozen block - yes, this is intended. Happy to see you discovering it! 
We call it `bethesda jump` (similar to glitch where you can jump of items dropped from inventory which exists in Bethesda games from oblivion times, i believe). The thing with it is that if player does not know about it - it's fine, levels are completable without it. If they do, however - it's just easier.

I love metroidvanias. This one is definitely cool. Art style works, movement controller gives no trouble at all.
Found dash, fireball and basic attack. Beat the boss too.

Most fun part - different dialogues for cat and witch.

Most unfun part - ehm, well, I just got used to the game and it ended). (added to collection)


Found a place where camera goes crazy:


Thanks for checking it out!

Following multiple feedback about wall jumps, it's been changed (game is updated)

Slow descend when near the wall was specifically programmed in to help with wall jumps.

I've reported flickering light, alchemy goo and some sneaky sus boi wandering in,lol, after that - game just stopped.
Also, i could not figure out win/lose conditions.

Ok ,so idea is definitely here - would be cool to guard the perimeter, maybe fix security equipment (cameras, lights, proximity sensors).
But, I think, it desperately needs more fleshing out. For example, have a macguffin on the map that sus bois are trying to steal, make it 2 or 3  so the player can't just sit there - and there you have win/lose conditions.

Thanks for playing! Wall jump's been patched.

Amazing entry! Loved the idea and style. I think, this is kind of game you can give to pretty much anyone, and it also might even work on touch devices too.

Really wanted to play, but run into issue of bomber enemies being stuck offscreen with no way of dealing with them:



As you can see on a screenshot - even turrets are trucking that guy but not firing.

Added to collection -  will play again after this is fixed!

Also, Chrome/Windows version does not work

after pressing continue i get following error:

RuntimeError: null function or function signature mismatch
at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[70872]:0x166459c
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[64254]:0x153512a
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[12167]:0x3c722c
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[48039]:0xf85f64
    at invoke_iiii (https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.framework.js.gz:3:426837)
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[2154]:0xb9e9d
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[28100]:0xb55719
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[11118]:0x32d219
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[915]:0x8526f
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[23364]:0x7a6e02
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[4308]:0x13bef1
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[27840]:0xb3864a
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[62105]:0x14cd993
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[1637]:0xa337e
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[62106]:0x14cde45
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[15288]:0x478131
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[15289]:0x478246
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[24261]:0x857b8b
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[24260]:0x85787d
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[52771]:0x10cc643
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[24257]:0x856f54
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[15660]:0x4b353c
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[51422]:0x102f9cc
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[27978]:0xb474f1
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[27978]:0xb47562
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[23190]:0x79c269
    at https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.wasm.gz:wasm-function[48030]:0xf85de7
    at browserIterationFunc (https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.framework.js.gz:3:249875)
    at callUserCallback (https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.framework.js.gz:3:203073)
    at Object.runIter (https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.framework.js.gz:3:204333)
    at Browser_mainLoop_runner (https://html-classic.itch.zone/html/11494752/Bricked%20Up/Build/Bricked%20Up.framework.js.gz:3:202608)
www-embed-player.js:959 
        

Thanks for playing!

Wall jump feedback has been taken into account, this feature's been reworked and it's live.
We did not implement celeste-like "hold jump to hold on to the wall", instead we decreased descend rate while at the wall.

Pixel perfect jumps - would like an example, since we tried our best to avoid that. Might have missed something, ofc.

Thanks for giving it a try!

Wall jumps were remade, update is live.

Checkpoints - after some considerations we came to conclusion, that rn it's impossible to implement since it's not clear what to reset after restarting from checkpoint. Looking into redesigning levels themselves.

Floating orbs - they're just collectibles for completionists, they give no bonuses/don't unlock anything. Ending screen shows how many out of total collectibles player found.

I agree with other reviewers that at the current state it's pretty basic and definitely has potential. 

Here are my 2 power crystals:
- UI for choosing element upgrades is confusing.  I think, it would be better to either list all available combinations (taking available materials) or something like "click first element -> click second element -> confirm/abort" 
- Music - I like the current choice, but would love to see few less intense tracks to be dropped in for variety. 

Thanks for giving it a try!
Wall jump has been reworked and it's live now!
The issue about high stones was met by several people outside itch also - adjustments will be made in next update.

How hard is it to understand all mechanics?

Idea is kinda simple to graps, but the indication is somewhat confusing.
For example - it says that 1) 24 water in the ground 2) takes 14 water per turn, 3) What does -3 mean here?

Also, there's a toolbar with watering can, scissors etc - it would be nice to have currently selected tool indicated somehow.

Is tutorial window helpful?

Definitely! The only thing to add there would be a hint to what does it take to win the competition.

Is it fun at all?

I was confused, which let many plants to die, so I dropped it pretty quick.
But I feel like can be a fun game if given better UI/Indication, sound FX/music and some cute animations of like, plants growing, cash coming in, maybe something in a background. 

Loved the music and cutscenes, the rest, unfortunately, not so much.

For context -  I played the game till the end.

I gonna list some harsh-looking criticism here, please don't take it personally. I know from my own experience that making games is really hard.

Overall experience:

Due to technical imperfections game felt uncomfortable to play. 

Any inconveniences that you faced while playing:

  • Key to a chest in a bedroom did not appear in updated windows version, so in order to get a page with a song for harmonica I had to download old version and make a screenshot of that page
  • VO - seems like, it went through aggressive denoise + pitch down and, I'm not sure, but seems like few of the lines contain mouse clicks at the end, thus it's not pleasant to listen too. But I appreciate the option to turn it down.
  • clicking things is uncomfortable because:
    • accidentally clicking on an object that has VO-line attached  twice, or more will result in playing that full line repeatedly the number of times you've clicked
    • clicking on activatable object resets cursor image to default, which is also confusing
    • room transition feels too slow

Story:

I have no clue about what makes a good story (structure, tension, pacing  and other big brain words), so on a feeling alone I'd say that mystic part comes in too soon and too much. I think, having only one spirit with some buildup towards meeting it would be much better.

Every round I played quickly escalated from careful placement to utter chaos!
this is as far as I got:

Liked the idea of free placement(and collisions) of ingredients and that smooth jazz for BGM.

What I prevents me from playing more - only skill issues!

What you'd like to see more -  non food items like wrench.
Like, for me, the number of ingredients already grows too fast, so it would be cool for a conveyor to bring something that's not going into omelet) For example, a spider (that you can't touch) and a glass you need to place on a spider or something ridiculous like that)

Overall, nicely executed game!
Not my usual cup of tea, tbh, but it was fun for a while.

Finally got around to play this one, cinematic intro was a pleasant surprise!
Nice take on og game.

On to them topics, then:

Gameplay
:
the only problem I had is that 3d fire height is somewhat hard to eyeball, like, sometimes you feel like you gonna make only to underjump by a little. Otherwise, it works.

Art/Animations
:
I lack competency to go into details, sry. Everything seems to be working together, looks tasteful.

Sound design:
Overall, it's okay. But i'd like to point out few potential issues:
1) seems like a bit too much sub bass on the intro theme(menu), was using headphones while playing - intro got me lil uncomfortable, so I went to check and here it is:


2) Main theme starts a bit rushed, I think it. Maybe it would be cool to start it with a lower tempo and speed it up gradually or keep changing themes along the gameplay.

Overall, I liked the game, none of them issues listed above are really a problem.

In fact, the only real thing that actually  bothered me was "throwing a gecko" restart animation/sequence. I felt kinda sad for lil guy, don't like to see em gettin' hurt.

And now, the real question - can you make it into chrome extension?)

Bigger rooms are moar fun, change my wandmind!


So, I liked the simplicity - no spells, no nothing, just wand goes brrr! Definitely had some fun!

About  dungeon designer - I only understood the deal with it after following a link to OG game - you were making "build to scale" game it seems. Well, right know it's feels somewhat forced, and, I believe, it would benefit from a bunch of simple options, like changing the number of rooms (YES GIMME ONE THE BIGGEST ROOM!), "generate random", only squares and so on.

Also, maybe it would be nice to receive rewards during combat (with no pause on hard mode, lol) 

Amazing game, totally enjoyed it) I think, style works really well with this cool mechanics. Played through bunch of levels without skipping and this is where i stopped, did not find a solution for now:


Answering your questions:

- Puzzle difficulty - feels allright, not too easy, not ridiculously hard.
- 2d folding - easy to understand after few tries,
- 3d folding - actually, even easier to get BUT, even though I appreciate a wow factor of 3d and camera movement, it feels a lil fiddly. It's good that the option to switch to 2d is there, but I would really love the game to remember my last choice so it would stop going back to 3d every time

Other notes:
-  Would be nice to have a save system or (since level skipping is there) at least number/name of  current level displayed somewhere in the corner.

- Another thing is with grabbing boxes - feels a lil jarring rn plus, i've managed somehow to pase a box into a floor by dragging it, lol:

That's a way to send a message, didn't expect that! Very touching theme implementation. 
Good work!

Loved the audio and the art! But had real trouble selecting things - either can't select a ship, or when I click somewhere by mistake - ship goes brr in that random position. 
Nice job, but needs polishing.

Also, since it's becoming a tradition of me breaking Quinten's games, here's a guide on how to get a lot of coin in the beginning:

local-override game bundle, insert breakpoint at line as shown 1)
launch game, when breakpoint is reached, go few lines with 2) until you get to line 3) 
change selling value of "Lighthouse Keeper" to whatever 4)

After dropping of lighthouse keeper, you'll get that amount of coin.
.
(1 edit)

First of all, Nice to see you guys back!
Cute little game! Got to score 62. Would be nice to know max time before target on cloud boi's head takes to appear so one could make informed decision on whether to take time machine or not.

edit: I think you've nailed the theme!

btw, praise the slime!

(1 edit)

Few moar seasons and this pumbo's be having it's own  moons  and all this gravity business!

Liked the game very much, nice work!

I would agree with the others, that's it's definitely a nice spin on classic game (and application of Kyle Gabler trick). Art and sound work well together too.

My only problem is a bug, that happens occasionally - ball's horizontal movement becomes in sync with bat's for some reason. 

"King of primordial soup simulator". Nica game, went into it thinking it would an osmos clone, really liked that it went into different direction.  
Would love to see different Icon for antibody pickup (rn it looks very similar to 0 when zoomed out).

Question - is scale capped at 80μm?

Cute and whimsical! The gun, though, outperforms all other weapons.

Thanks for trying it out!

Agree, climbing is somewhat superficial, but that's was our theme implementation.

Due to a bug, levels including 3-rd block did not upload into submission and we caught that a lil too late. 

Thanks for playing!
We didn't have a chance to give it many people to playtest before submission this why in some places it's harder then it probably should be.

Nice and chill vibe! The basic idea seems great - it's like "Perimeter", but chill (really old RTS game)

I'd lie to note that right now  it's possible to shoot oneself in a foot by removing plot type completely by mistake.

Gongrats on your first game! Nice idea, too sad it's too short!

Yeah, I beat the lizard.)

tbh, I eventually got lil tired and decided to be cheaty again

you gotta figure out how to protect your next game against me

Lil rough on the edges, for example, could not figure how dash works, but cute game. Could really benefit from sound, even basic

Also, I see what you did there)):

SPOILERS!!

Cool presentation, visuals and sound work great together.  Good example of less is more.

got stuck on a level, though.

Thanks for playing! 
3rd box is introduced in levels that did not upload due to an error.

On topic of a theme - we've tried to run with "scale" in meaning of "climb" and there was supposed to be a lore dump like " you crash on an unknown planet, climb you way on top of a mountain to setup a rescue beacon"... but it got lost, among other things.

Same with levels - 3 of them somehow did not upload. They also introduce 3rd cube. It's been fixed in a post jam version.
Thanks for playing! 

(1 edit)

Congratulations on a team effort, especially to first timers! To me it's more impressive that you've managed to work something out with so many people, then the game itself.
Liked the presentation, but gameplay - not so much, since (if I'm not missing anything) it boils down to "drop shieldy card on da boys, spiky - on da enemies".

now the real question - did that ever happen?)

Well, this one illustrates how games are ackhually build - with sticks and duct tape.(Duct tape DLC when ? btw)
Had some fun playing it, found it relaxing.

 Now, 2 thingies me thinks would make this game a lil better:
1) Bigger coyote time - cuz rn jumping is somewhat hard
2) Maybe checkpoints - after a while, going up after each build phase becomes somewhat tedious.

Charming with it's simplicity with nice funky BGM. Motivational messages made me chuckle here and there.
Congratulations on a release and (as I understand) personal victory!

The real question - which came first: An Egg or The Egg?


Got to room 10, had real fun! Art and sound work nice together! Awesome game!

Some ideas/thoughts on controls from a person not familiar with a genre) Would like to have some keyboard shortcuts to play faster/move mouse much less:
  • 1-4 to switch between crafting stations
  • A button to go to chest
  • A button to grab potion from station

Very interesting mechanic, definitely a win in alchemy department!
BUT, desperately needs polishing and QOL stuffs:

  • popups are not shown sometimes
  • would be cool to swap ingredients IN and OUT cells to reduce distance one needs to drag
  • would be nice to allow replacing an ingredient by dragging another one on top, instead of clicking first to clear a cell
  • tutorial/simpler first level to get started