Cool simple game here, looks good and easy to play, be warned that the titlescreen buttons are difficult to read.
Exploding Donkey Company
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Really nice little game here, I liked the multiple fishing minigames. Biggest mistake? Putting a limit on gambling! You know 99% of gamblers quit before the big win? (don't worry I get it the system doesn't work with more numbers). Also buying Bouncy is great, maybe that could make a good core mechanic for a jam game...
Very cool, nice and polished, with excellently precise collision masks making near-misses with lethal objects all the more fun! One minor thing would be that I would recommend seeding the rng for the diamond shooters, as having them be more deterministic or predictable would be nice for a game like this, as dying to an unlucky projectile trajectory is a shame. Anyway, nice little package here!
Super cool game, your art style is fascinating, like really bloody cool, and uses dithering well. The game makes sense but the projectiles are a bit odd, as in the reload time is much too long to start with and the projectiles slow, so many times I lost a lot of health while feeling helpless watching enemies walk by me. I do believe this is less of a problem as skill improves, but the initial run or two can be frustrating. One of the first wave defense games I've played in a while, so pretty rad!
Rad game, quick to get a hold of and very fun. Fun to shoot, more fun to hit, could use more weapons, whether temporary or not. Definitely gives the Terraria frost legion vibes (which I always liked--the one silly invasion event that always gets overshadowed by the Frost Moon). But overall very polished!
Fantastic game overall! Very clever and well-executed, not to mention some fine art! Had a lot of fun playing, did beat level one on the first try. I would say please give the people at least enough self-preservation to not walk directly into the stationary grinder itself! I can't be held liable for such suicides! Anyway, a blast
Bro I hit a sick trick but only after hilariously pancaking myself on several rocks! Actually tho, the fail animation and sound is great. Something to work on with more time would be getting the player to rotate with the bends and curves. Still a quick and fun game, also multiple levels, impressive!
Very cool, spectacular graphics, nice use of dithering! I like the core mechanic, with the parrying, and I am glad for the polishing in transitions, audio, and graphics. The moving spike ball elevator was cruel, the cooldown on the parry makes it horrifying for a newbie getting used to the timing, maybe save that gimmick for a bit later in the level. Anyway, super cool.
Very cool, simple and easy to learn. Undeniably strong theme connection here of course. I did in-fact fail because I didn't realize that the odd dark tiles were supposed to be frozen water so I didn't get where "the lake" was, but the game over music is legit a vibe. The dialogs for the wells and fires seemed unnecessary? But anyway, no bugs or anything, totally solid.
Very cool, good satisfying attacks in fever mode and darn good enemy sprites! Music was very... atmospheric and dreary? Definitely a bit too hard with the sliding character controller and the enemy power. Fever mode helps a lot to balance that out but the moving, damaging blocks are too much and I would recommend not having the first enemies fire homing projectiles, that was a bit much right off the cuff. That said, I understood most of the mechanics pretty quickly, so the game didn't lose me or anything, just give some more space for a novice player to improve their use of the mechanics while moving forward instead of repeatedly dying and retrying. That was a lot but I assure you I had way more fun with this than this implies, fever mode is really fun when you finish off a group of enemies and the blink to the next to take them down too.
Alright so the game is fantastic. The art is outstanding and the audio is sublime, and the restricted view and exploration is very cool. The problem is the game locked in the midst of my 5th day. I went out as always and snagged some wood and tombs (what?) and returned because my sanity was dangerously low, as it never recovered at all as every day past (how do you get to the end of day 7 if you just lose your sanity too fast?), and upon entering, I got no dialog and tried interacting with the guitar, and it told me to go outside to get supplies, to which I could not interact with the door no matter what I clicked or pressed. Additionally, before this (I think in the same day) I had a dialog with an unclickable "Next ->", and I don't really know how I got past that, but I did only to lead into the aforementioned bug. Sorry most of this is a bug report, but yeah the game is really bloody cool.
Also, where's all the ratings?
Holy cow, this is peak! Great, clever, and well done! I encountered no bugs and had no relevant gripes and got this ice cube united with his family! But seriously, clearly you have an eye for both game mechanical design and art, as this game looks great, sounds (really) great (chill), and is fun. I especially liked the waterfall sprites and animation, beautiful glistening in a 1-bit world. Is this actually the first game you ever put out there?
Very cool and well-written! Graphics look great and undeniably 1-bit. Connection to the theme could be stronger. I chose not to shut the computer off every time and agreed to help Meril, dang! I was sad it ended so early, I wanted to know where it was going to go from there. I suppose that is a game jam tradeoff, and you chose short but polished. Nothing wrong with that, actually, but if you could do that in 1 week then why not work on the game this next month? I think the results would be fantastic.
Alright fear not, it does work now, you see, I had to toggle one of those stupid proprietary keys on my keyboard for some reason. Yeah I can successfully repel the onslaught of snow with the power of my top-of-the-line, genius math skills........ and by that I mean I still failed almost as fast as when I couldn't type anything, but this time it is definitely a skill issue, lol.
F. U. N. That's what this is. You are definitely a guy who knows how to make a simple game fun, once the upgrades (and the xp) start flowing, it just gets better and better. Basically play the Goku looking guy for the dog and always be on the lookout for the temporary powerup that sucks all the xp to you.
Anyway, cool soundtrack but rudimentary graphics--drawn well and distinguishable, but static and stiff. I'm sure you would have animated more with more time. Good job
Fantastic visuals and sound, chef's kiss on that dithering! I liked the perspective and footprints, and also the way you portrayed trees with shadows and stuff was actually pretty cool. The main problem is that the game effectively requires exotic map knowledge to actually beat (or at least in a timely manner), as I completed events out of order and wasted approximately 10-15 minutes walking around and backtracking to finally trigger a dialog that didn't fire the first time I was in the area. Also after I found Curt's car was gone I left through the east gate and walked through a large empty field (which I had already walked through twice) and could not seem to win or anything. Shrinking the map would be a good play, but also playtesting outside of the time confines of a game jam would allow you to hone in the map and objectives to be "just right" for new players.