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Feddas

15
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2
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A member registered Dec 18, 2015 · View creator page →

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Haven't heard of meta-progression. From what I found on google (https://www.reddit.com/r/gamedesign/comments/10acmtw/what_is_metaprogression_in_...), forms of meta-progression are great since they can include learning a game and getting better at it purely through skill.

Awesome game. I liked that there were NOT any roguelite elements (at least one progression element that persists after failure). Keep the roguelite out, IMO.

Great visual and audio polish. I couldn't figure out how to progress faster than the village attack frequency.

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That bug happened to me once as well. The workaround is to jiggle all the clearly not corpse'd animals. :-/
One thing I learned is how hard it is to debug MIT Scratch games!

Would be nice if the campaign let you know when you beat a level. otherwise, great little puzzler!

Like the 3D art and the dialog. It was cool how it converted to 2D, but hard to tell what to do in 2D.

I've found it hard to collaborate with team members in scratch :-/ Scratch is awesome for solo projects tho!

Great game! Took me while to realize the font makes the 8 look like a slashed 0 (a 0 with the line through it). That bluefin  item I kept getting had to be for something tho. I finally compared it against items that I was able to test had 0 values and determined it was an 8. In other words, my only suggestion is to add a typography dent on the sides of the 8 so it doesn't look like a slashed 0.

Great pixel art for the player, rat, and skunk. Wasn't too into the rest of the game.

Why not check out the open source link before asking? It has good documentation, such as this section: https://github.com/HackerPoet/MarbleMarcher#arch-linux-1

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Awesome game! The tutorial levels could use a little work.

Spoilers below

Level 2 didn't help me figure out that the doors had 2 sides, a yellow blast-proof side and a red blast-able side. What if the two doors were much bigger and right next to each other so the bomb hit both of them at once? Then the player could see in a single blast that one door vanishes and the other does not.

Level 3 I couldn't tell there was a hole in the ceiling, there's just way too much bloom. The walls are all white glare. The yellow bar seems to mean its next to a hole, that's un-intuitive tho. I kept trying to bomb between the two yellow bars thinking that was a doorway. Can you instead reuse the hole shape you used on the last level ? Get rid of the solid yellow bars in all the levels since they seem to mean the same thing as blue blocks?

Screenshots on his LD entry: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=22132