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food_please

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A member registered Jun 17, 2020 · View creator page →

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Evocative and whimsical, I love it!

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Oops, didn’t mean to make it sound like no-one could do it. I was stuck and am genuinely motivated to get past that spot (which is a good sign!). I really enjoyed playing, and congrats on managing time well. It seems to me that you had wrapped things up early.

This is a fun little game! It took me a couple of tries to figure out the input and the minimap, but once I had that there were no issues. After 3 checkpoints I could no longer find any others and the minimap gave no clues.

I have no idea what I’m doing with it, but it’s fun dink around with the tools. As a non-musician, I would definitely benefit from instructions!

This has the solid core of a JRPGish game. The combat drags out a bit with animations, but it comes together nicely. Some sort of progression and soundeffects would take things a long way, as well.

I found it hard to tell what different classes were good at or what different abilities would do. Definitely had to figure most things out with trial and error.

This is a fun little puzzle game. I found, however, that the character would frequently get stuck, especially on uneven terrain. The fuel would recharge, but I would not be able to take off again. This prevented me from getting too far into the game.

Well. The “frustrated” sound is cathartic, but Gumdrop will never get passed the “Secret” sign. Jumping on the knot holes is deeply frustrating.

Superb entry: the music fits very well, the graphics are top notch, and the gameplay is, I think, just as frustrating and rewarding as you want it to be. The environment is great with the fireflies, lanterns, and background really lending to the environment.

I’m deeply tempted to keep going until I sort out the secret and ending. Not finishing will haunt me.

1761.5m

Simple, but very enjoyable. The start is great, the music is catchy, and it’s a lot of fun to keep splattering the birds. Also, the page writeup is entertaining.

I was finding it tricky to control Uncle when he was at the sides of the screen. I wasn’t really able to drag the cursor out of the browser window, so it became hard to aim, especially since the window climbs off the screen on my machine. I should have laid on my side, I guess.

I was curious, do you ever end up in outer space? It would be fun to eventually shoot Uncle up into the surface of Mars, like a certain NASA satellite from a few years back.

Fun game, I love cards! It’s trickier than expected, and I ended up with one card remaining a couple of times.

It took me a moment to figure out what was going on, but I’m wondering if it’s a bug or if I didn’t understand the rules.

  • There were a few times where I couldn’t finish a set of three with a card of the same suit. Were there additional requirements for the third card or only that it match suit of the bottom card?
  • There were also a couple of instances where I went to place the first card on a flipped card and it wouldn’t take. It seemed to require the same suit as the flipped card. Is that intentional? It seems like a good rule to increase challenge, but you can quickly end up with unusable cards.

It’s nice how the rules are included on the game screen at a button press. Card animations, themeing (empires? rebels? soldiers?), and bouncier music would also jazz things up a bit. Either way, this is a great entry and a fun little card game.

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Super polished. I was actually most impressed by the menu/UI, it’s very well done. The controls are quite difficult to get a handle on, but the puzzles lean in to them well and the mechanics are introduced at a good pace. This is a very solid entry, great work.

I really don’t like the theme/ending, but I appreciate the warnings. I was thinking at first (from the project title) that this was designed after letters/pen-pals sort of deal. I wanted to go through the entry anyways, given the time and effort that you’ve invested.

Regardless, amazing UI, good design considering input limitations, thoughtful implementation of “extras” (collectables! achievements!), fun gameplay.

I love the premise and the art is great. A little choppy perhaps, and would benefit from some music, but I was looking through your entries on Lospec and really enjoy the atmosphere and world beneath the waves that you’ve created.

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I wasn’t expecting a VN for some reason. The genre’s not so much my cup of tea, but I enjoyed what you put together once I realized what it was. The writing is amusing and fits the premise surprisingly well, and there’s forgiveness for making stupid (funny) choices, which makes playing through even better. The art is well done and the liquorice theme is fun!

You might want some kind of note about strong language. I found it to usually detract from the humour, but that might just be me. I’m not sure what the typical audience is for the lospec jam/itch.io crowd.

This turned out really well! There’s lots of content, mechanics are simple and work nicely, graphics look good (especially the combat backgrounds). The tutorial actually helped and the dialogue was fun. There was great tension between available healing and how much damage I would take during combat. The difficulty also ramps up well. Very well done for only a month.

I ran into a bug where I managed to attack myself (as Sam). It caught me offguard, I’m not sure exactly what I did to trigger it.

Larger maps felt slow, primarily due to small movement ranges. That being said, I got through most of the game and I like it enough that I will finish it off later.

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This project is phenomenal, easily in a class of its own. It shows that you’ve got a very solid team that is used to collaborating with amazing results. Thanks for sharing, I look forward to seeing where the project goes.

Regarding feedback, my main issue is that I experienced brief but significant lag on the browser version, typically around times where there was a lot on the screen. Perhaps shaders are compiling at runtime? I also found the movement around the combat board felt like it floated ever so slightly, and that maybe speeding up movement would make it feel “crispier”, for lack of a better word.

Anyways, no complaints at all. Amazing stuff.

This is a great proof of concept project. The art and music particularly shine and I think that more polish would turn this into a great project. I want to emphasize that there is a lot of quality with the demo content, it’s just not yet finished.

Regarding feedback, I often found myself confused or expecting things that did not happen. I frequently tried to do things that were not yet implemented or were buggy (For example, I once attacked a character with my archer from two tiles away. The archer never fired, but the enemy swordsman got a free hit on my unit). I was also confused at how the numbers on the GUI (hit-chance, damage, etc.) did not reflect actual combat results.

I love the look of this pack and it definitely fills a currently unmet niche. Great work, I’ll be following progress closely!

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Hi alkakrab, love your music. This is a great pack, very evocative and super easy to listen to, especially in the background. Thanks!

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I love the atmosphere and depth of the game, very well done. I was happy to play through the whole thing, though I didn’t make it further than shattering the “crystal” at each planet. Was there anything more to do?

A handful of things I ran into: finishing one planet didn’t correctly flag it as unlocked. Also, gather the log/disk things didn’t seem to register in the “inventory” or progress screen. Finally, in the secret area at the base, I tried to use a special attack with no special selected, and it froze the game.

Thanks for hosting and great job, all! It was fun to see what everyone came up with.

Thanks again for the feedback. Good to hear about the input, I’ll keep that in mind going forward. The intention had been to have local multiplayer on one keyboard, but I suppose keybinding is essential for those cases.

Thanks for the feedback, that’s really encouraging! I haven’t really looked at CPU usage (this was Godot 3.1ish?) for web exports, so that’s great to keep in mind.

Thanks for the feedback!

Whoops, thanks for the feedback. Should be ‘z’, which I’ve recently learned is pretty lousy for European keyboard layouts. You have to grab the dash boots before it works.

Hey all! Thanks for the great submissions so far. If you have something that you would still like to submit, (but didn’t quite make the deadline) let me know and we’ll do our best to squeeze you in.

We have a week for reviews, so play through the games/create with the tools as you can and let the devs know any constructive feedback that you may have. Thanks for jamming with us during March ’24 and congrats to all who made a game during that time!

Whoops, sorry about that. Please try the following (I grabbed it off the OGA homepage): https://discord.gg/yDaQ4NcCux

Hey, thanks for reaching out. Sorry to hear about these issues.

From what I understand, OGA’s having a few issues getting through Gmail’s spam filters and is currently struggling to reliably send out registration emails. Some folks recommend having a backup email address to receive confirmation, for now.

There are a few alternative options. You could append the sprites to your submission itself so that they appear as downloadable files. You could also share them over at the Discord channel in the meantime. Or you could ask someone to submit them on your behalf. With the last option, OGA would still have a link to your itch profile/linktree/whatever else you would like while being able to see the submission. The obvious downside is that you haven’t submitted them yourself, though the moderation staff can always rectify that issue later on when the account goes through.

Do any of these options sound good? I don’t want anyone to miss out due to internet shenanigans, so we’ll make sure something works in the end!

Of course!

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Hey Thomas, great to hear from you. Have you found a team yet? If not, feel free to also reach out at OGA Discord on the jam channel or the teamup channel. I look forward to hearing more of your work!

I really like the style, Matt. Feels very unique. I picked up the overworld back when it came out and look forward to the whole series.

I finally got back to my hideout with one pumpkin! It's difficult, but fun with a "one more try" feel to it. Also, getting jumped on was an amusing touch.

I found that my powerups would use themselves in quick succession. That is, if I had more than one of a power up, the first one would work and then the next ones would spend themselves a moment later.

That was worth the wait! :) Congratulations on getting the entry in.

I wish the pumpkin had grown shorter legs, as I did find it tricky to sneak through the hallways with such a big hit box. I did ok until the room with the vampire and ghost, though it seemed like I should have expired sooner since some of the projectiles just stopped?

It was a fun little game that reminds me a bit of the first Zelda. The mansion exterior is a nice touch that adds to the into/outro blurbs.

Great job!

Escape rooms are great! My main complaint is that it was so short, hopefully the museum grows over time.

I felt that the puzzle was just right. It took me a few minutes to figure out what the letters referred to, though I suppose I may just be dense.

So, I experimented with all of the "You Lose" screens (actually, I just died a lot) and several of them seem to be pointing to a previous level. I.E. dying (lots) on level 8 says "Level 7 Lost", or something to that effect.

This is nice and whimsical. The level design is great and movement feels tight. I can echo that sentiment about the spikes, they are hard to figure out at first. All in all, I had fun with this and I really enjoyed the variety of environments that you created from such simple assets. It all "clicked" really well.

The last level was a fun twist! I never know what to rate narrative on an arcade-y game, but this had enough variety in it that I think it fits the criteria.

I enjoyed it! It definitely got tricky once there were a couple of wolves on the scene (I was waiting for a 3-wolf level). If I found anything to fuss about, I suppose that I found the music a little jarring on the first track. That being said it fit the game well and, at over 30 levels, was a fun diversion from what I was really supposed to be doing this evening.

There's a ton of character in these and the matching "prince" set. The colours look great!

This is superb! 

The energy throughout the album is quite similar to the previews (in a word, epic), the production is of very high quality, and the tracks complement each other nicely.

My only complaint is that there is a tension that pervades the album - even within most of the low intensity tracks - and I think a track or three to "remind me to breathe" would round everything out nicely.

This is a tiny nitpick in an otherwise amazing album. Very well done!

Good day tim, I've enjoyed hearing more of your work on your site. I'm a big fan!

I have been thinking a little more of how to use this pack, and I realized that I could make use of a victory/defeat "jingle", such as may be used at the end of jrpg combat or the defeat of a boss. i'm sure you have lots on the go, but i would definitely be interested in purchasing an add-on to the pack that included those two items.

thanks again!

Wow, this just keeps getting better! I love the look of the tileset, thanks so much for the updates.

This is all very well done, but I was sold at "Crystalline Cave". The track is sublime, and i sat with a stupid smile on my face while it played. thanks for the music!

also, your orchestral arrangement is, for such a different style, very pleasant to listen to. Please consider doing more of the same in the future!

I think I played the most recent version. I was just being dense and it took me a little while to figure things out. Like I said though, once I had i, it was lots of fun sailing around discovering different islands!