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Francois van Niekerk

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A member registered Apr 04, 2014 · View creator page →

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Fun concept! It was quite tough to get more than a few gems. I tried to decrease my light and run away, but they easily caught me. The movement is very "pac-man" as in you move until you hit a wall. But it's also quite zoomed in, so I don't have much peripheral vision. Maybe it would be a bit easier if the movement was more directly controlled and this applied to enemies too, so they would stop following you and return to a patrol route or something when you turn off your light? Feels like a bit of tweaking could make this much more interesting :)

  • Interesting premise, and it feels like there's the core of something compelling here :)
  • I would try cut down on the initial text to make it easier to get into it
  • It was a bit confusing that I couldn't embark on the missions until I had a non-specific amount of fuel and oxygen. I just had to buy more until I had enough
  • I eventually found that I can see the costs in the encyclopedia
  • After a few missions, the story is starting to unfold, but I didn't feel like there was much gameplay here, I'm not really making super interesting decisions. Either I have enough resources to go on a trip, or I'm repeating a mission to get enough
  • I had to keep scrolling down to get to the options. Would have been nice if the UX was a bit better. There's a lot of clicking between different menus and it felt a bit clunky
  • I was a bit disappointed to see that where wasn't more after I got some moonflowers. It felt like it was building to something but there wasn't a big payoff
  • Oh I got more moonflowers and then retired. That was unexpected, but it didn't feel super satisfying? I was expecting there to be some unfolding story from that point
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  • Interesting concept!
  • Great aesthetic overall :)
  • I didn't realise I needed to memorise the lyrics, so I did really badly my first show. 3/27 I think
  • I think it was a bit harsh in judging and it was maybe case sensitive?
  • Maybe if you indicated the difficulty of each song, like the number of words?
  • I had some sort of bug after the first show. I clicked the little fix button on the side, but it didn't seem to fix everything: the old lyrics stays while picking a new song, and the new song lyrics didn't show up
  • I tried to restart, but it seems to have persisted my broken state :'(
  • Great atmosphere!
  • I was confused if the blue pills applies to the turn I'm doing now, or the one after
  • It was unclear when/why you can pass or when you're forced to take (I missed the pass count cause it was far from the button)
  • It feels like the decisions are a bit too easy. Generally I take if I can do it without dying, and pass if I can't. I think the one thing that makes blackjack work is that you don't know what you'll get when you hit
  • I wonder if you could make it a bit more interesting (decision-wise) if you strung together a few of these games
  • I do wonder what the game is trying to say about peer pressure...
  • Fun little game! Nice complete end-to-end experience :)
  • I enjoyed the level of polish and the pretty art
  • I liked how you tell your life's story, but the later decisions are maybe more impactful and you need to know when to use/keep the coins
  • I like how almost everything is quite diegetic
  • Immediately intuitive and easy to understand
  • There's generally a lot of polish, but a little more feedback/juice on the counting and hitting/missing the target would be cool. Think Balatro levels of juice :)
  • I didn't visit the shop for first 2 rounds. Was nice to get interest, but I also missed seeing some cool stuff. Maybe make that a forced step or add it to the screen so it isn't behind a click
  • I didn't realise how the 50% off coupon worked and that I had to activate it. I thought it was a passive
  • I expected reroll to be the opposite: click to lock dice and the others reroll
  • I thought rerolls were for each round, not consumables. I would be more keen to use them to try push my luck and boost my score higher
  • The bonus cash for overshoot made it a bit too easy. Buying more dice is almost always the right move as they pay off quite quickly. If the bonus cash was limited a bit more it would make the decision more interesting, like get 2x the target to get a flat $2*round bonus
  • Wild idea, but what if your next round target was what you got the previous round?
  • I stopped after getting to round 15. Had more dice than I can count and it was getting laggy. It was pretty fun up to this point, I had just escaped the curve
  • Oversimplifies game dev and makes it seem too easy. Highly insulting /s Honestly the truth is we all wish it was this easy ;)
  • Art and polish is really slick!
  • Some of the text is a bit small to read in the web view, and it didn't fullscreen properly.
  • The devs didn't always reassign themselves properly and I had some sitting idle. I guess a realistic scenario
  • When the 5 year column opened up, I had to hold back a tear
  • I enjoyed being the one to prototype and then handing it off to a team to produce
  • There doesn't seem to be much difficulty/downside. When I got to $1.4M I retired
  • Waiting to cash out my $1.4M any day now...

Top-notch deckbuilder tightly packed with a lot of depth and encrusted with shroomy atmosphere!

The sequel Jetstream (https://jetstreamgame.com/) is available on desktop and hopefully mobile soon 

I'm sorry but no, you can't rehost our game on your site for free. If you'd like to discuss a paid license, you can email us at info@clockworkacorn.com to discuss terms. Thanks!

That's weird! You can email me at francoisvn@clockworkacorn.com. If you have a screenshot just before the crash, pls also describe what you did next to cause the crash. Thanks!

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If this happens again: could you please share a screenshot to help us recreate the bug? Thanks! 

The best roguelike snack-builder! On a platter of its own

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You can email them to me at: francoisvn@clockworkacorn.com. Or you can upload them on our Discord: https://discord.gg/AXHEZBsb5V

That might be related to the graphics issues, but honestly it's tough to say why that's happening without some debug logs. The same workarounds might also help there 

The issue with graphics not always being visible is a known issue that is unfortunately quite tricky to fix. You can often work around it by playing at a lower resolution or in windowed mode. We hope to fix it in the future, but no ETA on when that might be.

The bug with the Strength Potion duplicating is a more serious bug, and should also be more easy to fix. That for reporting it! We need to look into why it's happening and fix it, hopefully in the next update

Thanks for the bug report, we'll have to investigate more!

In the current build Abyssal Titan is a placeholder to strive towards, but we hope to add more content in the near future :)

There are a few main ways that enemies can block or reduce damage:

  • Shields: each layer of shield nullifies one instance of damage
  • Iron Skin (X): reduces normal damage by X. Doesn't affect damage from other enemies, poison, freezing, ...
  • Frozen: a frozen enemy doesn't take any damage, but hitting them will remove the Frozen effect.
  • Health Gates: these are choke-points where you can't get past them with 1 action (like a card). Only used on the bosses at the moment

Maybe one of these was reducing the damage? I suspect Iron Skin, it's quite easy to miss...

Thank you for playing! Glad you had fun :D

Glad you like it! Darkness makes the game harder, and its how you unlock some of the later content. We might revisit how it works in the future 

That's unfortunate! What device are you trying to play the web build on? The downloadable build might work better 

Sorry! The downloadable build might work better for you. It might also work without making it fullscreen (although that's obviously not as good, just as a test)

Great concept! I love how you captured the nostalgia feeling without doing a 1:1 replication :)

Some of them might seem hard, but they're all definitely solvable

Sorry about the bug. Chrome keeps updating and breaking the old tested behaviour and we don't have the time to keep updating this. Try play in full screen :) 

The initial groups are all handcrafted. The infinite levels are generated procedurally.

Very clever concept! It's pretty fun :)

There's a lot of charm in the game already, so it would be cool to see a bit more polish, but TBH I think it's already great :)

Great to see another game using Yahtzee. I found it a bit difficult to control the character and aim at the same time with a keyboard. Quite a novel concept!

Another fun Yahtzee game! :)

Quite difficult, but fun :)

Clever idea!

Fun little first game! It worked just fine for me from the itch app. Small note: it felt weird to have keyboard for movement/jump, and mouse for clicking through menus. IOW, consistent control scheme would have been nice. Keep jamming!

Interesting concept! Was quite difficult to click on players to move them. 1st map that generated was very tough to navigate for me, close to impossible. Would be keen to see more varied player actions :)

Fund concept! I somehow got confused and didn't realize who was good/evil until quite late. Would have been cool if the dice were thrown closer to where you needed to drag them :)

Clever idea! Nice character animation. I went a little while before realizing how to play. I think it might be good to put an intentional spike somewhere early, so the player has to learn how it works :)

Great theme and nice simple concept! Was kinda expecting the master's master to show up and denounce their apprentice as weak and feeble or something ;)

Clever puzzle design. Fun little experience :)

Very simple and relaxing. Well polished for the time :)