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Fredison

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A member registered May 15, 2020 · View creator page →

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That's great! Glad to be part of that lineup.

Good luck! You'll find the reward is well worth it

My brain, whenever I buy anything in the Horde tab: "THE BONES ARE THEIR MONEEEEY, SO ARE THE WORMS"

Furn's Forge VI is when the series really came into its own. Clownfish Carl was such an iconic villain!

Branching choices would have indeed been fun! After writing the scene about "decisions that really matter" (which was meant to poke fun at RPG conventions, but in hindsight feels a bit like taunting the player, lol) I briefly considered a sort of branching plot based on your crafting choices, but that was definitely too late into the jam to seriously consider implementing.

Maybe in Furn's Forge XIX!

This is true! When writing the dialogue and reminder text I erred on the side of being too blatant over being too cryptic, but in hindsight I probably should have given the average player a little more credit, lol.

I don't think the real-life versions of the dishes I made would be nearly as delicious as those images made them look! Impressive work, including so many ingredients and accounting for their various combinations.

Fun idea! I wanted to post one I made but itch is finicky about posting images from the clipboard, and then I made the mistake of copy-pasting something else.

(impact font) THAT FEEL WHEN

(sad dog)

(impact font) THE CLIPBOARD EATS YOUR MEME

Beautiful. When the midi version of the City Escape theme kicked in, I knew this was a game truly made for me.

Thank you so much! Your feedback is appreciated. We probably won't update this game, but I'm hoping to work on more picrossy goodness in the future. Watch this space!

We'll likely keep this one just a weird little game jam experiment, but I definitely agree when it comes to synergies! I wanted to have more, but the only real "synergy" as-is is that curly hair is very powerful if you have accelerated growth.

A fun and very interesting proof of concept! It would have been nice to see some tutorial text for the less self-expalanatory dice, but it's impressive that so many types were implemented in the first place, which made for a nice feeling of discovery. I'd be really interested to see this elaborated upon and polished further!

Really creative premise and atmospheric presentation! The main areas for improvement I could find are in the quality of life, for instance it can be hard to tell which face of a die counts as face-up when it's in the bowl, and sometimes when you're dragging one onto the sheet you wind up dropping it next to it. Still, this is really cool! Nice job!

I'm not smart enough for this game, but the presentation is cool and the mechanics are original. Nice job!

Oh, this one's a definite standout! Really original spin on the theme, intuitive gameplay with surprising strategic depth, energetic presentation-- What's there not to like?

Not much to say that hasn't already been said, but I thought the art was really charming, and the tutorialization well-executed!

Thank you so much! Do you mean make the animation faster? The cans are intended to be a bit of an annoyance in the endgame, but I may look into speeding it up as the game progresses so it'll only pause the gameplay very briefly by the end.

Thank you so much!

Thank you so much! Yeah, that bug is going to the top of our things to address when we update the game.

Thank you so much!

Haha, thank you! Sometimes even I get a little scared looking at the game.

Thank you for the feedback! I'll add the volume issue to the list of things to address after the jam.

We do intend to release a post-jam version to address feedback, polish things a bit further and implement some art we didn't have time to, but that'll probably be it.

It's funny, too, because after we saw almost every other game in the jam include literal dice we briefly thought we had done something wrong, haha.

Anyway, thank you for the feedback! Yeah, we didn't have much time to tune the difficulty and it certainly ended up too easy. We hope to balance things better for the post-jam build.

I liked the art and premise a lot! Though the physics feel a little off in a way I can't quiiite put my hand on.

Thank you so much! You don't take damage, no, if they float past you and off the screen they count as defeated. But good on you for getting the planet rid of them anyway!

Haha, sorry about that! The player is meant to be a little confused at first and put it together as they play, but I do think it could stand to be a little clearer still, and yes, the challenge is tuned too easy right now. We'll try to fix that in the post-jam version!

Thanks for playing, and I'm glad you enjoyed the parts you did, at least!

Yes.

I came here to find out what a dice is... but instead I found out, about myself...

What a stylish game and funny premise! The voice clips add a lot of flavor, too, though I think they can be a little confusing, implying you're dealing no damage to the enemies when I'm pretty sure you are.

Very fun concept and use of the jam's theme! The gameplay could have used a bit more depth but the presentation was on-point, especially the voice-acted sound effect and monologues.

I'm glad you liked it! Yeah, the design intent was for the hairspray to become a bit of a potential annoyance and liability as you progress, so I'm happy that came across.

This was so good! Incredibly charming presentation, satisfying mechanics and clever puzzles. Straight 5s from me, no notes.

Based on your postmortem comments it seems you've got a good grasp on what would need to be improved, so I won't dwell on that. Still, this is an original idea and a good first effort for a game jam, and I really enjoyed the music!

Lots of creativity and original design ideas on display! This could be the start of something really interesting with a bit more time to polish, bugfix and tutorialize.

As a bit of a bug report, I hit a point where a fight started and neither side seemed able to deal damage to one another. I'm not sure why that is, but I did notice too late that both of my characters had an elemental disadvantage against the enemy, so that may have something to do with it.

I loved this one! Very original, simple in gameplay, presentation and story but in a way that makes everything hit just right. Impeccable vibes and easily one of my favorite games in the jam so far.

Fun game! I just can't resist a good tower defense game, and this is one of them.

Mechanics-wise the dice mechanics bring some interesting chaos to the mix. At first I was frustrated by the apparent lack of control you have over them, but then I became a master of stunning enemies with dice throws, and enjoyed going Sickos.jpg when a fire-shield 6 would land on a corner just right.

My only two nitpicks are that the difficulty curve could be tuned a bit better (it starts out rough then gradually becomes much easier-- I left the game idling for a while and now I'm at wave 48 and counting) and that it would make more sense for the player sprite to be an in-universe character rather than a cursor. Cursors don't usually have to worry about getting hit by enemies or avoiding obstacles!

Anyway, great job!

Thank you! Yeah, the post-jam version will likely be a little more challenging, haha.

A nice, original twist on the idle genre. I really liked the way new dice were presented!