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Frousen

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A member registered Jul 10, 2020 · View creator page →

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Great art and atmosphere! The gameplay took a bit to get used to with a lot of trial and error, but it is quite fun

Interesting spin on pinball indeed, took a bit to get used to. The top pendulum is bit glitchy, as it's possible to knock the ball out of level quite easily.

The presentation and general atmosphere was great, while the controls were bit dodgy.

Great game overall even if the mouse control is bit of a struggle, managed to beat it. Also is that instrument perhaps a kantele playing Kalevala tune :D

Nice idea in general. The enemies were bit bullet spoongy even while over encumbered with max damage pickups. 

Good graphics, really nice mechanically mostly, though rotation was bit awkward. Overall quite easy to learn.

Very cute graphics, in general the look is amazing! Bit of trial and error to see what works, but I beat all of the levels

Thank you for playing and the feedback!

Did you record this few days ago, as I noticed the bugs I fixed in the video, like the field remaining occupied and the endcard not appearing?

Thank you for playing!

Thank you for playing! Yeah I had some issues as well with running the HTML version, and apparently the experimental SharedArrayBuffer setting doesn't seem to work properly with the random submission function for some reason (or so it seemed on my end at least). 

Thank you for playing!

(1 edit)

Ah, for whatever reason the panel I used to create a fade in effect for the end screen doesn't trigger on the current version of the game :/ I'll fix it on the patch I'll try to publish sometime after the Jam is over (right now I'm quite busy with University stuff)
Edit: Ended up finding the time to publish the patch earlier than I thought

I like the animations and overall style of the game, the attacks have a nice impact too, though the camera shake started getting a bit nauseating after a while. Not sure if tying jump height to level ups was also entirely necessary, as it had to be upgraded quite a lot on top of getting the double jump in order to reach a platform. Or was this on purpose, to have it be a build path sacrificing attack etc. for increased mobility?

Anyway the options menu was quite impressive, though maybe including only the necessary input options on the list would do. Personally I like to turn "ui_up" etc. direction inputs into the movement actions.

At least on my browser on HTML version the amount of enemies that got spawned made the game quite laggy, especially the zombies that got stacked under me while I was standing on a platform.

In the end I beat the story mode, had fun!

Ah about the previous game's inputs, sometimes bit of a damned if you do damned if you don't kind of situation then? I sort of ended up making a short tutorial with prompts at the start of my game, that stops the player from getting into the actual game unless they have pressed both interact and attack inputs :D

Nice idea for a game! The difficulty didn't really have a curve, as the second level to me felt like the hardest out of the ones I played. Is the green boogie man's movement randomized or is there some kind of pattern to it?

Nice work with the graphics!

It was sometimes bit tough to pick the right food I wanted when they were stacked together.

Really nice art style and overall atmosphere, I especially liked changing the angle of the character when pulling a carrot, nice touch. At first I wasn't sure about having one button for both using wand and pulling carrots at, but it ended up working pretty well.

Also I somehow managed to push myself with a cauldron out of sight once. Did the cauldron have an Area2D that pulls anyone inside of the area with the cauldron when its flung? Maybe excluding the character launching it could work?

Graphics are good, audiowise I liked switching the song during piano practice. I feel like quite a lot of the time was spent walking around, but it was still pretty fun. I liked the atmosphere as well.

Visually the game looks great, the controls were something to get used to but I got a handle of after a bit. Does it follow the theme of Harvest? Technically? And yeah Spooky Scary Skeletons covers as the soundtrack :'D what to say, it made it a memorable experience I suppose?

Thank you for playing!

I added the speed boost tower to make running around a little bit faster, maybe I need to add something else to it as well to make it something people want to build.

Thank you for playing!

Thank you for playing!

I personally like the crow, but I suppose I could buff it by adding some kind of slowdown effect on enemies that pass by, once I get to working on patching the game.
Also right, dark nights, yeah I once again made a videogame with dark visuals, and forgot to include options for brightness and contrast, I really need to create some kind of checklist for jams :D

Thanks!

Yeah I was sort of 50-50 with the font I ended up using, as while I found it aesthetically pleasing, I too had difficulty reading it sometimes.

I tried to balance the towers, but since there was quite a lot on my plate seems like I didn't manage that part well enough.

Upgrades was something I wanted to do, overall UI for "manage contraption" was something I planned initially, but didn't find it essential enough to implement.

Oh and enemy feedback, yeah now that I'm looking back it's kinda silly that the crops etc. have better response to damage than enemies, need to patch that  in too.

Thanks for compiling a pretty good list of things to fix!

Thank you for playing!

Nice feedback and thank you for playing!

Yeah I'm thinking about adding a button that shows action points and inventory on some point, after the Jam as when I tried to do a hotfix for the end card, the site was showing that the files were locked for the time of the Jam.

Thank you!

I got to say on the latter, I tend to over aim with the amount of work, and then end up cutting things off, and hopefully ending with a level of completeness. So I got to say, be ready to constantly think of what features you want to prioritize and evaluate what you can add realistically, as one thing that almost didn't make it in was dismantling defences (partly because I forgot to add it for a quite while), as I added it about 2 h before deadline.

Thank you for playing!

I was wondering halfway through while putting off metaphorical fires that maybe I bit too much with this one, but seems like I managed to pull things together in time :P

Thank you for playing!

Ah, that occupied fields bug confuses me a little bit, as I noticed it myself on last day, and I thought I fixed it, but apparently not... need to investigate what causes it.

I went for a minimal HUD as a stylistic choice, but yeah maybe I need to add a button that shows all useful stuff at once?

Thank you for the high praise!

I'll try to find the time to fix some of the issues I've noticed & been notified off like the one you mentioned, but it'll probably happen once the Jam is already over.

Thanks! Slime Rancher was kind of an inspiration actually :D

Took a bit to figure out that you can do other things than steal, but I got the hang of it. Overall a pretty fun game.

Nice idea, making the player essentially set the difficulty to higher to get a higher score. Really nice graphics too. It wasn't instantly clear when a plant could be harvested but I ended up realising how things work soon enough.

Glad you had fun!

On the game's difficulty, I feel like there's a bit of a pull to make a jam game bit more forgiving, as usually people are going through a pretty huge list of games and might be likely to click for the next game if they lose. So I feel like presenting almost something more tech-demo'ish that people are likely to finish makes more sense.

If we end up making an updated version of the game (as there were bunch of stuff we ended up leaving out), we'll likely rebalance the game at the same time.

Thank you very much!

We did have plans for couple more non-combat rooms to add more variety, like a Monty Hall Problem room, but didn't end up having enough time to implement them.

Ah I see, yes there is a set amount of rooms and then a last boss. Should have added some indicator for that now that you mention it.

That was a pretty fun set of mini games, nice and quick. The mirror one was especially satisfying to do.

Thank you!

We kinda ended up hoping that signalling that the stats page was clickable with its design was enough instead of needing a tutorial, good to hear things worked out at least on your part.

Nice to hear you like the old school style as well!

Thanks for the feedback! I was wondering towards the end if the game needed a proper tutorial, but I ended up thinking the tooltips were enough and the rest was hinted by the dog. When it comes to music, it ended up being the part I had to rush the most, and ended up making mostly just simple 1 pattern loops, thinking it was okay as the bgm would change quite often.

Gameplay is a really interesting balancing act, nice graphics and audio. The little delay with the flashlight made things maybe a bit harder than it should be? Didn't win, but I can see how it might be doable.

Game looks and sounds really good, overall really professional!

On the gameplay-side the game can get quite frantic quite fast, and juggling tools and setting off fires is pretty funny gameplay-loop. It does get quite difficult though after first wave, with the amount of fast projectiles and all.

I think one thing that would really ease things out on graphical presentation: The bubbles indicating what tool is needed could have been placed differently, as you need fewer steps to see what is needed on the bottom than what is needed on the top etc. Having each bubble be more aimed at the side where the player is would be a nice quality of life upgrade imo.