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Frousen

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

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That was quite fun! Ended up playing through all of it

That was quite nice. I like the look and sound of the game, and generally how the pendulum gameplay works. The character is a little slow though. Oh also, the tone of the song got me to think of vaka vanha Väinämöinen :P

Thanks!

Thank you for playing! Yeah it's gotten quite clear from the feedback that I tuned the entity bit too difficult, and yeah maybe the lock puzzle too.

Thanks for playing and for the feedback!

(1 edit)

Thanks for playing and the feedback! Yeah trying to set the difficulty became kind of difficult, as there were times where I had a playthrough where I barely saw the entity at all, but sure I could add more on the range the game starts to warn you of the entity. When it comes to the button toggling puzzle, personally I got it so memorised after a while that it takes me few seconds to do it. If I end up making some kind of patch for the game, I'm thinking that I might add some kind of note in the cell that has a button combination that you have to press, that will appear there after you have completed the button puzzle once.

Thanks! I did wonder if I ended up making the button toggling puzzle, a fate worse than death

Thanks I appreciate the feedback. I didn't really want to over explain some things, like the existence of the entity you got caught by, the one that sends you to the void. The entity moves swiftly to a failed minigame panel, otherwise it patrols the level and chases you when it gets too close. The dialogues do loop from start once they are finished.

Too real. Anyways, that was quite fun. The art is great, excellent choice on music as well. The feel on the controls is bit wonky but that's probably on purpose?

Got the sandwiches, saved the day, that was quite the ride! The intro maybe took bit too long but after that things were pretty great. Art is fantastic, sound design is great. It did lack in gameplay but didn't bother me that much.

Well that was fun! Great presentation, mostly good sounds, could have used some more effects though.

Great art. The gameplay was quite simple, but somehow kinda satisfying.

The game was kind of fun, even if the enemies variety was bit lacking, as all of them followed in a similar way. After I defeated the boss the game froze. The writing was pretty funny though.

So I like the graphics, especially the character models, and general atmosphere in the game. Never been a big fan of tank controls, and the level design was basically a maze, so I was just tank running around randomly until I found the next puzzle. The puzzles were quite fun though, what I saw on my session at least.

Really liked the art style and the atmosphere in the game. Camera speed turned out to be the clear option to upgrade.

Hey, seems like you might have wrong resolution in the settings, as only part of the screen seems to show up on browser. But hey the downloadable version worked fine!

Anyway so that was quite interesting feature se on a TD game, I really like the resource gathering aspect, in fact I've had something similar in works on a TD game of my own. I also like the background ambience and the graphics in general. The durability feature made the game bit more challenging than I expected.

Interesting spin on Pac-man. I like that the flashlight has multiple uses. Sounds design is quite nice except for the sound when the lights toggle off is bit too loud.

While I'm not massive fan of Whack-a-mole, this game had clear patterns on the movements, and generally made things way more interesting! The graphics are also quite nice.

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