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Fryvan96

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A member registered Aug 02, 2024 · View creator page →

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Thank you for playing! Glad you liked it :)

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You made me suffer and smile for almost an hour. Incredible game design:

- You made me laugh when I saw jpegs of scales as bullets

- You made me hate you with the fake routes (you are soooo eeevil)

- You made me enjoy the music, the guitar sounded like homemade and gave me an ironic vibe like "hey the world is simple dont expect some fancy music", even in a weird way I felt like the order of the music was correct in terms of hype and difficulty.

- You made me replay the consecutive spiky part on the last level before the boss A LOT OF TIMESS

- You made me laugh and scare on the boss fight.

Thank you for making a great submission and a wonderful experience :)

This is an awesome submission! The music, the art, the papers please inspiration, I couldn't see Smendes finally get allowed to the underworld tho, he always missed some requirement haha. Great job man!

Awesome game! I had to use the debug mode you described because I got softlocked with some of the resources. The music fits the gameplay in its entirety, the fast forward function was key, though the hud items were kinda small. Looking forward to an improved version someday :)

Concept? Amazing. Graphics? Nice. Balance?


I guess not hehe.

Yeah someone pointed out early that just using one of the plates is easier than using two, but I want to add that not only that exploit is a point farmer itself, also the fact that the weights are ALWAYS the same makes it more easy, along with the right number ALWAYS being the most rewarding. The numbers on the right were a few ones that repeated sometime, and since the weights are the same, after a few rounds you memorized the weight arrangements, basically doing it automaticly. Things that could help maybe are:

- Switching weights values between rounds

- Switching more the target values between rounds (or randomize them directly)

-Switching the "right most rewarding target" system to a color system for example "red target is the most rewarding", and each round switch the target colors so the red is not on the same place always

-Increasing enhancements costs each round

-Having some checkpoints between some milestones

Anyway until I figured out that I had fun with the game, great job!

The theme approach was a little vague, but dude this is a very fun and challenging game anyway! Yeah having two types of timers confused me, but I just took the little creatures, put them on the left always, then all furniture parts on the right, and started building the thing while not allowing the creatures to bump it. I don't know if that was the intended experience, but that way was very fun for me! Like having the creatures controlled on the left side all times was waaaay more of a threat than the clock ticking down. Take that as feedback, I'm sure you can work it out If you decide to continue the game. And maybe for the theme part, you could have made the creatures angrier every time you shipped a furniture and made them grow in size or walk faster, so next level would have been more difficult. I know 4 days is short but that could have been awesome. Anyway great game man!

Nice little boxy game you made! The levels feel kinda repetitive tho, but its logical since there's not much mechanics or interactions between puzzle elements (maybe as a puzzle fan myself I was expecting more of a "catch", but yeah not all people are puzzle fans and it's made in 4 days hehe). I figured the W button issue out by myself so I played normally, but that's already explained on your previous responses. Great job!

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Man, a very difficult game. The physics were so unstable for the cubes, and made it very hard for me to get to the first island. And when I got there, I had to go back down to get more wood and create more blocks. Sorry man, the graphics are awesome and all, but I'm not gonna spend 6 hours  on reaching half the distance :( (btw i tried the box picking and jumping like in source game speedruns, it kinda worked but still very slow)

The idea of a portal size puzzle game with ragdoll-like movement is funny ngl. Its just not well executed: the cube is unpickable, the camera focus is somehow reversed of what my memory muscle from other games "trained" me so it felt very unnatural, jump doesn't work. Anyway I had fun with the character, I know you can fix all of this so don't worry, I made some mistakes also. We made our games into the jam and that's a lot!   

As some reviewers alrealy pointed out, not being clear how to progress was confusing, Even after I got all the rules I ran into softlock problems like trapping the wizard inside the castle therefore not getting any more stones, perhaps with an edit system that lets you remove the block giving you back (or not) the stone can help. Anyway it's a jam, things like this can happen. Cool artstyle btw!

I loved the concept of platforms inside the cube, If you continue this game you should totally explore that more. The player's jump even its neccesary I felt it a little slow, too much time in the air at some parts, maybe adding a fast fall button like crouching would solve that. Overall great concept and nice game!

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Dude I couldn't deliver ANY order on time, always lost like literal 15 seconds after start. Even I saw the trailer video to reproduce exactly the steps and I couldn't make it. I don't know if i'm stupid of the difficulty curve is too high. Also the lack of a replay button frustrated me because I had to see the intro every time. Anyway the concept and the artstyle are awesome.

I think you focused a lot of the time in the art part(the designs you made are great) and less on the gameplay and design, which leaded to a one click experience. Maybe balancing this two would have a better result, I had a similar problem in my game but the other way around haha. Anyway, congrats on submitting to the jam!

Yeah I feel there's still things unexplored in terms of mechanics, had to cut it out because of time. Thanks for playing!

Great look with the camera filter, maybe a little resource demanding although I have a good pc to run it smoothly. The last jump before the third checkpoint was challenging, I had to climb up over and over many times. I liked the hidden bags as clipping platforms part at the end. Good game!

This is a magnificent submission. Super polished, cool mechanics, epic sound desing, and the theme approach was smart: scaling perspectives. Another amazing game I had a lot of fun playing.  

I enjoyed this game a lot. Remembered me as a child on free game pages playing some stickman action browser game. Very funny and awesome!

Beautiful building simulator you made. As you warn in your page I got softlocked with the resources, and the music didn't loop. Other than that its an amazing entry for the jam. Congrats!

Damn, you got lucky then. Imagine the anxiety of jammers on previous years where it was only 48 hours :0

I like the puzzles a lot, esspecially with the wind part. Then I don't think the music fitted the game, and it doesn't loop so no music after a few levels. Good game anyway!

Your approach on the theme is clever, indeed it remembered me of Tag. The levels felt too saturated and close together so after the first steps when I got the gun, I didn't know where to go and when. Anyway it has a lot of potential if you polish the game design. Great game!

Thank you! Indeed I finished the game 3 hours before close time, totally a lesson of time management for future jams.

Managed to climb with only double jump and hook. I feel it doesn´t fit the theme too well, and the lack of sounds gave me a boring experience. But I like the challenging part of not using all the items to climb, maybe the game could reward the player more for using less resources.   

Thanks for playing, glad you enjoyed!

I saw your progress on GMTK Discord, glad you finished the project. The creativity approach on the puzzles is outstanding,  mostly the changing floor by color. Though the music feels kinda annoying after 5 minutes or so. Overall its a great game!

Bro I just enjoyed your game, nothing more to say. Incredible work!

Thanks for playing it! Glad to know the colission bugs are the main issue and the theme approach was clear. The characters art was made by me and the rest were all assets packs (which I need to credit soon ;))

Simple and straight to the point, well done!

Yes I agree, mosty colission stuff that I couldn't get rid off on time. Thanks for playing!

Yeah, I wanted to do it myself but that's part of the "oh no i don't have time i need an asset pack quickly!" problem. If I consider continuing the game it will have a more coherent artstyle. Thanks for the feedback!

Congrats on making your game into the jam! A few ideas to improve the experience: 

-Add sounds to every gameplay action: some cardbord stretching noise on scaling the box, a click when picking objects(and maybe different ones if they are made with different materials), etc

-Add an objective to accomplish: maybe getting all the objects in the box with the smallest box possible, or maybe arrange correctly the items in the box so they cant be broken when shipping the box to some place.

-Add level passed messages when all the items are in the box, and level failed messages when lets say a timer runs out, or the items broke inside.

Anyway, great job and congrats again! :)

I had to figure out how to play, maybe the claw needs a readjust feature to rearrange the pieces, because at first try its very difficult to build something stable.

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I feel it needs more visual feedback on the background, to show that the cubes are descending. After a 30 points record or so, visually i cant determine if im far away from the floor or not, only by the numbers in the corner which is kinda far away.

It feels a bit confusing. What the character can do to get the parasite and move on, I had to figure it out by myself after many deaths. Maybe dropping the difficulty curve could help, and giving the player some kind of extra power after gaining more parasites. The lack of sound is also unsatisfying, but i liked the art style though :) 

The art style is beautiful, though i don't think the game fits the theme well. Maybe a system that makes the npcs impatient when taking too much time would be great.

I like the scaling behaviour as a resource, really stopped my brain into rushing the game. Well done!

I like the irony of being the "hero" in your building city but really a theft for others. The stealing gameplay needs some sound thought.

Great game! The only thing I could say is that needs some checkpoints between tracks, other than that is fine

Haha, there's some collision bugs I just left because of time. But hey, that could be an interesting mechanic!

Thanks for playing it! Indeed there is some colission bugs that I just shipped cause of time. Also I planned bigger that I could handle and tried to do more ways to affect the ego, but they ended up discarded. Really a nice experience for next ones :)