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A member registered Oct 13, 2017 · View creator page →

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Great play on "scale" with a nice, clean aesthetic. I am quite bad at it, but enjoyed regardless.

Very enjoyable atmosphere and tension-building mechanics. It would be interesting to see this expanded with additional goals and interactions.

Beautiful art and a clever central mechanic. Adjusting the blocks was a little unintuitive to me, but I starting getting the hang of it after several levels.

This is a fun clicker with a compelling art style. I think the amounts required to build the monuments are a bit high, but I am not a seasoned clicker player.

I love this one - it's my favorite that I've played so far. It's clever, adorable, and features kaiju. What more could you want?

I really enjoyed this one. The level design was excellent and the mechanics fit the theme well. 

A nice, simple game that fits the theme. My only frustration with it was accidentally catapulting baggage to the wrong category as I was trying to throw the one I had. 

I agree with most of the other comments - the aesthetic is great but I was unable to make it past the obstacle that introduces the dash.

Really great concept! The scale difference between the building and car mode was a great idea. I liked the building interface and puzzle elements. As another commenter pointed out, the car was a little floaty but that's a lot to dial in for a game jam.

Thanks so much! We've added some screenshots!

We are on the way and about to get started! We're hoping to have a better streaming solution today, so please bear with us as we get that set up this morning.

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I didn't do a lot of time management really, and I didn't have much of a plan to start lol.  I just kind of explored the influences I had chosen and they laid out the requirements of being sound-dependent and flight-based.  I had already done some work with Unity's sound analysis stuff, so I didn't have to figure that out from scratch (though it probably took the longest to fine-tune).

Sorry, that doesn't feel very helpful.  I'm happy to talk more specifically about how it was done in Discord sometime if you are interested in using any of the mechanics for something in the future.

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Great idea for a unique stealth mechanic! I enjoyed finding trinkets until I found I couldn't FINISH THE DAMN GAME! :-P

It took me an embarrassingly long time to figure out what was going on with the vision mechanic. That's more my fault than yours, but maybe if the cameras faded in as they came into view it would feel less like a rendering error (which is what I thought at first).

Fantastic aesthetic and a really interesting concept!  I had a hard time jumping quite where I was intending, but the downward raycast is really helpful (not unlike the one in my game, actually).  It reminds me of Psychonauts, which is high praise indeed.  Great work, as usual!

This game is so frustrating!  I love it a lot.  Really well done.  I feel as though I was close to beating it when I ragequit.

Haha well, thanks.  I promise it was made in two very long, largely sleepless days (I have a colorful commit history to prove it!) :-P

Man, that was difficult!  I had to quit at level 2.  Had a good time though, and with the exception of some weird collision boxes everything worked well.

I enjoyed it, well done!  I felt like the jumping was a little strange... like sometimes either my input was missed or I wasn't counted as grounded when I thought I should have been.  But I kept playing until I won, which is high praise.  Good job!

I wasn't sure if I could take any damage, but I enjoyed killing some defenseless weirdos.  I was amused by their flailing animations, and the ragdoll on death was nice.  Well done!

I really like the central mechanic.  I think the clouds should spawn a little further forward relative to the player, but that might just be personal preference.  I agree that it's too short, but at least I got to save the world!

I had the same issue with the super-fast ships, but the movement on my ship actually felt pretty satisfying all sped up.  It's hard to rate given the crazy framerate/physics, but I had fun zipping around for a bit.

Really well done!  Extremely effective mechanic for inducing anxiety.  It's very difficult because the weeping cubes move really quickly, but I was able to cheese it by spinning around constantly.

Great artwork and fun concept.  The aesthetic was really clean and well-executed, and the controls worked well after I figured out I can't go backwards. :-P The sounds were a little much given the frequency of the dropping items, and the lack of music emphasized that as well.  Good job overall!

Here is a link to the Drive folder, let me know if it works for you or if I have to compress the file.  I don't have an OSX machine to test on :-/

https://drive.google.com/open?id=1yd5rxux5Jc2GFQKEZolNcfYvJLRGcFTW

Here, try this link and let me know if it works for you: https://drive.google.com/open?id=1yd5rxux5Jc2GFQKEZolNcfYvJLRGcFTW

I have no way to confirm that these work, but I have attempted to provide Linux and OSX builds as requested here: https://drive.google.com/open?id=1yd5rxux5Jc2GFQKEZolNcfYvJLRGcFTW

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Thank you! There will be more, I'm definitely gonna keep working on this one.

Thanks for playing!  Glad you liked it.  You can quit from the in-game pause menu, but I forgot to add a quit button to the start menu.  I'll definitely do that for future releases.

I don't... I'll see if I can build one after work.  I'll post it here along with an OSX build.

Yeah, sure!  I'm at work but I'll post it here tonight.

I will make a mac build, but I can't get sound data out of webGL so I can't do a web player, unfortunately. 

It seems I'm not allowed to add files while voting is in progress though, so I guess I can't add the mac build until that's over. :-/

It works impressively well! You got a lot of pinball features in there; there's a ton of potential to expand this.  Well done!

Thanks for the feedback and for checking out the game! I tried to pace it for people who hadn't played rts much, but maybe I should provide an overall speed setting  for more experienced players.

I'm not sure what you mean by units deselecting after commands, though.  They deselect when you relocate in the minimap, but a right click shouldn't result in deselection. Is that happening for you? 

Thanks for checking it out! I think I'll dial the scope back a bit next time... a little breathing room at the end for polish would have been nice. 

I couldn't get the attack to work consistently, and gave up when I fell through the world.  It's a fun concept, but it definitely needs some polish.  Enemies would go a long way.  Solid idea.

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I had similar issues finding matching items and  not receiving the check mark even when I did.  It seems to happen when there are duplicate items required in the cauldron.  It's a really nice-looking game and the mechanics work well for the most part.  I would like to be able to trade my items with the chest without having to throw them out, since I'm always scrambling to cycle items as quickly as possible.  More inventory slots would help this too, I suppose.

Edit: my hypothesis about the duplicate items was incorrect, it just happens randomly.  I want to see the ending but I keep either not being able to find all the items or it doesn't accept them!

Thanks! Yeah, definitely ran out of time for sound effects. Luckily Holland's music is super awesome and makes up for some of it.  :P