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HatWorm

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A member registered Feb 11, 2019 · View creator page →

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This game just oozes charm and personality in an effortless way, just immaculate vibes all around! Actually nailed the balance too, the platforms are forgiving enough that you always feel in control while being juuust small enough to actually lose frogs. Great pacing, great art, great music, I honestly have no critiques. Great job you guys.

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That's great! I think I might switch back over even just for the GDScript changes (exported custom resources, my beloved). I think a lot of the problems might be for Safari/Mac web users, hopefully they address that in future versions.

Once again, great job on the jam, I can see this at least being in the top 100 for sure!

Great idea and really excellent art style for this one, lots of polish and even a small cutscene to boot! Super impressive for just 48 hours! Feels like there could be a lot of ways to expand the idea out further as well after the jam ends.

Awesome to see Godot 4 working for web builds too, I'm still on 3.5 for jams because I'm worried about the compatibility problems with Vulkan and browsers. Did you have any issues with your web build, or did it go pretty smoothly?

Cute idea and A+ voice-acting, the choice to have balls explode when they collide added some interesting decision-making (like using the giant ball as cover). Nice work!

Once the jam's over I plan on adding mobile support for the browser version!

A fantastic idea and one of the most fun games I've played so far in the jam! Having to plan out your strategy on the fly based on what dice you get, along with the variety of dice to use, just make this so enjoyable to play. Like other commenters said, some effects juice would really push this one over the top, and while it wasn't necessary (I feel like I learned pretty quickly through trial/error) some tutorialization on what some of the dice and enemies do would be welcome as well. That's not first priority for a 48 hour jam, though, and I still had a blast with this one. 

I think you're really onto something here, the core idea of being able to create a level for yourself with randomly generated pieces is so good it'd be a shame not to expand on it! The main missing ingredient here is polish -- hit-flashes, SFX, tile previews, etc. -- but honestly I feel like that's less important for a 48 hour game, and what really matters is exploring an interesting idea (which you did!) Nice work!

Really fun entry! Cute music and aesthetic and some good game feel made this one just feel good to play. It feels like some of the room layouts were way more punishing than others, especially ones where you had to land on one block to move forward -- the physics would keep knocking me off, and I couldn't reorient myself to line up a better shot.

Feels like one of those older Flash games that you could accidentally sink hours into, especially with some added powerups and upgrades thrown in. Great job!

Really nice pixel art and controls, it just felt fun to move around (something that's not always the case with game jam platformers). Like others said, it's a bit confusing as to what exactly I'm trying to accomplish or what the slot machines do, but once you get it it's an interesting little puzzle and a cool idea that could definitely be expanded on. Good job!

This was one of the most well-polished games I've seen yet in the jam. The art, the juice, the palette, the game feel, everything is just spot-on, and it really elevates this to being one of the best action games I've rated so far. Like Sam Gordon said, near the end I kind of just kept firing until I got what I needed since the reload was so fast (maybe a shuffle/reordering for your die would've helped?) but otherwise this is a fantastic entry!

Fun survival game with some great art, reminds me of a dice-themed Twenty Minutes to Midnight with the different characters / upgrade paths. Has a high skill-cap with a lot of replayability for a jam game! It feels like the enemies are just a hair too fast, especially in the early game when I'm trying to get to grips with how the game works -- it felt like I was constantly on the back foot having to dash constantly to stay ahead of them.

Solid entry all around!

An awesome Portal-inspired puzzle game with a huge amount of content for 48 hours! Really impressive, the way you tutorialized the game's mechanics so effortlessly through gameplay was inspiring. Had some niggles with the rockets/the physics of having to roll the dice for the ability you needed, but those were covered by other commenters it looks like.

Big fan of the channel, hope you guys score highly! You deserve it!

At the core it's basically just Cookie Clicker with dice, but being able to actually place your die on a grid gives it a level of customizability that goes a long way. Really nails that addicting gameplay loop that incremental games have!

Thank you so much for playing and for the feedback! I prototyped a number counter early on, but I found having the counter actually rippled out and affected all the other parts of design -- imo the counter made adding up the dice almost too easy, which would've meant rebalancing the other factors like heat and the random ranges to keep things engaging. I ultimately sided with the simpler option due to time. I totally get what you're saying and felt it myself when playtesting, and I think your idea of having a counter as an upgrade or tradeoff is a good compromise! The final game does get a little too frustrating, especially in the later levels.

Thank you so much!! Believe it or not it's actually not a bug, when you score a "perfect" (getting the highest number in the range) the game gives you 10 bonus points, making the final number look incorrect. I definitely needed to tutorialize that (as well as a bunch of other mechanics), and if I do polish it up and release a post-jam version it'll be the first thing I address. 

Thanks again for the feedback and for playing! :)

This was awesome, the cheating element really added a layer of strategy to what's notoriously a game that relies on pure luck. Really simple to understand, fun to play, great artwork...my original complaint was that the pace seems slow, but even that can be sped up by hitting the arrow early. All around a great entry, and one that deserves far more ratings!

Cute dungeon crawler with an interesting shop mechanic! Really nice work, everything was good across the board.

Out of all the entries I've played so far, this one is by far the one I played the longest! It's got that addicting feedback loop that all the best auto-battlers and incremental games have, where you're constantly upgrading and getting just that little bit further each time. With more polish and variety (maybe more dice types / heroes / etc?) I not only could see this being a full release, but I could see myself sinking hours into it. Great work!

An easy to play game with a lot of charm, the idea of having each number be a different team member is a cute idea. I feel like it relies a little too much on luck rather than strategy, but it was a fun playthrough regardless!

Great entry! Really charming art-style and an easy to understand mechanic makes this one a lot of fun to play, and having you be the one in control of the enemy RNG is pretty novel. As a technical note, my audio kept popping with some of the SFX, as if the levels were being clipped or compressed? 

Really good work, especially for 48 hours! I could easily see this being expanded into a full auto-battler type game in the future.

Really charming art and a pretty interesting idea, although it was a bit hard to remember what element enemies were weak to as you're being swarmed. Nice work!

Really charming presentation, great art and it just felt fun to move the dice around! Like actuallyfinishing mentioned, it was a bit tough to keep the die roll in my head from move to move (my own game suffers from this too), but overall a great little puzzle game!

A fun little puzzle game with an easy to understand core mechanic and a good amount of polish! I didn't know if it was intentional, but I was able to brute force a lot of the puzzles by using Tab to shift things while the cube was in the air. 

Fantastic entry, almost felt like a combination of Dicey Dungeons and Into the Breach. The shop helps alleviate the pain of rolling low and also adds an element of greed to it, and calculating if you can afford to take the money or play it safe and heal up. Everything felt polished -- art, design, the game loop, SFX -- to the point where I honestly have no complaints. I could see this being expanded into a full release!

Pretty interesting idea! Nice to see a take on the theme that doesn't involve dice. Having the platforms be random when you step on them makes repeating levels a lot more engaging, and the art's cute as well. Adding music/SFX would've really benefited this one, jumping in silence got off-putting after a while.  Nice work!

Nice minimalist breakout game with some good juice that makes it fun to play. I had some issues with the physics when hitting the dice, where it would clip a corner and either start moving extremely slowly or just roll past the paddle entirely. I like the randomness of getting those full-screen clears, overall good job and a solid entry!

Thanks so much for the kind words! Originally there was planned to be a tutorial sticky-note on the first stage (you can even see the big blank spot in the bottom right where it was meant to go), but I ended up having to cut it to make the deadline. One thing I've learned from this game jam is that you shouldn't cut the tutorial to your game if you can help it!

Awesome to see a fellow Unreal user! Very Serious Sam feeling, once I got the rhythm of how the game worked it ended up being pretty fun. There's a good amount of game here for 48 hours as well. One thing I'd adjust is giving enemies on hit a particle effect or a hit-flash, just something to better communicate I'm hitting them -- I couldn't get a good handle on how much range my gun had, and for the last boss I wasn't sure if I was hitting them or not. With that being said, this was a fun playthrough and a good submission!

Man, big kudos to you for getting good proc-gen done in 48 hours! Solid loop, good juice and art and great music make this one fun to play. I do wish I could've seen more uses for having a lower number, right now it feels like you should just keep rolling to get a 5 or a 6 for the best speed. That being said, this is a good entry! Well done!

Great art and polish, as the game says it's a very "aesthetic" experience! Like others have said, even after reading the instructions and playing around I was a bit confused as to what to do and ended up with some pretty abysmal scores, but maybe my brain just isn't wrinkly enough to get to grips with this one. Good entry, and nice work! 

Really liked the visuals and the goofy slapstick vibe, felt like I was playing a food-themed Surgeon Simulator! The physics objects might need a bit more weight/mass, it was a bit challenging to try and put something in the box only to have all of your ingredients clip through the table and start shooting everywhere. All in all, nice work!

Awesome to see another cooking-themed take on the jam, and it's really fun to boot! The art is great and there's a good amount of juice that makes the gameplay loop satisfying. I was running into a bug in the very beginning where enemies would attack/kill me while I was trying to read the instructions, but all in all a super polished entry, especially for 48 hours!

Glad you enjoyed it, thanks for playing!

This is a seriously awesome concept, really enjoyed this one! With more polish/balancing/content I could see this being a full-fledged roguelike, there's a ton of possibility space for different abilities and builds you could make. The difficulty was a bit off (the heal is really OP) but it's honestly a minor point for a jam, and could be fixed by making more "consumable" sides that can only be used once.  Great work, top marks!

Nice work, there's a really solid concept here if you were to expand on it! My major note is the same as everyone else's, in that there's so many moving parts and elements that it's a bit overwhelming to start with. Not having time for a proper tutorial is a common problem for a 48 hour jam (my game has the same issue) so I wouldn't worry about it too much, and once you learn the rules there's a good bit of strategy and depth to the game. Also really liked the music!

Really polished game and a lot of content for a 48 hour jam, great work! I'll agree with the others that it's pretty difficult, but you guys seem to be addressing that :) Also a technical note, but the audio was only playing in the left ear for me, maybe a mono/stereo issue?

All in all, great entry, I'll have to keep an eye on this as you expand it!

Thanks so much for playing! My initial aim was to make counting the dice in the wok part of the challenge, but I think I agree with your take more in that clarity is more important.

This was a fun one! Having the player itself count down towards the dash is pretty clever and the game has that "easy to learn, hard to master" quality. It does feel like the dash itself could be more impactful, as right now it felt more like a hindrance than a reward. Good submission!

Fun little puzzle game! Really charming art style and a fun idea, I could definitely see this one being expanded on in the future.

This is a great submission! Some tricky puzzles in here for sure, fun and easily readable art, and a good challenge without being too ridiculous. Nothing much to complain about with this one, so all I can say is good work!