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hulien22

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A member registered Apr 09, 2020 · View creator page →

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Nailed the presentation on this one! Managed to finish in 15:47, definitely could not keep up with all the minigames + ads towards the end - All the chaos reminded me a little bit of “keep talking and nobody explodes”.

Awesome work!

Superhot meets minigolf - great idea and implementation!

This game is a blast! Managed to win using poison + global damage and made it decently far into endless mode as well! Really like the aspect of not just buying towers, but also having to buy upgrades, damage boosts, and money investments.

Few minor nitpicks (mostly since I ended up playing this for quite a while):

  • I liked being able to see the modified enemy health values, but would also be nice to see the modified damage values of the minions after getting the various minion damage upgrades, especially since you can end up buying many of those.
  • I feel like the max power scaling was a bit strange? Felt very limiting in the early stages, then towards the last few levels I had way more energy than I could possibly output.. Could probably have scaled a bit slower imo, that way you still need to pay attention to max power output in the mid levels.

The music and art are also really well done and polished - Definitely felt the papers please vibe in the shop and with the sound effects there, really nailed that aspect!

Awesome work on this!!

The polish on this game is outstanding! Really liked experimenting with the different upgrades - would love to see this game get expanded upon!

Simple + silly + fun = awesome game! Reminds me a lot of untitled goose game :D

Great little tower defense game! Always like TD games that let you build your own routes as that adds an extra layer of planning and strategy. The expanding region is neat, but does definitely make the gameplay a bit slower - would love to see a speed up option and a zoom out option to truly see the scale of the map!

Could see this being expanded upon with more towers and enemies!

Great entry, this game is really oozing with style! The graphics and the music work together super well!

Managed to beat the game after a few tries, would have like for parries to be a bit clearer, and perhaps to have a bit of invincibility to other attacks after a successful parry? I feel like often I would parry one guy, but then get shot by a mage..

Awesome work on this!

Clever idea, never thought of mixing these two styles of gameplay together! As others have said would have been nice to connect the two together a bit more mechanically, but had a great time nonetheless. Also really liked all the character designs, and the music is outstanding!

Really love this take on the theme!

Managed to collect all the collectibles, in the end I was so powerful I only had to click 1-2 times to finish each document, barely even needed to nap anymore!

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Great to see more roguelike deckbuilders in this jam - super creative take on the genre by mixing it with a physics class!

Took me a few attempts but managed to beat it! Extra energy + paradox was a super strong combo that carried me (just had to do that twice in the last fight to win). Definitely feel like some of the laws were a lot weaker than others though (was trying to make antimatter work initially but couldn’t really figure it out, and the one that lets you carry forward energy feels weak without card draw..)

Awesome work on this, really had a fun time with it!

victory screenshot

Neat little puzzle/educational game!

Took a few tries to understand how things worked, but managed to beat it in the end! The colors and patterns in the last round can get pretty confusing, especially with the timer!

Not sure if intended, but I discovered that each of the numbers 1-5 are always used, so I actually only needed to figure out 4/5 of the values, then the last one is obvious. That also makes it easier since there is only one possible answer for any result (except 1).. for example, if I see red^green = 4, then I know it can’t be 2^2 since red!=green, and thus it has to be 4^1.

Maybe it could be interesting if numbers could be reused, but then I guess we might need more tests..

Cool first entry - keep up the work, I hope you continue submitting to jams!

Ooh nice to see another deckbuilder in the jam!

Love this more action based style, gets pretty chaotic in the later levels when you have to juggle playing your cards while also dodging a massive wave of enemies + projectiles, but I found it to be a ton of fun!

Really liked discovering all the different cards, fireball and lightning were probably my two favourites :)

One small thing, I would really like if there were spawn indicators for when an enemy was about to spawn in - I feel like I took a good amount of damage by running into a creature that just appeared..

Awesome work overall!

Super well polished game, really loved the art and music! Managed to get a score of 910, mostly just by clicking like a madman - could be interesting if there were also creatures that you had to avoid eating, that way you had to be a bit more careful with the clicking..

Great work!

Can you try on a different browser? What OS + browser are you using?

Really clever puzzles and mechanics, nicely done!!

Thanks for playing! Good idea with the dice roll skipping, could definitely add a setting to automatically show the results

Hey another dicey dungeons fan! Thanks for checking out my game :) 

Re: bugged damage, You’re probably missing the statuses which is why you thought the damage calculations were off? Eg if you were exhausted, then you’d only deal half damage, or if you had a lot of strength then you could deal a lot of damage even with a low mode

Good feedback for showing the players total damage total, was something I had planned but ended up running out of time to implement..

On the topic of mode being too random, that’s sort of the point of the game.. you need to deal with the dice you’ve rolled and figure out new plans if you didn’t roll what you were looking for. Of course as the game goes on, you start having more control over all of this as you gain more dice, more special weighted dice, more rerolls, or more relics that give you bonus statuses :)

Thanks for playing!

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Interesting twist on classic chess puzzles - got up to 390 points :)

Nice job!

Nice short and sweet game - the crying mandrake sound!

Wow what a wonderful and charming puzzle platformer! Loved all the different creature abilities - the snake movement especially was a highlight!

Awesome work!

This game is super polished and well put together. All the graphics are fantastic, and the colour splats that you leave behind look really nice! Also all the music and sound effects put a big smile on my face :D

Nice to see a game that experiments with the potioncraft system - I always found it to be a pretty interesting idea and wondered where else it could be used

Do feel like some keyboard controls would help tie this all together nicely (maybe up/down arrow to add/subtract, and left/right arrow to switch colours?)

Great work on this!

Super original idea and really well executed - Awesome work!!

Wow, what a great game - definitely one of my favourites from this jam!

Super well polished, all of the art + sounds + music really fit well together. Did manage to beat it, although I had to abuse the bugged kings a little bit at the end with all of the stronger monsters (I assume you're not supposed to be able to go into negative energy when firing them?).. 

Also nice to see another game that used non-standard dice! Liked the idea of the dice upgrades, but felt like they were too expensive to really explore fully.. Even when I had a bunch of dice set to generate wrenches, I feel like I wasn't getting all that much :( Might be better if some of the initial dice you buy/upgrade are cheaper/ramped up? That way you would also have less wasted turns at the beginning where you're just waiting to get a few more of a resource

Awesome work on this!! 

What a fun and refreshing puzzle game! So much flavour in all of the art (really liked the dragon at the end), and the use of all the camera modes was super creative! Fell out of the world once and had to restart, but other than that had a great time with this one - Great work!

A nice cute game! Really loved all the art and the sound effects. Nice job with all of the extras as well, the leaderboard + the level editor are really nice additions

Great work to the whole team!!

Super fun game, had a great time with this one and the grooving music :D

This is the first first-person survivor-genre game I've played, and it works really well! Could see this idea expanded on with more upgrades and abilities

Awesome work! 

Probably the best looking game in the jam! Absolutely beautiful!

The game reminded me a bit of A Short Hike, would be cool if there was more exploration options (would be cool to explore the little town or the magic school and meet people around there).

The only one issue I had is that there were a lot of blind jumps, ended up jumping off a few cliffs and hoping I'd land on something on the other side (the camera was useful sometimes for this, but other times I had very little idea where to go next..)

Awesome job on this!

Yep there are 3 levels to the dungeon with 3 bosses!

Spent most of my time developing all the subsystems, so adding in all the abilities and monsters was actually super easy in the end — just adding new entries to a json file :)

Haha yeah my mind immediately jumped to statistical mode and dice, and this was what came of it :) 

Papery aesthetic comes from playing ttrpgs / other board games with friends, which is what was next on my mind after deciding on using dice

Thanks for playing!

Thanks for the kind words!! Out of curiosity what kinds of builds did you try out / enjoy?

Could be fun to add in some rings in the air to fly through, but otherwise fun and relaxing game :)

Fun initial prototype, interested in what else you were planning for this - Would you be able to swap/upgrade abilities? Think with some additional mechanics (to give a reason to not just force one direction) would help add a lot more complexity to the gameplay.

Awesome game, had a ton of fun with this one :) 

Elegant and relaxing puzzle game!

I know that only using two colours was a purposeful design choice, but I think it would have been nice to colour code the rows/columns that have the correct mode (especially in the larger grid levels, I found myself often not noticing that I was still missing one of the columns)

Great work especially on the level progression, some of the later levels get quite challenging

Really nice game! Great art and music + some nice level design -- really loved how you introduced the switching mechanic in the tutorial, caught me by surprise :)

Awesome work to your whole team!!

Awesome game, really love everything about the presentation! The music, all the art and 3d models are super nice and really fit well together.

One small issue I had is with the controls, which are a bit unconventional imo - in most games like this, the input directions control the character's movements relative to the screen; whereas movement relative to the mouse would fit more if this game was in first-person. Took me a while to get a hang of these controls, but had a fun time after I figured them out

Great work!!

Thanks for the feedback! Multiple incoming swaps is an interesting idea, haven't considered that one, but could be interesting!

Thanks for the kind words! Yep had some ideas to add in more block types as the game progresses, but didn't have time to fully implement/test them

You can move as many times as you want on your turn! Try to see if you can make more combos on the side to setup large cascades and get tons of points :)

Nice to see another game that reversed the match-3 genre! We were considering making ours more puzzle based like this one, but opted instead for a more arcade style game - but it’s nice to see that both approaches can be equally fun!!

Had a good time with this one, adding in the power ups for the player is a cool idea :) I did find that hiding in the corners and occasionally teleporting to the other side was the best strategy, but it’s tricky to think of ideas to force the player out of the corners.. maybe if you could only get mana if you were closer to a match? Or you lost mana if you were in a corner?

Out of curiosity, what’s your AI’s algorithm for figuring out which pieces to swap? Is it random or is it trying to get the optimal swap?

Awesome work on this!!