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Ian_W

24
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2
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A member registered Dec 05, 2020 · View creator page →

Creator of

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Yeah, that's usually how it goes.  There's never enough time, but that's part of the fun.

I like the idea of this game, and gnomes as the enemies are a fun inclusion.  The controls were a little unintuitive, but the gameplay made sense, and was fun.  I definitely see that the game concept would accommodate more scope.  It would be easy to add more plant types and more enemies.  Also, I like the decision to outline the sprites with white.  It give them a cool look.

This is a fun casual game.  I think it's silly fun that the player is reverse growing plants.  The are all looks good, but could be improved with some animations.  Also, some icons would help with the items you have.  However, the simple management of clicking through the different actions is nice and rewarding.

This is a finely executed game.  The game is pinball, so nothing super original in gameplay, but the flippers work and I like that you're growing a tree in the middle by getting sun and water.  I think more visual and audio ques would have really enhanced the game, but for a game jam game this is pretty good.  Also, I really like the play on words of the title.

This game is well put together.  I like the animated bee hives and the roses.  The game play is pretty simple, but for a game jam game that's to be expected.

I think it is a great first attempt at a game jam game.  You have all of the ingredients to a good game.  It just didn't bake long enough.  I love the play on words with spring, and the mechanics felt good.  It is mostly basic platforming, but the stealth adds a little to it, and I like that you need to get water and then springs.  Also, the enemy animations look good.

This game comes together in a way that makes it so much more than the sum of it's parts.  There is essentially only one enemy, but the different sizes change it enough to be good.  Also, the enemy's design is great.  The way you get upgrades is simple, and there isn't that much variance.  However, the few unique options really steal the show.  In particular, the cloning and scythe growth are silly in the perfect way.  I also liked that it had a set ending and was light hearted in just the right way.

I am over the moon to hear that you enjoy our game.  The super scythe lets you cut the wall plants.

Yeah, there is a known issue with the web browser with shaders in the version of Godot we used.  You could always try downloading it, but I understand if you can't be bothered. ;)

133520.  I really enjoyed this game.  It has just enough variety of plants to grow, and enough enemies to deal with.  I also really liked that the enemies were different sizes.  That really added to the visuals.  However, if I was looking to improve the game, I think some animations on the bugs and the plants would really enhance it.  Also, some audio effects for things.  Also, have a way to restart from the game.  In general though, for a game jam game this is fantastic.  It's a good idea that is fleshed out enough to be fun.

This is a short cute point and click game.  Everything worked, and the puzzles were pretty intuitive.  The only trouble I had was noticing the second key.  If you wanted to expand this game, then you could add a little more complexity on getting the second key.  Maybe you need read a message to solve a combo lock, but for a game jam game this is great.

This is a well executed game, and I found the mechanics not revolutionary but enjoyable.  It has enough levels to that you get a feel for the controls.  I really enjoyed the amount of lateral movement the jump had.  The character art is great.  I like the twirling.  All of the assets are cohesive.

We wanted to do procedural generation for the trench, but it didn't happen.  The spawns are procedural though.

Turtles are just jerks.  The best you can do at this point is constantly move the net away from them.  Sometimes you can get them stuck on the opposite side of the sub.  The scythe can cut the wall plants, so you can collect them.  They are worth more

Indeed, we had considered that, but decided it would be too much to implement in the game jam.

I like the concept of this game, and the art looks very nice.  I think some feedback on the tumble weed throw would improve the game.  Also, some feedback from the mouse when it's hit.  I like the idea of getting water and shading yourself.  Also, it's good that you have to get to the oasis.  If you wanted to expand the game, I think you could add another enemy with a different movement set.  Also, some terrain that you have to navigate, although the endless dunes works thematically.  :)

Understandable, it's a game jam game.  I just like to think about what could be done to round out the games. :)

I was able to get the victory screen to appear, but it's really hard.  I think you have to have the good area full and the bad area empty, and with flowers spawning constantly you basically have to hurry and get some lucky close spawns.

I love this game.  The idea is clean and directly related to plants.  The levels had some difficulty to them, but weren't unfair.  They also ramped up extremely well.  I initially thought the game was going to be annoying because the physics of the blocks is a little janky, but the spacing in the levels kept that from being an issue.

This is a well executed game with simple fighting mechanics that feel good for the most part.  I found the game a little too easy.  I had to basically sit there to die.  However, that is a minor gripe and did make it easy to see what the game had to offer.  I especially liked the mole action.  If you wanted to expand the game, then I would suggest more enemies and more special moves the the character.  The art is very well done, and I like the audio queue that the enemy is attacking.  It would have been nice to have something similar on the player.

This is a well executed game, the visuals are cohesive and jazzy.  However, the gameplay is underwhelming.  With the amount of movement being determined by a die roll the ability for the player to control the outcome is limited.  The flow of gameplay is good, but there isn't much for the player to do.

I think this game is relatively well executed.  The lack of audio feedback from the enemies is not ideal especially wen enemies shoot at you from off screen.  Also, the pacing was a little steep.  The resource drops were so infrequent are that I wasn't able to upgrade anything after six runs.

I think this game was well executed, but not innovative.  The art is cohesive as is the audio.  If you wanted to expand this, I would like to see the ability to pick up more tomatoes and something indicating the tomatoes are about to be ripe.  Animating the tomato plants would also be a good improvement.

I really enjoyed the mechanics of this game.  The difficulty was a little high, but with more iteration I think it could be really good.  If you were looking to expand the game, then I think more levels would be good to give more pacing to the game.  The core mechanic is fun.