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Iced_Lemon

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A member registered Mar 21, 2020 · View creator page →

Creator of

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Congrats on completing your first game jam, it is simplistic but also stylish. The visuals and audio really elevate the gameplay. I am not sure it is intentional or  not but  I enjoy trying to play pong by only glitching the game lol

Neat little game, I like the gameplay loop of constantly micro managing between growing the ant colony and getting rid of termites. One thing I would change is to add hot keys like 1,2,3 to the insect selections and also give them sound effects when their cooldowns are off.

a neat little puzzle game. I really like the environments and the art for the game. It clearly shows that a lot o polished had been put into this game and it certainly pays off in my opinion.

The puzzles are relatively managable with each level introducing a new mechanic which is wise for a jam game. although I am not a fan of puzzles that require some percision when it comes to aiming and jumping. But overall a great game for the jam. 


Also the music is just  *chefs kiss

Top down shooters is one of my favorite genres our there and you've absolutely nailed this game. I find the difficulty well balanced while engaging. I also dig the effort placed into making the game feel juicy. Game feel is one of those things I value in games and I am glad to say this one had done it well. I also like how the abilities for each size does have use at all times even if the enemy of that size does not show up. I especially like that the piercing rounds from the medium size and the shockwave from the large size works on all sizes allowing them to have more uses than just killing the specific enemy.

If there is a few things that I would change, it would be to make dynamite more intuitive to use as it is now hard to make it explode the exact location I needed. I would also give the 3 sizes a different colours to make them stand out.

Sword Posting Thread!

Show us cool swords you've built!



Reply your bug reports here!

Currently known bugs:

  • The forging sound effects does not increase in pitch as you collect more ingots in the web build (we highly recommend downloading and play the windows build if you can)
  • Sometimes collisions are not detected when the sword swings

Your bug reports here:

She has way too much power....

Your bug reports here: 

https://www.youtube.com/watch?v=jcYvDZKLQJ0

Hi, thanks for playing our game and we hope you enjoyed it. The visuals is definately one of the areas this game is really lacking, we had a lot of the art planed but did not have time to have those finished. Instead we've at least spent the last few hours to polish up the game feel to improve the player experience, I hope you do find this game very juicy.

Ayy thanks for playing my game and hope you enjoyed bullet hells!

(maybe take a peek at my itch.io page and you'll find your answers)  :)

Wow, I was not expecting you to came back with all these in depth calculations. I am impressed.

Also sorry that the development for this game got shelved at the moment, life and other projects got in the way. I cannot promise if I'll make the update soon but if it does come out I can guarantee you that the there will be more ways to earn points that balance out farm milking.

Oh damn, I know farm exploit was a thing but was not expecting someone to milk it that hard haha. (Time to nerf I guess) But anyway excellent work on the highscore, I am very impressed! 

Also the game over bug was indeed a bug I did not forsee, it is because I've made the game to check game over conditions as soon as you place the dice. That will be fixes soon. 

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  • Randomly generated levels? Checked
  • No I-Frames on hit? Checked
  • Granade Launchers that will likely kill you? Checked
  • First level is the desert level? Checked
  • Lizard can Roll? Checked (roll the dice)

Yup, you've just made my favorite video game of all time and I am happy with that already. But for real this is a really solid game for a 2 day game jam and I am having a blast. The dice works well in this in this game too and I like that you allow players to alter the RNG. And given the chaotic nature of the game it fits very well too, I find myself taking weapons I would not take in Nuclear Throne just because it's up to pure RNG and it does not really matter.

A few things will say is the level complete flag is hard to find at times and the spawn point and enemy setup can be kind of brutal (but given the source inspiration of the game I can forgive that). But either way very good job on this one. A "little" more polish could take this game way further.

(PS: pls add screenshake)

First of all, Kudos on the visuals. I love goofy animations and the music, it does really set the tone for the game. The gameplay is solid too, a unique twist to the tactics game genre. I can completely obliterate my opponent with the RNG nature and good placement (although the same can be said about the opponent ) 

This is a very cute and simple game. Incredible art too. 

Thank you very much!!!

And yes, I do plan to keep developing the game. The current game does not have all the planed dice types we have and this game does show a lot of potential. I do plan to fully finish it to my vision. Can't promise anything yet but do expect content updates in the near future ;) .

Ayy, thank you for enjoying the game. Usually the "best move" really just depends on the current setup., and with the interactive and random nature it's hard to pinpoint an objectively "correct" way to play.  This game only ends with either you run out of dice or the the board is filled, and it does not really define a lose a lose state or a win state, it just ends, so do play the game however you like, a "good strategy" just lets you survive longer in the game thus more points.


Also yeah I do agree that this game works well as a quick 5 minute "time waster" game on mobile too. I would definitely consider that, but currently I goal is to fully realize my vision of the game for PC, so expect future content updates ;) .

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Thank you. With the fact that this game is quite open-ended and there is no point preview does indeed make it hard to figure out the best move.  Also the interactive nature of the dice make it hard to keep track of good strategies. Even I myself do not know the game fully haha.  But since this game is open ended in nature there no really objectively right or wrong solution, most of the time the "best move" depends on the current setup. But here are some pointers  I've find that I can share:

  • Try to reroll before you play to get the value you want, your ability points refill at the end of the turn anyway so there is no reason to not use them.
  • farm dice generally worth more when they have lower value, and try to keep them on the board as long as possible to maximize it's growth.
  • If a farm dice reaches the value 6 and had it's value reduced, it can regrow back to 6 again netting you more points.
  • When placing dice that can remove other dice, try to place them in spots that can maximize the removal count.
  • Try to place lake dice in places that have the most empty space surrounding it, the most empty space you can get is 7 due to how it's placement rules work.
  • Each dice type had a value upper limit of 6, but lake dice had an upper limit of 4 and for village dice is 3. This is good to take note when rerolling dice.
  • Your hand limit is 8 and you cannot draw more when the limit is reached. So time your dice with draw abilities properly so you won't waste them. 

Ayy thank you for enjoying the game, the whole building theme was particularly inspired by some games that are minimal builders such as Dorfromantik and Islanders where there is not much going on other than strategizing where to place your buildings and maximize score gain. I do very appreciate the simplicity of the mechanic while containing a lot of depth and wanted to make something like that.  

Thank you for enjoying.


Also the artstyle we are going for was more into Baba is You but we did not have time to add tile decorations to represent the world you are building, and I honestly forgot about SNKRX haha, 

ahh yes, I think I've fixed the issue but we can't upload a new build until the rating is over. Sorry for the inconvenience. 

Holy this is arguably my favorite jam game I've played so far. The gameplay loop is extremely addicting and well polished. It's hard to understand the game at first but once you get in the rhythm of the game it feels really satisfying to pull off combos (a combo meter would be the cherry on top).  


I hope to see this game get's developed further, it's very promising as of what it is now. I would suggest that some player health indication on the plater itself would be a good idea since the chaotic nature of the game does not allow me to to look right for one second. 

Very sick game with a good amount of juice that I expect from a game like this. The gameplay loop is fun and a very clever use of dice mechanics in a twin-stick shooter. I have more to say other than this game could use more content than enemy verity.  Very juicy and fun game!


(PS: you might want to nerf explosions since right now explosions can also cause more explosions which is capable of deleting entire crowds)

(1 edit)

This is a really neat concept. I like the dice customization aspect, and the minimalistic design of the art style and sound effects does give the game it's own charm.


This game could use some balancing work though, particularly make the first encounter more doable since my first attempt ended up with me and the enemy ad too many shield s that both of us can't die hehe.  


Other than that it's a solid game, a neat idea well executed (mostly), I approve!

Took me a while to figure out what is going on but I find the gameplay and controls simple enough. I think what is really confusing is figuring out what the AI is doing (it sometimes does some funny things like scoring it's own goal and constantly pining one of my guys vertically for no good reason)


I do like the idea of a football twist to the Dicey Dungeons gameplay, and I enjoyed my time with it. Awesome game, a local multiplayer mode would be a good idea. 


(also you get bonus points for making axolotls as your characters :D )

Reply your bug reports here:


Currently known bugs:

  1. if you managed to use your last dice, but also level up at the same time, the game will end.
  2. the font size in the how to play section and the credits section are too big

Important thing to note that the "vBHJam" builds are meant for the bullet hell jam which is a lot more fleshed out while the "vJam" builds are meant for the Touhou Fangame Jam which is done in 4 days within the bullet hell jam period.

Your Bug Reports Here:

Maybe? 

yeah, that was intended, will have to changed that in future development

The Yuuka trilogy is now complete. This is a neat concept but could use some work. There are too many enemies to even keep a flower alive for more than 5 seconds. Either way it's really fun and quite polished too for a rak game.

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Seems like you got some interesting mechanics like bombs and traps. I do wish you can destroy or reconnect pieces. Still making Poly Bridge in 3 days is still an achievement on itself, looking forward to see the finished product.

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except we don't have the not funny microtransactions 

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ahh, good to know

really fun and silly little game, the art is what excels the most here.  the only nitpick I had is that I wish rounds could be shorter, like around 1 minute.

It's fixed, I've updated all the builds

Really cool mechanic with the incentivize to go fast and chain combos, the gameplay feels similar to downwell which is a game I enjoy a lot.  I would actually pay for a rougelite/ endless version of this.

my only complaint is that all collisions are turned off after getting hit which makes you keep falling uncontrollably and much more like to get hit again. Either way I enjoyed my time playing this.

I rate this game a 68000 peanut shells/10.

Very good funny VN (shitpost), I enjoyed my time all the way. It was impressive that you guys even used live recorded videos for the game, I appreciate the effort.