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IffiDev

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A member registered Jul 12, 2020 · View creator page →

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Thank you for your feedback and notifying me and the crash, I've gone and disabled the WebGL build for now. The Windows build still remains available and fully functional!

5 stars in everything? You are too generous my good sir, thank you!

Thank you so much for the compliment, I had a ton of fun writing the story to fit our team's general aesthetic!

The game has a ton of character and charm! The protagonist has a goofy, Muppet-like quality to it, and all the little UI elements, sound effects, and musical fanfares really help with the overall jovial tone.
Some of the gameplay aspects could use a bit of polish though. In the early game, the camera is close enough to the ground that finding buddies takes a while, especially if they happened to randomly spawn in a cluster on another part of the map. The buddies also can traverse terrain that kills the player, so I ended up dying twice running into an obstacle that was visually flagged as "safe" by a creature identical to me standing there.
The soundtrack was excellent, I can't say no to some good funky grooves. And even if the game had a few issues, I just found myself smiling at the goofy level transitions and silly sounds that came with breaking a window or turning into a chainsaw to cut down logs.

Good bit of fun! Some units seemed objectively better than others, but beyond that the variety of troops was fun, and narrowing the player down to 3 choices per new recruit was a smart choice.

As you asked for us to post our scores, I had 1780 after beating the final boss!

The game is tremendously clever, and uses its mechanics well! I had a real moment of "ah, they got me good" moment when I was trying to build a hammer and got a ham before I was done.

I would really focus on making the controls be more responsive though. Each movement feels like it takes one too many clicks, as turning a corner is two clicks. I get that it's for re-orienting the pointer, but it also lead to the game being slightly painful to control.

Oh, and props on the music! It was very calming and looped quite nicely.

This is genius. I can't leave that great of a rating, but well played.

The game fits into the theme, but doesn't do anything necessarily special with it. The inverse score mechanic of not not collecting black dots is interesting, but since the game doesn't track them long term, the high-score aspect is lost on the player. A small "total time, total black dots collected" screen at the end would've made going for a highscore more compelling.

The art is quite spartan, but communicates the ideas effectively. Yellow and green good, red bad, blue player, black points, all of these are intuitive choices.

As for the controls, I found myself mostly moving by repeatedly tapping the movement keys due to the really high speed and acceleration. An instant start & end to movement with slower max speed would've fit the precision challenge better.

This definitely was one of the more unique games that I've run into!

The one-dimensional aspect is an interesting design challenge. You've gone with the player being able to combat ghosts using the camera, but since the game is 1D aiming becomes a binary "are you pointing towards the ghost" situation. Judging range wasn't that hard either, since if you miss you have enough time to fire again before the ghosts get to you. Thus the only fail state that can occur is if ghosts appear both in front and behind the player at the same time. The design challenge then becomes how to make the camera mechanic a fun yet fair challenge.

Communicating locks, keys, and other genre staples through sound was a clever solution! Though the voice synthesizer you picked can be difficult to understand at times, especially if you're not a native speaker. (It also managed to spook me when I booted the game up. I had my volume up way too high).

There is potential here for full short game!

I enjoy how much atmosphere you managed to create with so few things. The use of sound and music was excellent (though I rated them low to reward those that made their own), and the minimalist yellow color palette highlighted the green plants well.

The core gameplay loop could use some ironing. Each time the player has to journey further from the base camp, meaning they can bring in less water as a function of time. Since the plants seemingly consume more water than they produce, this means that the player's garden seems to inevitable wilt away. There was also some acceleration at the starts and ends of movement, which didn't feel great to me.

It's a strong idea, and you nailed the aesthetics. Just keep working on gameplay and you've got great projects ahead in your future!

Well this was delightful! The writing was fun, the platforming was mostly responsive, and the puzzles, while on the easy side (good choice for a jam game) were engaging and highlighted the game's strengths excellently.

As the game was really solid, my criticism will be nearly nitpicking: the boxes and barrels slide after the player stops pushing them, making them feel slippery and out of the player's control, which is not great for a speed-based puzzle game. And the music could loop more seamlessly.

This is my favorite game from the jam thus far!

Ah yes, The Pit. Many people have got stuck there due to lack of visual communication on the level designer's (my) part. I'll just leave this as a quick tip: blue words are new!
Thank you for your constructive feedback!

My apologies, I did not realize that I failed to submit the Mac and Linux builds. I have now taken those two tags off of the game.

You do a ton of great work with visual flair! Screen shake after character death, particles on jumping, and the trail that follows the player add some really good feedback to every action the player can take in the game.

The platforming can be quite tricky though. This mostly comes down to how much it feels like I'm running on ice the whole time - precision platforming and acceleration, and especially deceleration, do not mix well.

The sound design works well. It's simple, snappy, and the music loop adds a lot of character without getting annoying even with its short looping duration.

I like how cohesive the design is. The sound effects support the aesthetic, and the fist that breaks the general visual style got a chuckle out of me! On a technical side, walking on a curved surface like the character's head was done so well I almost didn't realize I should point out how good it is.

In terms of improvements, there really wasn't much of a challenge. If I walk from left to right, constantly punching, and then right to left, I couldn't really lose. The only thoughts that I'd miss were the ones that clipped out of bounds when another thought spawned inside of them. There was also little to no reason to ever jump since the enemies very consistently spawned near the head.

Overall I had a pretty fun time with the two minutes I spent with the game to clear it twice!

I like what you did with simplifying the core gameplay loop! And while the sound effects are not exactly high fidelity, they are perfectly serviceable and add a ton of charm.
The game does start chugging past 30 seconds though. I am assuming that you're instantiating each enemy every time that they appear? If so, I'd recommend you look into object pooling to make the game run smoother. Brackeys has a good video on the topic here: 

I do not seem to be able to find the game.

Breathe in and out to the time of the screen prompt.

Three seconds in. Three seconds out. Three seconds in. Three seconds out.

You taught the mechanics really well, and the concept was well executed. However, the input system was quite unappealing, and the game could use some more clever level design - most of the solutions were either obvious or discoverable through a quick process of elimination. Well done on organically delivering new mechanics to the player though! I didn't feel like I needed a tutorial whenever a new input piece was introduced as the level design supported intuitive discovery!

Well that was just genuinely fun! I rate it "Cheesy puff / 10"!

Shame, I would've wanted to try this out.

Simply great, I'd love to see more of this! The character moves well, the core concept is interesting yet easy to grasp (once I figured out what the different cards were about anyway), and there is interesting tactical variety even with the relatively small pool of cards. What I'd like to see in a more complete version is more enemy and card variety, as well as some buffs to the hammer - I got hit by so many projectiles each time the hammer was my only choice of weapon.

Solid use of sound, even if it is minimal! The game could benefit from a check to make sure that slimes don't spawn under the player - I could reliably keep everything under control until that happened, at which point there was nowhere for the bullet to go, and I'd get hit again. Therefore most runs tended to end once two slimes had spawned underneath me, and the newly wild bullet eventually hit me.

Solid execution on a twist to a classic idea! The art style is simple yet pleasant, the sound effects are effective (bonus points for making each move make a sound - made keeping in rhythm much easier!), and the game played well.

Excellent idea and presentation, particularly the Paper Mario-esque art! The core gameplay loop was innovative, although the player is often left to let things pass, especially in the boss fight where you only need to pay attention to one resistance.

Excellent! The game is clever, all the controls are intuitive, and the minimalist art style both serves the game and looks good while doing so! The core idea is clever, but the real star of the show is the level design. At first I wasn't convinced by a puzzle game not showing me the whole level, but the levels were laid out so neatly that I got a real sense of discovery rather than the confusion that I was expecting. And great job on the last level as well, great way to top off such a clever game.

Now this is great fun! The concept definitely has legs to stand on, and the aesthetics is great, massive credits to both the sound and art people! That saxophone music really hits well!

The core mechanic of having a massive eye-laser leads to some creative puzzle situations, and you've laid out levels that clearly take advantage of it. However, not everything is exactly smooth - at the start of the level, your initial mouse position can doom an attempt, making some levels unbeatable until the 2nd try. There are also some issues with the camera, as not being able to see the whole level leads to puzzles being hard to piece together. The moving camera also has issues, especially when it jumps - I ended up frying some poor office worker several times because the camera jump re-positioned my eye beam right on top of them!

More levels, couple of bug fixes, and a camera rework later this jam project could turn into a real gem!

Solid puzzler, sort of like mini golf in space! The art style was functional, but I feel that the detailed satellite and fuel drum assets clashed with the the more simple terrain. Try and make certain that the aesthetic is cohesive!

The level design was good, actively moving mini golf stages with switch puzzles meshed well with the stages that you had set up to take advantage of them. The one obstacle that didn't quite work were the rotating semi-circles near the end; after getting hit by one it felt like a coin toss whether you'd clear the level, get back to the start, or get stuck in a loop in the middle. With more puzzle mechanics and levels you definitely have something here!

The aesthetic is cool, and the out-of-control bouncing bullets are a fun idea. However, due to the camera being relatively close to the player, and the bullets being a shade similar to the ground I had a hard time seeing them coming, so dodging them didn't feel great.

Definitely a workable concept, especially if spun into a more puzzle-y nature with pre-built levels!

The game looks great, especially the title screen! Excellent use of lighting to tell the time of day, and all the art assets fit together nicely with each other.

Some of the core mechanics could definitely use ironing - planting several of the same plant is difficult since you need to re-select your held plant each time, especially when the select icon moves to the right as soon as you hover over it. This could be solved by having the player keep holding onto the plant, or implementing hotkeys for each of the plants.

Additionally the first time you play the game is quite brutal - I spent my first attempt reading up on what all the plants do, and by the time I had planted my first tree it was nighttime.

However, the core gameplay premise is great - a maze-style tower defense game where you yourself are the start point for the enemy wave definitely has some potential. If you made the planting easier, and added some incentive for the player to run around the plants (collecting coins for instance), you'd have a solid gameplay loop.