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igd

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A member registered Jan 24, 2017 · View creator page →

Creator of

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Hey guys! I played it and it looks very pretty. Very "chillout game".

I want there to be more aspects to my choice of placement that allow me to plan a little more.

Maybe Landmarks and Monsters give proximity bonuses to each other when placed within a certain distance so you're encouraged to leave room for them and make dense little islands. 

Perhaps we could see the cards being added to the deck when we place a landmark so that when we draw them there's that mental link of "Oh! I have this because of that landmark I placed! My actions increased my options." I wasn't sure but I felt like I only got monsters after placing related landmarks so making that connection explicit would feel like I was picking my landmarks with more purpose beyond the direct point gain of placing them.

It reminds me a bit of Godus, where you clear land around certain buildings to encourage the expansion of those buildings to meet the needs of your people.

You seem to have found an interpretation of the theme that everyone else missed! Congrats! I have to admit, I didn't like tapping as the salmon but that's largely due to my rsi. The game had an idea and executed it. Good job.

I liked the cohesion of all your asset packs. Good choices.

I would have scaled the drones up a little to make them easier to hit from further off and maybe added more blocking elements to the environment; maybe made a line of trees that the drones can't get through so that where I'm standing really makes a difference. Multiple spawn points and points of entry that have blocked line of sight from one another so that you have to make a decision about where is best to stand would have been good.

As a stretch goal, I'd have made the chickens run away from the player if they get too close so that they can be herded around the map for another strategic choice.

Finally, if the asset packs allow it, I'd add some verticality, making it possible to get a good view over what's happening in certain areas but sacrifice the ability to get up close and personal with the drones/ lose the ability to change position easily as the next wave comes in.

I like it! The artwork is nice! Could be in an asset store pack

No worries! Do give my submission a rate if you get the time! I'm almost off the "Needs more ratings" list

I couldn't make grab work so I couldn't really play but it was never the less a cute little game with some very interesting footwork and charming little sound effects!

Loved that final level! The game itself is not an original idea but it is a well executed example of the kinds of things you can do with it and you did something interesting at the end there with the level design. I appreciate that you have a narrator too.

This reminds me of a web game from back in the day. I like the sprites and the explosions.

I would have appreciated slightly more tutorial or at least an explanation or tooltip of what each tower did. I couldn't figure it out just by watching them do their thing.

I appreciate the effort of making multiple levels and putting a story in there. I think it's a shame that I can't read the text as it's too small and that the levels don't really feel like they're exploring what the mechanics can do or forcing me to learn a new way of playing beyond "get better at dodging these bouncing things".

I like that your video explains the level design decision you made. I'm a little thrown that it seems to have been recorded in the editor rather than from the game while running though.

Neat little game! Nice choice of assets.

Could benefit from more variety. Once the main lesson of "take it slowly, but not too slowly" was taught, there wasn't much left to explore with the mechanics. Maybe add a narrative where the pipe you choose changes the branch of the story you're on. Maybe have the cat walk past windows with things inside. 

Very neat little experience, explored very concisely! I laughed when read the premise! A nice subversion of a genre all about jumping. I especially liked the part where you had to just walk on the spikes rather than avoiding them completely. Big "Ohh!" moment

I really like that this has a little story to it!

The puzzles are nicely made. Even though they do feel a little cliched, they're a loving homage rather than a tired retreading

The artwork is lovely and the use of sound gives a voice to the characters. Well done!

So cute! Such a chilled game! I found myself making little sound effects with my mouth as they walked around.

If you were going to take this further, I'd want more variety; some way of setting my own goal to work towards. This game reminds me of Cultivation, another indie game about growing things. The goal in that is to just get along with the neighbours and grow bigger fruit. Is there some significance to the Clumsies evolving? At first I thought each evolvement would mean differences to the Clumsies themselves but then I just started getting toys and tools. I'd have liked to see my island covered in ever changing Clumsies.

Loved the way everything felt like coloured pencils on paper, even the animated UI bits! Great touch animating the selection indicator of the UI too!

Amazing artwork! I love the slow jazz music too, very chilled!

I wasn't sure about the cards. Why 7 in the hand and 17 overall? Is there an algorithm to make sure I can actually get enough information to complete the game or do I have to summon the gods of RNG to complete the game? It would really help to put the card you just played up next to the client's card while you're getting the result so that you can still see what it was when you get the result. I found myself quickly forgetting what I'd just played and being no better off as a result. I'm not sure roman numerals was the way to go. While they fit the theme extremely well, it just added another layer of complexity that I struggled with. Also, I wasn't sure if the Double Digits card applied to the roman numeral version of the number or the arabic version of the number.

Super cool, well polished game though! Loved all the little characters, item descriptions and theming!

It's a real platformer! With voice acting! And that kickass scroll graphic! I like it! I'm not a fan of 3D platformers in general but this had all the bits of a platformer I'd expect and it's nicely polished. It wouldn't look out of place on the android store.

If you were going to take it commercial though, I'd say it needs more juice. A bigger fanfare for finishing the levels and some reason to go back and try again. It was a little disappointing that collecting fruit that you didn't need to refill your health didn't do anything. I'd have like a points system or extra eggs that all get laid in the nest at the end of the level, sort of like the stars you get at the end of so many mobile games.

A solid game, well made!

I really like the art style of this, especially the clouds. The music and the text made me feel like I was playing "Hand of Fate" (a comparison which is intended to be praise)

I was unsure how to perform the combos mentioned on the itch page or if I was preforming them successfully; maybe some UI element or sound effect variation would help communicate what's happening with that.

I got comparable success both actively playing the game and just watching it run without my input which seems a shame. Is there a specific pattern to each enemy that I could learn or some telegraphing they could do to indicate their next attack type? I didn't feel like I was making an informed decision when picking my attack.

I really liked the use of the theme and the detailing on the environment and boxes. I appreciate the cohesion in using the little cross on the boxes as the timer indicator too!

It was called Lost Magic: https://en.wikipedia.org/wiki/LostMagic

"Holy Shield!" If this were an in-person Jam, you can bet I'd be using that as a meme!

I played a DS game like this once; loved it, loved this! One thing you're missing though: context. If you were going to take this further, I'd want some visuals for the people in my party and the monster they were fighting. At the moment, I'm managing bars and checking data. I'd prefer to be glancing at a piece of artwork that showed the same information.

Loving that UI! And the cardboard cuttouts *chef's kiss*

Gameplay, while well technically executed, doesn't do anything I haven't seen before which is a shame.

Very cohesive game. Liked the attention to detail and polish.

Very cool! I like the use of minimal yet clear art assets and the big hero asset of the moon brings everything together nicely!

I didn't actually play, I just watched the video. I wasn't sure what the cause and effect of all the path unlocking was for each life. Maybe that would become clearer if I actually walked through the space myself.

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I appreciate both the number of levels and the variety of ideas explored within them! A lot of mechanics were implemented in the time available and it gave you the space to experiment which is admirable!

I was not a fan of the tutorial level although I do appreciate that you have one. Having worldspace text is great but try not to allow the text to overlap on the screen. You could have blocked the player's eyeline using the maze walls from later levels and more progressively exposed the player to concepts rather than dropping the player onto a plane with all the game rules.

Personally, I would have picked a different level order. Being dropped onto a plane with several ghosts as the first actual level resulted in my repeated death as I figured out how combat worked. Pretty high stress environment with nothing to hide behind! Perhaps the first maze level could serve as a neat introduction to combat with ghosts.

I'd introduce the ghosts one at a time too; make a bigger thing about what makes each of them different. They clearly are different; don't be afraid to take a level to just show off what you've done to make them interesting.

I noticed that the ghosts fired physics objects while the player fires raycasts. This lets me cheese them by standing just next to a corner that they can't fully shoot around and shoot the edge of their hitbox. Perhaps not the intended gameplay. I'd be tempted to remove the collision with the ghost projectiles and the environment and just say "Well they're ghosts. They're well known for going through walls!" Just be sure to introduce that idea before making it a question of life or death.

I liked that some of the levels felt like a puzzle while others felt like a more traditional shooter experience. I did get lost a few times in the bigger, emptier maze but it was super cool to see multiple styles of gameplay going on!

Once I'd gotten the idea, it was a neat little diversion. Has one of the juiciest UI I've seen! Excellent work! 

Game itself would benefit from more player facing information; maybe wiggle the detector from side to side as it moves and tie the beep frequency to the very end of the detector so that players can see which direction the next pile of gold is likely to be in without having to change direction/ click so often. I felt like I was bumbling around in the dark, hoping for the best. Finding the gold was a bit underwhelming; pour some of that juice onto the gold piles! The randomness  of the levels meant dying felt arbitrary; there was nothing I could do about it or even see it coming.

The dust trail was a great design decision! I had to read the comment below explaining why it was added to fully understand it but now I see it's purpose to the game.

If you were going to take this further, I'd add a brief explanation of how to play and upgrades to be purchased with the gold to give the player something to aim for. The game will live or die around that juice though so use it liberally!

Haha! You're too kind! Your game looks far more professional! I just made a console app.