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Jahwffrey

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A member registered Jul 06, 2017 · View creator page →

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This game is utterly infuriating to play but it also had me laughing quite alot! The little menaces trying to undo your hard work are adorable and annoying in what is *usually* a good way. The game is pretty damn frustrating though and the music makes me feel like I'm going mad. I think maybe some larger, easier to balance pieces early on would have been nice for a slower difficulty ramp. I can totally see this working as a phone game or somesuch.

Neat game and I like the music but at least for me the game was really laggy and the camera is just too zoomed at start. Every time I finally encountered someone they blasted me to hell and back in a second! I wish there had been small enemies to fight while I was small to get me started or something. Having an explanation for some of these things in the description is alright, but the game really needs to explain what's going on itself. I can see the hectic and fun game this becomes once you start upgrading but I'm sorry to say I got too frustrated before I ever really go there. I really love how absolutely ginormous the world appears to be, even if it's probably half the reason it lagged so badly for me. And it generated in a genuinely different feeling way each time I played! Super cool.

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Love the concept but the game kept getting me stuck in the walls as soon as level two loaded. Was this game written in raw Java/etc? Incredible if so, but lack of an engine is holding you back. Really cool concept.

Nice concept and execution, but held back by frustratingly slippery controls. It's also really important to include the controls shown in-game in some form, I didn't know I could right click to delete for quite some time. Still, stacking shapes in the right crazy way to get over the current obstacle was pretty fun.

I love this concept! I also really like the adorable little graphics and the minish-cap-like size changing animations. There were a couple frustrating things like exactly when rocks allowed you to climb cliffs and with what being obtuse, but I love the little world of islands and thinking about how to take advantage of different objects at different sizes.

Cool little game with some hectic fun, and I like the idea of choosing between blocking the astroied with the one I control so it gets bigger vs letting them hit the center so I progress the game. Ultimately it needs to explain itself more, however. The fact that both kind of getting hit by an asteroid is good in different ways is very much not obvious. Nice music!

Very hectic and fun game!I like the music and the visuals were clean, and I like the idea of needing to choose which circle to charge at the moment based on it's size and how in danger it is at the moment. I like that small circles were quicker to charge and provided less benefit while larger circles took longer but provided more benefit, although maybe the fact that it was easier dodge while to charging them was already benefit enough. To complain a bit, I never really felt threatened by the straight laser, maybe they should have appeared in patterns more specifically intended to box you in. Additionally, the stacking circles bar on the right ultimate behaved basically the same as a meter you needed to fill up with a physics flavor, but I see what the intention was and it's pretty neat.

Cool open ended puzzle! The assortment of odd shapes to reach the goal was great, and the models are very clean. I won when I precariously balanced the ship on an odd bit of the race car and it held for just long enough.

A couple minor complains though:

  • A restart button with no 'Are you sure?' of any kind bit me a couple times when my mind told me 'Press R to Rotate' even though that's very much not the rotate key.
  • Objects casting shadow directly below them would have been extremely helpful

Nice puzzles and really cute graphics! You really got me stuck a few times and when I realized what to do the 'aha'! set in like it should for any puzzle game, and you only had a few types of blocks that you just reorganized in clever ways. Good job!

Really fun an juicy! I love hearing all the numbers tick up after throwing an ungodly number of dice and watching them bounce around. I really liked that some dice did really good things infrequently and some did kinda good things more frequently - decisions! Nice work.

Really cute art style, fun little character, ladder controls need some work (but as always, I understand time constraints and all that). I wonder if you could take advantage of the fact that the levels are played in a random order by having what you do in one world affect things in another world? Not sure.

Cool puzzle! Lots of planning ahead required to squash all of the shapes into as small a space as possible to fit all the extra dice in. That said, puzzles like this need some kind of tutorial. I thought that I had to make exactly the shape in the lower right corner and didn't realize I could rotate it until I happened to make the shape rotated. Very slick looking!

I love these kinds of games and I really like this as an application of the theme! It's been said before but the entire board resetting every attempt instead of just the die is big drawback, but I understand time constraints are a thing. I wonder how you might include randomness in a game like this? If the die did random things when it touched a wall then you could just make a machine that works for one particular series of rolls and retry until it works. Just thinking out loud, not bad!

If I were a wizard, this is definitely how I would play golf. The effects constantly change how you are planning up a shot, adding and taking away options. Great visuals too!

I really love the grass and the pixel shader! There didn't appear to be any limit to the dice I could throw though, so the dice mechanic kindof got washed out in the strategy of "throw as many dice as you can and watch everything explode", although granted that is it's own kind of fun.

I love elements interacting with eachother! Lightning electrifying water, fire burning down plants(?), and so forth. It was cool to choose which spell to use now because you might get a better synergy with the other element after the re-roll.

I really like the concept, why roll one die at a time when you can roll multiple dice and have them bounce off an affect eachother? Unfortunately I think you get too much money or maybe the dice are too cheap, it pretty quickly gets into a state when you can add dice as quickly as possible and your money just keeps on increasing. The MetaDice was dramatic!

Really cool idea! Alot of reasons to take your eyes off the road and also alot of reasons to keep your eyes on the road! Maybe I missed something but I felt like maybe the die didn't change it's mood very often? I really like the idea of having the conditions to calm this thing down constantly changeing, but in-game it felt like it never really changed and I only ever saw one face for a long time, I was typing out incantations far, far more often than changing the settings on the car's dashboard to fit the die's recent mood.

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I really like the idea of losing your temporary upgrades to randomly maybe get a good permanent one, but I feel like the abundance of blanks and which upgrades get put on that die already being random worked against it in some ways. I'm not entirely sure what the solution to that last one is because if you completely get to choose what goes on it then why not just always choose the one you want. Tying the win condition into the same die was  a great idea! Overall, this is a strong concept!

Really tough and frantic! I felt the grabbing your bullet arm was just long enough to be useful but just short enough that you had to be in danger to get it if you fired badly. Good stuff!

This is without a double my favorite interpretation of 'Only One Bullet' in this game jam. Well done.

Great idea! I felt that when the robot was inching towards a platform and you had to rapidly swap out platforms while finding times to manage others the game was at it's peak. My only real complain are the times where it's the opposite of that and you're waiting for a slow robot to get in position so you can progress. Maybe a 'speed up' button? Dunno, but clever use of the theme!

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Thanks! I know the controls are rough, but you know 48 hours and all. If you're still interested, how to get past the first room is described below the game if you feel like giving it another go.

Not bad! It would have been nice if there was some indication of where enemies would go and where teleporters would lead as not knowing that means levels often became a game of guess-and-check.

Fun! Would have been nice if there were one or two more items that did different things but obviously time constraints and whatnot. 

Neat little game! I wish I didn't have to wait so long between shots, but otherwise no real complaints. Nice!

Fantastic atmosphere! Spooky forest, evil piles of something, light mechanics, everything. Tts too bad it was so short.

I had alot of fun! There was a bit too much constant peril from falling but beyond that was a interesting experience and a fun game. The controls were pretty neat once I got the heand of it but still the game felt just a bit too many nails tough. Good job!

Really cool! It was a difficult balance to strike with needing enemies near but also being endangered by them. Unfortunately my terrible tiny computer ran into lag issues when too too many enemies appeared but overall a solid game!

Really cool! Interesting idea and seeing all the effects was pretty fun. Perhaps a bit slower than it needed to be but not necessarily, it fit with the aesthetics and the rest of the game.

Really fun! The constant need for blood and to outrun the screen really kept me on my toes. I also really liked the music, it felt like some kind of somber story (regretful vampire even?) and fit well with the aesthetics. Good job!

Not bad! Once I was getting attacked by constantly flowing hoards of zombies and slipping around on the pathways of blood I had been constructing it was a blast! It perhaps, however, took a bit too long to get to that point, and maybe it was a little too easy to completely refill your health. I stopped slipping around after I realized if I just waited for them to group up around me and slowly shot at them I would never lose. Still, not bad!

Really cool! Great visuals, soundtrack, and gameplay! I would, however, have preferred to survive more than one hit, especially with so many enemies coming from behind. Trying to hit the tall guys in the back was always an exciting challenge, however!

Really nice! At times reminded me of the constant dance between firing & healing, flying & falling found in luftrausers. It was a bit too easy to lay invincibly next to enemies and wail on them until they died, but beyond that a really solid game! Good use of the theme as well!