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Jeremy K

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A member registered Apr 06, 2021 · View creator page →

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Level 99! GG!

super fun game!! here's the furthest i got, would love to see if anyone has done even better.

Fun game! The movement feels fantastic, I can absolutely tell how much work you put into perfecting it. The shooting mechanic is great as well, but I would recommend a small crosshair (specifically a white dot) in the center of the screen for more clarity. Also, the camera clips through walls which can be awkward at times. Other than those small nitpicks, I really enjoyed the demo and can't wait to see how the full game turns out!

Fun game, and the artwork and animation is fantastic! The designs of the player character and enemies are especially great. The game didn't feel like it was getting much harder as the waves progressed, though there is only so much you can accomplish within 48 hours. I do maybe wish that the dice charged up faster to add more variety to the gameplay. Regardless, great submission. This game definitely deserves more attention.

A little confused as to what the objective is here, but with more time to develop and expand on the "Dice Soccer" idea, I'm sure you could make something interesting. Perhaps a local multiplayer game could suit the gameplay? 

Great idea, and I love the design of both the playable character and the tools! The movement/collision detection was inconsistent at times. Other than that, this was a fun, well-rounded game! Congrats!

Nice, a Pico-8 game! Cool screen transitions and dice face artwork. The combat was rather bland since you could effectively choose what you roll by re-rolling until you land on your desired side. Not a bad start for a game, definitely could be expanded on into something great!

Definitely was not expecting a text adventure game. These types of games aren't typically my cup of tea, but you provided a lot more options to choose from than what I've seen in other text adventures. The dice rolling/collecting mechanic was also unique and engaging, although it did feel a bit disconnected from the core gameplay. 

Absolutely one of the most creative games I've rated thus far. Though, gameplay-wise, I feel as if what I did had no impact on my score or what number my die landed on, so the gameplay was a bit unengaging. On the other hand, I can absolutely appreciate a low-poly 3D aesthetic and wacky game ideas.

Good game with great presentation! I felt that there was not a lot of feedback regarding what was happening during gameplay. Perhaps more visual or audio indicators would have been helpful for knowing when I was taking damage, dealing damage, getting buffed/debuffed, etc. That being said, you were able to create an impressive amount in the limited given time, very well done!

Easy to understand game, though I did find it a bit uninteresting at times with no animations or sound. The most compelling part of the gameplay for me was definitely running around and repairing the ship after the tsunami since it forces the player to engage with the environment and obstacles. I would definitely suggest incorporating the work/repair feature into more of the gameplay. 

Cool game! Love the aesthetics, very appealing visually. I appreciate that you didn't interpret the theme in a literal sense. The game could definitely use some music or sound, and I did wish at times that there was a way to fight back against the spider, perhaps by quickly reacting and clicking on it to relocate it. 

Creative game! I did find that after a bit of playing the game did become a bit dull, as once I figured out how the game works there was not much challenge left. Once this game has sound I'm sure it will feel a lot more engaging. If you add more depth to the gameplay and strategy I could definitely see myself coming back to this game.

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Interesting take on the jam theme! The controls are very responsive and fun, and I could absolutely see the concept of randomly changing ship components be expanded on even further. I did find that the art style wasn't always entirely cohesive, though the different ship designs are well designed in that they are similar but unique enough to be identifiable. I did find it a bit strange that I could control the ship and score points even after losing. Overall, well done!

Absolutely an interesting take on this year's jam theme, with solid aesthetics to go along with the gameplay. Sound design in this game is great! I will say, however, that once the number indicators were taken away I found myself completely unable to control the die. I do understand that this is a core element of the game's difficulty, but I found it to often be frustrating to control more than anything else.

I appreciate the feedback! If I had more time to work on the project, I absolutely would have added indicators on the ground to show each enemy's line of sight. If you're wondering how the enemy pathfinding works, if they are within three tiles of the player and have direct line of sight of the player, they will move in the player's direction. Otherwise, they will move in a random direction. If it feels like an enemy detected you from further than three tiles, it was most likely just unlucky RNG. Thanks again for the feedback!

sure!