Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

jjcard

38
Posts
4
Followers
5
Following
A member registered Mar 01, 2019 · View creator page →

Creator of

Recent community posts

The game seemed to to crash on the third level when you're super tiny and got to the end. But was interesting having to figure out the same level in different ways. Could be be interesting if taking it to more extreme, with different level mechanics.

it didn't actual show what was poisonous, though was pretty easy to guess. Though I'm still not exactly sure why I lost each time got to the frog/fly stage, I wasn't eating anything poisonous...I think. was enjoyable otherwise

neat little idea, and liked the contrast with the sizes, much more then I was expecting. Wish there was more then just dodging at small size though. I found myself mostly just tanking hits as large to beat the bosses.

the dynamic tutorial when an item first enters the screen was a neat touch. Didn't even realize it was dynamic until 2nd playthrough.  I didn't fully jell with the movement though.

ha, one the ideas our team came up with is similar. Good start, and kudos on submitting something. If it compiles, it's a win in my book :p

Seems when you lose and go back to the main menu, it doesn't give you curser control back, so can't interact with the main menu. And took me a sec to figure out where the balls were coming from, so got a few strikes just because I didn't realize there was a ball at all.

Liked the style though, the font, song, sound effects, etc was neat. 

as an ace attorney fan, thought it was a neat concept I'm also kinda bad at those sorta games, but wasn't 100% sure what would be what kinda evidence for the 'real' case. With a few more iterations I could see it being something really fun. Kudos!

thanks!

I tried loading up the TestLevel in Godot, but seems it's missing a Tutorial/FPS/player scene.

The Challenges were a really awesome addition! And the ramping of the difficulty was well done, good job!

switching between  attacking/running could be interesting, but it was a little too difficult for me to get through, even with the 'alt' mode trick. Jumping was also kinda tricky to do in a pinch when slimes are trying to attack you.

very polished presentation! Little voice lines, bios and simple tutorial that gets it across. But gameplay seem liked it was missing something. Since you only knew the next adventurer and not the rest, couldn't fully judge which is best to give them them. And there is only really the pass/fail in the end with the percentages. Some of the dialog showed adventurers having preferences, maybe there could be a mechanic about that, that gives bonus points? But overall super impressive game for 48 hours!

interesting idea. Maybe shouldn't be able to spawn the zombies basically on the hero? I was able to just push the hero into a corner and surround them pretty easily. But do see potential with some iteration

I said "oh that's neat" out loud a few times while playing this. Controlling not just movement but also the pause screen, good stuff. Maybe could use number keys or something for dedicated page/panel switching, I kept having to go all the way around because didn't remember where stuff was, especially when character was behind the pause text. But over all very fun and would check out any further polished version.

There is a fun loop in there. Though did have to wait around awhile sometimes with weeds everywhere but never getting 'eat'. Maybe need something to give a timecrunch? Like bonus points for doing it quickly/spreading out, or the farmer getting madder overtime and pulling weeds faster or getting a weedwacker or something. 

hand drawn messages were neat, though sometimes a little hard to read. Good concept and was fun to puzzle through what the 'player' was going to do. Maybe wish the boxes were less physics-based. Had to slowly nudge one off a clip otherwise it would fall off immediately. 

neat concept, having to keep coins around to use as platforms etc. The options button didn't seem to work for me on Windows though. And crashed on the moving platform level. But did want to play more.

clean fun game. Especially thought the sound effects were good at conveying how well you were doing without needing to see it. 

the exploration and iteration on the mechanic was very solid and intuitive. And the aesthetic for the overlay and levels was cool as well. Would be down to play more

fun polished game. At first was thinking the slices should more target the fruits (at least at first seemed they were more random around the screen), but as it got more hectic with the # of fruits and slices, I was glad for it :p And Kudos on the leaderboard (even though I didn't break the top 10)

simple idea with clean, inventive execution. Platforming maybe just felt ok. The boss fakeout was great. 

I actually laughed out loud when I first used the truck, the honk and screeching sound really sold it. I did get a little confused with the keys to switch, maybe a visual indication besides the text (which didn't notice at first).

fun, inventive concept. I might come back and play this more when I have time. And kept it mixed up with the choice after levels. Kudos. Did mix up onions and potatoes more then once, but that might have been just me :p

just a solid puzzle game. At first I thought it was a little finnicky/annoying that could hit the valves again as we tried to pass them, but realized that was actually part of solution to later level. Neat all around.

This is def in top 3 I've played so far (couldn't pick top so far). Was clever creative game, and polished with all the different power ups. Would play a full release of the game. Maybe could have small time before the hero notices me though, seemed pretty instant. And sometimes the hero would end up with piles around them I couldn't get to. But overall, Kudos!

That was great concept and overall package to it. It wasn't just 'reverse flappy bird' but iterated on that to have more mechanics that made sense with the concept! But the hitboxes were a little finicky, it was hard to click on the wasps sometimes, especially when near the trees.

well that was fun, played a few rounds. I know it probably wasn't the inspiration, but makes me thing of the early SimCity games as a kid, where causing disasters was half the fun. Was a little difficult to find the last stranglers though, I gave up on one of the games because there was 1 person left I just couldn't find...

cool idea, and was honestly fun to play, went through a few rounds. But  wasn't really clear the road that was moving/driving, outside of the reversed controls.

the presentation/feel of the game is great, music, movement, levels. And mechanic of collecting gold, but for distraction instead of as currency was cool, maybe implying the 'angels' are greedy or something. 

at first I was thinking "oh this is feeding frenzy with a little horror twist, ok", but the 2nd level really kicked it up. The screen effect and the music there really sold it. The mechanic for 2nd level though was a little lacking, it was basically just not overshooting, and having to do that 25 times. But overall very impressive!

solid game/mechanic. Was one of the few games so far I played more then once.
Was a little hard to figure out what was a wall/obstacle sometimes. Also for some reason zombie would sometimes not go one direction, usually when going down. Would have to go other direction for a sec before would let me.

cool concept, from the go with the menu it  was all about the concept. Like others said, the level sound was a bit loud. Also found you could edit the character before the level about it, so got through levels without needing blocks at all (that could have been intentional). A game right up my alley!

liked the concept, and was especially cool when the got the adventurers to kill each other. Though since their movements were random (or at least seemed so?) I felt like It wasn't really me causing that most of the time. Also wish got some sort of bonus when they kill each other (or if there is, wasn't super noticeable).

fun idea for the story, and that the world-building explaining the mechanics is neat (like the traps). But with the setup I was hoping for a a flamethrower or some sort of game mechanic around it. Interested to see any updates after the jam.

neat concept! Too many games these days are about conflict/violence. Wasn't sure what I needed to click to build things at first, but that's just polish.

neat little concept. but with isometric view can be a little difficult to measure where you are.

fun concept, and immediately could get started with the game loop. Also great could put my knowledge of blood types to good use :p 
Did take me a second to realize the donors were in a different room.

Great Concept tied really well together with polished visuals. The actual gameplay seemed a little light though, several of the frames I didn't have to move at all. But would love to see a full blown version of this game!