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KingRegicon

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A member registered Nov 08, 2018 · View creator page →

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(1 edit)

This is a good submission, thanks for making it!
I like the way you can do a lot from inside the buggy, that makes it more fun to do drive-by maneuvers.
I would say that the buggy is a bit hard to turn, and the lack of plants near the start really makes getting into the game loop tricky- I never quite figured out how long was too long to be away from the dome, because I only ever found 1-2 plants. (EDIT: Just played a round where 4 plants spawned near the start, and those first few upgrades really made the rest of the round more fun!)

Overall, great submission, I can't wait to see the next project you put out!

Very cool aesthetic! The excitement of rolling down the hill at top speed is also really fun!
It was a bit surprising sometimes to get moss on the rock, because I was avoiding green and didn't realize the branches also count. Even after that, it felt like the collision on the trees was a bit larger than I expected, but that may have been hard to gauge when I was going so fast.
I loved the joke at the end if you get any moss on the rock, haha, that was perfect...

Good job completing this submission, the music and art really tie it all together!
I did have a hard time with the communication of game information. For example, I didn't realize until my 2nd attempt that gases will only be counted as "cleaned" when the sound effect plays, because they became nearly invisible just before that happens and I always stopped cleaning at that point because there were so many other clouds. 
Also, I was confused about how the planet was still staying red even when there were no gases onscreen. It feels strange to -> see a gas source about to emit gas, and prepare the proper cleaning tool, -> click and hold on the cloud as soon as it appears, and -> eliminate it as fast as the game will allow, and still see the Earth turn red so fast that games can only last about 30 seconds or so.
Hopefully this feedback is helpful. As you saw, I wasn't even able to complete a game this time- so good job, and I can't wait to see your next project!

The model looks great, the level design naturally reveals gameplay elements in a good order, and the leaderboard is a nice touch!
I did see the first landmine on the mountain and try very hard to get it, thinking it was a collectible, and when I "collected" it I think I had a heart attack, haha... but overall, great submission!

This is such a cute game! I love the music and the puzzles, and I can definitely see how you could add to it in interesting ways if you wanted to keep developing the idea!

Thanks! I had a lot of fun getting it to look right.

Thank you so much! The music was created using SUNO, so take that with a grain of salt, haha...
I appreciate the feedback!

Thank you!

Love the aesthetic and atmosphere! This could be expanded into a really interesting point-and-click adventure.

Thank you! Neither do I, haha... Thanks for trying it out

Good job! Thank you for being the first playtester!

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Thank you! I agree, I should have added sound. I'll be sure to make that a priority next time!

You only have to left click to steal, and while sneaking slows you down, I think you're right- slowing down all of the goblins would improve the experience.

Thanks for sharing your thoughts!

Thank you! I had a lot of fun drawing the sketches. Thanks for sharing your thoughts!

I think you're right, thanks for playing and leaving feedback!

Thanks! I think you're right, music and sfx would make it a proper short game.

Thank you! I appreciate your feedback

I loved this! A nice short experience, filled with style, and I loved the main character's goal, so seeing the pictures at the end was super enjoyable!
There was a bit of waiting around for the right articles to drop off the truck, and there wasn't much of a challenge- just patience with the RNG.
Anyways, the art was terrific and the story made me smile. Good work!

This is great! I love how short and snappy an experience it is.
The dash really saved me, but it was the only input I had to look outside of the game to discover. Maybe adding a quick notice in the game listing the inputs would have been helpful.
I love how there are $1000 hats, but you can't earn any money... that was pretty funny.
Also, the idea that those guys won't duel you because "no hat" was funny too.
Good work!

This was a really cool style, plus a really interesting mechanic for folding the units- I actually think you could have removed or reduced the classic "wave attack" genre mechanics, like the cooldowns and even the mana, if you leaned a little more on fast-paced and accurate folding. I dunno!
I will say that the pace was a little slow, and paywalls were a little high. I only got past level 2 by waiting around for 5 minutes, and immediately afterwards buying the mana-regen upgrade. I think making mana regen faster from the beginning would bring players right into the fun!
Good work, keep it up!

Good job!
I like the style, and the interesting idea about buying your supplies for an art simulation!
A few notes-
- I didn't have a frame of reference for how much things should cost, so I only ever went to one market and just bought random supplies.
- Hitting things with a hammer felt weird, I think it was the combination left-click-drag and right-click-click.
- Waiting for a customer to walk into position took a bit too long, in my humble opinion.
Overall, great job! I loved your drawings for those customers, haha!

Very cool! I love the photos of cut paper as game elements- that's so cool!
I'm not sure if you can repair the buttons or not- once you lose one, should you just restart the game? Or can you beat the game without jumping?

Very cool idea! Unfortunately, I have nobody to couch-co-op with, so I can't explore the ultimate options.

Terrific polish! The check depth sorting was a little wonky, and clicking on a Bob check with another check underneath sometimes selected the other check, which was frustrating. 
Both the visuals and music were great!

Nice presentation! I also love the cute enemies, haha... the turtle-riding snakes especially.
My main concern was the same as Soothsayer's, there was no feedback to let me know how "replenishing" ink worked, so I felt like I was never given enough ink to do well.
I think I understand your reply to that comment, explaining that restarting the game is what gives you more and more ink- but making this explicit through text or a post-session screen explaining how much more ink you'll have if you just play again would help keep players from becoming frustrated and quitting entirely.
Keep up the good work!

This was pretty fun! I spent a bit too long playing it, haha...
The polish was nice, too! Well done.
A few notes, in case they're helpful:

- There is a glitch where jiggling the mouse in the shop screen starts a slow descent. (Which you can then leave running to get money without spending fuel.)
- Losing was confusing at first- before I understood the way you sell ore for cash, click the pay button to pay the loan, and then make sure it's at 0, I thought the game was randomly restarting when I clicked the drill icon. Perhaps adding a separate "give up" button would make the reason for restarting clearer, and eliminate the odds that someone who has the cash to settle their balance but forgot to pay it off accidentally loses their progress by attempting to start another drill session.
- The game is such that if you forget to immediately sell and settle up your loan, you just lose. Perhaps if you started on the "Sell" tab, it would be more of a left-to-right flow for players? Or combining the Sell and Pay Loan tabs?
- Selling "All" of my gold separately from the other ores was a nice feature, because I had to hunt for the gold, so learning how much I made off the gold was really enjoyable. However, I'm not sure you need a button like that for each of the cheaper ores, and selling 1, 10, or 100 of them seems similarly unnecessary. 

All in all- a great game, good job! Okay, I have to stop playing it now... 

This is great! Amazing polish. Super fun to play.
Also, the cubes moving on a grid like rooks, while you drift around freely, was a super creative idea that worked really well- I had to completely change my strategy and plan carefully while they were around!
A few small notes, in case they're helpful:

- The shop was off-center from the screen, so I couldn't see how much the upgrades cost.
- Having the shop on the Tab key was a little inconvenient, especially when 2 squares were around, so I couldn't mess up my movement. Perhaps Right Click or Spacebar would make opening the shop more streamlined.
- The turrets made the gameplay more interesting, however the only way I ever saw one was by specifically heading towards the bullets, specifically to see what they looked like. Otherwise, they are only experienced as "annoying bullets that can be quieted down by shooting offscreen for a few seconds."

All in all, terrific submission. Peace!

I appreciate your trying it out! That's good to know, thanks!

This was really well polished, good work!

Two notes:

The tank controls never really let me feel in-control of what my car was doing. I lost track of which way my little square was facing pretty frequently.

Because of this, I found myself sitting in a corner and firing lasers more than once, while I got myself turned around properly, and because this strategy actually has some advantages over driving around, it made the game feel a little less like a driving game and more like a stationary turret game.

But seriously, good work- I had a lot of fun!

Oh my gosh, thank you for posting this! You are a champion, I appreciate you remembering this!

I know, haha...
I tried to make it work a couple different ways, but had to release it as is at a certain point. What I really wanted was an automatic triplanar UV mapping, and I'm still not sure how to get that to work properly, but I'll keep at it in the next one!
Thank you for your feedback!

Thanks for checking it out! :)

I love the words you've chosen, haha... "An ICE WRAITH shoops in from above!"

In all seriousness, this is an excellent game! Good strategy, good mechanics, a good (game jam sized) world to explore, and terrific polish on top of it all. 

Loved the ending, too! Big fun.

Good work, Rad Codex!

I love the Kaiju Creator part! So good!

I seemed to be stuck on level 1 attacking buildings, though.

Fighting Kaiju brought me right up to level 8 in two fights, which was cool, but then I died- perhaps a way of knowing how much longer your Kaiju will be down would be nice? 

I love this vibe, though! Good work!

Haha, nice! I really like this, great job!

Dude, this is awesome!

Don't apologize so much, haha...

It's too bad I can't seem to attack with either Shift key, the game looks terrific and I love your art and animations.

Good luck dude, following to see what else you come up with!

Haha, yeah, they are a bit hectic. I'm glad you had fun, though. Thanks for giving it a try!

Thank you for trying it out! Yeah, that's a good idea, thank you!

Nice! Thanks for giving it a whirl!

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Thanks, I'm glad you enjoyed it! The speed definitely gets hectic pretty quickly!

I'd like to make a post on the MiniJam Discord sometime soon, describing how I generate game jam music with Wolfram Tones. Music is super important in a game, and for non-musicians like me it really takes a load off my shoulders!

(Basic workflow: Download GXSCC, then go to Wolfram Tones, vary the RULE and SEED until you like the riff, then download the MIDI file, change the rule, and repeat to get about 5 or 6 such MIDI files. Run them through GXSCC and use a script to randomize the next clip to play, ad infinitum.)