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Kleinzach

138
Posts
22
Followers
5
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A member registered May 21, 2017 · View creator page →

Creator of

Recent community posts

This was excellent! The number of controls was a bit daunting, but the concept is super unique, and the execution was great.

I loved this! The puzzles were really well put together,

The look and feel of the game is fantastic! I love the puzzle behind it. One thing which may be a bug, or just not explained is that Carrots seem to activate other carrots, and tomatoes just don't seem to ever activate neighbors. Regardless, very fun!

Simple, but well executed.

This is fantastic! The polish is incredible for a 48 hour game, and the mechanics feel great. I love the concept and the execution. Well done!

Cool style! I love the zoom out when you get in the robot.

I felt like the levels didn't really have enough challenge to them, but the mechanic is cool!

None of my inputs did anything, how do you actually play?

Glad you liked it!

I weirdly find 3D much easier. With 2d, especially pixel art, I always get bogged down with making the art. With this flat, simple 3d style I can really get into a flow of making props quickly.

:)

Glad you liked it! I was aiming for ~5 minutes, and my test runs ended up being about 6 minutes. Of course I know exactly how my game works, so when my friends tried it out right before the deadline and were getting 8-12 minutes, I didn't really have enough time re-balance it. If I were to go back to it, I might expand some of the post-park stuff, because it sails right to the end once you start eating houses.

I actually have a little bit of the larger attract zone when you are bigger (Actually the pickups have their pickup-zone increased with your scale) but it should definitely be a little more extreme.

Having the army attack you was actually in the original plan. I was thinking tanks with shrink rays, but I just didn't have enough time to deal with path finding and AI behavior. I'm looking at doing a post-jam version, and I think top of my list is rewriting the character controller, with speed as one of the priorities (Didn't currently work well with the IK legs) as well as the ability to climb things (another use of the scale theme too)

Hm... I haven't had enter not work yet to start it, but enter on the keypad and space should work as well. On gamepad, A/Bottom Facebutton/X(On PS controller) should all work as well, and also the start button on the controller. If you are in the WebGL version in might take a few seconds to load, and for all versions you may need to click into the game to make sure it has focus.

A nice relaxing puzzle game. Good job!

This is fantastic! The open ended puzzle design felt great. Strangely, I found myself not actually using the scaling mechanic all that much, but the different blocks all felt cool and useful in different ways. The limited ammo felt frustrating, as I kept waiting around at checkpoints for it to re spawn; maybe if the checkpoints filled you up to a certain level but deleted all placed cubes then it could reduce the waiting around. Very fun mechanic, and great aesthetic. Well done!

This is great! The game play is well thought out, and its really fun.

Cool concept, though the responsiveness and feedback from controls were a bit lacking, making the difficulty more the game than the puzzles.

I love the clean aesthetic. I love how you can really get into a flow with it. Good job!

This is great! I love the mechanic, and the puzzle design is just wonderful. Well done!

Its a really cool concept, but the feedback isn't really there for me to know if Im doing a wrong solution, or its bugged.

I can say, I've truely never seen anything like this before. Its a really cool concept, and I love the art, and how goofy it is to move the Kaiju around. Very cool.

I love the creativity, its such a cool concept, with the only problem being that it requires such a high level of problem solving that I have no idea how I could ever play it well. Well done!

Very well made, though it felt like the upgrades might have been a little too incremental, and I'm not sure the cubies actually produced any more with their upgrade (though it may have just been a visual glitch.)

Really cool entry! I got lost in it for a long time. I would say that the lighting on the asteroids, though probably accurate to space, makes it hard to see, and makes everything fade into the background.

I didn't quite finish cause I stupidly fell off the mountain near the very end, but I really enjoyed this! The look is great, and the platforming and character controller feel well tuned. Great job!

I like the presentation of the game, and its a good concept for this jam. I didn't really like how some of the questions were worded though. The questions involving Usain bolt, for example, don't specify a distance, so their answer is pretty arbitrary.

Cool entry. The art is really good! I had some technical problems on my higher resolution monitor which seemed to make my cursor not grab objects correctly which made the fishing mini game extremely hard.

This is really cool! I personally found the controls a bit cumbersome, so I didn't end up getting too far, but its a really cool concept. I'm not color blind, but even so I did have a bit of trouble telling apart the products so maybe there would be a way to better differentiate them.


PS. To elaborate on the controls, it's a bit hard to translate what you want to do into actions. So I keep wanting to drag over multiple squares, but it stops at one. And then the products themselves can get in the way of my interactions because the game can register me clicking on them when I mean to be clicking on the conveyor belt below.

This is a really cool way to mitigate the randomness and put control back into the player's hands with a rolling mechanic. I liked it!

The mechanics seem neat. The presentation was really well done, but the game play itself didn't really have the time to play out.

Rolling a 1 1/6 of the time really just makes the whole thing frustrating. I could see this being a cool little puzzle without that, but it just makes it feel like rolling a boulder up a hill.

This is great. The puzzles are really well thought out, and the progression feels just right. Well done!

Very cool concept. I had a very hard time actually playing it, but the idea is very cool.

I've seen a lot of games at this jam with this mechanic, but this is one of the best of them. The puzzle design is really good, and I love the very crisp presentation. Well done!

I enjoyed the use of Yahtzee mechanics for turn based combat. The numbers felt pretty off though, as the enemies did a ton of damage and I never really had to go for the higher scoring rolls as I could usually one shot anyone anyway.

I really like the simple, clean look of the game.

I really like this. I appreciate how readable it is, and how easy it is to follow while not being mindless. Good job!

Very pretty game, the dice looked great and the music was very relaxing. The mechanic itself didn't really feel exciting, and the controls for setting dice felt a little awkward.