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Simon

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A member registered Nov 14, 2016 · View creator page →

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Thanks, Harrison! Yeah, Michael perfectly walked the line in his level design between too much darkness and not enough.

Re the hardlock: I don’t suppose you were playing the Windows version and can dig up the logs?

Awesome core gameplay mechanic, and unbeatable aesthetics (audio, environment, camera effects & placement, everything). I definitely didn’t solve the puzzle in time, though.

Thanks for giving it a look, chillz! Credit for the aesthetics goes to the rest of the team: Matt, Luke, and Zach did phenomenal work here.

As you say, there was some awkwardness in the pacing; I’ll take most of the blame for this. We were indecisive early on between turn-based, real-time (like Battle Network), and rhythm (like Necrodancer). Eventually, I settled on something that sits in the middle; picking one and fully committing to it may have been wiser.

As for obstacle variety, I strongly agree, and we had plenty of ideas here: obstacles with more health, or covering multiple spaces, or moving. As is always the case with gamejams, we were limited by time, and obstacle variety paid the price.

Regarding balance, I think I have to push back a bit. Spamming one ability is a totally valid strategy (since, as you say, it’s impossible to die). But it’s definitely not an optimal strategy: depending on the ability you spam, you’ll either miss obstacles with your attack, or lose points by getting hit. So I wouldn’t expect that strategy to make the leaderboards at the showcase.

All that said, you’re not the only reviewer who disliked the lack of a fail condition, so it was probably the wrong call to rely solely on score to determine success.

Thanks again for your feedback!

Thanks much, Grace! Credit to Zach for the boxart; that was an 11th hour addition, too! Rampage was definitely one of our inspirations, especially the palette.

(Also, I’m gleeful that you’re using the Waggle Dance as your profile picture.)

Glad you liked it, Scrumbo! Credit to Matt and Sam for getting the DMB River incident in there. And yes, Battle Network was a big inspiration for us. We (specifically I) tried to fit Necrodancer in there as well, but that turned out to be way too ambitious for a 2.5-week project.

Spamming one ability is a totally valid strategy (since, as you say, it’s impossible to die). But it’s definitely not an optimal strategy: depending on the ability you spam, you’ll either miss obstacles with your attack, or lose points by getting hit. So I wouldn’t expect that strategy to make the leaderboards at the showcase.

Great stuff! Very stressful, as planned. I especially love the pitch-ramping music, and also the flying toaster-style background for the leaderboard.

Thanks, Arianna! All credit for “Beeple” and the card art goes to Grace.

If you come by the showcase on Saturday, we’ll have a station set up where people can play it. I hope to see your game again there, too!

Thanks! Yeah, it’s definitely one of those board games in which you need to play a turn before you can really understand how to play the game.

Thanks! I’m pleased with how many interesting decisions players have to make, even with very simple mechanics. What parts of the game did you like most?