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lafferty

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A member registered Jul 10, 2020 · View creator page →

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Very well done. This is one of the ideas I had for the jam that just didn't pan out.


Small critiques, but space being change instead of jump kept messing with my brain. I also wish the layout of the mech was just a litttle bit smaller. it got annoying when I needed to move a core 3 times to accomplish something. Still, very enjoyable and the pixel art is great.

Extremely well done. Good realization of the theme.


Some of the weapons are unbalanced. The ball form of the small robot is not very useful. But small critiques -- this is great!

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I still don't understand how the drifting mechanics are supposed to work 😭


I liked how the core conceit is you want to manage your size :)

Loved the take to move the walls. Took me a bit to figure out that it was the _walls_ that cover the controls and not the character. After I did that, it started to click pretty fast. Cute little story :)

I need the primary attack to be just like..... 30% longer! Was a fun little vampire-like :)

This is an incredible take on the theme and very well constructed. Top marks all around.


It took me a while to figure out why the monster was _losing_ weight and how to balance that. Got up to 34 but then my game crashed. Such is game jam life :)

This is incredibly well done lite puzzler. I think you absolutely nailed the theme.


There's some user frustration. I kept getting increase/decrease mixed up. Not being able to undo in "edit" mode kept tripping me up. For a second there I thought my game was bugged (appreciate the tip in your description!)


Got to the end. Top marks all around :)

I agree with all of your feedback.

* Legs movement was _initially_ chunky but as the animations took shape, it really pulls down the experience. Originally it was over 50% slower and I bumped it up right before submission. I think a future update would need to figure out how max _should_ be moving. I still want him to feel like a mech but, like, right now its not good.

* Hotkey to eject or generally keeping the cursor closer to max would be a great decision.

* I'll pass along your feedback on the thumbnail to the Designer :D

Did you check the mark that says "This is for windows/mac/etc."?

Cute math puzzler :)

hahaha. You should include instructions to unzip + load the html file.

I _think_ you can tell itch to autoplay it since you have `index.html`, it should "work"?

I'm sorry its not available  😭

The art is well done, and the character controlls / animations are very fluid. You both should be very proud of what you've accomplished.


I found a few "soft lock" states. I think the controls are a little "floaty". The camera being super zoomed out while in the reptile made the controls a little more difficult. Regardless, still much better than my first ever platformer!!

Definitely nailed the "Getting Over It" vibes :)

Fun little tech demo you have. I did not understand why all I could do was go left/right until I read your notes about fullscreen. My mouse coords weren't lining up with the collision shapes for some reason.


Once I got that sorted, off to the biggest tower I could manage I went :)

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Fun physics-based tetris! When I realized I could rotate the buildings it was a game changer.


I wish there was an additional high score for how high you got.

At first I thought the login screen was either a scam or a joke. I checked back to the page and figured out that, no, its real.


And man am I glad I did! This was a delightfully packaged little experience. The initial confusion went down to a fairly good clicker game. My only complaint is there progression from T2 to T3 was _really_ harsh but from T3 to T4 wasn't too bad.


I decided to end it at 4th place, `testtest` :)

The art is adorable and well done. The music is compelling, and the theme is very on point.


The first level was very "bennet foddy" for me. It took me a bit to grasp what the different pips and dots meant, but once I did the space level was quite fun!


I liked the micro/macro state expansion you have here.


Good submission :)

Thank you! I'm very happy with how the mech pixel art / animations came together.

Thank you! This is the first time I've felt my pixel art is "clicking" with the animations. Very proud of that bit, just wish I had more time to spiff up the levels and add more enemy variety :)

Well done! There is so much to love about this. Its a little jank-ey but the theme works wonders.


* The music is incredibly well done

* The spritework on the Gooblins is quirky and fun

* The janky animations of the BBEGs sells the old school flash-game vibe immensely


I liked the windup. I did find a few bugs. Trying to take on the knight took a few tries before I got past it. I wish the earlier portions had a "speed up" button but that's mostly because of the crashing. Once I got to the more exciting parts, I didn't mind the pacing.


DEATH TO THE WORM!

Top marks, well done. Firing on all cylinders here. Its pretty rare for me to look at a game and say "Damn, this deserves a showcase".


Impressive performance too. Presumably using Godot 4.x. I was seeing some frame drops with even trivial scenes. Curious how you got the perf good :)

The "Role Reversal" is how you're reversing the allegiance of the plants :)


Instead of them attacking, they become towers.


Glad you enjoyed!

Very impressive graphic effects. I'm still not sure what the different colors entail, but I liked the challenge of rotating the dish with the various attacks.


One loss one win, we take those :)

Amazing art and audio! Well done. The visuals all pull together really well.


For a little while... I started to just ignore my little army and go full "Barbarian". It didn't seem like they took an inordinate amount of damage.


Displaying health bars or some kind of indicator would go a long way for seeing how much I've taken. I think a rage bar for the player character would also be good to further encourage soaking damage.

It crashed for me on Firefox on MacOS :(


What I saw, though, had some incredibly punchy animations and sound! 

Cute cheese-based gameplay :)


IMO, I think there was some dissonance in the design. I'm the maze but I'm also the cat? Everything on the maze moves *except* the cat? I need to get the mouse to the chat but the cheese not to the mouse?


Overall, the tile moving was a fun little puzzle after I tried a few things. Reminds me of pacman in a good way

Carrying a plant -- Definitely agreed! It was on the todolist since I added the ability to harvest an enemy plant... it was just always slightly lower priority than everything else.

Also agreed, its a little too easy.

Pretty good management sim! I think the gameplay is very well paced. Its frustrating when you have monsters attacking you all at once, because you just aren't clicking them fast enough to create quests.


I think the "Sword" minigame is interesting, and definitely something that could be explored further. More interesting quest creation would go a long ways. As-is, I didn't feel much of a reason to ever offer much more gold than the default.

The autochess / autobattler inspiration was very much there! There's a whole heap of tech under the hood to help support it... but ran out of time. I have a major appreciation for intricately interactive games now.

I *love* the angry DnD/Pizza man


On a serious note, clever! I felt a little bad for some of the options that were presented... I imagine there was a lot of fun in finding creative ways to dump people :)

This is clever, and a solid entry. The theme comes together and it reminds me of going to stadiums and feeling the crowd.


Frankly, building an entire football sim on a "no u" gamejam is very impressive. Good work :)

I loved this so much more than I think I should have. Very clever incremental style gameplay while still illustrating the absurd amount of money some people have.


The jazzy themes went right alongside. Solid submission, well done.

The art was well done, I loved the minimalist animations and the forest sounds. They fit very well together.

* IMO, the choice of Font for the controls page was very difficult for me to read

* I think the darkness, while thematically appropriate, is a little too challenging. IMO, raising the visibility range by 20% would go a long way for legibility

* The statues / environment did make getting around a little easier, though

Super cute art. I think there's something really good here that could be expanded on. I think a more difficult juggling of tasks would go a long way to increasing some of the complexity and "puzzley-ness". Maybe some customers have different appetites for sitting near certain spaces? Maybe the ordering process takes a bit? It seemed to me the puzzle was getting people eating as fast as possible, and then going to the next person. More "crunch" there could be solid.

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The art and music are incredibly well done! I think the more chill "cleanup" style of gameplay could work, but there needs to be some level design aspects to keep you engaged. I was also concerned I might miss something and then have to trek halfway across the map... so I kept hitting the zoom-out button.


Overall, the controls are fantastic. I wish there was more "hook", but the theming is amazing.

Interesting take! Agree with others on the incredible difficulty spike. I think this is a style of gameplay that would benefit incredibly well from analog inputs.


The theme was initially off-putting... but after I clicked play I immediately became charmed by it. You leaned in *really* well and the execution is fantastic.

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Had fun snowballing :) 

* The platforming could be frustrating. Implementing one-way collision would be a huge boost

* The platforming double jump power got to be a lot of fun towards the end, being able to ricochet across the map super fast

* Too many wizards kept spawning... my map was filled with them by the end

* I liked (what felt like) high level wizard easter eggs

I think a huge improvement would be to allow the snowball to get faster and faster. Spawning higher level creatures the higher you are, making level 1's slightly easier to catch, things like that.

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Hi everyone! Thanks again for checking out my game. Honest reviews, critiques, and recommendations are very welcome!


The only asset that wasn't created during the Jam was the leaf tile cover page :)

Congratulations! Glad you liked it enough to play to the end :)