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lazy input friends

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A member registered Feb 04, 2020 · View creator page →

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The game itself is simple yet interesting, but the controls are very difficult. Sometimes I didn't know what I'm doing because I thought I'm attacking but the enemies weren't responding. I don't think the game glitched or anything, I just think the attack's unintuitive. It'd need some polish, but for a jam entry it's still cool. -@h

I wish this was a little less fiddly, for a rhythm game this felt too slow to get any rhythm going. For what it's worth, though, works well and is unique. Didn't expect to find anything like that. -@h

This is hard. I knew I'm screwed when I barely cleared the first jump. The level design is pretty great, I just wish it was adjusted more towards people who've never played the game. Otherwise though the game works well, once you get used to it the mechanic feels natural which I think is hard to pull off. Deserves more ratings, I liked it -@h

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There is no DicePong.jar to download :/ -@h

This is a neat idea. I like the die throw/main screen separation. At the second playthrough my 'Throw Dice' button didn't work, and on the first I was a bit too confused to understand the gameplay. Some kind of tutorial would've benefitted it, I think. -@h

The weapons are original and work in a fun way. I'd love to see the same mechanic explored more in depth (faster switching, maybe randomization), but it's a good prototype as is. -@h

This is pretty basic, but works fairly well. I like the options for gamemodes and difficulty. -@h

I really love the main mechanic for this, the shift transition is amazing, I couldn't stop doing it. The game is glitchy, though, and I didn't get far at all. The multitude of universes makes it hard to know where you're supposed to be at any given point, but I think this would make for a nice game if polished. -@h

It's more interesting than I thought it'd be. I love the visuals. The idea is easy to expand as well, design wise it's really good -@h

This is really fun, the idea works well, the AI is smart enough to make this nontrivial but dumb enough to let me score some, getting the enemy pieces feels rewarding. Neat -@h

I gotta say I love the bouncing enemies, feels super arcade-y, and the choice of visuals is excellent, but it doesn't actually feel like there is any difference between the stats no matter what you roll. Probably an unfortunate bug - even the raw gameplay is kinda fun though -@h

Not sure what's going on here but I think I love it -@h

Pretty cool idea. I'm not sure if the tutorial was really needed because I picked up more by playing the game than reading about it. The actual gameplay though is a little tedious - you can speed it up massively by not caring about the die outcome because mastering that is way harder than anything else in this game. I think it'd also be better if the movement speed was faster, because my rounds were pretty low on action because of it. btw, the viewport on the game page is huge - I had to zoom out to 50% to see the game screen comfortably -@h

I really like idea and the design of it, nice how-to screen, cool indicators for the sum of faces to see at a glance what's the most buffed. Surviving on a single life is very hard though. -@h

Feels like this shouldn't be so fun as it is. Also kinda Wordle-y with the 5 letter words. The choice of these is interesting because short words usually don't play well with Hangman but when you remove 10-12 letters per turn it becomes reasonable to guess. The only real problem I have with this is that I don't see a situation where it's beneficial to roll later - it's always roll first, then guess to me. Makes the mouse click kind of pointless. Maybe that's just me, though. -@h

Surprisingly polished, I love the mood of it honestly. We've also delved into tactics + rerolling so it's interesting to compare both approaches, although yours is definitely more bug free than what we did. The scope of things like these is impressive so it's crazy that you've done it that well. I think what I don't like is the separate screen for the nodes, it's nice and original but proves to be gimmicky when you need to do it over and over again. Otherwise I really have nothing, it's a little hard to understand for a jam game but things like ground highlights help. I think I was the most confused with how attacking works, but it got cleared up pretty fast -@h

I think the gate design is fine, personally. I just took the middle color of the gates as the color the ball should be and it worked fine. I do think the level design is a bit dense to have the gates this similar to each other, but I don't know what's at fault here. Nonetheless, cool one, had fun -@h

Given up on a level with 3 ghosts in a small corridor, really hard to take them out. I really like the idea, and the levels were really creative, but it's definitely hard overall. -@h

Glad you've submitted! This is a nice start. Everything that you have here works pretty well, just a matter of expanding it. -@h

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I'm honestly not sure what was happening during most of the time spent with the game. I've finished it twice but I still don't know what was intentional and what wasn't. It took me a long time to notice that the level end transitions took me to a different level and didn't respawn me at a checkpoint, or something of that kind at least. I don't know what is the purpose of the battery thing as running out of it seemingly does nothing. Once I clipped through the ground after falling from a platform. On the other side, the visuals were beautiful (one of the best I've seen in this jam), the music was pretty good, and I liked the player movement. -@h

Congrats on your first! It's cool, enjoyed it rather well. I agree with the feedback about the camera, it could've been adjusted a bit to see the ground better. -@h

Saw this on stream, surprised it has this few ratings. This is really cool! I love the level select screen and how you were able to put puzzles like this in a space this limited. They were challenging but possible to grasp and untangle. Very polished overall! -@h

Ah yes, turns out DaBaby and Gucci Mane can really make a Nokia game feel more alive. :D

The 3-rocket idea is actually pretty nice, it has a rather small effect on gameplay but it's something else and makes you focus more. Maybe could've needed some more consideration on sizes of elements, cause it feels like you don't have to move the rockets much. -@h

Nice reinterpretation! Feels smooth and fun for such a short period of time spent on it. A "tutorial" level could've added to it, but I don't mind that much. -@h

Ah, I totally forgot, great job on the music! Inverting the melody is such a small but nice touch.

Thanks for feedback! I was afraid of adding background music since I thought it could distract from puzzle solving, but you're right in that it does feel empty in the levels. -@h

Thanks! Yeah, the web version sometimes acts oddly and even if we noticed it earlier I'm not sure what's the problem exactly. I'll try to play your game when I have the chance! -@h

Thank you! -@h

Thanks! -@h

Sounds good!

I can see that! Last year people said that the levels were too hard, so I tried to introduce more easier levels at the beginning. Trying to balance difficulty is, ironically, hard. :D -@h

It's alright but the difficulty spike is random as I got some massive monsters very early into the game. Would work as a minigame if that got fixed. -@h

This took me the longest time to figure out but it was an eureka moment when I did. And I still kept failing. Nice rager, although I have to say the obvious: the pixel that is controlled is not on the 84x48 grid at all. I guess it's a design decision but it definitely wouldn't have gone well on the Nokia. Speaking of the design, I think it'd be a bit easier in later levels if orbits were moving a bit slower for more time to react. -@h

Jeez, this is tough. Very original, I liked it a lot. I think the sound was polyphonic when multiple aliens were near, which is an interesting design tradeoff because it contributes to the intensity pretty well. -@h

Yeah, I agree. It's still a cool base idea for sketching out something more complicated.

Yep, need more levels. And a timer as well, probably. But damn, somehow you made it suspenseful with just the light alone - the simple gameplay loop of light on-off was really cool. -@h

Fun little game. The recipes were challenging enough and the design would work on a Nokia as well. Bonus for including source code. Don't have much else to say, just wish there was a bit more. -@h

Don't worry, this is a cool game! Inputting 3-digit codes just to go in a direction is tiring, though. I didn't go very far because of that. That doesn't mean I didn't have fun! The first moments after the discovery of the codes were great. -@h