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LeslieLlama

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A member registered Sep 12, 2017 · View creator page →

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Thank you!! was def inspired by bitsy games, just in a bit of a higher resolution (the whole games resolution ended up being centered around 32x32 specifically because of the llama sprite aha). Really glad you enjoyed the stretching boxes mechanic! 

Thank you! definitely agree with you with the undo button, was something I really wanted to add but wasn't able to with how the game was built/time-frame. Glad you enjoyed it regardless ^^

Interesting entry! I like the character design and the actions of shooting and placing blocks are cool, I did have some slowdown and I think enemies just stopped spawning in after a certain point; became a very contemplative experience. Miffed I didn't manage to find the death block!

I really liked the central mechanic! having to juggle your movement and what selected ability is great, my only issue was I found it near impossible to be able to jump as soon as a block was destroyed, just a smidge of coyote time would've helped a ton. Great visuals and atmosphere too, really enjoyed this entry.

Neat entry! 131 was my score, I wasn't quite sure why you'd ever want to scale down since being big has so many benefits, but I did like that the game was readable even at the smallest size. Think there's something a little strange with the inputs since you can get stuck walking in one direction occasionally. Impressed with the engine choice!

SICK entry, it's awesome stylistically and a really fun twist on the kind of stack-merge physics game. One thought I had was it could be fun to make the weapons have different float patterns to differentiate them a bit more, but thats some real armchair posting. Great job all around!

Interesting submission! I liked how all of the runes scaled size in a different way, and were often used concurrently to solve puzzles. Only real complaint is I feel like the "shrink self" rune should be an arrow facing down instead of up, Semiotically it makes more sense. Take me to the wizards that created rune magic if you need to i'll die on this hill. Nice work getting this over the line in time!

AWESOME concept, and there's a ton of charm to the setting and characters. I really struggled to keep the balance past the 4th wave or so, kept losing towers to falling off the edge, and just couldn't figure out how to plan for/counter the 3 or so cyclops wave. Might just need some adjustment of weight values, but it's overall a super creative entry and a great interpretation of the theme!

Made it to round 3! Very cool boss to fight, the controls just felt a bit too fast for me to consistently dodge things.

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I was SO happy to finally see that win screen. The mechanic is incredible and really made me think in a completely different way than usual with sokoban, love the minimalist visuals and soundtrack as well. Easily one of my favorites this jam!!

AWESOME entry, I thought at first it was just far too hard for me, pressing either mouse button concurrently just felt too strange, BUT I got the hang of it and made it to the summit! The menu and upgrade stuff is a level of polish I wasn't expecting and the game looks and sounds great, fantastic job overall.

Cute entry! Good choice for setting, and the animation right at the end was a good bit.

This was an interesting one! I liked how you gradually scaled up, it's pretty satisfying to chomp down on fish that you've died to earlier. Didn't get much use out of the dash unfortunately, the attack was helpful for the boss though. I did have some performance issues, didn't impact the game-play too much but it was noticeable. VERY spooky vibe, loved the music change when you go down into the cavern and it's pitch black nothingness.

Got to the point where no fish could kill me, used the mines to end the run and get my score. The DNA collected number ticking up took like, 6+ minutes lmao

Pretty cool entry overall! nice work


Really quality entry! Especially liked how your current size impacted your relationship with each obstacle, stuff like water being both useful and a hazard depending on context. Only crit would be the movement feels *slightly* too sensitive at times, the one level with the spikes triggering in order was really the only place it was an issue though. lovely spritework and soundtrack as well, great job to the whole team!

Thank you!! Really glad you enjoyed it ^^

Thank you!! One thing I really liked about the jam this year was the longer time-frame, really gave me time to polish up the visual style and have breathing room for level design without feeling stressed. 

Ahhhh yeah that makes sense, apologies! Should've shown off the squishing of boxes in the thumbnail gif as well, I'll alter the description to include that; since obfuscating that ability isn't meant to be the challenge. Thank you for the feedback, I'm really glad you enjoyed playing!

Really cute entry!! A lot of the levels had that great "oh it's simple" ... "ah" realization which is great for a puzzle game. Quite liked that the potions had the double use of altering size AND taking a turn so you can swap what tiles you'll hit for skeletons, good design. Congrats to the whole team ^^

Platforming feels great, and the level design makes really good use of the scaling mechanic! I quite liked how you used lighting and shadow to quickly denote the indented path and pitfalls, very solid entry.

I really loved this entry! The climbing is simple and intuitive, but it really challenged my usual perception of a platformer level with the wall and roof scaling, being careful not to lose your grip. Great vibes, the art-style and soundtrack really contribute to the strange and curious atmosphere. Fantastic job to the whole team!

This was really cute! The story massively elevated the actions the droid takes in the game, and growing/shrinking into an even smaller level inside the current level is a real fun idea. Nice work getting this over the line in time!

Oh thank you! I think I really should have made the mechanic a bit more obvious in the first level, even some text on screen just to indicate whats possible. Thank you for sticking with it, and ABSOLUTELY!! YOU'RE GETTIN AT LEAST 120% LLAMA OUT OF THIS ONE!!! :100:

Thank you so much! Love minimalist palettes, was def trying to evoke some bitsy theming here with the 3 colours and 2 frame animation. I'm really glad you enjoyed playing!<3

Oh thank you! was def trying to evoke a kind of Bitsy style with the 2 frame animations and 3 colour palette, slightly miffed since I ended up going for a bigger resolution so I could render the player character in more detail, it made the game a lot harder to read than the initial drafted tile-set. The concept below would have looked a lot cleaner I think. I'm really glad you liked the stretching boxes too!

Thank you!! I spent the whole first day trying to think of concepts, was about to give up since i'd used a 1/4th on the time on nothing, and at 8am the next morning "sokoban but you can stretch the boxes" was just good enough of an idea to get me out of bed. Really glad I was able to hack it together in time, I'm really glad you enjoyed it!

Nice work! I really liked how scale was implemented as a usable resource for jumps, you need to save just enough to break platforms etc. Please take better care of yourself during the jam, the extra 48 hours were added specifically so you can get sleep! You'll work better when well rested anyway. Best of luck continuing forward into the future ^^

Really cool lil game! Can def feel the scourge bringer influence with the floaty jump and multi directional dash. Big fan of the single room combat area and wave based enemies, gives it a really tight arcade framing.

Thank you! I'm really glad the mechanic hit all those points; big llama fan over here ^^

Nice job! Thank you for providing a key graphic to show the directions the arrow keys correlated to in the bottom corner, it does feel very strange to slide around a diagonal grid with a straight set of keys but that helped a lot. The inclusion of enemies attacking the board was fun, I like the idea of strategically leveling slime's down to make them easier to conjoin later. Great work getting this over the line in time!

Hi! I'm not sure if your game uploaded correctly? going to the page it just says there doesn't seem to be anything there.

OH I see, gave it another go and managed to mine a few planets this time! Wasn't sure if Sun Miner was an upgrade or not, couldn't seem to damage the sun with these stats.

Great entry! unique concept with a thoughtful mechanical implementation, a ton of the foods being in different angles was a great challenge.

Really cute art and animations! I do like the concept of a fractal platformer world, would make a great level in a Pizza Tower or Mario Wonder type context. Collected all 3 stars!

Nice entry! Really liked using the dash to finish off enemies, I've been dying for a good implementation of that mechanic since Mighty No 9. Well balanced, felt like I was constantly fighting for ground, especially with the boss. Great job to the whole team!

Nice work! Really liked managing momentum and how your interactions with enemies changed depending on your inflation state. Found it a little tricky to break blocks sometimes but it didn't get in the way too much. Really well rounded entry!

Really struggled with the platforming unfortunately! Tried my best to use the moon scaling/water to travel up and get the first fragment but just couldn't figure out how to reach it. Really unique idea to have the moon influence the level of water, and it's a super cool model used for the moon creature and deity.

Very cool concept! struggled to get it to work a little, and I think I just didn't have the right resolution for level 6 (compressed the window to it's smallest size and it didn't cover the spikes up top)
I thought it was a little unintuitive how the window can only be resized in one direction each level, maybe changing the design/colour of the pink border depending on which axis it can do would help? I really did like the small nudge level, was an awesome "aha!" moment when I figured out the solution. Great work on getting this over the line in time for the deadline!

Oh thats awesome! Glad I could help a bit, best of luck continuing with this project ^^

That's awesome to hear!! best of luck continuing with the project ^^

INCREDIBLE mechanic, I'm super impressed! it's a very fun way of incorporating the theme and really challenged my spacial thinking. Moving the Glass around without bumping the character was a little fiddly, but a very fair price to pay for the mechanic implemented. Fantastic work!

Thank you so much! extremely high praise to get the baba comparison. Completely agree about the undo button, unfortunately didn't build the game in a way where it's very possible (would have needed early adoption of a command pattern or similar mechanism). If I ever go back to this it's the #1 one thing on the list to add ^^