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Liam Crowley

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A member registered Apr 09, 2021 · View creator page →

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This is a super cool concept, and the levels had a really good level of balance to them. I think the art style also works really well with this, it kinda reminds me of the game Slay. 

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I had some game breaking bugs. For instance I got myself stuck underneath a stool that somehow went flying and I managed to pick it up directly above my head meaning I couldn't move anymore. This game is a work of art, not gugenheim art but definitely some type of art. Well done, I think haha.

A little unwieldy but it's a neat concept. 

That's a cool idea! I enjoy this

Thanks! I am really glad you liked it!

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Yes! Lower (faster) is better and our discord thread record is 2.698 so far. My PB is 2.759. Most of us are in the 2.7-3.5 range. Sub 2 is crazy!

We initially wanted to have all different kinds of vehicles with different types of tasks but then remembered "oh yeah this is 48 hours" so yes we are on the same page!

That one is definitely the most unclear, I'm glad you figured it out!

I only now read the time difference, how the heck man.

We've definitely got some dev art UI haha, but I'm really glad you enjoyed it! I think cleaning this up more and getting a full game out of it depends on what the group ends up wanting to do.

This is so cool! I agree with some of the others the QOL could use a little bit of work and the window blocked some of the letters at the top. If this had some procedural systems going it's really cool. Like a manual tower defense game.

This was fun! Having to read the rules was a little frustrating and I think I would have prefered just using Hold and Hit but it worked out and was pretty fun. The load in "cinematic" was killer. Well done on that part. 

LETS GOO

Those sound like cool plans! Totally hard to get it all in during a Jam, do you think you'll polish it up at all or just call it there?

This was really fun! I like the concept. The fish really feel like they have a personality, a handful of times I was like "no get away you idiot", the fact that they only kinda cooperate is really good for this game.

The art style is really cool. It's a little weird to alternate between two conflicting tasks, and I ended up planting some potatoes each night at the bottom to sabotage for the points and just writing it off as being some tiles missing, but it's a neat concept. Would be interested to have a system to maybe obfuscate the sabotaging so it's a little more risky but overall a cool game!

Thanks! We worked hard and we worked fast!

Felt like the density increasing didn't really translate to difficulty so I stopped myself at about 220 but it's a neat idea. I like the visual style a lot. 

Not sure how to interact

I have not seen that issue before. It's possible that you weren't in range, there attack range is pretty short and there's not an easy way to tell whether it is hitting or not, plus some have a lot more health than others. But it should take no more than 5 hits at absolute worst.

We actually want to add systems to make the dice spawn stuff like terrain modifiers, adding more buffs and enemies, seperating the dice for each type of effect and having them drop more consistently rather than all one big batch. But that's way beyond the scope of a jam. But Brenden and I both intend on updating this so those are in the works!

Dang, I am sorry to hear that! Optimization is definitely something we are going to have to do. I think we've got a few too many constantly running ticks going on. My laptop was struggling too when I was testing the build, so it's not just you.

Thanks! Chozo does come up with some pretty cool things.

Thanks, I am glad you enjoyed it!

That's great to hear, thank you!

It takes some getting used to but the controls are the center of the game and are not going anywhere.

I'm glad you liked it! The grapple is my favorite part too. We haven't had that issue with losing shooting, I'll have to look into that, thank you!

I totally understand that. Jams are a lot of work in not a lot of time.

Yeah totally understandable. Jams are like that

We appreciate the feedback! I'm not sure what you mean with the grapple, but I do know it's coded at a fixed point so you don't swing with moving platforms. Is that what you're referring to?

I couldn't figure out the controls, but it looks like a lot of fun as part of a party game with friends or something.

This was amazingly fun. I think with some more content or rules it could be better, and a more gentle difficulty curve. It reminds me of something like papers please, and I love that game. If a finished version of this was on steam for 3-5 bucks, I'd buy it. Well done. I like it a lot

Interesting starting place, I think the first priority would make the field of view a lot wider. And an audio queue to help you know when the bird is coming would be good too. What if you changed the bird to something scarier, or the player to something sillier. Like make the bird an ostrich and keep the man. Or make the people instead french fries since Pidgeons steal those all the time. (Looking at the screen shot it doesn't look like a Pidgeon but in-game that's what I thought it was so maybe lean into it?)

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I really like the idea. Beams for a tower defense is super cool and then combining them was also great. However, the icons and UI really don't communicate much to the player. The play button and the buy button should be on opposite corners since you have one corner free. And the buy button looks like a play button. While the elemental beams are cool, because the enemies are generally abstract, the player has no way to use that information effectively. With some more work, I think this could be INCREDIBLE but as it is, it needs on helping the player understand what is going on. It's like if Spellbreak was a tower defense.

The water movement is really slow, and the levels are larger than they need to be but it has some fun mechanics such as the sinking. 

It was pretty tedious moving and once I got to obstacles it was really hard to progress. Plus the flipping is somewhat nauseating. But it's a cool idea, with some different levels I could see it as a solid puzzle game.

I totally get that, for 8 hours this is quite something.

I liked the dog in the corner. I had a minor issue where my character was drifting left without input for some parts but other wise its a fun game. The physics of it makes it pretty cool. I would make it so you click rather than hold to make it more responsive, although the delay does make some interesting problem solving.

It's not a bad game, but because the bees dash too it makes it too easy to die. I would add some invulnerability while you are dashing or making their detection range shorter or something. Right now though there just isn't a way to keep up.

It takes a bit to get used to but once you have it down it's pretty easy to do.