Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LiauJ

39
Posts
4
Followers
3
Following
A member registered Apr 28, 2019 · View creator page →

Creator of

Recent community posts

Thanks for checking it out, completely agree with level 5! I was hoping someone would talk about it too; I rushed the design due to time, I think it's the weakest point of the game and I'd really like to fix it up post-jam. My intention was that players would switch between their visible/invisible states while inspecting it with the looking glass, but I think that's just far too obscure to expect anyone to pick up. It also looks like a terrible mess, and the solution is easily forced.

It's funny cause I think your guys' puzzle game is actually far better hahah; I'm still looking for some time to go back and replay your last level!

Player customized maps, wow. I haven't played any jam games with that feature until now. It's incredibly simple and straightforward too, nice work. To be able to edit maps just in paint is pretty sweet! Great work on the game, the AI was fun to play against; not too silly but not too difficult either

Got stuck at level 5, I'll have to come back and try again cause now you've got me curious! Great work to your team!

This is incredibly well done, would really like to see you go further with this after the jam! Some hints as to what to use to control the level layout may help players who don't immediately know what to do

Great point, now that you mention it I should have made a "shimmer" effect if players ran  into invisible walls. That probably would have made it feel far less annoying; thanks for playing!

Absolutely correct that the looking glass isn't required; it's more of a visual assist tool rather than something that switches collisions. I did think about making it required to pass through doors, but instead focused on how the mechanics play with each rather than with the player. Thanks for playing!

Thanks for playing! It's true that there isn't much immediate appeal, I'll be sure to work on that for my future projects!

Thanks! I was worried about that mechanic being too obscure; happy to see you pulled through!

46% lol, I was surprised with most of these answers. The commenting is an amazing touch; also appreciate that the game doesn't move to the next fun fact without you actively selecting the correct answer, it lets you re-read it to really soak in the info

Dang, I missed one but not certain which one it was! Would have been cool to see which ones you stamped were correct/incorrect at the end of the game. Nice entry

Always had plenty of batteries, but never enough candy; was it a design decision to point the flashlight in the direction you're moving when walking? I found it difficult to kite the ghosts unless I was continuously tapping in the opposite direction. Great entry overall

This is a clever game haha, never played anything like this before! Not even sure what I could say to improve on, everything just seemed to fit great. Hitboxes were generous too; really well done

Well done! Great to see that there are some platformers in the jam that don't rely on guessing; your clear visualization and tight controls made the game really enjoyable to play. The lack of music didn't bother me, but I think adding a sound effect to the player jump would make it feel even better to play

I had fun despite not being able to differentiate the real vs fake bandits; if there were certain marks to look for I think it would vastly improve the game. Got a little spooked when a bandit appeared behind me when I turned around on a previously clear path haha

I could see this being pretty hectic if you had to check both sides of an object for differences; as it is though, it's still pretty fun! Great work

I did NOT expect that lol, well done. That sudden shift in tone made me jump a bit, well worth playing to the end

It's simple but fun; Found that I always struggled with the 4-triangle pattern, almost everytime haha. Wonder why that is

Wow, you polished this to a crystal shine. Well done, loved every bit of it! Part of me originally wanted the shooting to be held-down, but after playing I think it's great this way, its way more intense

Like some others, I accidentally pushed a block too far and softlocked myself once. Your focus on polish was well worth it; the game looks and plays so well

I assume it ends at the 5th level, since the screen is just blank with the game running in the background? Great game, really well designed puzzles

I could've lived the rest of my life without knowing the longest length of an earthworm; that answer was disturbing haha

So happy yet so dark haha. Great work on this! The normal version of the game didn't take nearly as long as it stated it would

(1 edit)

I did it: https://imgur.com/a/QTFaMtX

I had fun, despite the difficulty

Super satisfying to hit the ball and keep it speeding up; you can get some insane speeds if you manage to tuck it into a corner; Can't really say it fits the jam theme but it's still fun

Came for the game, stayed for the lofi lol. Nice work

Interesting! Would have been cool to see how many cards the player went through after ending, could be a good gauge of how well the player did. Out of curiosity, what was your plan with the game before you ran out of time?

The levels themselves could use some work, but the mechanic that drives the level design is really good. Funny enough, the fact that the platforms don't move the character along with them almost makes it more interesting lol

Very polished visually; I think the enemies could do with less health towards the beginning, since you don't deal alot of damage/pierce until later. Well done!

Would make for a nice time killer on mobile. Would be nice if at the end of the game, you could go back through the cards and see which ones were real and fake until you decided to restart

Incredibly polished  game, well done! I didn't realize you could click the ghosts to remove them at first, so I just let them pile up during my first playthrough lol

Well done on the aesthetic; a bit difficult for me, I think I'll have to try again when I'm less tired haha

Wish there was a "Funny" criteria; I laughed out loud when it transitioned (and back when I started spamming wrong keys when I realized it went on forever), well done hahaha

I liked the reeling mechanic alot! Was it intentional for the stalagtites not to respawn on reset? The spikes could stand out a bit more from the platforms/background, but the rest of the art was well done!

Wow, those puzzles were well designed; really had to twist my thinking to get through some of them! I think the acceleration on the player movement may be unnecessary (or I'm just bad at platformers), it would be nice if the controls were tighter. I could see this being fully released with more mechanics and levels

May want to make sure your player can clearly see where they're falling to; some of the levels feel unfairly designed when platforming down. The dimension changing was really well done!

Absolutely nailed the mood; some of the puzzles could be more difficult and the bigger levels felt long to traverse, but it's a great relaxing game

Clever game; even though I felt I wanted more 1px brushes, handing too many to the player would make it too easy. This was well balanced

I liked it! Difficulty curve really ramped up at the end; I probably replayed the boss like 6 times until I remembered I could dodge roll haha