Skip to main content

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

LiminalDirectory

55
Posts
1
Followers
A member registered Nov 20, 2021 · View creator page →

Creator of

Recent community posts

This game was absolutely lovely. Each celebrity guest name was hilarious, the systems are all complex and interconnected, but still easy enough to pick up through the well-designed tutorial, and the premise seems very simple, but it is executed in such a wonderful way. Overall, not only did I have a good time, but I feel much more refined having played this game.

I'll make sure to play and rate your game when I get the time (probably some time tomorrow) :D

If you'd like, I'd appreciate if you played and gave feedback and rated my game as well, Doomed Forklift

I've added your game to my list of entries to play and rate, it looks pretty interesting :D

If you'd like, you can play and rate my short but challenging 10 level puzzle game, Doomed Forklift

I do enjoy lovely conspiratorial coverups. Nothing like silencing political enemies or pushing cult-like tendencies juuust out of view. Overall, I enjoyed playing, and I enjoyed the unique idea, although some of the artwork was questionably good

Your game looks super cool, I haven't seen many shooters in this jam, so I'm excited to play :D

If you find the time, I always appreciate feedback and ratings for my game, a short 10 level puzzle game: Doomed Forklift

Your game seems super cool, I'd love to check it out :D

If you'd like, I'd love some feedback or ratings on my short 10 level puzzle game, Doomed Forklift

Your game looks sick! Can't wait to check it out :D

If you want, you can play and rate mine here: Doomed Forklift

I'm always happy to add another game to my list of entries to play.

You can also play and rate mine here if you'd like: Doomed Forklift

I really enjoyed playing! I may have thrown one of the characters down to the level below once or twice, but it was still a really fun game. the mechanics are well thought out and I enjoyed the platforming challenges. Really well done!

Your game looks really good, I love the art style. I'll play through the rest of it and leave a rating.

If you want to and have the time, I'll always appreciate feedback and a rating on my short but difficult 10 level puzzle game, Doomed Forklift

The gameplay and controls were nice and smooth. It certainly seems like a lot of time and effort went into create the world. I enjoyed the idea of having your torch be a time limit, as it added a nice amount of tension to the game. Overall, it was a short and sweet game that I had a fun time exploring.

I'm always happy to rate others games and get more feedback for my own: Doomed Forklift

I really enjoyed playing this game, even though rhythm games with more than 2 buttons are my weakness. I could not get past level 1, but I loved the music, the UI was smooth and well designed, the artwork was phenomenal (I loved how the audience was nodding their heads :D ), and my button presses were timing up just fine, which is better than a lot of rhythm games which struggle with latency issues. I do agree with some of the other commentors that requiring the player to be perfect is a little harsh, but overall, you did an amazing job!

I will gladly play another game that takes place in a warehouse :D

And you should check out my warehouse related game: Doomed Forklift

I have rated the game and imparted the best advice I could think of.

If you can find the time, maybe you would enjoy playing and rating my short but difficult 10 level puzzle game: Doomed Forklift

A lot of points I was going to touch on have already been mentioned by other commenters: the tasks are repetitive, there is a lack of unique tasks, the camera system is a little weird.

Overall, there's good programming and thought behind the game, but it leaves engagement to be desired. A potential solution to the issues with engagement, other than offering a wider variety of tasks, could be to flip the goal of your game: instead of "how fast can you do these tasks," maybe it could be, "can you do all these tasks before your ship explodes?" Then the player feels more urgency: every time they pick up fuel instead of engine waste, the timer ticks down a little more. Then, as the game progresses and more tasks are introduced, suddenly the player has to manage their time a lot more efficiently. As for fixing stuff with the camera, my only issue was with the direction it rotated: if the player is facing forward and they want to look to the right, they may think that they should press E because it is to the right of W. Instead, the player must press Q, which is to the left of W.

With that said, you have my honest feedback, and I hope it is helpful.

(1 edit)

As a developer who also submitted a sokoban puzzle game I just want to say how impressed I am. Your system is extremely novel and unique, and truly lead to some innovative and fun puzzles. I cannot stress this enough, this is a phenomenal game \( ^o^)/
however...

SPOILERS BELOW, DON'T READ ON IF YOU PLAN TO PLAY THE GAME YOURSELF
My only suggestion is in regards to level design. In level 7 for example, there's a lot of open space, two boxes, and a door. The solution I found is to have the two boxes collide against each other so neither is able to undo. This solution isn't explicitly taught in any of the other levels, which is unfortunate because it's a very cool mechanic that stems from the rules of the game, but I stumbled across it completely by accident. Seeing such a wide open space, I had assumed the solution would be similar to the solution of level 3, which was a false assumption brought on by the ambiguous level design. Which brings me back to the suggestion I was going to make: creating a puzzle with less space can make it easier for the player to see when they are doing something wrong. For a really good example of a sokoban game and puzzle design you can look at Patrick's Parabox (the game I drew inspiration from while making my entry for the jam). In Patrick's Parabox, mechanics and strategies are first introduced in smaller "training-wheels" levels, then the levels get larger and the puzzles stem from the player trying to figure out how to apply the mechanics they just learned.

That's just my idea on the topic, but if your puzzle design philosophy is different than mine, I completely understand. In the case that I'm just one person who struggled where no one else did, then I apologize for making you read all that. To reiterate one final time: your game is super duper awesome, I'm not trying to hate or anything, just trying to give some puzzle design advice :)

Your game looks cool and unique, so I'll probably play and rate it later today :)

If you want, you can check out mine: Doomed Forklift

Your game seems goofy, so I'll gladly play and rate it.

You can check out mine here: Doomed Forklift

Your game looks cool! I'll play and rate it later today :)

You can check out mine here: Doomed Forklift

I was thinking of making a puzzle games post, can't wait to try out all the games here and any more that are added :D

You can check out and rate mine as well: Doomed Forklift

I'd love some feedback, so feel free to play and rate my game: Doomed Forklift

I'll be sure to check out yours soon. I've got a long list of games I'm going to play :)

(1 edit)

If you're looking for puzzle games, you should totally try out mine :D
Doomed Forklift

I'm making a list of all the games I want to play, so I'll probably play & rate yours later today or maybe sometime tomorrow :)

I believe the pacing of the game is well thought out, and I certainly felt the panic in the final minutes. I think it would be possible to adjust some of the timing and shorten the cooldown, but it isn't really necessary. I'm just used to jam games where you usually try to get the player's attention fast and then keep them interested all the way through, which works well for a lot of arcade style high-score games that people make. I do agree with your last point, that maybe it is a little harsh if the player loses towards the end of the 15 minute cooldown, but I think the longer, slowly increasing tension style of pacing works extremely well for your game. 

Overall, I think it may be beneficial to shorten the length of the cooldown and give the player slightly less time between critical tasks, but not so much that it's hectic from the start. Even if it only cuts out a minute or two of the game, it could make the game more forgiving.

Those are my thoughts
Hope you find them helpful :)

Your game looks so cool! I'll check it out in a little bit. When you get the time, I'd appreciate it if you check out my game: Doomed Forklift

If you have time to check it out, I'd love some feedback on my game: Doomed Forklift

I'll be sure to check out your game in a little while.

Feel free to play and rate my game: Doomed Forklift :)

I'd be happy to play and rate your game :)

I made a puzzle game as well (only 10 levels), and would love to see if anyone can beat the final 2 levels >:D
My Game: Doomed Forklift

Ah, yes, a fellow forklift game developer.

Seeing as I created Doomed Forklift, I feel obligated to play your game as well :D

If the both of you would like some puzzles to solve together, you can try out my game: Doomed Forklift :)

Here's a puzzle game I made for the jam: Doomed Forklift

Fair warning about the length of the game: it's only 10 levels, but the last 2 or 3 are pretty difficult. My friends/playtesters took 10 to 30 minutes to play all the way through, but around 60 or 70% of their time was spent on the last few levels.

If you'd like to play a puzzle game, you can check out mine: Doomed Forklift

Length Warning: it's only 10 levels, but the last 2 or 3 are pretty tough. My friends/playtesters took around 10 to 30 minutes to figure out all the levels.

I'll add your game to my list of entries to play and rate :)

If you could, I'd appreciate it if you played mine: Doomed Forklift

Your game looks super fun, so I can't wait to play it!

If you want, you can play and rate mine here: Doomed Forklift

I'd be happy rate your game, and I wouldn't mind if your rated mine :)

Doomed Forklift

Really cool game! It was a little long, but it's really good for being made in one week! I agree with some of the other commentors, some of the systems in the game are explained by signs on the wall that I am willing to admit, I didn't read when I first passed them. Overall, the game was great, but my ability to read is not.

I'd be happy to play and rate your game :D

You can also check out mine here: Doomed Forklift

I'd love some feedback on my game: Doomed Forklift

I'll play yours soon as well :)

If you're still live, or if you want to play and rate more games in you free time, I'd greatly appreciate it if you played my puzzle game :)

Doomed Forklift

Small warning about the length: there's only 10 levels, but the last 2 or 3 are pretty tough. Most of my friends playtesting the game took between 10 and 30 minutes to complete it.

When you get the time, I'd love for feedback on my game: Doomed Forklift

I'll check out yours as well :)