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lomikstik

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A member registered Apr 30, 2019 · View creator page →

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The concept is clever, and the game is fun to play, though it can be hard sometimes if you don't plan the layout (in my first try I just stacked everything mindlessly).

Well done! Gameplay was fun, and it has a proper RPG tavern feel, but shown from a different standpoint (in contrast to most games, where player is the hero doing quests).

Creative idea, just wish there were more levels.

This was really fun to play, I liked the variety of enemies.

Graphics and VFX are perfect for this type of game, and overall it was much more polished than other jam games.

Love the idea of a self-balancing game, the hardest part was dodging other cars when driving (they don't exactly follow traffic rules, after all each one is going after its own frog).

Overall very polished for a jam game, chaotic and fun gameplay.

To play in ultra hard mode, buy all the speed upgrades. That hoop will be flyin' faster than the ball, hehe.

Nice game, the free movement aspect adds a lot more gameplay depth than a traditional jump/duck endless runner.

The voice lines were perfect, really made it feel like there's a human playing and I'm the AI.

Beautiful art, though it did take a while to understand how to fish the fishermen.

The optimal strategy seems to be keeping all food clustered, and it is quite hilarious to watch a group of food running full speed to catch the pieces falling from the sky before they have landed too far.

A very accurate depiction of how some dogs behave.

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A creative idea, you really did prove that humans are terrible computers.

Unfortunately this game may be hard to understand (knowledge of assembly / how CPUs work helps), but once you understand the idea it is quite simple.

As an example I will use the first instruction of the first level:

  • On the left side is a stack where it falls down
  • The instruction contains four numbers separated by spaces: 10  00  00  07
  • The first number tells us what we have to do, others are additional arguments V1, V2, V3
  • Open the handbook on the left side, see that instruction 10 = Add V3 to first register (reg 0)
  • On the bottom right are four registers (here labeled "Registors")
  • V3 is the last number of our instruction (07), so we add 7 to the value in reg 0 and write the result in reg 0
  • 0 + 7 = 7
  • Once we have written 7 in the register, we can press the lever - if you done it correctly, the next instruction falls down into the stack

The only confusion for me was about "Swap reg V2 with reg V3" (didn't immediately realize that register numbers were given as arguments V2 and V3).

71 00 01 03 - swap values of reg 1 and reg 3.

Jumping works by writing the appropriate number in the box labeled "Load", i.e. 45 00 01 15 means that if the condition is valid, write 15 in the "Load" box and then press the lever.

Level 06 - The powers that be - has a bug that leads to an endless loop (there should be one more instruction 71 00 00 01, otherwise the power counter also gets multiplied and never gets to 0). This is dangerous - I got stuck doing the same instructions over and over for 12 hours, fortunately I received an external IRQ from my family and got out.

Fun to play, got to 40 revived in endless mode before a bug finally stopped me (patient died in my hands, the medic just stayed in panic mode with hands raised and would refuse to pick anything up). That's understandable, it is quite stressful caring for all these patients alone.

A great idea, though being a cheating dealer is harder than I thought. With limited time and having to manage player rage and calculating what number to pick for players and dealer, it was quite a challenge.

Great art and audio, perfect for a dungeon game.

Really fun to crush the heroes with various traps.

I liked the player's AI - it really behaves like a player would in a roguelike shooter, moving away from enemies and dodging slower bullets. With the ability to spawn enemies anywhere, positioning is important.

If you want to be a really evil dungeon master, spawn a circle of enemies around the player, that way he can't run away and dodge most bullets.

Animations and visual effects are satisfying to look at, overall the game is really polished for a 48h project.

Was really fun to try different building strategies, and then to watch my creations get demolished.

Ah, the first time I played the detectives arrived just as I was unlocking the exit route. Caught me red handed!

It was a really good idea to provide hints - after all, in these escape games it isn't always clear what you are supposed to do, and getting stuck can be frustrating. It helps reduce aimless wandering around, especially when time is limited.

A clever take on the idea of a card game.

I really liked the weapon balance - each one feels unique, requiring a different combat style, but all were valid choices.

Thanks for the feedback! Full screen was intentionally disabled, as I had made everything for one resolution (1024x768), and there wasn't enough time to make everything scale properly. 

Thank you so much!

We are so happy to hear you enjoyed our game! Thanks for the nice comment!

Haha, we hope it was a good suprise! And thank you for the feedback!

Thank you so much!

Thanks! 

Thank you so much for the feedback, it means a lot!

Thank you so much! And yes, playing so much Fallout has definitely affected the way we make our games :D

Thank you so much!

Yeah, it sounds like something went wrong. But thanks for the feedback!

Thank you!

Thanks!

Thank you!

Ah, the good old Start-Quit swap. Pixel art sprites should be imported with point (no filter) to remove the blur and make it sharp. Regardless, the graphics were quite nice, and the "opposite everything" was an interesting take on the theme.

Will play your game now! Check out mine too: https://itch.io/jam/cgj/rate/477039

The switching mechanic was used really well, in different kinds of puzzles, and was really fun to play with. One of the most innovative level designs that I have seen in this jam. Here are a few things that can be improved: importing pixel art sprites with point (no filter) filter to remove the blurry look, exporting to web (HTML5) is also really easy from Unity, and it will make your game accessible to everyone.  Good luck in future game jams!

https://itch.io/jam/cgj/rate/477039

Playing your game now! Check out mine too: https://itch.io/jam/cgj/rate/477039

Even though the graphics were simple, the stretching and squashing of player when jumping made it really satisfying to play!

Even though the graphics were simple, the stretching and squashing of player when jumping made it really satisfying to play!

Will check out your game! Try my game too: https://itch.io/jam/cgj/rate/477039