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LowQualityRobin

600
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6
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A member registered May 02, 2023 · View creator page →

Creator of

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Bad news, the only reason I didn't add yellow was time.

I'll probably just stick to red, green, and blue from now on though.

Really cool that you found a way to sequence break the game!

Thanks for playing!

I'm actually glad to hear you wanted more areas to use some of the abilities. This game ended up being a rough prototype of what I had originally planned (you can kinda see some of it in the background of the final room of the tutorial, the whole city on the other side of the door was designed to be one of many playable areas, I just didn't have time to finish it), so I might still make a complete game with these mechanics.

If by red ability you mean multidash I had considered using it as a way to catch yourself midair, but that would conflict with the airdash which is an overall more useful platforming tool. The multidash was originally just added to give the player an easier way to paint surfaces red. I may reconsider how it works in combination with the airdash though.

Really great visuals!

Thank you for having dynamic camera transitions between rooms. I've been playing Animal Well recently and the hard camera transitions between rooms that have interconnected puzzles/platforms have been rough, so this is definitely a breath of fresh air.

Design wise the game's pretty good, but please move your save points away from enemies. Even if you put them on a platform only accessible to the player. I died so many times from enemies just sitting on the save points.

Also I can definitely relate to the frustration of needing to cut the scope of the game back.

Really great and unique style!

Unfortunately it's a bit difficult, some way of healing would go a long way to fixing that (unless it already exists and I just missed it, which is entirely possible). I'd also recommend you put the control's in the game's page, I thought I had missed something early on until I realized by chance that you start with a double jump.

Curious to see where you take this, if you continue development. Overall solid entry!

I can definitely relate to jam induced crunch. Good luck with fleshing this out and on future projects!

Also for game jams, I have a strategy of tiering the systems and mechanics I want in order of importance, and then gradually cutting the less important stuff that hasn't been implemented as the deadline gets closer. This way I'm able to polish the core systems a bit more, while leaving out things that are underdeveloped and might hinder the game. I started getting much better feedback and scores after switching to this system (though I haven't quite won a jam yet, so take it with a grain of salt).

Very well made puzzle game! The art style is amazing.

There's a few minor issues I found, first you can get negative keys by reversing in the first room, and second, it wasn't immediately clear that blue objects don't get reversed (I thought it was a bug at first), which made some puzzles appear impossible until I realized it was intentional. Otherwise this is really great!

This is a pretty funny idea! Kinda reminds me of idle, cookie-clicker style games.

I wish there was a bit more going on though. It's understandable that there isn't, given the time limit, but some kind of obstacle or objective would have been great.

It seems like an interesting idea (albeit a bit ambitious for a short jam), but I don't really understand what's going on and the game's too dark to properly see everything unfortunately.

The visuals for the game are really interesting! The style is pretty nice and I like the perspective of the camera.

The gameplay doesn't seem finished though, which is unfortunate.

This game was actually somewhat unsettling at times, great job!

Two slight issues I encountered though are that the mouse isn't captured (I'm using Firefox in case it's browser specific), and you can fly.

Fun little game, it's got a really nice style to it.

This is a good game that in my opinion lacks a handful of things that would make it incredible.

First of all, this game does a lot of things well, the art style is really great, having a day system to track progress is awesome, and the 'sell all' button is a great QoL feature.

My main issue is that there doesn't seem to be much incentive to engage with the game's systems. It's cool that it has a shop, but why is it needed? You can dig every grave in the level without it. You have enemies to fight, but why bother if you can just run around them? There's a timer tracking how long you've been in the 'game' part of the game, but why? You're probably only going to be there for a minute.

This game desperately needs better progression, since that would tie everything together. There needs to be a reason to stay in levels longer, or explore further. Maybe levels could be larger and randomized? Or there could be more or harder enemies the longer you stay in a level?

As it stands the game is fantastic on the first run, but provides no real reason to keep going despite asking the player to do so.

I really hope this doesn't come off as harsh. I do think the game is good, but I also think whatever you make next could be so much better.

This game caught me off guard. To be completely honest I wasn't expecting much after the first few seconds since it seemed like it was just going to be a short, hastily cobbled together platformer without much attention to detail. I was absolutely not expecting such a well made environment in the graveyard. Remarkably good visuals and atmosphere, really great use of colour too, well done.

Very amusing game!

Managed to beat the game doing what you suggested. In a way, it kinda works more like a puzzle game than a rpg, which could lead to some interesting design opportunities.

Use Q and E to switch guns. It's in the game's controls page.

I probably should have made it so the game automatically switches to the most recently purchased gun, sorry for the confusion.

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I've never encountered this bug before. Did you have a high enough balance? And what browser were you using?

Edit: I've tested it on Firefox, Chrome, and Edge, and have been able to purchase the guns.

I'm kinda surprised to see a Twine game here, but this is pretty well made.

Alternative endings and more consequences for your actions would have been cool though.

This is a really nice game and cool idea.

Unfortunately the balance kinda throws things out of whack for me. I spent most of my time trying to avoid the slimes so I could build up enough of an arsenal to progress just to get taken out in one hit by the phoenix in the sewer area.

I read that this is more of a proof-of-concept than a complete game, so I'm sure you have plans for expansions, but a few specific things I think could benefit the game is a higher water drop rate (since you need it for everything but as far as I can tell you can only get it from the first four graves), visible stats on items and enemies, the ability to use healing potions outside of combat, and more locations with cauldrons.

This is still very well made, and one of my favourite games from the jam so far. I'm willing to take another crack at it if there's something I missed, like some kind of strategy that makes things a bit easier/more balanced.

Thanks for playing!

Also sorry about the grind. I set the shop prices a few hours before the jam was over, so I didn't have much time for play tests. If you focus on getting the tommy gun and a few speed upgrades it's pretty easy to dig deep enough to find tons of diamonds in each run which drastically lessens the grind though.

This has the most unique and interesting atmosphere I've seen so far by a wide margin.

Sorry you couldn't finish all the stories in time though.

This is such a funny idea. The whole concept of a environmentally conscious, pacifist skeleton is amazing.

Really creative combat, blowing up hoards of zombies feels really fun!

The game is a bit hard though. The zombies are incredibly fast and don't give you much of a chance to place and detonate bombs. I usually died within the first minute of a game without a single bomb detonated.

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That's a really creative movement mechanic! It's a bit short (understandably), but I really want to see what this could be expanded into!

I did encounter a couple of issues, first you can move outside of the screen, which seems to softlock the game. And second, for some reason the game doesn't scale with the web display. These didn't factor into my rating, I just thought it would be useful to know.

Cool to see a turn based game, unfortunately I don't really know what's going on or how it works.

I might just be a bit dumb though. I'll probably come back to this, hopefully I'll figure it out then.

Really great work with the visual style. You got a lot of mileage from that colour palette, and the sprites are very well designed.

I have some issues with the gameplay though. It's pretty easy to break the game by just spamming the cheap gravestones, at which point you're just watching hoards of enemies die without much strategy involved.

Since the theme is grave digging, maybe the gravestones could only be placed on dead enemies?

Neat way to fight enemies!

Gonna echo the comments about the controls being a bit too floaty, but otherwise this was pretty solid.

This is a really neat concept! The art style is also great.

It just felt a bit hard though, mostly due to how unforgiving it is. There should probably be some sort of life system in place, at least early on.

Pretty cool maze game. Seeing coffins behind walls and getting lost trying to navigate to them (and finding more coffins in the process) was a lot of fun!

I know I missed at least one, but I don't know how many are in the game.

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I'd definitely recommend buying the tommy gun, it opens up a lot of movement possibilities.

Thanks for the feedback!

Really great for your first game!

The music is incredible.

This is a pretty cool take on tower defense, and the visual style is great too.

My only issues were that the graves could spawn right next to the crystal, and that the pacing of the game felt a bit slow. Otherwise this is really solid. Great work!

Really cutting it close to the deadline, eh?

A gravestone decorator is a pretty fantastic idea! I wish it was a bit more responsive though, it could be really cool if you we're actually editing a texture of a gravestone rather than just pressing buttons.

The retro UI and CRT effect are a great combo. I'm a bit less convinced about the CRT shader's use during the game though, it probably should have been toned down just a bit.

The idea of grave robbing while being hunted by some kind of monster is pretty cool, I kinda wish the playable area was a bit larger though.

Took me a while to figure out what was going on, but once I did I thought it was pretty fun and unique.

Could definitely benefit from a tutorial level with no hazards or time limit though.

Like omnixo said, hold shift to drill.

I added the controls to the game's page to hopefully avoid confusion in the future.

I can't quite tell if the game uses 3D assets at an angle that makes it appear more 2D, or if it's all 2D but made to look 3D. Either way it's a pretty neat style.

The balance of the game feels a bit out of whack though. The turrets despawning felt a bit harsh, and the game got ridiculously easy once I was down to just one coffin and could put all the turrets in one lane.

It's a good foundation though, managing several distinct sections that share resources in a tower defense game is a cool idea.

It's got a pretty cool look to it, I'd be interested in seeing what kind of game you could make with this as a foundation.

There is an upper limit, but it's so fast that any faster and you'd basically be in a free fall.

Good job on getting to the bottom, glad you thought it was fun!